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It's definitely as playable as it has always been, with some interesting new stuff like serums and threshold mutations. The problem is that it's this tiny little insular self-contained community. Everything is balanced to what the basement grognards want out of the game. Real progress has basically stopped, because the playerbase prefers quick little content addons to actual new mechanics that they'd have to wait for.
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# ? May 27, 2014 16:44 |
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# ? Apr 26, 2024 08:19 |
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Really a shame to see the game go down this path, but this is what you get when a community gets this insular. It just sort of implodes. In a year it'll be even worse until it's a singularity of bad ideas. Which is a shame too, but oh well. I'm hopping someone with coding ability will play it and make a good solid base for sandbox rogue likes with vehicles. I still pine for cataclysm in space.
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# ? May 28, 2014 13:34 |
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I don't understand. Other than some hardcoded mechanics, everything else is moddable. Why would you want some minor content updates?
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# ? May 29, 2014 06:47 |
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amuayse posted:I don't understand. Other than some hardcoded mechanics, everything else is moddable. Why would you want some minor content updates? I don't know if the code base is still as much of a mess, but at one point "some hardcoded mechanics" was pretty much everything. They might have given modders the ability to add fursuits without recompiling, but I kinda doubt they've done stuff like making map modding not hardcoded and absolutely insane. (Or untangling all the spaghetti code of hard coded stuff.) People were trying, but cataclysm was never hacked together with dwarf fortress levels of moddibility through data files.
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# ? May 29, 2014 22:24 |
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Felime posted:I don't know if the code base is still as much of a mess, but at one point "some hardcoded mechanics" was pretty much everything. They might have given modders the ability to add fursuits without recompiling, but I kinda doubt they've done stuff like making map modding not hardcoded and absolutely insane. (Or untangling all the spaghetti code of hard coded stuff.) I tried to make a simple mod that added some martial arts and items. Every thing is hard coded in and if you what to change or add anything outside of the most basic items you have to recompile everything. It's impossible to distribute a mod in a way that's simpler than uploading the whole game again. Their "mod support" is a total joke in that you can add clothes to a folder and that's it. Anything more complicated and nope gotta recompile the whole package.
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# ? May 29, 2014 23:15 |
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Anyone played much on the experimental desert map? I tried it with max size cities and all my characters kept spawning in the same electric car since the game couldn't even generate a shelter. Is the building placement just buggier in general on the map? Do really like the idea of wandering an infinite Southwestern suburbian hell (as opposed to the default "New England", which seems more like Wisconsin with the whole missing ocean issue).
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# ? Jun 1, 2014 06:10 |
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They should strongly consider refunding the Kickstarter backers since it's obvious at this point that poo poo isn't getting done.
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# ? Jun 1, 2014 06:12 |
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TOOT BOOT posted:They should strongly consider refunding the Kickstarter backers since it's obvious at this point that poo poo isn't getting done. From the Kickstarter (newest update as of this post) Update 23 Cataclysm DDA Kickstarter posted:Believe or not, we are still working on things. I was away from the states for a while, but I'm back and trying to get things back on track. Even though they say they're making headway on levels, as far as I can tell from looking at BountySource and browsing Github, I don't think they've actually completed anything beyond some initial outlining of what needs to be done to implement it. Of course, I don't follow the project like I used to, so I may have (and probably have) missed something. All that said, I'm really curious what hole the other $6749.94 went down; obviously ~15-20% just disappears into Kickstarter and Amazon, but that's still a lot of money unaccounted for, considering the project hasn't had a paid developer since the first week. Full Post Cataclysm DDA Kickstarter posted:Sorry for the Radio Silence, here's where we are and what we're doing The King of Swag fucked around with this message at 07:12 on Jun 1, 2014 |
# ? Jun 1, 2014 07:08 |
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I sure am glad that they never implemented such shoddy temporary workarounds like Lazycat's Z-level support mod. Why implement a feature that already exists and requires almost zero effort if it's 'limited' when you can raise 7,000 USD to develop a more comprehensive alternative and have nothing to show for it a year later. Who needs towers if they're not fully destructible and have liquids flowing from high floors to lower ones anyway?
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# ? Jun 1, 2014 09:45 |
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YASD: Forgot I had explosive rounds in my shotgun, used it at point-blank range.
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# ? Jun 8, 2014 08:18 |
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I'll do you one better: Decide to crack open a reinforced vending machine using dynamite, throw the wrong stick.
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# ? Jun 8, 2014 08:20 |
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Recently accepted pull requests that seem rad Portals (https://github.com/CleverRaven/Cataclysm-DDA/pull/6951) Biomes, like "looted" or "Infested" cities (https://github.com/CleverRaven/Cataclysm-DDA/pull/7892) Necromancy (https://github.com/CleverRaven/Cataclysm-DDA/pull/7676) Necropolis (some end game thing?) https://github.com/CleverRaven/Cataclysm-DDA/pull/7806
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# ? Jun 8, 2014 08:45 |
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A recent change that I really like is that all armor values were recently halved. Combined with the 'no Survivor equipment' core-mod it's actually possible to take damage now.
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# ? Jun 8, 2014 08:49 |
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The Lone Badger posted:A recent change that I really like is that all armor values were recently halved. Combined with the 'no Survivor equipment' core-mod it's actually possible to take damage now.
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# ? Jun 8, 2014 12:42 |
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AceRimmer posted:The combat animations (HP bars and such) are really neat too. Muh? Not sure what you mean here.
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# ? Jun 8, 2014 12:49 |
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The Lone Badger posted:Muh? Not sure what you mean here. Maybe it's the latest dev build only?
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# ? Jun 8, 2014 12:52 |
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Ah. I play with tiles, so I haven't seen it.
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# ? Jun 8, 2014 13:40 |
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I can't tell if I'm unlucky or if wandering hordes are still broken. Every time I've tried there's just a giant horde that literally follow me a tile away around the map. Which is a shame because I really, really want hordes. It's hilarious fun to wade into them loaded with guns and explosives shooting and exploding hundreds of on screen zombies, but you can't start a new character with them in their current state.
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# ? Jun 8, 2014 15:36 |
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I was just looking through the commits to see if anything interesting popped up, and I noticed that books have been completely worked over. I won't link to the commits because there's over a dozen of them all pertaining to various parts of the book reworking, but the long of it short is that you don't know anything about a book beyond its title and general difficulty level, without actually reading the book. Key points about the new system:
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# ? Jun 9, 2014 08:08 |
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That second to last one is pretty good, since there are some books that might have some recipe that you want but have 30 items in front of it that you have to learn first simply because they're listed earlier in the recipe list (yeah, you know who you are, Handloader's Helper) so you don't have to complete the entirety of the manual just so you can learn how to make gunpowder and primer.
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# ? Jun 9, 2014 08:25 |
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The King of Swag posted:I was just looking through the commits to see if anything interesting popped up, and I noticed that books have been completely worked over. I won't link to the commits because there's over a dozen of them all pertaining to various parts of the book reworking, but the long of it short is that you don't know anything about a book beyond its title and general difficulty level, without actually reading the book. Sounds like it further establishes DDA as a grade A hoarding simulator
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# ? Jun 9, 2014 10:28 |
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TheKnife posted:Sounds like it further establishes DDA as a grade A hoarding simulator
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# ? Jun 9, 2014 11:27 |
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The King of Swag posted:I was just looking through the commits to see if anything interesting popped up, and I noticed that books have been completely worked over. I won't link to the commits because there's over a dozen of them all pertaining to various parts of the book reworking, but the long of it short is that you don't know anything about a book beyond its title and general difficulty level, without actually reading the book. What did any of these except for the second last one achieve other than making something take longer than before? What does requiring to skim a book to know what it's about need to be in the game, especially since the blurb on the back if a book would be good enough to know what a boom does. I really don't like the spergy direction this game is taking now.
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# ? Jun 9, 2014 11:44 |
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whiteshark12 posted:What did any of these except for the second last one achieve other than making something take longer than before? What does requiring to skim a book to know what it's about need to be in the game, especially since the blurb on the back if a book would be good enough to know what a boom does. I really don't like the spergy direction this game is taking now. Verisimilitude. For things like 101 Home Repairs, I can see your point, but obscuring the details for things like the lab reports or AAA guides strikes me as actual useful difficulty.
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# ? Jun 9, 2014 15:10 |
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Seems largely pointless and tedious. Which is par for course I guess. "Realism"! Whatever happened to "keep it simple, stupid"?
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# ? Jun 9, 2014 15:16 |
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More pointless busywork so you can do the exact same thing you always did. Genius.
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# ? Jun 9, 2014 15:18 |
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I played this a lot last summer, but burned out around 0.8 (I think? I stopped with the last nightly build before zombie bears were introduced) and from reading the thread, it seems the opinions are mixed at best. Is it better or worse compared to where it was last year?
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# ? Jun 9, 2014 15:22 |
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Literally everything implemented since then has only served to make playing the game more tedious and annoying. Nothing of actual value has been implemented, and likely never will. Don't waste your time with the latest build, stick with whichever you were last playing.
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# ? Jun 9, 2014 15:45 |
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Yeah. The hidden book thing makes even less sense once you consider that all the names remain the same. Its just pointless busywork.
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# ? Jun 10, 2014 00:21 |
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So cars are like basically useless now? Used to be you could find maybe 1 in 5 cars that was useable right off the bat if you just put gas in it (which is easy to do). Now I've played for hours and I can't find a single car that has all the necessary parts except for one time I found one, put gas in it, and the engine refused to start! What the gently caress? Why not just remove cars altogether? They weren't even that overpowered they attracted tons of attention.
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# ? Jun 10, 2014 02:28 |
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Cosmik Debris posted:So cars are like basically useless now? Used to be you could find maybe 1 in 5 cars that was useable right off the bat if you just put gas in it (which is easy to do). Now I've played for hours and I can't find a single car that has all the necessary parts except for one time I found one, put gas in it, and the engine refused to start! What the gently caress? Why not just remove cars altogether? They weren't even that overpowered they attracted tons of attention. Cataclysm: Dull Days Ahead
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# ? Jun 10, 2014 02:40 |
Cosmik Debris posted:So cars are like basically useless now? Used to be you could find maybe 1 in 5 cars that was useable right off the bat if you just put gas in it (which is easy to do). Now I've played for hours and I can't find a single car that has all the necessary parts except for one time I found one, put gas in it, and the engine refused to start! What the gently caress? Why not just remove cars altogether? They weren't even that overpowered they attracted tons of attention. Cars now sometimes are running when you're in their time-bubble, this runs down the battery and eventually will kill it if the vehicle doesn't run out of gas first. Why yes this IS a classic example of throwing away fun in exchange for realism, doesn't everyone get boners being forced to make cars completely from scratch if they get too preoccupied with the walking dead to go turn off any cars they want?
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# ? Jun 10, 2014 03:06 |
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I find practically usable vehicles (usually only missing fuel) on roads between settlements/parking lots/mines etc. all the time. And replacing the battery is trivial, isn't it? Most of the book changes are tedium and serve no useful purpose. On the plus side, the using the no survivor equipment/rivtech mods and other bloat content removers the game is far more enjoyable and challenging.
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# ? Jun 10, 2014 03:14 |
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Strumpie posted:I find practically usable vehicles (usually only missing fuel) on roads between settlements/parking lots/mines etc. all the time. I know there was talk in the Github issues section regarding making batteries changeable with only hand-tools, but as far as I know, you can still only replace batteries by hacksawing out the old battery and welding in the new one. About the battery going dead; I thought vehicles had alternators now, so as long as the alternator isn't busted, shouldn't the battery actually be charged as the vehicle runs? While we're on cars, I saw this awhile back and it strikes me as something most people probably haven't caught, but if a gas or water tank is damaged, it'll leak its contents onto the ground, the rate of which is defined by the level of damage. So if you do find a working car, don't fill it up until you've repaired or replaced all the gasoline tanks. Another commit I saw awhile back that people probably do already know about, but I feel should be mentioned since it's relevant, is that gasoline pumps are no longer technically infinite (just having a chance to break every time they are used). Now each pump has a very limited amount of fuel, 1-10k units of gasoline according to this commit: Limited fuel in gas pumps #1845.
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# ? Jun 10, 2014 04:36 |
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Man. I'm starting to see what yall mean about throwing away fun for the sake of realism.
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# ? Jun 10, 2014 04:40 |
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So with gasoline now limited, where's our triffid biodiesel, or bizarre mutant plants that leech hydrocarbons from the road, trash, and general environment into thick tar-black berries strewn across the roadside that can be refined into fuel?
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# ? Jun 10, 2014 04:47 |
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The King of Swag posted:I know there was talk in the Github issues section regarding making batteries changeable with only hand-tools, but as far as I know, you can still only replace batteries by hacksawing out the old battery and welding in the new one. About the battery going dead; I thought vehicles had alternators now, so as long as the alternator isn't busted, shouldn't the battery actually be charged as the vehicle runs? That's ridiculous. 10k gasoline is about enough to fill a jug.
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# ? Jun 10, 2014 04:49 |
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Wow. I've been away from this for a while and it's pretty amazing that 9/10ths of the things that are new to me just make the game less fun. Guess I'll just forget about it for another 6-12 months and see if things have improved.
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# ? Jun 10, 2014 05:16 |
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Anticheese posted:So with gasoline now limited, where's our triffid biodiesel, or bizarre mutant plants that leech hydrocarbons from the road, trash, and general environment into thick tar-black berries strewn across the roadside that can be refined into fuel? I'd love to see Triffid biodesiel, but apparently the triffids aren't those kind of triffids. It'd make a cool mod, though. Really this game needs a fork so bad it hurts.
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# ? Jun 10, 2014 05:21 |
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# ? Apr 26, 2024 08:19 |
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Killer-of-Lawyers posted:I'd love to see Triffid biodesiel, but apparently the triffids aren't those kind of triffids. It'd make a cool mod, though. Really this game needs a fork so bad it hurts. I made a fork, but no goons wanted to contribute.
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# ? Jun 10, 2014 05:32 |