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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1313107 times)

The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11490 on: November 20, 2012, 02:16:05 pm »

I find it much more fun playing random characters as well, it seems a lot better when I have to look at what skills, attributes and perks I have, and tailor my strategy to that.
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sluissa

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11491 on: November 20, 2012, 02:28:14 pm »

I don't think "normal" would be default. Default is basically a blank slate. Practically everyone has some sort of skill. Even mundane things like driving or cooking are useful in cataclysm. Everyone also has their quirks... even if it's as common as needing glasses. Even normal life skills pre-apocalypse prepare people in unexpected ways.

Even with the combat skills, it's not inconcievable that a normal person might have taken archery or martial arts as a kid. Or depending on the country have some skill with firearms. I might question grenade launcher knowledge, but that's one skill out of the whole bunch, and not a hugely useful one at that.

Some of the weirder traits are... just that... weird. But given the world, where you have underground science labs or military bases every few miles, even being given robot parts at the start isn't a huge stretch.


EDIT: Is it normal for companion NPCs from a previous life to just kind of show up and start following the new character?
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pisskop

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11492 on: November 20, 2012, 02:58:09 pm »

I had to kill mone via wishing...  But then I also restarted to ameliorate the damage I did.  I find this worldblending to be the biggest error and hangup to me truely enjoying the game.
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Robsoie

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11493 on: November 20, 2012, 10:03:34 pm »

Ran into a very big town (using the The Darkling Wolf's mod , i have much less bugs than with the release version, that's great) , found a NPC in the world that went to travel with me and found a hammer while the NPC fetched a radio.

Then moving in that big city to see how big it really was, zombies started to spawn around, and swarmed into our direction, NPC foolishly went to fight with bare hands (forgot to tell him to not do that :D ) , it was the last time my character saw him.

Running away i found a truck in one of the parking lots and decided to try to get revenge for whatshisname that bravely fell to the horde.

After crushing 79 zombies (according to the end game stat), the truck decided to give up and my character was simply swarmed by even more of them.
It was a nice truck, maybe i should have get it away from town after the 1st dozen of crushed undead :) .
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jester

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11494 on: November 20, 2012, 11:42:22 pm »

If you have having problems getting swarmed early, find some 1 tile wide windows early on, smash them, then clean out the glass, then mark them on your map, with a semi decent melee weapon you can take 50 or so zombies at a 1 tile wide window without too many problems
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Kaje

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11495 on: November 21, 2012, 08:57:01 am »

Would love someone to get a graphics pack done for the latest version!
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11496 on: November 21, 2012, 01:14:20 pm »

If there's a support mod, you can use my old graphics pack.
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11497 on: November 21, 2012, 01:19:09 pm »

Been a few updates to my mod, most notably:
Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
Fully refueling a vehicle no longer takes about 8 hours.
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11498 on: November 21, 2012, 02:32:54 pm »

Are there TENTS yet?

I WANT TO CAMP D: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11499 on: November 21, 2012, 03:05:07 pm »

Been a few updates to my mod, most notably:
Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
Fully refueling a vehicle no longer takes about 8 hours.

Does your mod fix the issue, which causes the player to fall from the seat while the vehicle is driving onward?
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11500 on: November 21, 2012, 03:09:41 pm »

Fully refueling a vehicle no longer takes about 8 hours.
Assuming the power is out, hand-pumping would take quite a while.

The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11501 on: November 21, 2012, 03:25:39 pm »

Fully refueling a vehicle no longer takes about 8 hours.
Assuming the power is out, hand-pumping would take quite a while.
Perhaps, but if you declined to do it all in one go and instead kept selecting to refuel one charge at a time, it took a few turns instead of 3 or 4 hours.

Been a few updates to my mod, most notably:
Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
Fully refueling a vehicle no longer takes about 8 hours.

Does your mod fix the issue, which causes the player to fall from the seat while the vehicle is driving onward?
It fixes a bunch of vehicle bugs, and I've never encounterd that particular one, so possibly.

Are there TENTS yet?

I WANT TO CAMP D: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
SoonTM
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I am fat, eating is my great joy.

SomeStupidGuy

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11502 on: November 21, 2012, 03:28:46 pm »

Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
You're god-like, Mr.wolf-man. Thank you.
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Robsoie

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11503 on: November 21, 2012, 03:35:24 pm »

Thanks for the update of the mod.

I don't know if it is a known bug with the mod (the unmodified release being much more buggy regarding them), but for each "world" NPC if i ask them if i can do something for them (similarly to the "shelter" NPC) , the answer is :


the same question with a "shelter" NPC does not have this problem
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The Darkling Wolf

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #11504 on: November 21, 2012, 03:36:25 pm »

I haven't touched NPCs at all, so it must be something vanilla. NPCs are still very unfinished.

Water purifiers now create a new "clean water" item, so there's no more painful micromanaging.
You're god-like, Mr.wolf-man. Thank you.
T'was a long demanded feature, and stupidly easy.

Seriously, it took about 40 seconds to add. I just copy pasted water, added an extra line to its description, added an itype, then made purifiers produce the new itype instead of normal water.
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My cabbages!
[Thunderfury, Blessed Blade of the Windseeker]

I am fat, eating is my great joy.
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