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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1295638 times)

Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10050 on: June 30, 2012, 07:57:50 am »

Yeah, the days-long rampages are fun and all, but taking a character through the first week is far more satisfying.
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scriver

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10051 on: June 30, 2012, 08:28:57 am »

I built my first attempt at a safehouse in a sporting shop in a small, completely zombieless town. A choose the sporting shop because it had a wonky facing towards another house, meaning there was no way for anything to see into it unless they were already in that weird alley in front of the door, and the town because it was, well, completely zombieless. Spent some time looting the nearby sporting shops (the town had three of them, for some reason ;)) for arrows and hardware store for building material and plenty of time going around breaking down doors for wood so it was pretty boarded up. Then I decided to head to the local library to find a mechanics skill book to read (so I could make my own arrows), and after I get to it, BAM! Zombies everywhere. And not just zombies, but the scary kind of zombies. THAT IS TOTALLY NOT COOL GAEM.
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Love, scriver~

GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10052 on: June 30, 2012, 11:02:56 am »

The game gives you a reprieve at the beginning where the zombies are all supposed to be dormant somewhere or you just get lucky, but it doesn't last long. You probably just hit the edge of fit.


If it starts looking to dangerous, run to the edge of town, go through the back window of a house, burn down the house to kill your scent trail (or burn a shirt or something in front of the back window, but I prefer the whole house). Wait until night and sneak back into your safe house, remembering to stay quiet.
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Kaitol

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10053 on: June 30, 2012, 11:07:49 am »

The game doesn't immediately spawn the scary kind of zombies, so I doubt that's it. Hordes move across the world map, although you can't see this visibly. More then likely a horde moved into your town, prompting zombies to spawn again.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10054 on: June 30, 2012, 01:19:41 pm »

The game doesn't immediately spawn the scary kind of zombies, so I doubt that's it. Hordes move across the world map, although you can't see this visibly. More then likely a horde moved into your town, prompting zombies to spawn again.

Totally untrue  :D

There's no such thing as a town without zombies.  However, if your spawn counter is sufficiently high it may seem like there aren't any, if you visit it and zombies aren't due to spawn for an hour.  Also, if you're moving in a stealthy fashion (away from wide-open areas, etc) it's very possible that zombies will spawn, but you won't see each other.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

scriver

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10055 on: June 30, 2012, 04:10:51 pm »

So, I ended up committing suicide with that save since my legs broke and I didn't know how to fix it. Start up a new game, and begin in the evacuation shelter I took my life in. Free stuff! Lots of it.
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yarr

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10056 on: June 30, 2012, 07:12:28 pm »

the update seems to be out now
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10057 on: June 30, 2012, 07:28:20 pm »

What update?

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10058 on: June 30, 2012, 07:40:52 pm »

The one with martial arts and the like.
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MasterFancyPants

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10059 on: June 30, 2012, 08:05:55 pm »

Quote
Interruptable Actions.  If you spot a monster while crafting, go ahead and stop crafting, kill the monster, and resume--the time spent crafting won't be wasted, and you'll pick up where you left off.  This applies to all long-term activities except reloading.

All of the win. All of it.

Full Changelog: http://whalesdev.com/forums/index.php?topic=143.15
Spoiler (click to show/hide)
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TempAcc

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10060 on: June 30, 2012, 08:08:52 pm »

Awesome, but I haven't found a single vehicle yet though, walked through 3 parking lots and nothing yet.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10061 on: June 30, 2012, 08:12:15 pm »

Nicer formatting.  And... official?

Wow, been a while since there was a release, huh?

Clean build required.  Saves are obsolete.

Windows executable: http://whalesdev.com/cataclysm.zip
Linux executable: http://whalesdev.com/cataclysm.tar.bz2

Features:
  • Unarmed styles!
    • Styles feature a set of moves, which give your attack special effects, allow you to block attacks, get in counter-attacks, and more.
    • Moves are unlocked at levels of unarmed skill.  Some styles are "easy" featuring low-level moves, while others require an expert to use properly.
    • Most styles also have a unique special effect.  These include the ability to run along walls, enhanced blocking after an attack, combo moves and more.
    • New Help item explaining styles.
  • New trait: Martial Arts Training.  Allows you to start with your pick of a common martial art style.  The more complex ones need to be taught by an NPC!
  • Several weapons have had special moves added to them.  Many items can parry attacks or act like a shield.
  • Monsters can be knocked down.  So can the player.
  • The player can be "stunned" like monsters are.
  • Melee combat reworked significantly.
    • Damage tweaked extensively.
    • Messages improved.
    • Code streamlined and much nicer to read.
    • Body parts hit in NPC combat tweaked.
    • Critical hit chances tweaked.  Critical hit effects improved.
    • Mutation-based attacks can be used against NPCs
  • Two new missions: "Reach Safety" and "Find Book"
  • Gremour's Vehicle Mod added.  Most/many players are already using this.  It is awesome.
  • Ability to chop down trees and chop up the logs they create added.
  • Wandering NPCs.  They're be flavored and have skills/equipment to match.
  • Lots of new NPC dialogue.
  • NPCs can now train you in skills or melee styles.
  • Interruptable Actions.  If you spot a monster while crafting, go ahead and stop crafting, kill the monster, and resume--the time spent crafting won't be wasted, and you'll pick up where you left off.  This applies to all long-term activities except reloading.
  • Game state saving improved.  NPCs, missions, and much more are all saved.
  • Debug functions expanded.
  • If you're on fire, running into water will put it out.
  • New Monster: Zombie Master.  Upgrades nearby zombies to special zombies.
  • New Monsters: Zombie Grabber, Vinebeast.  Both will grab the player.
  • Non-swimming monsters will drown if knocked into water.  Aquatic monsters will die if knocked onto land.
  • NPCs may lead the player (e.g. to safety).

Tweaks:
  • Spawn rate reduced.
  • Installing bionics trains the relevant skills.
  • Amigara entrancement lasts 20 turns max.
  • Many terrain types are "permanent traps."  Spiked pit, for example, is no longer a trap type but only refers to the terrain.
  • Getting sleepy queries to cancel activity, rather than just canceling it.
  • No longer warned when a dangerous weather pattern remains the same.
  • Motion Alarm bionic queries to cancel activity (rather than forcing).
  • Lots of places that used trig_dist() now use rl_dist(); more consistant.
  • Inventory is colored better.
  • Active items appear as yellow when you go to pick them up.
  • Nyquil gives you the sleep aid addiction.
  • Manhole covers may spawn in pawn shops.
  • Sledge hammers do more damage.
  • Combat knives more accurate.
  • Bee/wasp stings less accurate.
  • Awl pike does less damage.
  • Arrows much less damaging.  Wood arrows less accurate, carbon fiber arrows more accurate.  Crossbolt bolts less damaging as well.
  • Bows less accurate.
  • Almost all ammo has better armor-piercing capabilities, making AP-oriented rounds much more effective.
  • Marlin 39A reloads one round at a time.
  • Bayonets have a worse recoil penalty.
  • Top Gear magazine teaches driving skill, not mechanics.
  • Setting traps takes longer.
  • Lava is no longer a see-through wall.  Zombies will walk into it and die a fiery death.  You can too, if you want.
  • Disarming traps trains trap skill.
  • Being in a dangerous field prompts to cancel activity, rather than just canceling it.
  • Turret range increased by 50%.  Turrets use rl_dist not trig_dist.
  • Monsters dodge more often.
  • Stunning an already-stunned monster extends the duration of the stun.  Ths applies to other monster effects, too.
  • Zombie necromancers will attack if you strike first, or if you're near death.
  • Dark wyrms are faster and tougher.
  • Many monsters which should not have had heads no longer have heads (i.e. headshots won't happen on a Flaming Eye)
  • Robots have greatly improved armor.
  • Manhacks dodge better.
  • Mutations are good more often.  Robust Genetics is a more effective trait.
  • NPC starting skills tweaked extensively.
  • Scientist NPCs will specialize in computers, electronics or medicine.
  • NPCs are more frightened of guns.
  • NPCs are more easily provoked into a homicidal rage.  Be nice!
  • NPC dialogue uses letters, not numbers, for selection.
  • Labs are much more populous.
  • Swamp populations modified; swamp monsters less common.
  • Radiation is much less devastating.  It's harder to mutation from radiation.
  • Throwing up reduces hunger and thirst by more.
  • Skill rust reduces faster.
  • You can throw further with higher levels of skill.
  • Burst-firing won't target friendly monsters.

Bugfixes:
(Special thanks to creidieki for finding/fixing half of these)
  • Moon phases work properly.
  • Some Windows display/input fixes.
  • Amigara Fault event fixes--you probably won't be trapped forever anymore.
  • Heatsink bionic protects from temple flame bursts.
  • Plant Skin correctly reduces thirst.
  • Misplacement of contained items ("Cocaine of Whiskey" bug) fixed.
  • Unwielding artifacts works correctly.
  • Debug functions expanded.
  • Some fixes to monsters following you across stairs.
  • Items save better, reducing some rare bugs.
  • Mansion generation fixes.
  • Monsters will match the new type's aggression and morale if they change form.
  • Mutations with more than one prerequisite can use EITHER prerequisite.
  • NPCs retain their gender and skills through time.
  • NPCs will avoid "banned" items better.
  • A few bugs related to NPC death fixed.
  • Rare bug that obscured the name of terrain you've seen fixed.
  • Mansion placement fixed.
  • Player healthiness is initialized properly.
  • Thick Scales mutation correctly reduces Dexterity by 2.
  • Alignment fixes in the skills display.
  • If an NPC is hurt you won't see a prompt to cancel your activity.
  • Flamethrowers won't sputter out.
  • Throwing uses rl_dist like firing guns does.
  • Messages fixed for when NPCs throw items and hit a monster.
  • Item wishing crash fixed.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

BigD145

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10062 on: June 30, 2012, 08:23:11 pm »

Yay. More features. I just recently got into this so thanks Whales.
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Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10063 on: June 30, 2012, 08:48:06 pm »

Those are all fantastically awesome features and fixes, and I massive appreciate releasing an out-of-the-box windows version.

But at the risk of sounding ungrateful, my very first game in the new version killed me with one of the oldest problems - the fact that apparently everything in the game sees you and only you as a target.  It's a little maddening to be running past rabbits, deer, and then a swarm of zombies with wolves nipping at my heels the whole time.  Animals could use some new AI themselves.

EDIT: Also, doing absolutely anything with NPCs besides accepting quests from them seems to turn hostile.  All I did was ask a shelter guy "What should we do now?" and he immediately attacks.  Same for looking at them or asking them anything.  Accepting some quests, like the "dammit I'm hurting one" does it too.  Although I think my instance might have just bugged out since I'm getting the debug messages.

EDIT MORE: Should probably add the vehicle mod controls to the Help Screen.  I had to look up how to get out.
« Last Edit: June 30, 2012, 09:17:19 pm by Aqizzar »
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #10064 on: June 30, 2012, 09:05:42 pm »

There was a bug a while ago that "sizing up" an NPC sent them hostile.
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