• Cataclysm: Dark Days Ahead - FUCK NO SPORTING GOODS STORES
    3,120 replies, posted
Holy shit, why are there like a million huge worms everywhere?
[QUOTE=manian112;40382881]Holy shit, why are there like a million huge worms everywhere?[/QUOTE] because whales is a sadist
Seriously, after playing this game for a couple hours, I believe there's way too many monster spawns. I was thinking of checking out a LMOE camp, but THERE IS SO MANY FUCKING TRIFFIDS, NO AMOUNT OF MOLOTOV COCKTAILS WILL SAVE ME. Edit: Nevermind, just horrible hallucinations.. Phew.
[QUOTE=NotMeh;40380379]How do I achieve the same look as in the OP's screenshots? Meaning what font is that (is it square?) and what is up with those colors?[/QUOTE] The pictures in the OP are horribly out of date. You can tell because in the most recent version the walls on buildings are connected instead of "-"s and "|"s.
i found my first car last night i tried to drive it but miscalculated which end was the front and ended up smashing it into a wall then it turned into a trapezoid, went flying into a crowd of zombies, scraped another wall and everything became fire im kind of terrible at this game
Fuck :v: [IMG]http://i.imgur.com/Q6Mm7XM.png[/IMG]
I just had the luckiest start of a character ever. Make a wilderness survival-type character who is good at spear-chucking and stabbing. 3 Meters outside of my evac shelter I find a dead military group with 3 IDs, a backpack, 2 rocket launchers and a bunch of 40mm grenades. Not even 1 minute later I stumble across a scientist group with a goo canister, water, a teleporter and IDs. After I hauled all the shit I just looted back to my shelter and I started wondering when a zombie brute will appear to kill my ass for being so lucky. After that I decide to break into some nearby houses and BOOM the first one I find has a basement full of mutagen, water, purifier and tools. jesus christ
Succession cataclysm going stronk. [thumb]http://i.imgur.com/BxxNLoW.png[/thumb] [thumb]http://i.imgur.com/DcuHYwQ.png[/thumb] [thumb]http://i.imgur.com/Bd80mGV.png[/thumb] [thumb]http://i.imgur.com/6zjjckP.png[/thumb]
jumping out of cars is bullshit, I wasn't hurt at all, I exited a car going around 10km/h and I died from it.
[QUOTE=cdr248;40356994]After playing this I can't get into any other roguelikes.[/QUOTE] I know right, Cataclysm just works much better than any other roguelikes.
Could someone tell me how to compile this? The link isn't working for me, and I can't find a working guide anywhere else.
[QUOTE=WarRage333;40399634]Succession cataclysm going stronk. [thumb]http://i.imgur.com/BxxNLoW.png[/thumb] [thumb]http://i.imgur.com/DcuHYwQ.png[/thumb] [thumb]http://i.imgur.com/Bd80mGV.png[/thumb] [thumb]http://i.imgur.com/6zjjckP.png[/thumb][/QUOTE] Save scumming?
holy shit those mutations did one of you use the Shift+Z menu by any chance?
Or someone could rehost the download of this game for me, that'd be cool tooo
I played the shit outta this back when it was just cataclysm. I remember getting extremely good at playing a gun character. If you were good enough, you could one-shot kill the weaker zombie with a BB gun, and the amount of BB ammo you found was limitless. Gotta get back into this. I think they made the right decision changing the name. Searches for cataclysm just result in WoW.
Robust genetics was our first mutation we got and purifiers tend to get rid of bad mutations
[QUOTE=NotMeh;40430308]holy shit those mutations did one of you use the Shift+Z menu by any chance?[/QUOTE] Not absolute night vision 0/10 would not approve Anyway it is really possible to get even more positive mutations. Robust genetics and lotsa purifiers. Also screw mutagens, eat legs. Eating a leg only gives you 1 mutation, so less chance to get something terrible
[QUOTE=MuffinZerg;40431217]Not absolute night vision 0/10 would not approve Anyway it is really possible to get even more positive mutations. Robust genetics and lotsa purifiers. Also screw mutagens, eat legs. Eating a leg only gives you 1 mutation, so less chance to get something terrible[/QUOTE] There's no way you could get that many good mutations without having shitloads of bad ones even if you had robust genetics and dozens of purifiers. It's just too unlikely.
is there any way to meet/kill a DRR DRR DRR without the Shift+Z menu?
[QUOTE=Robbobin;40431372]There's no way you could get that many good mutations without having shitloads of bad ones even if you had robust genetics and dozens of purifiers. It's just too unlikely.[/QUOTE] usually when I make a super mutant character I end up with like 4 bad mutations that I don't mind (like deformed) and twice or thrice as many good mutations
Yup, same but they have about 30 good mutations to about 3 bad ones. [editline]26th April 2013[/editline] I once read that robust genetics makes you get good traits 2/3 of the time as opposed to 1/2 of the time which seems appropriate to me. As far as I'm aware purifier just removes 1-4 completely random mutations.
[QUOTE=NotMeh;40431393]is there any way to meet/kill a DRR DRR DRR without the Shift+Z menu?[/QUOTE] Molotov next to foult and hope it comes where you put the fire.
How do you use the scientist teleporter item? I put down a portal, and step into it, but nothing happens.
New update, big update, lotsa content. [url]http://www.cataclysmdda.com/smf/index.php?topic=1254.0[/url] Bretty good 5/5.
Sweet! Maybe I'll get back into the game now..
The Full 0.5 changelog: [QUOTE]Full list: --- Matches usable anywhere lighters could be used previously. Draw lit areas outside of LOS and normal sight radius the same as unlit areas Tell the player when their gear is damaged in combat Display player feat morale boosts Pickling/canning Only rust skill if X turns have passed since practice, not every x turns. Halve rate of skill rust across the board. Push crafting recipes out to JSON - now moddable without recompiling! Acid rain causes pain not injury Changed default viewmorale key to v Learn crafting recipes from item disassembly or books. New Hardcore trait Other new traits: Skilled Liar, Pretty, Beautiful, Very Beautiful, Glorius (cancels truth-teller, ugly mutations) Set minimum move to 25 Death by starvation or thirst New professions: tailor, scoundrel Adjusted conditions for cutting and stabbing skill practice (should be able to practice piercing now) Code compiles with no warnings. No user-visible change, but important stability milestone. Added a craftable power armor power interface CBM, solar panels. Continuous reading. New mixed drinks A new book; "To Serve Man" Glowsticks, found in sporting goods stores and bedrooms. Broken and Empty windows can no longer be taped up, alarmed windows can. Palisade walls changed to require 2 6foot ropes rather than one thirty foot one. Domestic Windows drop strings now (Those are the kind that can be opened) String can be made from sinew and plant fibre. Added blankets, fur blankets (craft only), emergency blankets, sleeping bags, fur sleeping bags (craft only). Added house coat, snuggie, cloak, fur cloak (craft only), leather cloak (craft only). Added fur scarf, fur gloves, fur trenchcoat, fur pants, fur boots (all craft only). All tailoring items that use fur require survival as secondary skill. Added crafting recipes for bandana, blanket, house coat, cloak. Weather radio Radios are tuneable, so you can receive from more than one station without moving. New item that doubles battery capacity of tools, recipe learn from certain electronics books. Bugfix: reduced chance of "Tried to kill monster" debug s pam. Bugfix: reduced chance of "Stopping out-of-map vehicle" spam. Bugfix: can unload liquids into items wielded in hands (e.g., steel jerrycans). Bionics screen shows current and maximum power. Escape key usable to exit out of more menus. Multidrop screen continually updates to show new potential weight/volume. Bugfix: longbow should not end up loaded while in inventory, and can be fired if it does. Backpacks, messenger bags, etc. can be repaired via sewing kits. Add fire drill as a survivalcraft firestarter (trickier and slower than lighter/matches). Furry mutation provides warmth, Bark mutation protects from fire. Removed/reduced a lot of spam messages related to being hot or cold. Sleeping should be easier in the cold (decreased chances of waking up). Being too hot can now wake you up. Inreased the amount fo heat generated by the player while awake. Tweaked hunger and fatigue's contribution to body temperature. More traits and mutations have body temperature effects. Fix artifact saving and loading. Multiple building additions in town and in the countryside. Support for 2x2 and 3x3 buildings. Temporary fix to decrease the number of large structures with roads running through them. Items can only be set on fire if it would affect them (no more burning sheets infinitely). Looking around at items (with "V") has a few improvements. Soldering irons give heating elements when disassembled, tweak numbers for hotplates and water purifiers. Advanced inventory management screen, default keymap "/". Lets you interact with adjacent tiles. Roadmap is made of paper. Removed RV kitchen units from some spawn locations. Backend: made it much easier to define pre-built locations. Responsible for a lot of the new building types. Increased the quench value of clean water. Early-game survivalist stabbing weapon is now pointy stick. Wood spear is higher level. You can now read using torches and other items. Addictions can be configured explicitly in the professions file. Tweak crossbow trap drops. Made several UI screens smarter (resize to fit screen, esc can exit, etc.). Show nearby map notes on the minimap. Some item types can be defined from data files now! So far: misc/melee, armor, guns, ammo, tools, gun mods, books Glasses can be worn with power armor. Added several new constructions. Power use of integrated toolset has been rebalanced. Armor CBMs have had drawbacks removed. Rain coats can be made from plastic bags. Fursuits. Work to make NPCs less buggy. Nuclear missile fixes. Tweaked steel recycler behavior. Autosaves take into account the passage of real-world time. Placable funnel that collects some water while raining. Characters with the Android trait no longer get unimplemented bionics. Added several new options. NPC spawning is toggled with the in-game options menu rather than a text file hack. Added more wildlife (coyotes, cats, etc.). Robust Genetics trait heavily buffed. Change how overmap tile data is saved, to allow for more terrain types and buildings. Add high-capacity power storage CBM. Add some new magazines and entertainment books. Blisters no longer lower max HP (at least until the system is more fleshed out). Cannibal trait has been rebalanced, as well as morale effects of eating human flesh. Added cookbook for Italian recipes. Sewing now requires an adequate source of light. New health display for non-Self Aware characters, accurate to 1/10th max HP rather than 1/4th. Targeting window (when throwing/firing weapons) has been reorganized. Directional antennas! Gas pumps have been rebalanced (less fragile when filling vehicles, more fragile when filling containers). Added sling, slingshot, and associated ammunition. Gas stations can spawn next to highways. Large creatures are more likely to leave a corpse when taking high damage. Add flavor items with variable descriptions to the game (fliers and such). Some guns have range modifiers independent of their ammo. Buffed coilgun range. Add limb torsion ratchet bionic, generates power when moving. Desks don't spawn outside any more. The option to delete your world on character death actually works now! Tweaked projectile/glass interaction, stopped leaping monsters from phasing through windows. Debug menu changes. Made it possible to build indoor furniture in more situations. Updated readme, added contributing guidelines. Stopped small animals from suiciding, in many cases (e.g., broken windows and landmines). Add a few hats. No, not TF2-style. Artifacts will successfully save and load now! Adjusted monster spawning mechanics to reduce the chance of swarms of difficult zombies. Stop roads from going through buildings so often. Pits less awkward to board over (can use nearby items). Tweak glass bottle weight/volume. Allow for reading/sewing in the dark through mutations/CBM's with a speed penalty. Rewrote dodge abilities to have a noticeable impact. Mansion pools are considered indoors now. Tires can be changed with a wrench and a jack. Add game logic to handle recipes that take the same item as a component and a tool, and add UI to alert the player. Improve rendering in the main Windows port - animations should display better. Cave-ins cause damaging rubble to fall. Improve fuel guage display in the vehicle examination window. Overmap notes blink again. Space and tab should be available for keymaps. Hitting the "pause"/"skip turn" button will let you cancel reading, crafting, and other long-term actions. Special road spawns should not happen on bridges. Ruined vehicles spawn on roads. Zombies wear damaged clothing. Nighttime lights are visible from reasonable distances now. [/QUOTE]
Holy hell this is fun. First game I ran into a town and died instantly. Second game I walked right outside of my evac site and fell into a sinkhole with no exit. Third match, I stumbled upon a dead military group, found a bunch of LAWs and USPs and Military ID cards. I loaded up on backpacks and military rucksacks and an army helmet and food. I was set. I kept following roads. I had kevlar, steel-toed boots, and a hell of a good setup. I kept going, found a lab but I couldn't get in without a keycard. I kept going and found a bunch of dead scientists outside of a sewage plant. I grabbed the keycard and ran back to the lab, opened it, and got hit with some electric shock stuff. I ran away after finding pretty much nothing, and then kept going down a road, where I found a working car. Shit crashed in a few seconds, so I bailed and kept walking. By this time it was reaching night, so I flipped on a flashlight and kept going. Then there was some acid rain. Then a fucking wolf chased me. I had a combat knife and a USP with no ammo, so there wasn't all that much I could do. I kept trying to hit it but I kept missing and it ran away every other second. I got torn apart by a single wolf while running down a road, downing codeine and wrapping bandages around myself, all while one goddamn wolf tore off my dust mask and crippled my face, shredded my kevlar, and then totally broke my steel-tipped boots. I love this game.
Some interesting changes. Suddenly my favourite build (going for as many mutations as possible) is a lot more viable.
Acid rain causes pain not injury Ugh finally. I remember running through a forest and then suddenly acid rain and welp there goes my character Removed RV kitchen units from some spawn locations. Wait there's an RV now?
I've been playing this all night and all day today. Why is this so much fun. Finally got a good character. I have a CBM that makes me invulnerable to heat up to 2000F, and one that regulates my internal temperature. Because of that second one, I've packed on loads and loads of clothes for more storage space. I'm trying to barricade up a farm I found, and searching everywhere for a hotplate so I can cook all this food I found and boil my water. My guy LOVED adderall and I've been really lucky so far finding it. It's helped me out a lot in this round. I'm reading lots of skill books and making mad dashes whenever I get close to somebody. I'm hoping to find weapons or combat books so I can survive in combat more easily. Seriously the best game I've ever played. I now have something to do on a 12-hour roadtrip to Minnesota this weekend. I love the OP for showing me this.
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