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I wouldn't say that archery is particularly overpowered. You are left unable to deal with skeletons, soldiers, robots, or brown spiders, plus there's a strength requirement. Range is only 10 so you have to get close to wolves and zombie dogs to fire. You also need to reload before every shot. It's one of the best choices in the early game, but only because melee is so dangerous and gun ammo is hard to find. Throwing is also really good early game. On static spawn at least, it makes sense to switch to a gun as soon as you can find a steady supply of ammo.
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# ¿ Jun 7, 2013 21:18 |
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# ¿ Apr 19, 2024 03:17 |
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Galm posted:What the hell is with car physics in this game? I took my semi-truck base crawler out across a bridge at 60mph, get about one map screen from the end of the bridge and smash into a car which flies out in the opposite direction. I got out to repair some minor damage, then, about 20 minutes worth of repairs later the car somehow reverses and knocks my truck into the water. That's a bug. It got fixed in the nightly builds. They add features, fix bugs, and add new bugs basically every day. While I'm sure more went into it, it feels like the 'stable build' was just a release on an arbitrary day that they decided to deem official.
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# ¿ Jun 10, 2013 04:43 |
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Strudel Man posted:Not really a request, but one thing I've halfway thought about to enhance high-level tailoring is to have more than one level of fitting. Like, if you were really good, you could have 'superbly fitted' items that gave 2 less than base encumbrance. This would also probably have to go along with a change that caps fitted encumbrance at 0, since negative encumbrance doesn't really make any sense for anything except maybe sneakers. What, you mean you don't put on two skirts and a pair of long underwear before you go running?
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# ¿ Jun 12, 2013 02:51 |
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Jon93 posted:Engine doesn't currently support seasonal spawn lists and I don't want to diverge too far from 0.6 DDA until they get stable. I'll mark it as a possibility on the suggestion list. I thought I read that swamp creatures didn't spawn during the winter. Is this not the case, or are you just unable to use that to create seasonal spawn lists?
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# ¿ Jun 13, 2013 04:21 |
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PiCroft posted:
They're already somewhat interchangeable, you just need to use the bullet puller and hand press to covert one type into another. The only thing that isnt interchangable between all cartridges is primer and there are only 5 types.
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# ¿ Jun 14, 2013 15:22 |
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PiCroft posted:Which version are you using? latest build I have still has specific casing for every caliber (.44, .45, .38, etc) which means when you break apart any of that ammo, unless you luck out and find a bunch of casings that you want somewhere else, you can only reassemble as many bullets as you have the casings for. Casings aren't interchangable but they are reusable. Just pick them up, and refill your .38 casings using stuff you get from breaking down 9mm.
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# ¿ Jun 14, 2013 17:19 |
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Cardiovorax posted:The part of fields.cpp that deals with how long fires burn is pretty complicated, so I'm not really sure what does what. One thing I've figured out so far is that the best way to keep a fire burning is to feed it alcoholic drinks. Whiskey, vodka, etc. increase the lifespan of the fire by 300 time units per volume unit, while wood and such add 1-4 time units at most. There's definitely a relation between units of volume and lifespan, but the relationship between material and lifespan is way larger. Is there a way to dump only one unit of alcohol on a tile? Lowest I can figure is 7 (via dumping into a flask and unloading it)
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# ¿ Jun 23, 2013 23:34 |
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Berious posted:Has anyone been able to get trees to burn well? I chop down a tree, turn in into logs and light the logs but even a huge stack burns out after one crafting action. Can I process the logs into 2x4 any way? Would be nice to live as a wood hermit and barely ever go to down but that's pretty hard if you can't make fire easily. Use an axe on the log to make a bunch of 2x4s. Use a knife on the 2x4s to make skewers. One skewer will burn for like 25 minutes you get dozens if not hundreds of skewers from one log. Also if you want them to last, burn only one skewer at a time. Adding more doesn't really make the fire burn longer.
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# ¿ Jul 3, 2013 02:23 |
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Cardiovorax posted:Are you playing the nightly build? Because archery was overhauled substantially and is a lot more effort now, but also more interesting. Archery is a lot more effort than it used to be, but it's a ton more powerful. You don't have to supplement your bow with other weapons now, nothing can stand up to metal arrows. Plus it's really easy to skill up archery now.
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# ¿ Jul 7, 2013 02:00 |
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Cardiovorax posted:It's not like that was ever hard. What else are you going to do to the skill, though? Getting to the point where you can even make metal arrows takes a substantial investment into both Archery and Mechanics, skill level 7, plus a bunch of tools and resources. Even once you're done with that, all you have is a weapon that's decently powerful at short range and has no long-range capabilities whatsoever, it's categorically worse than pretty much any rifle at all. Plus you need to have at least 10 strength. It's something you base your whole build around. Oh, I definitely prefer it the way it is now since it's a lot deeper, it's just a lot more powerful than it used to be. The range is 3 times as far as it used to be, and it can deal with robots and skeletons now. It's better than handguns now, whereas those used to be an upgrade over bows. And you don't need to base your build around it anymore - some of the lesser craftable bows only require 8 strength, and after the addition of slingshots and short-duration crafting recipes at every difficulty level it's very quick and easy to level up archery from nothing.
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# ¿ Jul 7, 2013 02:50 |
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Jack Trades posted:Shows that kickstarter money goes a good way...right? The nightly SDL version currently has tiles. It's unplayable since there are so many missing sprites, but it is in there and working.
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# ¿ Sep 1, 2013 20:55 |
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There's a problem with redundant content (do we really need 50 professions an 6 different types of boots?), but a lot of the stuff that's been added recently is great and game-changing. Shopping carts, for example, are awesome and fit theme of the game. Some of the new content isn't really thought out though. The whole smithing/forging crafting line is nice, but it takes you 14 hours of game time and a few trees worth of wood just to make the charcoal required to forge a pocket knife.
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# ¿ Sep 11, 2013 04:46 |
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Killer-of-Lawyers posted:Wait, what? I can smith and forge now? Yeah, it's pretty cool. It takes a huge investment in time but now you can tear apart a semi-truck and build yourself a suit of platemail and gasoline-powered flaming machete out of the scraps.
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# ¿ Sep 11, 2013 05:10 |
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T-man posted:So is there a way to go back to good old ASCII now? Too many graphics make my cheetos taste too much like cheese and scare my neckbeard. Isn't there an option to do that in the normal options menu? There was a week or two ago.
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# ¿ Sep 18, 2013 22:00 |
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Doug Lombardi posted:I think that what I want is a roguelike with similar themes to Cataclysm but with a different focus and different mechanics. Unreal World is fun for a while. It's a survival/crafting roguelike in the same vein, but set in real-world iron age Finland. Fewer things trying to kill you, but starvation and the elements are much more severe. Instead of raiding a science lab to drink mutagens, you track and kill an elk, turn its skin into a cloak and smoke the meat to last you through the winter. It suffers from the same end game problem as Cataclysm and most other sandbox survival games though.
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# ¿ Sep 23, 2013 21:43 |
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I think you can chop up a fur pelt into a leather patch the same way as pants.
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# ¿ Sep 25, 2013 00:50 |
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OwlFancier posted:Considering you're learning from scratch, it seems reasonable that you would take a while to get any good at archery. Archery is a pretty complex skill, after all. Chucking poo poo at animals is more of an innate skill, so you can have more success with that earlier. Just checked, and that only works when you're dropping items. When you move things into your inventory it apparently doesn't give the popup. If you make a stack too heavy I can't think of a way to split them and pick it up again. Someone should report this as a bug.
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# ¿ Oct 2, 2013 14:07 |
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Strudel Man posted:Man, I really do not get this attitude, yours and Lawyers'. It literally does nothing more than enforce grinding up skills against walls or squirrels until they're useful, something that I would have thought was obviously and indisputably bad design. Half of the game is grinding up skills by doing pointless stuff. 1. Make crowbar 2. Go house hunting for immediate needs 3. Grind tailoring to get up to backpacks 4. Grind survival until you get shovel and axe and can reliably butcher corpses 5. Grind fabrication and archery until you can make a good bow and arrows 6. Grind cooking to get up to mutagens 7. Go lab diving 8. Grind electronics until you can successfully craft and install bionics 9. Grind mechanics until you can repair all the components of the car 10. Grind driving until level 4 11. Explore until you get bored The game is improved a lot by enabling NPCs since they can teach you skills and cut down on some of the grind. The problem is that they are extremely buggy and tend to crash the game.
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# ¿ Oct 2, 2013 22:21 |
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PiCroft posted:Just to be clear - if an enemy is physically standing on something like a window or bush, that hampers their ability to attack? or is it only when they are stepping onto it? I'm not sure the exact way it works, but if the zombie is in a bush you can get a few hits in and run away before it can attack you. Last night I was able to use a strategy like that to melee kite a group of 3 zombies while I had 14 torso encumbrance. If you e(x)amine the terrain you can find the best places to get them stuck. If you have time to prepare, deep pits are really good (movement cost 1000 I think), but bushes or cars (movement cost 400) will also do.
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# ¿ Oct 3, 2013 20:07 |
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Cardiovorax posted:That would be pretty great. Right now, there's really no advantage to settling down over keeping a nomadic lifestyle. Settling down just means that you'll eventually run out of things to loot in your immediate vicinity and have to forage farther and farther away. Making base building rewarding by causing fun stuff like NPC villagers and zombie sieges would be a great way to improve the situation. Seconding this. A reason to actually build a base instead of live out of my deathmobile would help the endgame and give it more purpose. It would also give a boost to the utility of construction and traps, and give a good location for eventual zombie sieges to occur. You could incentivize permanent settlement via things like farming, or through NPC villages and factions.
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# ¿ Oct 29, 2013 20:32 |
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Turtlicious posted:Hey guys I'm starting a new game and I feel like I've learned a bit but I'm still pretty shite. I was wondering if you all could give me some advice on how to start and stuff, and what I should be doing early game. Focus on getting some sort of torso protection. Most enemies tend to target your torso, so a leather vest really increases your combat survivability. Also if you go to the hotel, try not to fight more than 1 zombie at once. Run instead. If a zombie dog starts chasing you, don't even try to run away from it. It will catch you. Get it caught on a bush and fight.
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# ¿ Oct 30, 2013 22:58 |
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Kayle7 posted:Wow how do you have a tileset? Cataclysm has tiles by default now. That was one of the main purposes of the kickstarter a few months ago.
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# ¿ Nov 21, 2013 21:45 |
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Killer-of-Lawyers posted:Brewing, timer flags on things for setting up a still and leaving it running instead of boiling pots of water unit by unit, and so on. I'd love to see that sort of thing in the game. Isn't that system already in? I thought they just used the timer flag system to implement a "wet towel" item that dries off into "dry towel" item.
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# ¿ Mar 7, 2014 14:30 |
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They nerfed tetanus 2 weeks ago FYI.Cosmik Debris posted:So I used to be super into Cataclysm DDA and GDA, but fell out of playing it for about a year. I checked the OP but it hasn't been updated since september. I downloaded the most recent version 0A or whatever, but whats been happening with this game? Without digging through the whole thread, has there been more drama with the developer? What's major features have been added/changed? What happened to goon days ahead? Is this game effectively dead now? Most of the good stuff from the goon fork was merged into the main game, which made it redundant and was quickly passed up in terms of content. Some posters here hold a grudge against the main devs, which ends up filtering into the hive mind. The game is way past where it was last year, and most of the changes have been for the better.
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# ¿ May 27, 2014 16:23 |
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Cosmik Debris posted:you did GDA? He did his own fork that no one contributed to. The bigger fork (GDA) had been dead for a long time before that.
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# ¿ Jul 21, 2014 17:09 |
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Anticheese posted:Business as usual, then? Yes, the experimental build that exists to help weed out bugs has a bug
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# ¿ Jul 23, 2014 21:34 |
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Slime posted:Jesus things that dodge are seriously annoying. I can punch out a bear but a dog is something I just can't kill. I can throw rocks which somehow hit, but it's slow and boring and poo poo. And then something actually nasty comes along and I demolish it, as long as my legs aren't ruined by dogs and cougars and coyotes that come at me in droves. Try running into a forest or keeping a bush between you and it. They'll get caught up during their hit-and-run allowing you to clobber it.
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# ¿ Jul 23, 2014 22:01 |
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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: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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nftyw posted:That might explain it. Are NPCs still the crash-happy walking game ender they used to be, or did they quash all of those? They're still pretty buggy, but they don't crash the game much anymore.
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# ¿ Nov 17, 2014 18:31 |
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Once you move to a ranged weapon, feel free to load up on duffel bags and backpacks. Torso encumbrance doesn't impact ranged combat at all. Keeping leg, foot, and mouth encumbrance low is the most important, since those all impact running speed.
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# ¿ Nov 19, 2014 18:13 |
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Kirs posted:Oh. Didn't knew that. Not sure when you last played, but the biggest semi-recent change is to crafting. You can craft directly from books without learning the recipe, however you don't gain skill from crafting items that are too easy. Books are a lot more important now as a source of skill. If you've been gone for a really long time, they added shopping carts, and wearable storage like holsters and quivers. It makes it easier to scavenge without wearing 6 backpacks. Wild T posted:Edit: Internal Furnace leads to fun things in the game. Like my character who found a Handloader's book and excitedly ran back to the shelter to learn all those sweet, sweet recipes but because I hit the wrong key simply ate the loving book instead Many CBMs are toggleable now to somewhat help prevent things like that.
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# ¿ Dec 31, 2014 14:33 |
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Ignatius M. Meen posted:Latest experimental has flurries and realistically cold weather for a Massachusetts spring, which is extra not-fun since your options are either find/make very specific warm clothing or build fires every so often (or put up with being slower due to being cold and likely get your mouth frost I don't think you can do that with a coat but you are able to activate a scarf to tighten/loosen it over your mouth for more/less protection. Also the beginning scarf only takes 4 rags and doesn't need tailoring skill. And honestly the ability to tuck your face into an overcoat seems like exactly the kitchen sink stuff that they keep putting in, why not suggest it?
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# ¿ Feb 15, 2015 03:00 |
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I reinstalled the new experimental last week. With my first character, the NPC refugee had a flamethrower and promptly burned down half the forest chasing a rabbit.
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# ¿ Feb 18, 2015 00:18 |
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I cheat my driving up to 4 because I don't want to grind the driving skill by riding a bike in circles for 30 minutes. I highly recommend this.
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# ¿ Apr 8, 2015 17:18 |
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Agean90 posted:So whats the Goon-Recommended version of this to play? The OP hasnt been updated in two years and I remember this game having half a dozen different builds. There are two real versions, the stable version and the experimental. The experimental has a few new features, the best one I've seen from the current experimental is running/stamina. Sometimes they are unstable or have unbalanced game play. If you're trying to learn the game, the stable build 0.C is the best to play.
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# ¿ Apr 9, 2015 19:49 |
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Angry Diplomat posted:How does running work, anyway? I can't find a command for it so I've just been walking away from things very briskly and occasionally throwing rocks at them.. It's the quote button - " I had to look in the config file to find it. There's a Run/Walk indicator and a stamina bar in your status area.
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# ¿ Apr 9, 2015 21:48 |
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Angry Diplomat posted:Wait, you can do that? Can I actually mine out my own Dwarf Fortress-esque bomb shelter in this game? Yeah. I've never tried it but I'm pretty sure you can build a generator and stuff down there too to get lights and a fridge and stuff. The stairs take like 8 hours of game time, but with a jackhammer mining out the walls should be pretty quick.
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# ¿ Apr 10, 2015 15:16 |
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Angry Diplomat posted:It's the RM99 revolver. It uses caseless ammunition, and can mount like 10 different mods and a conversion at the same time. The item explorer has a list of gun mods. http://cdda-trunk.estilofusion.com/gunmods/pistol/bore
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# ¿ Apr 13, 2015 04:18 |
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# ¿ Apr 19, 2024 03:17 |
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Strudel Man posted:What the hell. My revolver isn't accurate enough to increase my marksmanship skill further? That is some straight-up BS. Does aiming do anything to help? In case people werent aware, you can take aim in the fire menu by pressing ".", c, or p. I only found this recently even though it says it right there.
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# ¿ Apr 14, 2015 14:24 |