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Inadequately posted:Some monsters have incredibly crappy aim and/or damage capabilities and will fight each other for basically forever without making a scratch. You see it a lot in swamps. This keeps coming up, but their regen is tied to being able to eat things on the ground. Hit them with something that doesn't drop casings/arrows. Like an A7.
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# ? Jun 5, 2015 13:21 |
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# ? May 9, 2024 16:30 |
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Two questions: 1) Is rain water safe to drink? Or will I end up getting poisoned like what happens when I drink from the toilet. I can't believe I just typed that. 2) About how long does the negative mood from killing an innocent person last? Some dumbass walked up to me, right outside my evac shelter, and told me that I was in their territory, and called me a shithead. I may starve to death.
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# ? Jun 5, 2015 13:59 |
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Rain water is safer, by an order of magnitude. It's still better to boil it up though. All you need is a tin and a fire, it shouldn't be a problem even for the most hard up survivor.
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# ? Jun 5, 2015 14:07 |
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Galaga Galaxian posted:Doesn't the spawn setting effect non-zombies as well? The text files can be individually modified by spawngroup and monster type. If you want to just remove a single monster form the game, it's pretty trivial. If you just want to make fast zombies super rare, it is (again) trivial. Also, does no one run into sludge crawlers any more? I built them specifically to be Ah, looking at the monster files, they are limited to rivers and swamps now. That could be the problem, they were supposed to be woods creatures...
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# ? Jun 5, 2015 14:22 |
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GlyphGryph posted:The text files can be individually modified by spawngroup and monster type. If you want to just remove a single monster form the game, it's pretty trivial. If you just want to make fast zombies super rare, it is (again) trivial. Sludge crawlers were my first boss of the game. When I finally killed one without getting moose'd I considered myself taught the game. I haven seen one since Romero :c
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# ? Jun 5, 2015 14:24 |
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StealthArcher posted:Sludge crawlers were my first boss of the game. When I finally killed one without getting moose'd I considered myself taught the game. I should make a PR before the next official version. Are there any other critters people would like to see more (or less) of?
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# ? Jun 5, 2015 14:34 |
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Sage Grimm posted:Were you just pitting monsters against each other or trying to kill things with the 'best' setups? Just messing around with monster cagefights. If I met one in-game I'd probably just avoid them since they're not worth the time and effort to kill, plus since they do fairly crappy melee damage you can usually just stun them with a cudgel and stroll away. It was pretty fun walking around with a pet zombie hulk for a bodyguard though. On a related note I started a new character and ended up in a shelter near a town with a giant beehive, anthill and slime pit in close proximity. I emerged to a massive five-way battle between giant bees, giant ants, blobs, zombies and the local wildlife. That character did not last very long. Monsters: Probably a personal peeve but I would definitely like to see less fungi. I don't think I've ever seen a couple of the higher-end robots, maybe those should spawn more in military bases in lieu of turrets and such. The wildlife has been really toned down since the earlier versions so I think it's fine, if a little sparse for my taste. Also it seems that creatures from spawn points have way too large a wandering range. I've had an anthill cause problems from over twenty map tiles away which seems a little far.
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# ? Jun 5, 2015 14:56 |
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GlyphGryph posted:
I think I died to a sludge crawler in August 2013, checked the forum to see what was added in the latest experimental build, read the name "zombear" and quit the game for 18 months.
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# ? Jun 5, 2015 15:12 |
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nftyw posted:Also I use 'b' in the crafting menu to craft in batches -- less useful for grinding skill but nice when I want to boil a shitload of water without needing to relight fires three times. The local tree ecology thanks you. Also, I personally quite like spawn points having a long wander distance - it means there are periodic, if minor, threats to your base.
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# ? Jun 5, 2015 17:35 |
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So while going over some recent looting hauls of a few gun-nut basements I took stock of what I have. I have some modest ammo supplies for several nice guns, but then I noticed a pile of 600 7.62mm rounds of some kind. "Awesome!, I'm gonna be blasting a rifle all day with this!" They're loving Tokarev rounds. . And of course a Tokarev or PPSh or whatever else uses this stupid round was not amongst my collection. I suppose I could get around to learning how to disassemble and load my own ammo...
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# ? Jun 5, 2015 17:46 |
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I got back into the game and actually had a character survive more than a fortnight - in fact she's survived for over a year, having spent most of the winter doing insane and unnatural things to an abandoned semitruck cab she stumbled upon. I'm thinking I should start exploring labs and the like, but gun-wielding enemies are a little bit too tough for me - turrets tend to punch straight through leather-reinforced trenchcoats and the like. I have, however, raised my fabrication, mechanics and so on ridiculously high - so are there recommendations for what sorts of armor I should try and craft? I could go full retard and build a set of full plate, but I'm worried that it'd pretty much neuter her close combat capacity with the 'wearing too much poo poo' penalties.
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# ? Jun 5, 2015 17:49 |
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Well, if you don't want to craft anything, go find some military wreckage and dig around in it, I've pulled Kevlar vests (close to the skin) and MBR Vests (strapped layer) pretty commonly from them. Plus you might find other interesting toys. Though that is only torso armor, of course.
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# ? Jun 5, 2015 17:56 |
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Galaga Galaxian posted:Well, if you don't want to craft anything, go find some military wreckage and dig around in it, I've pulled Kevlar vests (close to the skin) and MBR Vests (strapped layer) pretty commonly from them. Plus you might find other interesting toys. Oh, I've got the skills to craft all sorts of interesting stuff.. but that's a good point, I've found some wreckages that might have cool stuff in them but haven't dug around. Time to make that entrenching tool!
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# ? Jun 5, 2015 18:06 |
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Drake_263 posted:I got back into the game and actually had a character survive more than a fortnight - in fact she's survived for over a year, having spent most of the winter doing insane and unnatural things to an abandoned semitruck cab she stumbled upon. I'm thinking I should start exploring labs and the like, but gun-wielding enemies are a little bit too tough for me - turrets tend to punch straight through leather-reinforced trenchcoats and the like. I have, however, raised my fabrication, mechanics and so on ridiculously high - so are there recommendations for what sorts of armor I should try and craft? I could go full retard and build a set of full plate, but I'm worried that it'd pretty much neuter her close combat capacity with the 'wearing too much poo poo' penalties. Heavy survivor gear (armor, gloves, etc.) can straight-up ignore regular lab turrets, although anything that isn't that will be slowly worn away by bullets, so make a note of that. I can't remember the exact skil level needed but at your level it should be no problem. I can still hit things semi-reliably even when encumbered to hell with it, although you should probably bring a ranged weapon because manhacks are common and they are dodgy little buggers. If you're worried about encumbrance you can just bring a set of light gear, wear heavy armor whenever you open a door and swap to it when you're about to bash a zombie's face in.
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# ? Jun 5, 2015 18:10 |
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GlyphGryph posted:I should make a PR before the next official version. Hulks, especially Shocker Hulks. Unrelated: code:
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# ? Jun 5, 2015 18:23 |
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Wales Grey posted:Hulks, especially Shocker Hulks.
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# ? Jun 5, 2015 18:25 |
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Don't forget the brute variant first. (Hulks are evolved Brutes, yeah? I dunno my Zombie morphology so well)
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# ? Jun 5, 2015 18:25 |
Galaga Galaxian posted:Don't forget the brute variant first. (Hulks are evolved Brutes, yeah? I dunno my Zombie morphology so well) Why have brute hulks when you could have titans? e: Also I would like to see threshold mutants as enemies. Plant monsters, troglodytes, the works.
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# ? Jun 5, 2015 18:27 |
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*furiously scribbles notes. Hulks... need more... not big enough...*
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# ? Jun 5, 2015 18:28 |
GlyphGryph posted:*furiously scribbles notes. Hulks... need more... not big enough...* They had better be able to send cars flying and survive building collapses when you're done.
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# ? Jun 5, 2015 18:30 |
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3 turns in to a new run. 3 turns.
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# ? Jun 5, 2015 18:45 |
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At least you aren't losing much? I mean, besides your life.
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# ? Jun 5, 2015 18:48 |
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Spitter brutes that spit after smacking you through a bookshelf. Smokers with the poisonous gas that bloated zombies have. Burning zombies that start a small fire on their tile when they die. Zombear steeds for the shocker hulks.
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# ? Jun 5, 2015 18:52 |
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Galaga Galaxian posted:At least you aren't losing much? I mean, besides your life. Mostly I'm curious how it could have attacked me. It actually didn't kill me (yet, but i'm well on my way) and I severely injured it. I could have killed it probably but I wasn't fast enough to catch it, and I kept going blind/maybe unconscious? Also there's a Shimmering Portal right outside the southern door to my shelter. I don't know what it does but things keep popping out and disappearing. And they're following me, far away from the portal. Oh my god are these hallucinations? They can damage me, I think, but when I hit them, they disappear. Annnnd dead. I may have been killed trying to climb through a window.
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# ? Jun 5, 2015 19:20 |
Real hallucinations can't actually hurt you, which is why if you suspect for any reason you are hallucinating that you should actually stay put instead of trying to go anywhere you haven't cleared out. Otherwise you'll inevitably have real monsters intermingling with the hallucinations and not be able to tell how many of them are real. There's also usually a notice that you're hallucinating in @ so you should not have issues with that even if you take schizophrenia.
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# ? Jun 5, 2015 19:29 |
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How the balls do i find a safe space to sleep in a world with hordes on? They just inexorably seem to show up no matter what kind of distances i travel.
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# ? Jun 5, 2015 19:32 |
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GlyphGryph posted:Got it. Game needs more hulks. I was kind of annoyed about them being super robust until I robusted one in the face with a ram-fitted motorcycle. GlyphGryph posted:*furiously scribbles notes. Hulks... need more... not big enough...* Instead of zombie mega-hulks, just put full-scale kaiju in. Unless you implement a Megasmith-style "giant zombie made of zombies".
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# ? Jun 5, 2015 19:43 |
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I was going to say, I'd love to see a monstrously hellish fuckhuge enemy that moves a little slow, but is extremely perceptive, loud, aggressive, and easy as hell to see coming. And horrifically strong and tough, of course. They'd need to be quite rare, but it would be pretty cool to occasionally run across a Zombie Titan that essentially constitutes an ungodly hazardous boss battle, especially in the rare case that you end up dragging it back to your hideout and have to loop around and lure it away or just stand your ground and pray you can take it. If you're feeling particularly sassy, let them throw things. Really big heavy things. Things they can acquire by ripping them off of nearby vehicles or buildings. quote:The Zombie Titan rips the 6.93-Liter V8 engine out of the Wreckage!
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# ? Jun 5, 2015 20:00 |
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Illegal Username posted:How the balls do i find a safe space to sleep in a world with hordes on? I'm not 100%, but I think hordes are just broken and 1000 zombies will follow you forever. I tried them once, couldn't move without tripping over a zombie hulk and haven't touched them since.
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# ? Jun 5, 2015 20:01 |
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Maybe give zombie necromancers an overhaul. They don't seem very threatening as they are now, but if they came with a "thrall" or whatever and caused all nearby corpses to slowly crawl towards their thrall and integrate with it that would be pretty metal. Could fill the role of the supermassive gently caress-off zombie with the add wrinkle of "You could have prevented this". Edit: Add in a guaranteed necromancer spawn in super stores. Admiral Funk fucked around with this message at 20:14 on Jun 5, 2015 |
# ? Jun 5, 2015 20:12 |
I definitely will consider bigger zombies a failure if deathmobiles cannot be stopped dead in their tracks by running into them. Even a non-kaiju bigger zombie should be able to, say, smash a vehicle that can splat normal zombies all day going 100 mph dead with appropriate crumpling of car and survivor really.
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# ? Jun 5, 2015 20:41 |
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Foodahn posted:Two questions: Great then my most successful character so far is going to get sick, sounds like. I was assuming they were drinking out of the tank of the toilet, which realistically should be as clean as ordinary tap water.
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# ? Jun 5, 2015 20:45 |
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Hypothetically if the apocalypse had just happened. More likely is that the water has been sitting in that tank for however long public utilities had stopped working. Don't drink the toilet water geez what are you a mutant? Get crippingly drunk instead! At least you know that's safe!
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# ? Jun 5, 2015 20:50 |
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# ? Jun 5, 2015 21:22 |
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Make a big, beefy Mutazombie. Whenever it attacks it has a chance to mutate you instead of (in addition to?) infecting you, and every X turns it mutates itself randomly. Or maybe instead of mutating with its melee attack, it can have a special attack that has it stand still for a few turns before mutating everything that's still in range, including itself and other nearby zombies. I don't know if it would be cooler for it to give zombies positive mutations so you want to kill it ASAP, or negative mutations so you have a tradeoff between weakening the horde next to him in exchange for a few extra tentacles of your own.
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# ? Jun 5, 2015 21:39 |
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Okay, so, the original question was about what monster you want to see more of that is already in the game. I'm not actually gonna be adding new monsters, and if I do Rusteaters are already next anyway. But you guys do know you can make prs with your own monsters or even just provide them here for people to add to their game without any code added at all, right? Hell, you know what, give me full definitions of new monsters, and where you want them to spawn, and maybe I'll make a goon enemy type expansion pr.
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# ? Jun 5, 2015 21:46 |
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GlyphGryph posted:Okay, so, the original question was about what monster you want to see more of that is already in the game. I'd like to see more fungus zombies actually. You'll see hundreds of fungaloids for miles from a fungus patch but you'd be lucky to see more than three fungus zombies deep inside a patch. A master zombie can already alter existing zombie types so maybe add a random chance for fungaloids to convert zombies during combat? I just feel they're an underused enemy type, by the time you're exploring anywhere near their spawn environment you're already likely to be totally immune to spores anyway. Heck I'd like to see more aggressive fungus in general, let it bloom in the midst of a town occasionally. For a new monster type how about a fully fledged mycus mutant tending it's grove? Like a survivor zombie with gear plus mycus mutations.
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# ? Jun 5, 2015 22:25 |
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Well.. This is a pickle.
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# ? Jun 6, 2015 03:39 |
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I have discovered a Fungal Bloom north of the small town I'm currently looting. I remember those being pretty bad news when I played a few years ago, so I should probably try to destroy it. Time to make some molotovs! Good thing I got a gasmask.
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# ? Jun 6, 2015 09:30 |
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# ? May 9, 2024 16:30 |
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Are flu shots permanent immunizations to the flu?
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# ? Jun 6, 2015 09:40 |