• Cataclysm: Dark Days Ahead - FUCK NO SPORTING GOODS STORES
    3,120 replies, posted
As far as I'm aware, there is no ocean. The world infinitely generates in all directions. There are other ways to get salt though. At cooking 6 you get a recipe for 2 bleach or 100 lye powder and 1 water + 50 charges off a chemistry set for 8 portions. Lye powder itself can be made at cooking 4 with a learned recipe via 10 charcoal and 2 water + 25 hotplate charges and a tool with chemical making 1 for 200 units.
[QUOTE=Lijitsu;46959684]As far as I'm aware, there is no ocean. The world infinitely generates in all directions. There are other ways to get salt though. At cooking 6 you get a recipe for 2 bleach or 100 lye powder and 1 water + 50 charges off a chemistry set for 8 portions. Lye powder itself can be made at cooking 4 with a learned recipe via 10 charcoal and 2 water + 25 hotplate charges and a tool with chemical making 1 for 200 units.[/QUOTE] Of course, the [I]easiest[/I] way to get salt is to find a swamp. Swamps have both "fresh" water and salty water. Really, swamps are the best possible place to build your house next to, so long as you build it just far enough away to not have to deal with their spawns.
I've been thinking a little. Ok we already have low grade meth, and that's all well and good. However, that's the only grade present in cata at the moment. Now, we already have a few Breaking Bad callouts like the porkpie hat in the mobile meth lab so why not have a chance for a skill book which contains a unique meth-amphetamine recipe in there? Our characters demand higher quality stuff for their crafting rushes.
Oh damn, what was the cause of epilepsy-like symptoms again? Is it parasites? Might've gotten that when accidentally eating that rotting pelt... Man, my wilderness survivor ain't doing so great :v:
Just downloaded latest experimental, they added a fair few jobs. Now you can start as one of many various types of student, religious leader or whatever. Be an Imam, Rabbi or Kannushi, bring peace to the world through mass slaughter! Or just be a juvenile delinquent and drag Jimmy Hopkins from Bullworth Academy to the meatgrinder that is Cata DDA.
[QUOTE=Svinpels;46993259]Oh damn, what was the cause of epilepsy-like symptoms again? Is it parasites? Might've gotten that when accidentally eating that rotting pelt... Man, my wilderness survivor ain't doing so great :v:[/QUOTE] Tetanus I believe.
Oh my god the addition of the tailors kit. If you find one and have a load of rags, patches and stuff, jesus christ lol. Storage out the ass. I made a cheat maxcap character, 20/20/20/20 and whatever for testing purposes, and got this due to the addition of pockets for next to no encumbrance. [t]http://i.imgur.com/P27cjgF.png[/t] [t]http://i.imgur.com/lRJDYU8.png[/t] Sure you can't store anything on sock pockets, but thermal electric outfit, hood, gloves, boots, suit, fucking GASMASK can all store stuff, oh my lord. And reinforce it all with leather. I didn't even try to be optimal here, I just wanted to test the feature - but combine with bindles or something (2 bindles should just encumber hands) for maximum storage space. Factor in survivors harnesses holding your guns, a knife in the boot, and a knife in the utility vest, and you are laughing. Not sure how a back holster or rifle with sling would work too. Of note, cheatums mcgee did have packmule, but eh, it's still substantial, even without. If you were to do an optimal clothes layout, it would be ridiculous.
[QUOTE=Terminutter;47150704]Oh my god the addition of the tailors kit. If you find one and have a load of rags, patches and stuff, jesus christ lol. Storage out the ass. I made a cheat maxcap character, 20/20/20/20 and whatever for testing purposes, and got this due to the addition of pockets for next to no encumbrance. [t]http://i.imgur.com/P27cjgF.png[/t] [t]http://i.imgur.com/lRJDYU8.png[/t] Sure you can't store anything on sock pockets, but thermal electric outfit, hood, gloves, boots, suit, fucking GASMASK can all store stuff, oh my lord. And reinforce it all with leather. I didn't even try to be optimal here, I just wanted to test the feature - but combine with bindles or something (2 bindles should just encumber hands) for maximum storage space. Factor in survivors harnesses holding your guns, a knife in the boot, and a knife in the utility vest, and you are laughing. Not sure how a back holster or rifle with sling would work too. Of note, cheatums mcgee did have packmule, but eh, it's still substantial, even without. If you were to do an optimal clothes layout, it would be ridiculous.[/QUOTE] They're tweaking it already, don't get too excited.
What is life without pockets for your gasmask? I feel like my soul has been torn asunder.
Hey guys, forgot to dig through the GGD to make sure I had this in my read threads. Checked the boards out of curiosity and... what do you know, 0.C stable is being worked on! [quote]I'm starting the release process for the next stable, and I'd like your help to make it as good as possible. This: [url]https://github.com/CleverRaven/Cataclysm-DDA/milestones/0.C[/url] is the list of issues that must be resolved before we can make a new release. If you're aware of any other game-breaking bugs present in the current experimental builds, please report them here and/or open an issue at [url]https://github.com/CleverRaven/Cataclysm-DDA/issues[/url] Note we're not looking for feature requests, and we're not looking for a laundry list of minor bugs. Please report those too, but this is for bugs that make some aspect of the game unplayable.[/quote] [quote]The biggest thing I did since 0.B was eliminate the performance problem that was caused by having zillions of items lying around. The biggest other changes off the top of my head are monster infighting, improved AI for player-controlled turrets, DeathCam (pretty sure that didn't make it in by 0.B), and RC vehicles(fullsize, not model). There are I'm sure a number of additional changes that I'm forgetting right now, I'll generate a changelog as the release proceeds.[/quote] [editline]18th February 2015[/editline] FYI that lag fix thing is fucking huge. It's a nightmare trying to trundle through my base right now.
What did they do to gunstores? You now need late game gear to maybe get the equipment that allows you to get into the late game to begin with.
Last time I checked an improvised lockpick can get you in. That can be crafted in the shelter. It's either that or a makeshift crowbar, pretty sure it's the lockpick.
[QUOTE=Terminutter;47225038]Last time I checked an improvised lockpick can get you in. That can be crafted in the shelter. It's either that or a makeshift crowbar, pretty sure it's the lockpick.[/QUOTE] Yeah, you're right with the lockpick. Maybe it's nice in a way, in all the time i've played this game i've never really used the lockpicks and now there seems to be way more incentive.
You can find shit tons of guns in house basements anyway. That's usually where the vast majority of my firearms, ammo, and mods come from. The only downside to those basements is - aside from destroying the balance - how fucking hard it is to get all those weapons out in one load with a shopping cart. Doubly so if you had already been looting.
[QUOTE=Lijitsu;47254297]You can find shit tons of guns in house basements anyway. That's usually where the vast majority of my firearms, ammo, and mods come from. The only downside to those basements is - aside from destroying the balance - how fucking hard it is to get all those weapons out in one load with a shopping cart. Doubly so if you had already been looting.[/QUOTE] E-Z mode if you have a car, though.
Yeah, and I've done that a few times, but you have to either go back for the car or have had it with you already. Most of my looting is done with shopping carts. I swear they keep nerfing the power generation rate of solar panels.
[QUOTE=Lijitsu;47254353]Yeah, and I've done that a few times, but you have to either go back for the car or have had it with you already. Most of my looting is done with shopping carts. I swear they keep nerfing the power generation rate of solar panels.[/QUOTE] Unless they fixed it don't forget that if the solar panel are out of the current active zone they don't charge.
Yeah I know, but it still seems weak as fuck. I can sit in my APC reading for two days and get shit all for charge on my car. Admittedly it's storing on a lot more batteries than usual, but it's still pitifully slow. I guess that's the price I pay to be completely self-reliant.
I want steam engines and boilers. Park your car by a river, load it up with water, move over to a forest and chop down a load of trees, create a fucktonne of charcoal and then just drive around in your steam powered deathmobile. Bonus points if they added a steam fired electric generator and such.
[QUOTE=Terminutter;47255886]I want steam engines and boilers. Park your car by a river, load it up with water, move over to a forest and chop down a load of trees, create a fucktonne of charcoal and then just drive around in your steam powered deathmobile. Bonus points if they added a steam fired electric generator and such.[/QUOTE] Wood gas generators would be neat too, granted they can be portrayed in a way that reflects the real thing. I built a little one IRL once.
0C released?
Cooper is out, I believe. It's just not on the main page. [url=http://smf.cataclysmdda.com/index.php?topic=9757.0]Here[/url] Just about to test it.
Holy shit, that was fast. What's new?
Full changelog: [quote]Features: Infighting! Monsters now have factions assigned and will attack other monsters from opposing factions. Meteorology! Featuring all-new thermometer, barometer, and hygrometer, as well as an all-inclusive weather station. Now we can finally talk about the weather, as we've always wanted. (disclaimer, you can't chat about the weather with NPCs) You can warm yourself up from a nearby fire. Change car batteries without any tools, truck batteries with just a wrench, or install swappable storage battery cases and add/remove storage batteries to your heart's content. Electric cars come with cases for their storage batteries by default now. Many vehicle parts are now foldable, enabling you to have a more complete folding bicycle (or wheelchair). Aiming! You can now spend time when aiming a ranged weapon to improve your accuracy with it. The patented DeathCam™! You can now watch what happens after your epic death: is anything left of you after that massive fire burns itself out? Rifle straps! Mount one on your gun and just wear it when you're not using it. Some cars have alarms now, and you can try to bypass the alarm and unlock the controls. Better interactions with worn items, such as auto-retrieving stowed items from them. Toggle modes for each vehicle turret individually. Manual fire turrets. Cameras mountable on vehicles to extend view area. New drive-by-wireless system for cars, remote-control full-sized cars! Clothing modifications (padding and reinforcing). Content: An abandoned farmhouse may spawn in the forest from time to time, with a sad story behind it. Tanning with trees! Blackjack oaks now spawn, and can provide tanbark. Electric chainsaws and jackhammers now exist in the world. Destructible bridges! They can be smashed, they have sidewalks, and are a source of rebar. Straw! Get it from the hay in farm barns and make yourself a nice straw hat. Battery mods (extended battery, rechargeable battery, etc.) can now be removed by applying a screwdriver. Wool and felt are now usable materials. Lots of clay and pottery recipes/items. Diesel fuel/engines/pumps. Lots of comestibles and recipes for them. Buildable concrete and brick walls and roofs. Flu shot that actually innoculates against flu. Metal tank furniture similar to a keg, but easier to make. Lots of new clothes and recipes for them. Large amounts of chemical and metalurgy additions, lots of bombs and rockets. Interior lights for vehicles. Fire engine, with a water cannon! Occasional mineral drops when tunneling (limestone so far). Zombie technician gained a disarm attack. Student professions. Generic spiritualist content. Craftable canned food and recipes. More farming content and recipes to make use of them. Even more houses! Interface: Butchering can now be used to cut up items, too. Also, you can now salvage _all_ the things (in a tile) in one keypress. Item descriptions now tell you what you know you can craft with them. No more wondering what those stupid copper tubes are good for. You can now choose to ensure that items you pick up never get wielded, keeping your hands free -- useful when you want to be using a martial arts style that's primarily unarmed. Foraging just... happens. Without prompting you (Y/N?) every (Y/N?) time. You can now choose to re-roll a random scenario along with your other random character generation things. New item action menu, trigger items without rooting around in your inventory! Option to merge all cash card charges into one card at an ATM. Laser-dot targeting now triggers safe mode. Streamlined vehicle construction menu by adding a shape select menu to parts that have multiple symbols. Added tabs to vehicle construction menu to help manage all the parts. Sound symbols persist until the end of the player turn, and can be examined for a description. Warning prompt about activated items when sleeping or waiting. Item names now have HP bars displayed with them. Add V-menu (nearby items/monsters) to peek command. Add filters to advanced inventory. Balance: Gun mods aren't just a free-for-all when reaching marksmanship level 1 anymore -- instead, they each have different skill requirements to install. Canes, cudgels, and umbrellas now work as improvised fencing weapons. Gunstores are all locked up. Muscle-powered engines can run alternators now. Muscle-powered engines cause thirst, hunger and fatigue. Split out more layering locations and layers, but made layering penalties harsher. Nerfed shrapnel from bombs in general, they are MUCH less effective against armored enemies. Monsters with many weapons semi-intelligently choose which ones to use. Tuned skilling progression for making archery items to allow bootstrapping. Unfletched arrows no longer count as ammunition so they don't clutter your firing menu. Some monsters have a small amount of nightvision, Now you will learn why you fear the night. Enabled trading with starting NPC at game start. Slowed tankbots down so you have a chance of running away from them. Zombie master special now picks from every zombie, not just a small list. Bugfixes: Doors and windows no longer hold up the roof! Hopefully preventing collapses from zombies breaking into your shop. Solar panels now _just work_ (as long as they're above-ground and it's sunny). Fixed dark temple finale by enhancing the dark wyrms that it spawns. Fix slow vehicles getting stuck in reverse. Fixed free blocks when player had no block techniques. Make effects that damage all player bodyparts use the same armor code as other attacks. Scale damage to armor based on its coverage so e.g. power armor isn't ridiculously vulnerable to acid. Fatigue can no longer go so negative that you don't need to sleep for days. Unify vehicle fuel handling. Game remembers which mutations you had activated. Fixed turrets shooting through doors. Fixed bug that was making gun recoil be too low. Fixed bashing corpses with blunt objects. Performance: MASSIVE improvement in performance when there are large numbers (thousands) of items nearby. Added a clustering algorithm for monster hearing that improves performance when there are many (thousands) of monsters on-map and making noises. Iterate across map structures in cache-friendly way. Avoid saving/loading sections of map that aren't interesting (like solid rock). Infrastructure: Diseases are configurable from JSON and applied as relatively generic status effects. Pedal/wheelchairs/paddles united as a "fuel type". About half of the item types are now composable, for example you can easily make a "wearable gun", or "wearable tool" now. Overhaul and simplification of map data handling. Simplification of gun and gunmod handling. Restored building under MSVC. Build performance improvements via removing unecessary includes. Simplify handling of vehicle coordinates. Visibility checking API cleanup. Unified filesystem API. Extracted activity handlers from game.cpp Sound processing moved to a dedicated module. (in-game hearing, not the game making sound) Moved some shared logic from player to character. Streamlined obsolete mod handling.[/quote]
Monster infighting oh boy!
[QUOTE=StrawberryClock;47294694]Monster infighting oh boy![/QUOTE] The one thing I was waiting for before playing again.
Anybody got to see some of that zombie vs. ants action yet? Does it work well?
[QUOTE=Rubs10;47306098]The one thing I was waiting for before playing again.[/QUOTE] It's been in experimental, and in the version i've been playing at least it can be kind of wonky. Giant bees and giant spiders kill bears and moose slowly but surely over the course of like 5 minutes just because they're faster.
Some of the fights are hilariously one-sided. Giant wolf spiders will destroy the weaker zombies, eyebots are incredibly resilient and I watched one run from about 8 or so zombies around an intersection while I was looting until they finally downed it. Manhacks will shred some zombies as well, which makes labs a little more interesting because you're liable to come across corpses instead of zombies.
[QUOTE=Lijitsu;47306459]Some of the fights are hilariously one-sided. Giant wolf spiders will destroy the weaker zombies, eyebots are incredibly resilient and I watched one run from about 8 or so zombies around an intersection while I was looting until they finally downed it. Manhacks will shred some zombies as well, which makes labs a little more interesting because you're liable to come across corpses instead of zombies.[/QUOTE] That sounds about right, actually.
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