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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310151 times)

Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8790 on: January 21, 2012, 06:28:35 am »

Old versions of Cataclysm works well good enough for Windows. It still crashes but rarely. There is an autosave function and most of the time crash isn't a problem.

But yeah, it's an old version.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8791 on: January 21, 2012, 06:31:27 pm »

A little update.

Save files obsolete.  Clean build required.

Features:
  • Many new mutations, several of which are designed by Shadowscales.  Two new mutation categories: Spider and Cephalopod.
  • Monsters, like players, have their armor split into armor vs. bash and armor vs. cut/pierce.  Many monsters, most notably triffids, have their armor which was once purely cut-deflecting transformed radically.  On the whole, this makes cutting weapons more powerful.

Tweaks:
  • Bionic plating tweaked a bit, penalties aren't as harsh.
  • XP retweak.  Increasing the practice level of a skill costs (1 + current level) XP points.  You gain 1 XP every 10 turns.  For every 20 morale you have, this gets 1 turn faster, until at 180 morale you are gaining 1 XP every turn.
  • Stack memory usage vastly improved.
  • If bridges intersect, they form an island with a crossroads on it.
  • Fast Reader trait less effective.
  • Wearing mouth protection helps prevent the common cold and flu.

Bug Fixes:
  • Throwing bug fixed; sorry about that.
  • Weird molotov messages fixed.
  • Some more BAD SPAWN errors removed.
  • Slime Hands mutation works properly.
  • Curled Horns mutation gives the correct message.
  • NULL MUTATION no longer shows up on the new character screen.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8792 on: January 21, 2012, 06:44:03 pm »

Cephalopod mutation group? Excellent.

So if I'm reading this right: Would it be possible (or at all likely) to, for instance, develop a couple mutations from different groups, and then be statistically likely to start getting mutations from both of them? For instance, how likely is it to turn into what is largely some kind of weird spider-lizard? Is that at all plausible?
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8793 on: January 21, 2012, 07:08:55 pm »

From my experience, very likely.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8794 on: January 21, 2012, 07:30:09 pm »

Excellent.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8795 on: January 21, 2012, 09:18:27 pm »

It's very plausible; mutation inside a group just increases your chances of further mutation in that group, but never makes it exclusive (getting 1 mutation in a group gives you about 50% to mutate in it next time, a second makes it 66%, a third 75%).  Mutation inside two groups will increase the chances of mutating in both, so it's possible (albeit unlikely) to have two or more dominant groups.
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8796 on: January 21, 2012, 09:27:28 pm »

There a windows version?
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8797 on: January 22, 2012, 02:39:56 am »

Quote
Jack Hughes: Oh god, it mafuckin'     
│ hurts...                              │                                     
│You: What's the matter?           
│                                                         
│Jack Hughes: I'm infected.  Badly.  I   
│ need you to get some antibiotics for   
│ me...                                 
│                                       
│You: I'll do it! 
                     
│Jack Hughes: Oh, thank god, thank you so
│ much!  I won't last more than a couple
│ of days, so hurry...                 
│                                   
│You: Can you share some equipment?     
│                                     
│Jack Hughes: Why should I share my     
│ equipment with you?                   
│                                     
│You: Well, I am helping you out...   
│                                       
│Jack Hughes: Okay, here you go.
--- Jack Hughes hands you some antibiotics
 
Spoiler (click to show/hide)
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8798 on: January 22, 2012, 02:59:38 am »

It's very plausible; mutation inside a group just increases your chances of further mutation in that group, but never makes it exclusive (getting 1 mutation in a group gives you about 50% to mutate in it next time, a second makes it 66%, a third 75%).  Mutation inside two groups will increase the chances of mutating in both, so it's possible (albeit unlikely) to have two or more dominant groups.

These percentages confuse me a little. Say you have four mutations, of two groups (two in each group). That would mean that, upon further mutation, you have a 66% chance of getting a mutation in Group A and a 66% chance of getting a mutation in Group B. Obviously, this is impossible math! Either they're checked independently using those percentages — unfairly favoring one group over the other — or there's some more complex weighting going on.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8799 on: January 22, 2012, 04:11:32 am »

Those percentages are assuming you haven't otherwise mutated.

And it's more complicated than that; some mutations are found in more than one category, and gaining that mutation will increase the chances of all categories which contain it.  Gaining a mutation also decreases the chances of mutating in all groups that don't contain that mutation; however, this change is much smaller than aforementioned increase in chance.

Indeed, even the 50-66-75 numbers aren't entirely accurate, I just made them up to demonstrate my point (they're close to the actual figures, though).  You're never locked in, chance to mutate in a group never reaches 100%, and any possible combination of mutations is possible (except for those mutations which are mutually exclusive, of course).
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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NobodyPro

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8800 on: January 22, 2012, 05:08:27 am »

Cephalopod mutations? Aww yeah! Now I can be my avatar... eventually.
*starts the game*
*scavenge food and then find mountain of mutagen on dead scientists*
*scarf it down without a second thought*
*receive all bad ones and fall asleep*
*eaten by wolves*
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Leatra

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8801 on: January 22, 2012, 07:34:28 am »

Quote
Jack Hughes: Oh god, it mafuckin'     
│ hurts...                              │                                     
│You: What's the matter?           
│                                                         
│Jack Hughes: I'm infected.  Badly.  I   
│ need you to get some antibiotics for   
│ me...                                 
│                                       
│You: I'll do it! 
                     
│Jack Hughes: Oh, thank god, thank you so
│ much!  I won't last more than a couple
│ of days, so hurry...                 
│                                   
│You: Can you share some equipment?     
│                                     
│Jack Hughes: Why should I share my     
│ equipment with you?                   
│                                     
│You: Well, I am helping you out...   
│                                       
│Jack Hughes: Okay, here you go.
--- Jack Hughes hands you some antibiotics
 
Spoiler (click to show/hide)
Wait, you and NPCs can become infected?
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jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8802 on: January 22, 2012, 11:13:07 am »

Nah, its just a starting quest (at this stage).  You can also get asked to get some info downloaded onto a usb, kill someone who became a zombie and a few other things.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8803 on: January 22, 2012, 11:22:56 am »

Note that its not a zombie infection, I don't think, just a regular one. (hence why antibiotics works. Would they really work against -spoiler-?)

Whales did say diseases were in the game now, though I don't think actual player infections were one of them.
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jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8804 on: January 22, 2012, 11:51:50 am »

Well, the common cold and the flu both are and I gotta say they dont seem to be cureable with antibiotics at this stage unless you need to keep taking them for a few days and does anybody expect to live that long in this game coughing and vomiting all over the place?
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