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Strudel Man posted:Hm. The limits on skill gain from easy tasks are certainly necessary in the abstract, but perhaps they're a little too strong at the moment. It seems like it's basically impossible to start homesteading without a book; you can dig a pit with 0 skill in construction, which can get you up to skill 1, but log walls require skill 2, and there's no good way to get there in the wilderness. Not sure which version you're on, but I find reinforcing windows and chopping down trees and cutting them into logs or 2x4s is a good early game method to grind construction until you can get into the heavy projects.
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# ? Aug 15, 2014 08:46 |
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# ? Apr 19, 2024 06:07 |
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I just tried a game with random NPC spawns on, and I've decided that it's still too broken/unbalanced to use. NPCs seem to keep spawning at a very high rate, and found that when using a multi-tile building as a home (mansion), they'll spawn on the other side of the building. I was ambushed multiple times by hostile NPCs that spawned inside the house, and was finally killed when one of them had a flamethrower and burned down the house with me in it*. * That also seems broken, as the entire building collapsed and killed us both, in a single turn.
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# ? Aug 21, 2014 08:36 |
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Static NPC's are pretty fun though. Survival centers and what not. It's also nice to have a buddy at the start.
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# ? Aug 21, 2014 11:32 |
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When proper NPCs are in having something like a mansion fortified and controlled by a group of survivors will be very interesting. Making friends with them through quests or whatever so you can take some of the loot/camp/group up or just kill them will be a fun thing to do. Before even NPCs get working I really want wildlife/zombies/robots/NPCs to fight each other, I think it's something that's really missing. Watching a bear maul a pack of zombies before being killed and reanimating as a zombear should be a thing.
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# ? Aug 21, 2014 14:36 |
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aerion111 posted:Heck, he's not even the first to have the idea - it feels like one in five zombie-related stories will have at least one zombie end up captured and rendered harmless in one way or another. You can blame Walking Dead for this, one character in that show cut off the arms and lower jaw of her friends or brothers or something and walks them around tied to a leash like a bunch of pet zombies.
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# ? Aug 23, 2014 02:28 |
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Wild T posted:Not sure which version you're on, but I find reinforcing windows and chopping down trees and cutting them into logs or 2x4s is a good early game method to grind construction until you can get into the heavy projects.
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# ? Aug 23, 2014 05:41 |
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Hey I apologize if this has been asked before but I've been away from this game since the og developer abandoned it and some random nerds picked it up. What are some of the major changes since then?
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# ? Aug 25, 2014 10:14 |
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Zombie slaves, fursuits, bondage gear, tetanus. Don't waste your time on this.
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# ? Aug 25, 2014 11:15 |
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Man Whore posted:Hey I apologize if this has been asked before but I've been away from this game since the og developer abandoned it and some random nerds picked it up. What are some of the major changes since then? Huge quality of life improvements, like: a game window larger than 10x10, being able to view all items around you instead of from only one tile away, being able to carry more than 75 items at once. Big changes to game design, like being able to craft pretty much everything in the game. Also, zombies are now generated once at the start of the game instead of dynamically - so you can legitimately clear a town out. They added a boatload of items. In many cases it's redundant content, but now you can rollerblade circles around zombies and bullwhip them while throwing all their stuff in your shopping cart. Some of the more prolific posters in the thread hold grudges against the main developer, so just ignore the drama and play it for yourself.
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# ? Aug 25, 2014 13:54 |
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Man Whore posted:Hey I apologize if this has been asked before but I've been away from this game since the og developer abandoned it and some random nerds picked it up. What are some of the major changes since then? The game has expanded and improved drastically since Whales got bored. The main issue is the current maintainers are sometimes asshats, but more importantly incompetent in creating significant new content. Not because they're lazy, they just don't have the ability meaning the greater scope of the game has been stalled for some time now. There's rarely an update with meaningful content and it's incredibly slow. So instead endless retreads and adding a new pair of shoes is the bulk of current work. I hope they get there one day though.
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# ? Aug 25, 2014 14:56 |
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So do zombies stay dead between character deaths? Like could I continually throw characters into the meat grinder until I cleared a city block?
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# ? Aug 26, 2014 04:03 |
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Strumpie posted:The game has expanded and improved drastically since Whales got bored. Hopefully they do, I do miss the days of goon releases and various offshoots though. Also whiteshark you seriously need to update the OP mate, last edit was way off in 2013. Xii fucked around with this message at 04:09 on Aug 26, 2014 |
# ? Aug 26, 2014 04:04 |
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I haven't been keeping up, when was the last time the experimental z-levels version has been updated? It looks like it's really close to completion. There are probably plenty of goons who could finish it up if it's stalled.
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# ? Aug 26, 2014 04:13 |
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Man Whore posted:So do zombies stay dead between character deaths? Like could I continually throw characters into the meat grinder until I cleared a city block? Sort of. They do stay dead (as long as you (s)mash the bodies to make sure they don't rise again), but when you begin a new character he starts in a different location, usually miles away. You can't really count on a meat grinder strategy. You're best off running away from anything more than a single zombie. It's not like other roguelikes where you're expected to fight the basic monsters at the beginning of the game. Smash a window, loot a house, and move. When you do have to fight, try throwing rocks and sticks at it from nearby instead of engaging in melee.
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# ? Aug 26, 2014 04:28 |
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I didn't know I could smash them I just spent a whole day running around looking for a knife so I could butcher them. (well I was mostly running away from zombies I already killed but whatever) I knew I could craft a knife but figured it would just be easier to find one. I was wrong.
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# ? Aug 26, 2014 05:36 |
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Don't you start with a pocket knife anymore?
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# ? Aug 26, 2014 05:44 |
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Cardiovorax posted:Don't you start with a pocket knife anymore?
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# ? Aug 26, 2014 05:50 |
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If I remember right you can make a knife out of the stuff in the shelter. Smash a locker and a window, tear the sheet from the window into rags, use the scrap and string/rags (I forget which you need) to make the knife.
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# ? Aug 26, 2014 06:02 |
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Inadequately posted:Zombie slaves, fursuits, bondage gear, tetanus. Don't waste your time on this. How's the modding situation then?
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# ? Aug 26, 2014 06:17 |
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A lot of the content they've added has been stupid. Whales version may have been buggy but he had some sense of quality control. Not long after he gave up on it the 'community' took it over people started adding bondage gear and joke items and 50 identical guns.
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# ? Aug 26, 2014 06:18 |
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It's a slight hassle but it's extremely easy to remove any items you want from the game. I also don't think joke items are a dealbreaker either way.AMooseDoesStuff posted:How's the modding situation then? I'd say this is probably the best current roguelike platform for modding since it's open source and has a pretty good basis for a lot of interactions. The main thing holding it back is that the code sucks, but it's pretty simplisticly coded so it's also easy to understand once you do a bit of untangling. I'm bad at programming but I find it pretty easy to go in and make my own personal additions and balance changes that make the game way more fun for me. Adrian Owlsley fucked around with this message at 06:38 on Aug 26, 2014 |
# ? Aug 26, 2014 06:33 |
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AMooseDoesStuff posted:How's the modding situation then? There's official mod support now, and a wide variety of mods that do literally nothing besides removing items.
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# ? Aug 26, 2014 06:33 |
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Adrian Owlsley posted:I'd say this is probably the best current roguelike platform for modding since it's open source and has a pretty good basis for a lot of interactions.
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# ? Aug 26, 2014 06:44 |
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I'm not sure I understand. You could come up with whatever new stuff you want for cataclysm since it's completely open source.
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# ? Aug 26, 2014 06:48 |
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That's true, it's just not what people mean when they say modding. Modding means changing game content and mechanics without needing to recompile the game.
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# ? Aug 26, 2014 06:52 |
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Adrian Owlsley posted:I'd say this is probably the best current roguelike platform for modding since it's open source and has a pretty good basis for a lot of interactions. Better than ToME or Angband, which has inspired a whole shitload of variants?
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# ? Aug 26, 2014 07:29 |
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TOOT BOOT posted:Better than ToME or Angband, which has inspired a whole shitload of variants? I'd say so since cataclysm is more versatile than classic roguelikes. The more complicated systems like driving, some of the visual systems and the survival mechanics are pretty impressive and a good basis for a lot of things. I'd say it's better looking in ascii than older roguelikes as well. I don't know much about tome and angband mods though.
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# ? Aug 26, 2014 07:50 |
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It really depends on who is interested in modifying these games and on the community that supports these people. Being open source doesn't change anything generally. Just look at any game that is modified like crazy (Minecraft, Skyrim, Dwarf Fortress, ARMA, BF2, etc.) Cataclysm used to have a lot of people interested in changing the game and even recreating the code to make it less poo poo, these people have slowly vanished though, now what is left are little mods that change almost nothing at all. Unless you are talking about recompiling a new version of a game or a variant, having open source doesn't mean much. EDIT: Yes Cataclysm might be one of the best examples of a popular open source roguelike, but there are multiple factors that keep it from progressing. Xii fucked around with this message at 08:07 on Aug 26, 2014 |
# ? Aug 26, 2014 07:54 |
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Adrian Owlsley posted:I'd say so since cataclysm is more versatile than classic roguelikes. The more complicated systems like driving, some of the visual systems and the survival mechanics are pretty impressive and a good basis for a lot of things. I'd say it's better looking in ascii than older roguelikes as well. I don't know much about tome and angband mods though. Angband is probably the most modded roguelike ever, with dozens of variants, some of which became their own games with their own variants. http://www.roguebasin.com/index.php?title=List_of_Angband_variants
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# ? Aug 26, 2014 08:18 |
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I would really love for them to add a horde or something. I have the spawn-rate set to where I can actually sneak around without getting spotted by dozens of zombies on every-street corner yet I now rarely encounter a large enough group to make my molotovs actually useful. Just having a large group of zombies path randomly in town as a group would add a cool little problem.
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# ? Aug 26, 2014 19:21 |
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Man Whore posted:I would really love for them to add a horde or something. I have the spawn-rate set to where I can actually sneak around without getting spotted by dozens of zombies on every-street corner yet I now rarely encounter a large enough group to make my molotovs actually useful. Just having a large group of zombies path randomly in town as a group would add a cool little problem. This is already in the game as an experimental feature, in its current state I wouldn't recommend using it though. It's in the options as 'Wander Spawns'.
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# ? Aug 26, 2014 19:24 |
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Yeah, it could use some tweaking. In my experience, the moment you break a window, you have maybe five turns to steal everything and get the gently caress out of Dodge before three dozen special zombies are surrounding you and chewing you to bits.
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# ? Aug 27, 2014 09:14 |
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All animals are apparently in an alliance as I discovered the hard way when I shot a wolf to eat and every nearby wolf, dog, fox, and even a rattle snake made a beeline for me. Tonight I feast like a king.
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# ? Aug 27, 2014 15:50 |
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I was remembering how much fun it was to build a killdozer so I did a bit of digging and apparently Whales is working on a sequel. No idea how far along it is but here's his tumblr
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# ? Oct 26, 2014 07:52 |
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It's been linked a few pages back, but it seems that it's now sharing development time with Edigotia, which he described as a "city-building/diplomacy/RPG game", with elves, orcs, mining and farming. He posted a few screenshots of Cataclysm 2, and it's looking pretty much identical to Cataclysm 1, but he says on twitter that it's a long way away from it, lacking features like crafting and building. I'll admit I'm getting a bit hopeful. He made this game once, if only he could make it again, this time with working NPCs.
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# ? Oct 26, 2014 09:35 |
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Robot Randy posted:I was remembering how much fun it was to build a killdozer so I did a bit of digging and apparently Whales is working on a sequel. No idea how far along it is but here's his tumblr The main thing I find interesting about Whales's Cataclysm 2 development is he is trying to make this one as data-driven as possible. Even the UI is defined in data files.
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# ? Oct 26, 2014 09:42 |
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Beeme posted:I'll admit I'm getting a bit hopeful. He made this game once, if only he could make it again, this time with working NPCs. It'll be funny if Cataclysm 2 comes out with working NPCs before CDDA has them.
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# ? Oct 26, 2014 09:49 |
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Robot Randy posted:I was remembering how much fun it was to build a killdozer so I did a bit of digging and apparently Whales is working on a sequel. No idea how far along it is but here's his tumblr If you're going to killdozer, you need this.
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# ? Oct 26, 2014 10:09 |
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I'm tentatively hopeful about Cataclysm 2, but it's hard when he already gave up on Cataclysm when it was just getting good. Cataclysm 2 seems more like he's trying to code Cataclysm RIGHT. Less a sequel and more of a more competently programmed remake. And at least when he lost interest in Cataclysm he hadn't made a kickstarter and taken a bunch of money so that makes him way better than the DDA team.
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# ? Oct 26, 2014 11:10 |
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# ? Apr 19, 2024 06:07 |
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So, I found what Whales is working on over at github, and I'd really like to see how Cataclysm 2 is coming along, but I don't even know how to begin compiling something. Can someone point me in the right direction, at least?
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# ? Oct 27, 2014 02:35 |