For those unaware, Cataclysm is an open-source zombie survival roguelike in development by the talented and rarely slimy
Whales, and has a
Bay12 thread as well. In addition, a non-negligible portion of Cataclysm's user base is B12. Whales' official stance is that the game is in "pre-alpha state where only developers should be looking at it" but that doesn't stop us from loving it. It's also native in Linux, and doesn't port entirely cleanly to Windows. Whales has expressed a desire to change this, but as he's currently focused on the game itself and not the audience, he's continuing in pure Linux. C++ is rather forgiving though, so anyone with some knowledge could probably port it over. An unofficial Windows version exists, but is currently slow to update and suffers some Windows-specific bugs. I've installed Linux Mint and Cataclysm relatively easily and am preparing to get into it a bit deeper.
In Cataclysm, many things are optional. Only three things
must happen, and that's food, water, and sleep. If you neglect these, you will die or simply pass out. Things that "must" happen to play also include defense and morale. Cataclysm works off a unique experience gauge. When your morale is high, you gain exp over time, stacking into a counter that's tallied up constantly. When you perform an action, it reduces your exp pot and applies experience in that skill. If you have no free exp, then you gain no skill. While this sounds very important, after the first day it's usually very easy to stock up exp and no one really notices it anymore. A couple shots of tequila and a bag of beef jerky and you're good for the day. Mp3 player? You're set for like a week! Which is overkill. No one survives more than like 3 days.
Combat is either ranged (throwing or shooting) or close (melee or unarmed). Much like DF, Cataclysm has suffered a nerfing of unarmed combat, and while still viable it's much harder to become viable. Strength determines your close range damage, while perception determines much of your ranged damage, especially the change of headshots. Dexterity helps determine your to-hit chance in ranged and close, and Intelligence isn't used in combat directly. But skill rust does happen (you can forget what you did that afternoon?) while intelligence helps delay it. Higher Int allows for higher stable levels, creating a sort of soft cap on skills. Additionally, with combat, everything is a weapon. No really. Every object in the game can be held in your hand, either to transport it or wield it. If you're short on space, you can carry an extra 2x4 in your hands to save inventory space, but any combat done will use that as a weapon. This applies to all items, from combat knives to radios to frying pans to gold bars to ID swipe-cards. Of course many items are terrible as weapons. Sweaters have a negative bashing rate (soft cotton) and a poor speed. Katanas have overpowered cutting strength and a bit below-average speed. Also chainsaws, which actually run on gas, and generate noise.
Now then, with some of those basics out of the way, let's get to the real LP. Community LP, really. I'll be taking suggestions from the community on how to handle things and progressing over time, and can post save data in case anyone wants to pick up. Because the death rate in Cataclysm is so high, I'll be playing extra-cautious and avoiding dangerous areas like wasp nests that would otherwise prove quickly fatal, and be playing rather prudent with less "jump in the fray" combat. After all, that's very deadly and we want to drag this out as long as possible. Because our goal here, is to win. Despite being a sandbox game at heart, it should theoretically have an "end" scenario, aside from death. But it's extremely difficult, with the very high death rate and intense dangers, stable gameplay is all but impossible and every game is a constant struggle against the hordes. But, I've heard rumors that there's a spawn cap, and that you can theoretically whittle the zombie population to zero and stop future spawns. That is the goal here, to cleanse the world of the undead and to live relatively safely. We're doing this the Dwarven Way.
To this goal, the ultimate ideal is to build and/or steal several automated turrets and set them around a heavily fortified base. Turrets are loud, and attract zombies, but because of the spawn algorithm zed come in waves if the noise level is very high, so it should eb and flow and allow some time to rest and take stock between waves. Lots of spiked pits and very hindering terrain will be used to allow the turrets maximum protection when facing the hordes.
Now then, character creation. Here are screenshots of the
stats,
traits,
skills, and
description pages of character creation, as well as the
wiki for info on all of that stuff if you care. Strength and "pain resistant" help melee, perception helps ranged, intelligence helps late-game, and skills at start are a waste of points as you can level them all in-game. Certain traits are better (or worse) than others and I'll be picking a few, but taking advice on how to handle a new character. Be aware that skirts are great for melee, and as it's me making it, the character will more than likely be female.
Let the carnage be planned to commence!
Also
here is a picture taken inside of a
Walmart Megastore to display the increased spawn rate in them, and their very large size, over 9x bigger than any other structure! I've changed the display since then, my console no longer appears "foggy" like that.