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Other Projects => Other Games => Topic started by: Erk on October 16, 2019, 12:09:29 am

Title: Cataclysm: Dark Days Ahead
Post by: Erk on October 16, 2019, 12:09:29 am
Quote
Cataclysm: Dark Days Ahead is a turn-based survival game set in a post-apocalyptic world. Struggle to survive in a harsh, persistent, procedurally generated world. Scavenge the remnants of a dead civilization for food, equipment, or, if you are lucky, a vehicle with a full tank of gas to get you the hell out of Dodge. Fight to defeat or escape from a wide variety of powerful monstrosities, from zombies to giant insects to killer robots and things far stranger and deadlier, and against the others like yourself, that want what you have…

Hey everybody! The last thread made it 452 pages, with many a rollercoaster of emotions. As the thread maintainer had left, and I'm a developer on Cataclysm and still hang out around here, it seemed logical for me to start up a new thread. I and some of the other CDDA devs will try to post our current projects in here, and it's also just a general place to discuss CDDA.

You can download the current release of CDDA on the website (https://cataclysmdda.org/releases/). If you're new to the game, we recommend starting with the Stable version (0.D at the time of this writing, probably advancing to 0.E sometime in early 2020).

I'll see if I can find a way to post Curstwist's excellent weekly changelogs in here now and again, or at least the highlights.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 16, 2019, 12:17:58 am
As some folks know, the biggest drama in our game right now is that a number of our tilesets had come under copyright concern and were removed to avoid any potential problems. The community has really banded together to make a few new sets; my own is the  Ultica tileset (https://github.com/I-am-Erk/CDDA-Tilesets), which is a few scripts and a bit of legwork from being ready for an in-game beta.

The alpha version looks like this if you catch it on a good map (https://media.discordapp.net/attachments/552510581782085654/633810325132804096/66855945-a8255b80-ef30-11e9-9bc1-11c6b478e650.png?width=800&height=520), or like this on a bad one (https://media.discordapp.net/attachments/552510581782085654/633830229743239181/unknown.png?width=529&height=601). Of course, a really bad map still would just be filler tiles; I haven't gotten far in labs or underground yet.

I did just spend a chunk of my evening channeling the seventies and eighties to paint walls and make gross looking carpet though.
(https://media.discordapp.net/attachments/552510581782085654/633891563675713536/unknown.png)(https://media.discordapp.net/attachments/552510581782085654/633892584502329364/unknown.png)

When I'm actively developing instead of drawing, I'm one of the developers most involved in lore writing, npc dialogue, and mapping. Until the tileset fiasco I was on a bit of a hiatus for work though, so most of the newest maps and dialogue are not me. The refugee center is probably where most of my work shows up.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on October 16, 2019, 01:18:24 am
The carpet reminds me of old office carpet.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 16, 2019, 01:28:27 am
Welp,  time for the obligatory post to watch, and I guess mod updates. I've added a handful of misc QoL ideas to MST Extra, and a few arcana updates here and there. Korg has done some interesting work, more features to tinker with than I've had time or energy...

And as noted, your tileset work looks interesting so far, Erk!
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on October 16, 2019, 04:32:29 am
0.Doge is out, right?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on October 16, 2019, 07:11:00 am
Good morning, new thread. What wonders shall we discover together?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 16, 2019, 09:53:45 am
0.Doge is out, right?

Yep it's been out since spring. 0.E is more done than not, we could move to feature freeze + bug fix any time. I think we're waiting for a few things, like having a tileset and stuff
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on October 16, 2019, 10:16:10 am
Posting to watch!
Title: Re: Cataclysm: Dark Days Ahead
Post by: AzyWng on October 16, 2019, 11:25:52 am
Also Posting to Watch.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scourge728 on October 16, 2019, 12:08:57 pm
Hoping for more drama tbh, not going to start any, it's just fun to read
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 16, 2019, 12:24:55 pm
Hoping for more drama tbh, not going to start any, it's just fun to read

It's pretty inevitable, there are two definite camps of people playing this game. Although I still hold that the best solution would be for someone with an interest to take over managing a cyberpunk content mod.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IcyTea31 on October 16, 2019, 01:52:16 pm
PTW.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ( Tchey ) on October 16, 2019, 02:21:05 pm
That's great (ptw).
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on October 16, 2019, 02:56:41 pm
Although I still hold that the best solution would be for someone with an interest to take over managing a cyberpunk content mod.
The problem is that most people with enough interest to maintain a project like this already got their own projects. Who's going to want to work on a large content mod for Cataclysm, when they could be working on their own dream roguelike?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 16, 2019, 03:25:30 pm
Very true. I mean, that's basically our answer when people want the devs to maintain cdda as a cyberpunk transhumanism game.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Mephansteras on October 16, 2019, 04:17:49 pm
Hello, new thread.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pikachu17 on October 16, 2019, 05:44:11 pm
PTW
Title: Re: Cataclysm: Dark Days Ahead
Post by: Flying Dice on October 16, 2019, 07:37:13 pm
Hello darkness, my old friend, I've come to watch your posts again.

Very true. I mean, that's basically our answer when people want the devs to maintain cdda as a cyberpunk transhumanism game.
The problem is that you're still missing it. There are the people who liked that bionics-heavy playstyle. There were people who liked the Mad Max-y car-building side of the game. There were people who liked the martial arts aspects of the game. There were people who liked to collect a bunch of guns and run around like it was a shooting gallery.

Those playstyles and more besides were both possible and viable. All of them have been to some degree curtailed so that they no longer work or are much more tedious and/or unreliable. Sometimes this is intentional, sometimes it's a "we need to change this but I'm not going to do it properly right now so the system will just have to be shit for multiple years". It's not an easy "just make an X mod" solution when the problem is that every playstyle which does not align with the core "tedium survival simulation" goal is neutered and made either irrelevant or impossible. This is on the level of removing the ability to cook food and saying, "tough, just deal with it, there's still MREs and eating raw food". The right approach would to have made each of those big chunks of things optional inclusions as they were addressed, but that would have taken hard work and proactive thought.

The only playstyle that has really benefited to some extent are the innawoods folks, and that only accidentally by virtue of there being more handcrafted recipes now so they can avoid towns more.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scourge728 on October 16, 2019, 08:08:18 pm
The way I see it, if you don't want your players to do a thing because your goals have changed, either remove that thing or leave it as is, don't just nerf it and hope people will stop using it
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on October 16, 2019, 08:10:22 pm
Nineteenth
Title: Re: Cataclysm: Dark Days Ahead
Post by: scourge728 on October 16, 2019, 08:14:17 pm
I don't get it
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on October 16, 2019, 08:18:08 pm
I wanted to say "first", but it wouldn't have been funny because I wasn't first. So I said "nineteenth" instead, because I was nineteenth.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 16, 2019, 09:21:01 pm
Hello darkness, my old friend, I've come to watch your posts again.

Very true. I mean, that's basically our answer when people want the devs to maintain cdda as a cyberpunk transhumanism game.
The problem is that you're still missing it. There are the people who liked that bionics-heavy playstyle. There were people who liked the Mad Max-y car-building side of the game. There were people who liked the martial arts aspects of the game. There were people who liked to collect a bunch of guns and run around like it was a shooting gallery.
I would argue that you are missing it. If they liked it before, whatever they liked is still there. Nobody's deleted any of that game. Anyone who wants to play it can go download it and have the same fun they always did.

More to the point, it's extremely clear you don't play the current version of the game. Every single one of those playstyles is still massively popular. Cars, for example, are better than ever, because now you actually have to make choices instead of just "find part, install part". Most of the martial arts now have a distinct role, instead of the good old "haha wrong choice now your character sucks" that was most of them before... And many of the rest were "now no zombie can touch me".

The reason we generally don't listen to people with your general attitude - the one that we can't ever change anything without leaving a legacy version - is because not only are we not interested in maintaining that, but we already do. It's the old game. Moreover, the new game is more popular *by far* than it's ever been, with a more active community of players that are excitedly adding the sort of changes you think have ruined it.



Quote
The right approach would to have made each of those big chunks of things optional inclusions as they were addressed, but that would have taken hard work and proactive thought.
On one hand you're recognizing that the game has changed a lot and it would be hard to capture all those old elements, and at the same time you think we should be maintaining all those old elements as dozens of separate encoded options. I have no idea why you think we should be maintaining things we don't want to keep in the game, but people who want to keep them in the game have no role in maintaining what they want.

Quote
The only playstyle that has really benefited to some extent are the innawoods folks, and that only accidentally by virtue of there being more handcrafted recipes now so they can avoid towns more.
I'm sorry, but that is so incredibly false as to be completely hilarious. You clearly have no idea what recent cdda gameplay is like.

I know you have all the answers for how we should be maintaining the repository we own, for a game that we like and play far too many hours of to be good for us, that you obviously no longer play in anything resembling its current form. However, I think we will continue to ignore your advice and play the game we're enjoying. As I've said, despite our insistence on adding and improving features and game balance we want to add and improve, the community at large only seems to add more people who want to play what we're making. And, to date, for all I hear (mainly from you and two or three other people in this forum) about how we're ruining everything, nobody seems to want to step up to maintain the much vaunted playstyles of yore. There are several doors and they're all wide open.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anexiledone on October 17, 2019, 05:09:37 am
I kind of dropped from playing after the huge performance hit that came with 1 second turns and some of the map memory stuff. Is performance still bad? I used to go out and smoke a cigarette whenever my character was sleeping because sleep was taking forever. Sucks because there were a lot of big changes around that time that I never really got to dive into

As far as the direction the game is going these days, I'm not so sure it's going to be a game for me anymore. But that happens with a lot of games that are forever being expanded and altered, so it's not like there's hard feelings or anything. The game is still a marvel of coding, and it's done a lot of pretty impressive stuff. Even more when you consider how much of the code used to be worked around hack jobs. It's very impressive
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on October 17, 2019, 05:16:26 am
Quite frankly I prefer the old cataclysm DDA and think the newer versions are shit and will probably never update again.


Now that that's out of the way does anyone have an opinion of that animatronics mod that comes with the main game, because I figured out why half the shit in it didn't spawn.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2019, 08:29:41 am
I kind of dropped from playing after the huge performance hit that came with 1 second turns and some of the map memory stuff. Is performance still bad? I used to go out and smoke a cigarette whenever my character was sleeping because sleep was taking forever. Sucks because there were a lot of big changes around that time that I never really got to dive into

Yep, performance improvements actually mean that at this point it's a little faster than it was before. There was some really bizarre overcalculating going on
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 17, 2019, 01:14:03 pm
Yep, performance improvements actually mean that at this point it's a little faster than it was before. There was some really bizarre overcalculating going on

Yeah, in my experience the performance issues have mostly been fixed, it's now just various random things occasionally still operate on the assumption that a turn is six seconds. It's probably going to be a while until every last possible instance of that is found and corrected.

An unfortunate side effect of a useful change, sadly.
Title: Re: Cataclysm: Dark Days Ahead
Post by: mlangsdorf on October 17, 2019, 01:47:00 pm
There were people who liked the Mad Max-y car-building side of the game. ... Those playstyles and more besides were both possible and viable. All of them have been to some degree curtailed so that they no longer work or are much more tedious and/or unreliable.

So as one of the developers who has been making a lot of player visible changes in the vehicle code, can I ask you to specify what about Mad Max car-building that has become so much more unreliable?

Since I started playing about 4 years ago in early 0.C, the vehicle system has changed in a couple of significant ways:
1. electric motors have been adjusted a couple of times, but the net result is there a wider range of electric motors, from very small to fairly large, and all of them get decent efficiency
2. gasoline and diesel engine sizes have standardized and made to support multiple fuels
3. steam engines and freaking huge gas turbines have been added
4. infinite fuel engines like the vortex engine from blazemod have been simplified and standardized
5. lifting and jacking requirements have been added, but satisfying them is fairly trivial
6. vehicle parts have descriptions of what they do when you install them, making it easier to figure out how to configure your vehicle
7. electrical power generation got reduced, but so did the energy costs of most things - you're no longer burning 250 battery charges/turn just to keep the stereo going.
8. rams have been added to vanilla, and most vehicle parts have gotten decent amounts of armor
9. the way that vehicle speed is calculated has changed substantially, but it's still easy to put together a deathmobile that will travel 15+ tiles/turn and most people don't like driving that fast.  Vehicles don't have nominal top speeds of 3000 mph any more, but if you put a 6,000 HP gas turbine on your racing bike you will go crazy fast enough.
10. boats were mainlined, and vehicles can now be made amphibious and you have a variety of choices in your boat hulls
12. bike racks were added, so you can attach a little scout bike to your deathmobile, drive from town to town in your deathmobile, and have a little scout bike to  scout inside a town.  you can even put bike racks on your scout bike and attach small vehicles to it.  (and your scout bike can be amphibious, if that's your thing)
12. there's a limited autopilot to cut down on the tedium of driving from point to point
13. we've got working prototypes of towline towing and helicopters
14. there's a definite plan for adding vehicles that span multiple z-levels themselves, and allowing ground vehicles to drive up and down ramps
15. various other convenience features (single button powered curtains for your entire vehicle, vehicle heaters, off-road tires, the mechanics profession that starts with a welder and welding goggles) have been added

From my perspective, going Mad Max in CDDA is easier and better than ever, and if for some reason you don't like some of the changes, modding even higher performance vehicles is really easy.

The only things that I really acknowledge as nerfs are:
1. foot pedals no longer produce the equivalent of 15 horse power, so some power generation strategies got busted
2. you can't fix everything with duct tape

Tastes very, but I'll trade those two drawbacks for all that other stuff.
Title: Re: Cataclysm: Dark Days Ahead
Post by: NullForceOmega on October 17, 2019, 01:51:09 pm
I know you have all the answers for how we should be maintaining the repository we own, for a game that we like and play far too many hours of to be good for us, that you obviously no longer play in anything resembling its current form. However, I think we will continue to ignore your advice and play the game we're enjoying. As I've said, despite our insistence on adding and improving features and game balance we want to add and improve, the community at large only seems to add more people who want to play what we're making. And, to date, for all I hear (mainly from you and two or three other people in this forum) about how we're ruining everything, nobody seems to want to step up to maintain the much vaunted playstyles of yore. There are several doors and they're all wide open.

I've already pointed this out to you once, and I will not hesitate to continue to do so if you don't get the point.

TONE DOWN THE GODDAMN PASSIVE-AGRESSIVE SHIT.

This shit is WHY there are people here who act so fucking disgruntled and you bringing it to this forum will make things WORSE.

There is no cause for it, you don't have to respond to FD or anyone else being negative, and doing so makes YOU into the target for their ire.

edit:  If the point of having a new thread is to help divorce the new iteration from the old then you should be doing everything in your power to avoid making the people who were ostracized feel any angrier, you should either address their issues in a positive way or just not engage them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Sindain on October 17, 2019, 02:23:02 pm
Ptw
Title: Re: Cataclysm: Dark Days Ahead
Post by: ZebioLizard2 on October 17, 2019, 02:58:41 pm
This threads off to a great start.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2019, 03:27:07 pm
I've already pointed this out to you once, and I will not hesitate to continue to do so if you don't get the point.

Come on, here. I'm just another person on the forum, not someone being paid to represent a game company or anything; I will, on occasion, express emotions. You'll find this is something that happens on all sides, and it would be nice if I wasn't held to a much higher standard than everyone else in the thread. I haven't been unkind or particularly rude, and it's rather uncharitable of you to focus entirely on one sentence of a five paragraph post because it happened to contain a bit of sarcasm.
Title: Re: Cataclysm: Dark Days Ahead
Post by: NullForceOmega on October 17, 2019, 03:38:37 pm
If you had not handled your previous attempts to deal with dissenters in the same way in the previous thread, I wouldn't have said anything.  Instead, your responses to them have all carried the exact same tone and attitude, and that is what I am going to comment on.  Further, you're the OP, you set the tone for what is permissible in this thread, and if your behavior is inflammatory, then you'll definitely see the same from other users.

If you don't want this thread to end up exactly like the last one, then you should take a more neutral position.

They are upset because of things beyond their control, and you treating them in a patronizing manner will exacerbate that.  And frankly, I think they should try to move on as well, but that definitely won't happen if they keep getting the same treatment from you they got from Kevin.

edit: I also find your method of trying to justify your actions rather disingenuous. You are the one who presented yourself as a voice of the C:DDA dev team, so yes, I am absolutely going hold you to a higher standard, because YOU put yourself in the spotlight.

edit 2: Look, I'm not doing this because I want to perpetuate the drama around the game, I'm doing this because I want the drama to STOP.  I like to hear about the developments going on with Cataclysm, and I don't want this thread to turn out the same way because both sides keep at each other's throats.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Malus on October 17, 2019, 04:14:58 pm
I've found the recent performance to be really good. At first, I had trouble getting it running well on my Linux machine, compiling from source with -O3 (I couldn't, for the life of me, figure out the make flags so I wound up doing a search & replace), added march=native and all that classic ricing Gentoo stuff. Was still disappointed. Then I realized software rendering had somehow defaulted to on, which, at 1440p, was actually the cause of all my problems. Oops. Swapped to hardware rendering and it runs better than it ever has before.

Really looking forward to the continuing NPC/base developments; I read the plan was something vaguely Rimworldy, which sounds cool as hell.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2019, 04:19:28 pm
Really looking forward to the continuing NPC/base developments; I read the plan was something vaguely Rimworldy, which sounds cool as hell.

Rimworld and DF are definitely inspirations, although ultimately I think having a player avatar in a planning game like that will change the feel a lot (which is the goal).

dpwb was talking about getting tractors to autodrive in fields today, first with robot modules and then hopefully as an NPC activity. This is another huge step in getting your pals to build your base for you. Apparently also the code infrastructure I need to make NPCs wander around the refugee center doing patrols and repair tasks is almost in place, and will probably be working before I have any time to actually implement those changes in content.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Dostoevsky on October 17, 2019, 05:25:49 pm
So, the last version I played was... (boots up old copy) 0.C-19721-g82f0627. And I probably spent most of my time playing versions of 0.B or early 0.C. I'm somewhat interested in giving the newer versions a whirl to see how it feels - should I stick with the latest stable 0.D? Or should I pick one of the more recent builds?

Additionally, do folks have some general tips or 'getting started' advice? Based on what I've read, at least, there's more of a maintenance requirement to surviving - if so, would be nice to get a sense of how differently I should be approaching things.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Mephansteras on October 17, 2019, 05:44:57 pm
I haven't played in about a month, but in general I find using the latest build find. They're unstable, so occasionally something will be broken enough you have to go back a few, but most of the time the latest is best.

I'm not sure you have to do anything too terribly different just to survive. Running around looting houses and avoiding combat unless you have to is usually your best bet.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Flying Dice on October 17, 2019, 05:55:12 pm
I know you have all the answers for how we should be maintaining the repository we own, for a game that we like and play far too many hours of to be good for us, that you obviously no longer play in anything resembling its current form. However, I think we will continue to ignore your advice and play the game we're enjoying. As I've said, despite our insistence on adding and improving features and game balance we want to add and improve, the community at large only seems to add more people who want to play what we're making. And, to date, for all I hear (mainly from you and two or three other people in this forum) about how we're ruining everything, nobody seems to want to step up to maintain the much vaunted playstyles of yore. There are several doors and they're all wide open.

I've already pointed this out to you once, and I will not hesitate to continue to do so if you don't get the point.

TONE DOWN THE GODDAMN PASSIVE-AGRESSIVE SHIT.

This shit is WHY there are people here who act so fucking disgruntled and you bringing it to this forum will make things WORSE.

There is no cause for it, you don't have to respond to FD or anyone else being negative, and doing so makes YOU into the target for their ire.

This is exactly it.

This is not how I was posting when  I started to notice things going odd. I was curious and asked questions. Kevin and his supporters were arrogant, passive-aggressive dickbags about everything.

There are changes that make me avoid playing builds more recent than ~6mo ago, but the primary reason I'm not willing to try to live with the current state of the game is because I know that every time I question any decision it's going to be met with a wall of passive-aggressive bullshit. I don't put up with that from people who are paying me to do things for them, much less people who are allegedly trying to convince me to play the current version of the game.

I'm sorry, but that is so incredibly false as to be completely hilarious. You clearly have no idea what recent cdda gameplay is like.
This is some deeply ironic Johnny-come-lately bullshit coming from you, since your apparent total lack of knowledge of the history of Cataclysm's development is the principle thing that keeps steering you wrong here. Most of us aren't pissed off about the nightly build now, we're pissed off about stupid decisions that happened months or years before you got involved, which were handled badly then and only grew worse over the years. This is a PR problem and you're handling it in pretty much the worse way possible. Cataclysm used to be one of the top names among contemporary roguelikes, but the name is in the mud now.

There were people who liked the Mad Max-y car-building side of the game. ... Those playstyles and more besides were both possible and viable. All of them have been to some degree curtailed so that they no longer work or are much more tedious and/or unreliable.

So as one of the developers who has been making a lot of player visible changes in the vehicle code, can I ask you to specify what about Mad Max car-building that has become so much more unreliable?

Since I started playing about 4 years ago in early 0.C, the vehicle system has changed in a couple of significant ways:
1. electric motors have been adjusted a couple of times, but the net result is there a wider range of electric motors, from very small to fairly large, and all of them get decent efficiency
2. gasoline and diesel engine sizes have standardized and made to support multiple fuels
3. steam engines and freaking huge gas turbines have been added
4. infinite fuel engines like the vortex engine from blazemod have been simplified and standardized
5. lifting and jacking requirements have been added, but satisfying them is fairly trivial
6. vehicle parts have descriptions of what they do when you install them, making it easier to figure out how to configure your vehicle
7. electrical power generation got reduced, but so did the energy costs of most things - you're no longer burning 250 battery charges/turn just to keep the stereo going.
8. rams have been added to vanilla, and most vehicle parts have gotten decent amounts of armor
9. the way that vehicle speed is calculated has changed substantially, but it's still easy to put together a deathmobile that will travel 15+ tiles/turn and most people don't like driving that fast.  Vehicles don't have nominal top speeds of 3000 mph any more, but if you put a 6,000 HP gas turbine on your racing bike you will go crazy fast enough.
10. boats were mainlined, and vehicles can now be made amphibious and you have a variety of choices in your boat hulls
12. bike racks were added, so you can attach a little scout bike to your deathmobile, drive from town to town in your deathmobile, and have a little scout bike to  scout inside a town.  you can even put bike racks on your scout bike and attach small vehicles to it.  (and your scout bike can be amphibious, if that's your thing)
12. there's a limited autopilot to cut down on the tedium of driving from point to point
13. we've got working prototypes of towline towing and helicopters
14. there's a definite plan for adding vehicles that span multiple z-levels themselves, and allowing ground vehicles to drive up and down ramps
15. various other convenience features (single button powered curtains for your entire vehicle, vehicle heaters, off-road tires, the mechanics profession that starts with a welder and welding goggles) have been added

From my perspective, going Mad Max in CDDA is easier and better than ever, and if for some reason you don't like some of the changes, modding even higher performance vehicles is really easy.

The only things that I really acknowledge as nerfs are:
1. foot pedals no longer produce the equivalent of 15 horse power, so some power generation strategies got busted
2. you can't fix everything with duct tape

Tastes very, but I'll trade those two drawbacks for all that other stuff.

First, thanks for bothering to respond like a civil human being.

Full disclosure: I was never much for the vehicle side of things to begin with (again, I don't have a dog in every fight, but I'm pissed off about how people who did were treated).

How lifting/jacking was handled is one of the main things. I'm not sure if it's still the case, but when that change was originally implemented it was mandatory to build a separate vehicle to act as a crane base (when cranes were already rare to begin with) just to lift out storage batteries (which by their nature should be easy to swap). That was one of many blatant attempts to keep players interested by adding unnecessary tedium (as most vehicle-building characters would lack 15 STR). Bear in mind, the change was from 3 STR to 15 STR. Which was wildly overtuned. And the "solution" to that was to let you mount the crane on the vehicle it was lifting.

So, for example, a sensible middle ground would have been to allow someone with, say, 10 STR to use a rope or chain as an even cruder lifting mechanism when within a certain range of a tree or structure (assuming for the sake of gameplay flow that there are carry handles or eyeholes on the battery and a convenient branch/bar/whatever on the adjacent terrain) to hoist the battery out. But instead it was SEND THE CHANGE, CRANE OR GTFO, FUCK YOU CAR PEOPLE.

Also worth noting that that wouldn't have even been a big deal if it had been implemented sensibly in the first place and people who criticized it hadn't been lambasted for it.

That's kinda the story of DDA in a nutshell: a couple bad decisions (like nerfing all gun accuracy into the dirt and leaving it that way for fucking ages instead of doing a proper rebalance or leaving the pre-DDA accuracy system in place until it was possible to do so) combined with a FUCK YOU MY GAME GO AWAY approach to PR and dissenting opinions that leaves people pissed off. Most of what's been done has been good, a few really dumb tedious things (dirty clothes) have been made optional, but bad blood the ongoing assholery of certain parts of the development team and fanboy crowd, and certain continued stupid hasty changes (like food freezing, jesus wept that was a mess) make people like me bounce off any time we try to reenter.

Frankly, I'd be happy to test the nightly build and suggest improvements if there weren't people like Kevin and Erk that I know are going to treat me like shit any time I question anything or suggest doing something differently. Anyone who remembers the small shield blocking pull debacle knows why I don't trust them any farther than I can throw them, and I don't even have development time invested in the project.

Ninjutsu got pretty fucked in the recent rebalance though. That alone was enough that I have no interest in current builds, since it was my favorite MA. Don't even know why it got hit, since it was solidly second-tier and only viable if you were good enough to get going without a good starter MA anyways.
Title: Re: Cataclysm: Dark Days Ahead
Post by: se5a on October 17, 2019, 06:25:34 pm
This is just like most American TV.
Title: Re: Cataclysm: Dark Days Ahead
Post by: NullForceOmega on October 17, 2019, 06:29:20 pm
FD, I'm going to politely ask you to tone it down also.  This is a new thread, and we can try to be civil here.

I really do understand why you and the others are so angry, but we aren't going to get that civility without BOTH sides toning back on their phrasing.

edit: Damnit guys can we please just not?  Please.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scourge728 on October 17, 2019, 06:31:19 pm
This is just like most American TV.
this is better than most American tv (Source: Am American)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2019, 07:02:40 pm
So, the last version I played was... (boots up old copy) 0.C-19721-g82f0627. And I probably spent most of my time playing versions of 0.B or early 0.C. I'm somewhat interested in giving the newer versions a whirl to see how it feels - should I stick with the latest stable 0.D? Or should I pick one of the more recent builds?

Additionally, do folks have some general tips or 'getting started' advice? Based on what I've read, at least, there's more of a maintenance requirement to surviving - if so, would be nice to get a sense of how differently I should be approaching things.

Hmm. I haven't played the current experimental for a couple weeks, been too busy doing artwork. There's a new gun fouling mechanic that we're generally unhappy with and are figuring out a better implementation for; that one is a bit of a nuisance. Otherwise I think experimental has a lot of great stuff over stable, particularly in the field of npcs doing your work for you and being less idiotic about it. Also we moved the start date up so that freezing doesn't bother people until later on, and we've generally (tried to) tweak monster evolution a bit (although it remains buggy af) so that new characters don't get eaten by a grue quite as early on.

In terms of actual gameplay, about the only big difference I'd note going from 0.B to now is that stamina makes it much harder to solo multiple zombies in melee, especially in the early game. You're going to want more of a zombie movie "face one or run" kind of strategy. Otherwise, to me at least, it generally feels like the same game. I'd say the biggest difference is that you're probably going to want to recruit an NPC fairly early and get them to help you build a base, not because it's all that necessary for survival but because it's really fun and cool.

Edit: speaking of face one or run, be careful. Zombies can shove past each other in doorways and bottlenecks and spill past you to surround you now. A single door tile is not enough to corral the horde.

Also, make sure to try out the zone sorting/zone action tools. I believe the default key to set up zones is 'Y'. That single feature probably reduces more tedium than anything we've added before or since.

The other thing I'd suggest though is that if you do go with experimental and try out the new npc stuff, you
- don't update game mid save if you're attached to your game. NPCs seem to take that as an excuse to lose their shit
- strongly consider adding magiclysm if you want to try out a bunch of crazy new stuff. Although it's not mainline cdda, it's probably got the biggest concentration of wild new features.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2019, 07:18:33 pm
In other news, this tileset is just about ready for beta release (https://media.discordapp.net/attachments/552510581782085654/634528128173211668/buffet.png). I want to cram in a few more common/important pieces of furniture. Items and vehicles won't be very complete in the initial presentation but it should give a fun idea of at least roughly what it's going to be like, and hopefully drum up a few more pixel artists to join the effort. I'm pretty sure I'm going to get repetitive motion strain.

I've had to leave a lot of tiles that should have connection data, like many walls, sofas, things like that, as individual filler tiles. That makes it a bit tougher to read but at least it gives a good preview.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scourge728 on October 17, 2019, 07:24:41 pm
FD, I'm going to politely ask you to tone it down also.  This is a new thread, and we can try to be civil here.

I really do understand why you and the others are so angry, but we aren't going to get that civility without BOTH sides toning back on their phrasing.

edit: Damnit guys can we please just not?  Please.
They must, it is entertaining
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 17, 2019, 08:25:15 pm
Is some one working on adding armor to blazemod parts yet? Last time I checked, those parts still tank damage by having huge HP values rather than the newish armored parts system.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2019, 08:36:24 pm
Is some one working on adding armor to blazemod parts yet? Last time I checked, those parts still tank damage by having huge HP values rather than the newish armored parts system.

I don't think so. Just needs someone to go update the JSON as far as I'm aware though. I am not very up on blazemod these days, almost anything I want from it has been mainlined.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anexiledone on October 17, 2019, 08:45:16 pm
I kind of dropped from playing after the huge performance hit that came with 1 second turns and some of the map memory stuff. Is performance still bad? I used to go out and smoke a cigarette whenever my character was sleeping because sleep was taking forever. Sucks because there were a lot of big changes around that time that I never really got to dive into

Yep, performance improvements actually mean that at this point it's a little faster than it was before. There was some really bizarre overcalculating going on

Good to hear. I'll probably download it again tonight and give it a shot. It was hard to get an actual opinion on a lot of the new stuff with how long things were taking and I feel like it probably added a bias to how I felt about some of the new stuff
Title: Re: Cataclysm: Dark Days Ahead
Post by: mlangsdorf on October 17, 2019, 08:54:02 pm
There are roughly 9,000 developers working on stuff these days.  I can barely keep up with what dpwb is doing, and he's gracious enough to consider himself part of the NPCs/basecamps/vehicles cabal.  Other stuff just gets added and sometimes I have a chance to review and sometimes I'm busy with work or whatever.  There's all kinds of stuff that gets added to the vehicles code, and I come back later and have to figure it out myself.  Like vehicle turrets, I read on reddit that they got changed again.  WTF.

Long story short, I have not been the greatest maintainer for blazemod, but then again, I always said I wasn't going to be a great maintainer for blazemod.  If someone else wants to update blazemod, you don't need my permission but you have my thanks.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Dostoevsky on October 17, 2019, 09:08:59 pm
I haven't played in about a month, but in general I find using the latest build find. They're unstable, so occasionally something will be broken enough you have to go back a few, but most of the time the latest is best.

I'm not sure you have to do anything too terribly different just to survive. Running around looting houses and avoiding combat unless you have to is usually your best bet.

<lots of stuff>

Thanks, both. I admit I usually gave myself extra points at start to reduce some of the early-game pain.

At world generation, there are quite a few mod options. Which of them are up to date, or alternatively which should I avoid for being probably too out of date?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on October 17, 2019, 09:28:58 pm
PTW. The thread is locked, long live the thread!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 17, 2019, 09:43:17 pm
In related news, I've started work on finally using some mission features Ral added a while ago: changing my older hacky "mission has NULL goal and is completed solely via dialogue hacked into" to instead use MGOAL_CONDITION. Though, technically it still has dialogue hacked into it, as that seems to be functionally the only way to add proper "this mission will now success" responses beyond using the fallback "mission complete, I don't know what else to say" option.

However, a big part of that was also making the missions have a better understanding of when the mission can't really be completed, since the success and failure conditions are fairly complex (obtain a specific mutation threshold as the intended endgame, with any competing mutation threshold counting as a failure). So this led to implementing dialogue that makes it possible for a player that'd otherwise be stuck in mission limbo to gracefully fail the mission. This in turn led to setting it so that attempting to start said mission while ALREADY in a state that would fail it will cause the NPC to go "omae wa mou shindeiru failed" and skip straight to the failure state.

This led to a fairly big feature I'd been putting off for a while: making the NPC better able to nudge the player into pursuing alternative options. This may sound like something simple, but it amounts to basically getting the NPC to correctly grok a checklist of things:
1. Is the item needed to do all this still accessible?
2. Is the current PC a valid candidate, and have they agreed to basically do the unfinished last step all over again?
3. Has the desired mutation fuckery been achieved, despite the mission that revolves around said fuckery being failed?

The end result has basically been adding a complicated backdoor function that gives players a second chance at finishing the mission chain. By this stage it's technically unnecessary, as the purpose of the mission chain is simply a tutorial for accessing and utilizing one of the mod's primary endgame items, but this allows the player to at least bring some resolution to it and not leave the NPC in a state of limbo.

I still need to add one last major dialogue hook (which will also let players who preemptively achieved the end goal to skip being led to do stuff they've already accomplished), then go on to further testing, but the WIP for it is here. (https://github.com/chaosvolt/cdda-arcana-mod/pull/95)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2019, 10:11:08 pm

Thanks, both. I admit I usually gave myself extra points at start to reduce some of the early-game pain.

At world generation, there are quite a few mod options. Which of them are up to date, or alternatively which should I avoid for being probably too out of date?

I also like the freeform start a lot of the time. I do enjoy the early game challenge... Just not, like, all the time.

Personally I think the mainline game is fine on its own. We've picked through most of the mods for the best features. That said:
- magiclysm adds a whole new game, as mentioned.
- aftershock isn't being actively maintained, but still works well and contains most of our recently cut material and stuff like making your own cbms. It's not my style but it's popular among folks that like that stuff.
- also not my style, but chaosvolt (random dragon here) maintains a bunch of mods like cata++, arcana, and a mining mod that are usually up to date and change content.

Most of the extra buildings and extra items mods in mainline are pretty dramatically unpolished compared to main content now IMO
Title: Re: Cataclysm: Dark Days Ahead
Post by: Dostoevsky on October 17, 2019, 10:21:32 pm
Gotcha, thanks.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 17, 2019, 10:46:34 pm
- also not my style, but chaosvolt (random dragon here) maintains a bunch of mods like cata++, arcana, and a mining mod that are usually up to date and change content.

<3

So uh, bit of another important update: if you have a save using arcana and you've updated the mod anytime within the past week or so, update arcana again right the fuck now before trying to load your save.

Turns out that on-hit effects added to support the new enchantment feature cause "bad save JSON" errors on load. I've since removed all use of on-hit effects from the items that use it, after testing to ensure that the remaining uses of the "relic data" system don't cause this too.
Title: Re: Cataclysm: Dark Days Ahead
Post by: se5a on October 18, 2019, 04:13:05 am
This is just like most American TV.
this is better than most American tv (Source: Am American)
well, it is a low bar...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 18, 2019, 08:59:24 pm
Here's a walk around that shows how far it's come and how far it has yet to go. At mlangsdorf's request, I'm going to make a simple vehicle mockup next. (https://www.youtube.com/watch?v=zitos4j6_g0)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Silleh Boy on October 19, 2019, 03:06:28 am
So, being one of those that finds a lot of what I read on the direction the mod has gone in to be unappealing and having found the download links for the prior versions on the mods page to be dead in the case of the 0.C build and no longer present in the case of earlier ones, is there any reputable or official source for the older versions?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on October 19, 2019, 04:26:14 am
There's always the Git commit history, though you'd need to compile the game yourself.
Title: Re: Cataclysm: Dark Days Ahead
Post by: SHAD0Wdump on October 19, 2019, 10:28:16 am
So my means of playing this has become very limited, my only access is the mobile version, but rather than abandon hope, I'll ask a few questions.

How possible is it to mod the mobile version? Is there a folder I can create to drop mutators in?

I also had a think about it and realized that this game would become so much more of a playground if not for hunger/thirst progressively lowering your stats. Is it even possible to mod that out but keep the need to eat/drink? Or better yet, has somebody done that?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Silleh Boy on October 19, 2019, 12:45:58 pm
There's always the Git commit history, though you'd need to compile the game yourself.
I had a feeling it might come to that in the end - I suppose if nothing turns up, one day when i'm feeling the desire for such (mis)adventurr I'll look into compiling an old version.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 19, 2019, 01:23:28 pm
There's always the Git commit history, though you'd need to compile the game yourself.
I had a feeling it might come to that in the end - I suppose if nothing turns up, one day when i'm feeling the desire for such (mis)adventurr I'll look into compiling an old version.

Despair not! There are some old versions up here: https://dev.narc.ro/cataclysm/jenkins-promoted/

Assuming you're looking for windows tiles, here are direct links for
0.B: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.B-2399.zip
0.C circa 2015: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.C-2834.zip
0.C from hallowe'en 2018: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.C-8083.zip

I would point out that you shouldn't necessarily skip out on the current version just because of something you read. The old versions don't let you build a car that can turn into a boat, powered by a salvaged helicopter engine; or build a small army of stupid but oddly useful NPCs and get them to make a castle for you and do your laundry; or let you press "O" and automatically disperse your loot into a dozen tidy piles in a few seconds; or blow a house up with a fireball spell; or climb onto a rooftop and snipe zombies several floors below; or, like a pied piper, lure zombies up to a balcony and climb down to watch them reach for you and plummet to their demise; or find a scroll of Cause Bear.

Of course, if you played the new version and are really not into it, that's another matter (if it's gun fouling that turns you off I'd even be on your side, although I think we've got a fix planned or already merged). I just would caution against picking something out of the changelog - or worse, something someone else saw in the changelog - and writing the whole game off because of it. Some of the changes I've seen get a lot of bad word of mouth didn't even wind up getting merged into the game.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Silleh Boy on October 19, 2019, 02:24:12 pm
There's always the Git commit history, though you'd need to compile the game yourself.
I had a feeling it might come to that in the end - I suppose if nothing turns up, one day when i'm feeling the desire for such (mis)adventurr I'll look into compiling an old version.

Despair not! There are some old versions up here: https://dev.narc.ro/cataclysm/jenkins-promoted/

Assuming you're looking for windows tiles, here are direct links for
0.B: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.B-2399.zip
0.C circa 2015: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.C-2834.zip
0.C from hallowe'en 2018: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.C-8083.zip

I would point out that you shouldn't necessarily skip out on the current version just because of something you read. The old versions don't let you build a car that can turn into a boat, powered by a salvaged helicopter engine; or build a small army of stupid but oddly useful NPCs and get them to make a castle for you and do your laundry; or let you press "O" and automatically disperse your loot into a dozen tidy piles in a few seconds; or blow a house up with a fireball spell; or climb onto a rooftop and snipe zombies several floors below; or, like a pied piper, lure zombies up to a balcony and climb down to watch them reach for you and plummet to their demise; or find a scroll of Cause Bear.

Of course, if you played the new version and are really not into it, that's another matter (if it's gun fouling that turns you off I'd even be on your side, although I think we've got a fix planned or already merged). I just would caution against picking something out of the changelog - or worse, something someone else saw in the changelog - and writing the whole game off because of it. Some of the changes I've seen get a lot of bad word of mouth didn't even wind up getting merged into the game.
Thank you for the links, when I have time i'll see about getting back into one of the older versions.

A fair amount of what I have read, on the topic of the newer versions, has been reactions to ongoing changes. Of course, some of that as noted, may well have been reactions to changes that never got merged that I'm simply misremembering as being a point of contention. Being one of those that got into the game back when Whales was actively developing it and having initially fallen in love with the survival-lite game that was emerging there's also going to be rose tinted lenses involved in what I perceive of the game - I suppose I should mull over giving one of the new or nightly versions a shot instead though, as then the elements that I like or dislike'll be possible to quantify and convey any feedback over.

Though with that said I may go for a version utilising your tileset when it's complete as breaking away from the ascii i'm familiar with at the same time would make the entire experience feel that little bit more fresh and new. Shaking things up like that'd ensure i'm not looking at it as a case of the same old game, but worse before i've even given it chance to show its direction and development for itself.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on October 19, 2019, 02:32:18 pm
So as one of the developers who has been making a lot of player visible changes in the vehicle code, can I ask you to specify what about Mad Max car-building that has become so much more unreliable?
If you want suggestions, I think it's really annoying how you can no longer move large storage batteries without a crane. It used to be a convenient way to transfer electric charge between vehicles, for example to power a small floodlight that doesn't have its own generator. You might also want to pry out the batteries to disassemble them for electronics crafting, even if you're not otherwise looking to work with vehicles.
It's irritating, because there's no obvious reason for it to be difficult. If my character has the requisite tools to disassemble the whole rest of the car, why can't he disassemble the battery without lifting it? Why would you design a vehicle in such a way that the batteries, which are supposedly meant to be swappable, cannot be moved without a crane? It's just an arbitrary gameplay limitation, mostly stemming from the fact that no one bothered to consider it when the lift requirements were added. There's been an open bug report (http://github.com/CleverRaven/Cataclysm-DDA/issues/23094) since March 2018 about the game not having enough tools for lifting things.
I think the elegant solution would be to make vehicles use a large number of medium storage batteries instead of two large ones. Or a large battery container that holds multiple medium batteries on a single tile. The battery pack on a modern Tesla is more or less the entire bottom of the vehicle, and the issue with removing that is less lifting it and more stripping the rest of the car away, but there's no reason you couldn't make it modular if you wanted it to be user-serviceable.
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on October 19, 2019, 02:45:20 pm
ptw
Title: Re: Cataclysm: Dark Days Ahead
Post by: Salmeuk on October 19, 2019, 09:40:56 pm
I'd like to weigh in on cata, not to cause drama but just to have a say.

It feels confused as to whether it wants to be a simulation or, well, a game. Let me explain. The basic gameplay loop is collecting junk and turning that junk into useful objects, which allow you to access new areas with new junk. You also collect 'treasure' in the form of immediately useful tools, gear, weapons.

This loop demands that you learn a series of hyper-realistic interactions between objects. These interactions are sometimes straightforward, like boiling water with the interaction menu, yet in many cases they are downright obtuse. Even undiscoverable unless you read forums and tutorials, or use the recipe browser. This can be both rewarding, when you find out a useful new recipe you didn't think existed, or frustrating, when you notice a glaring hole in the 'realism' of the game. It's frustrating to experience such depth in certain areas, and yet a completely shallow interpretation of our physical world in other areas. Some things are too damn difficult, like when an interaction is locked behind the acquisition of ONE PARTICULAR ITEM I CAN NEVER FIND, while other things are too easy, like surviving in the woods which is fairly unrewarding. I wish I had more examples but I don't have access to the game for a while.

All this realistic interaction between objects involves quite a bit of digging through menu options and keybind lists. I find the interface of CDDA to be much less elegant than DF. Painful, even. The game is bogged down by too many unique menu styles. This design choice is explained as necessary due to the complexity of the aformentioned interactions, and also the fact that this game is collaboratively developed. However, navigating through three layers of menu in order to perform a particular action is unrewarding, and sometimes you need to perform that same action multiple times. I believe macros exist but macros are only a patchwork solution to rough interfaces. Menu interaction and inventory management should not take up the majority of gameplay, especially in a game that promises so much action.

I suppose that's my main issue with the game, this mixture of hyper-realistic world interaction with poorly designed interfaces, and a lack of in-game reward for many of these mechanics. When I play CDDA my time is wasted on unfun interactions with some rather tedious survival mechanics, hoping and wishing for a particular object which will grant me the privilege of no longer needing to perform those tedious survival mechanics. That's like throwing the player in a deep hole of suffering where the only reward for progress is less suffering. And when I mean suffering, I don't mean the fun kind, the roguelike kind of 'losing is fun' or the DF !!FUN!!, I just mean tedium.

I can't roleplay in CDDA because the survival systems discourage certain styles of play, and I can't play the game 'straight' because there is almost no fun to be had in simply surviving. Is CDDA a place to explore interesting character concepts, or is it a place to test your knowledge of survival mechanics? There is no clarity here, and the game gets in the way of either playstyle.

This is why I don't think you will never be able to call CDDA 'well-designed'. The incremental, multi-authored nature of development combined with a rather inconsistently applied philosophy of hyper-realistic world interaction will always produce areas of unsatisfying tedium. I don't particularly care to perform the complex inventory shuffling required to build a house if it isn't properly rewarded within the games mechanics. You can just as easily live in someone's shed, and that doesn't take a literal hour of navigating menus.

The game 'felt' better in the past, and while it is true I am free to find and play those older versions, I am also free to comment on the lack of satisfying design in recent game updates. Just because it makes things more 'real' doesn't mean it should be added to the game. Especially when the definition of 'real' is arbitrarily decided by one or two people.

And again, I'm just writing all this to express myself, not to neg on anyone or to stir up drama. If you wish to discuss what I have written just be polite! And try to engage with my ideas and avoid nitpicking these words literally - I don't have the time to edit these kinds of posts and I'm sure I've left things out or contradicted myself. But the ideas, those are real. .



Title: Re: Cataclysm: Dark Days Ahead
Post by: Flying Dice on October 20, 2019, 11:08:42 am
Good fucking god, I just found what might be the most useless artifact I've ever encountered. Evil passive, -3 STR, -2 all attributes, stealth passive. Wow, that's genuinely awful.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 20, 2019, 12:07:22 pm
The artifact code is ancient and goofy. We've got a cool rework almost done thanks to magiclysm needing functional magic items.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 20, 2019, 12:58:59 pm
The artifact code is ancient and goofy. We've got a cool rework almost done thanks to magiclysm needing functional magic items.

I've definitely been interested in seeing where it goes, yeah.

I'd like to weigh in on cata, not to cause drama but just to have a say.

I think you've summarized the issues that divide the community's opinion of the game in a fairly reasonable manner. It's hard to add more depth to the game in general without adding more tedium, and there is the occasional perceived trend that a lot of the people involved in the heavy lifting don't pay as much attention to mitigating that as the manner might deserve. Contributions of all kinds come in, many contributions (especially by Mark and Erk) have done just as much to mitigate this, but the sheer volume of contributions means that the big-picture result is the overall trend you've noticed.

As for innawoods though, I do find a bit of morbid humor in your observations on that, because for a long time innawoods was the playstyle that suffered from this the most. It's had ups and downs over the years, but various developers and contributors (including my own brief time as a contributor) have done a lot to improve that. The trend unfortunately has still been that the underlying gameplay fundamentals trend towards more tedium regardless of playstyle, and some playstyles remain disproportionately affected as a result, is the way I would put it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 20, 2019, 08:13:58 pm
Here's as much of the weekly changelog as my phone will let me post. I'll add the missing portions about bugfixes etc soon perhaps.


Previous Changelog (https://www.reddit.com/r/cataclysmdda/comments/dhd9hg/cdda_changelog_october_13_2019/)

Changes for: October 14-October 20, 2019

Covers experimental builds: 9759

Jenkins build changelog (http://gorgon.narc.ro:8080/job/Cataclysm-Matrix/changes)

Minor changes and fixes not listed.

Note: Stable 0.D is now recommended for newer players or any person who doesn’t want to risk game breaking bugs.  Experimental versions will be riskier, back up your saves.

0.D Official Release Build (#8574) (https://cataclysmdda.org/releases/)

Content:

* add 4 more nested house foundations #34692 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34692) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9760.
* add-superalloy-dog-suit-to-nanofabricator #34717 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34717) by snipercup (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=snipercup) in Build 9760.
* add roof, landscaping, cosmetic changes to house\_w\_1 #34728 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34728) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9763.
* add some domestic furniture and terrain #34734 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34734) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9763.
* add roof, landscaping to house\_w\_2 #34788 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34788) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9772.
* add roof, landscaping and cosmetic upgrades to house\_w\_3 #34810 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34810) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9777.
* Add monsters to railroad station #34783 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34783) by snipercup (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=snipercup) in Build 9778.
* Adds new styles to Close Quarters Battle CBM #34812 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34812) by Hymore246 (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Hymore246) in Build 9778.
* Adjust blanket deconstruct recipe time #34819 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34819) by snipercup (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=snipercup) in Build 9778.  Fixes #34757.
* Add wretched pukers #34396 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34396) by Axema (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Axema) in Build 9778.  Make an exclusive monster for dumpsites.
* Mainline/jsonify megastore #34625 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34625) by chaisawlajatang (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=chaisawlajatang) in Build 9778.  Mainline jsonified megastore from the Mapgen Demo mod.
* Basements update #34657 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34657) by chaisawlajatang (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=chaisawlajatang) in Build 9778.
* Update tele\_sight description #34802 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34802) by kevingranade (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=kevingranade) in Build 9778.  Describe telescopic sight as post apocalyptic.
* \[Magiclysm\] add adult black dragon spawn to lair. #34809 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34809) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9777.
* Lifestraw #34390 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34390) by Maleclypse (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Maleclypse) in Build 9784.
* More realistic contents of bots and turrets #34817 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34817) by Night-Pryanik (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Night-Pryanik) in Build 9787. Added targeting modules to craft and uncraft recipes for turrets that were lacking them. Added robotic controls to craft and uncraft recipes for all turrets and bots. Also tweaked recipe for turret control unit. Now it additionally requires identification module, and can use camera or camera pro or security camera or sensor module.
* Made the Sledge Hammer a two-handed weapon. #34853 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34853) by cmazzullo (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=cmazzullo) in Build 9787.
* Add roof, landscape to house\_w\_5 #34863 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34863) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9787.
* Add roof, landscape to house w 4 #34848 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34848) by curstwist (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=curstwist) in Build 9787.

Features:

* Running/crouching while swimming will result in faster/slower swim speed #34770 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34770) by Night-Pryanik (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Night-Pryanik) in Build 9768.
* Allow auto targeting mode for turrets only with installed turret control unit #34202 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34202) by Night-Pryanik (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Night-Pryanik) in Build 9772.
* Vehicle autopilot part for patrolling / auto-farming etc #34616 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34616) by davidpwbrown (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=davidpwbrown) in Build 9778.
* vehicles: allow multiple vehicles on a bike rack #34740 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34740) by mlangsdorf (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=mlangsdorf) in Build 9780.

Balance:

* Add strong antibiotic: destragon. #34679 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34679) by Malkeus (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Malkeus) in Build 9762.  Add a rare and unhealthy prescription drug to make use of the STRONG\_ANTIBIOTIC flag.
* Martial Arts Rebalance for Taekwondo #34711 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34711) by Hymore246 (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Hymore246) in Build 9767.
* Changed celery volume to better reflect the mass-to-volume ratio in real life #34750 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34750) by y2s82 (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=y2s82) in Build 9768.
* Prevent counterattacks if tired or dead #34793 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34793) by Hymore246 (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Hymore246) in Build 9770.  Fixes #25629.
* Removes capacity from cable and battery CBM #34756 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34756) by Fris0uman (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Fris0uman) in Build 9773.
* Martial Arts Rebalance for Tai Chi #34790 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34790) by Hymore246 (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Hymore246) in Build 9780.
* MAINT: Change light/powerdraw values of various handheld lights #34859 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34859) by Oddant1 (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=Oddant1) in Build 9787.  closes #34799.
* Standardized chemical powders for 1 unit = 1/100 mol (part 1) #34833 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34833) by RDru (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=RDru) in Build 9787.
* Standardize electric motors #34500 (https://github.com/CleverRaven/Cataclysm-DDA/pull/34500) by ArcanErasmus (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=ArcanErasmus) in Build 9787.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AVE on October 21, 2019, 04:50:53 am
or let you press "O" and automatically disperse your loot into a dozen tidy piles in a few seconds;
In regards to this - can you define zones on a vehicle now? I'd LOVE to autodispatch perishable freezable food to a freezer, unperishable to a plain old cargo space, batteries to a place with a charger, etc.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on October 21, 2019, 06:13:48 am
DESTRAGON! The Destruction Dragon!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 21, 2019, 08:35:00 am
or let you press "O" and automatically disperse your loot into a dozen tidy piles in a few seconds;
In regards to this - can you define zones on a vehicle now? I'd LOVE to autodispatch perishable freezable food to a freezer, unperishable to a plain old cargo space, batteries to a place with a charger, etc.

Yes, you certainly can!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 24, 2019, 08:15:58 pm
So, I've been belatedly tackling an idea that Hymore's rather interesting martial arts overhauls have made possible (though a handful of features depend on a PR that's still open): a martial art for Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/pull/97)
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on October 24, 2019, 10:32:02 pm
Toad style kung fu got reworked, now you get some neat stuff in line with the way of playing this particular stance like getting a boost when geting hit or blocking and some more offensive moves so it doesnt feel like a purely tanking position. in fact i would dare to say it may be potentially broken as long as you know you have to keep the number of enemies in check and so on.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 25, 2019, 12:20:51 am
It'll be interesting to see how that shakes out. Keeping the number of enemies in check is fairly tricky nowadays though.

Edit: I've been busy with work lately but still doing a bit of drawing, and several others have been contributing. I'm really happy with these seasonal cattails I did today.
(https://cdn.discordapp.com/attachments/598614717799596055/637078549865431040/unknown.png)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 25, 2019, 01:20:56 am
Toad style kung fu got reworked, now you get some neat stuff in line with the way of playing this particular stance like getting a boost when geting hit or blocking and some more offensive moves so it doesnt feel like a purely tanking position. in fact i would dare to say it may be potentially broken as long as you know you have to keep the number of enemies in check and so on.

I blame Hymore for my deciding to look into watching Five Deadly Venoms today...but hey, it could be weirder. Imagine if someone  (hint: I've been recently overthinking the way a lot of the martial art mechanics work) were to ponder how to represent Fist of The North Star in CDDA...

Edit: I've been busy with work lately but still doing a bit of drawing, and several others have been contributing. I'm really happy with these seasonal cattails I did today.

Damn, that looks nice! Remind me that I really oughta tackle mod_tileset content for your project soon...
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on October 25, 2019, 05:32:35 am
Someone finally added a clown (https://github.com/CleverRaven/Cataclysm-DDA/pull/34953) wig and nose to the game for the clown profession.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on October 25, 2019, 10:20:13 am
It'll be interesting to see how that shakes out. Keeping the number of enemies in check is fairly tricky nowadays though.

from experience using the technique in my recurring character, that's not as hard as it looks. just make sure to use the terrain in your favour like only pull out one zombie at a time into a 1 tile passage, if you are in open space then try to kite them into the dark so you can fight them in small groups without pulling more of them. the debuff works well enough as being able to move 1 tile if needed but the idea is to fight in place so you have to make sure to evade aggroing a lot of mobs.

Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 25, 2019, 12:43:58 pm
(https://camo.githubusercontent.com/1726c33fa362b997acedadb1139ae859d41171ab/68747470733a2f2f63646e2e646973636f72646170702e636f6d2f6174746163686d656e74732f3535323538353935313035303938393536382f3633373132313438333235363233333939342f756e6b6e6f776e2e706e67) Thanks to copious use of looks_like, this is beginning to resemble a playable tileset.

Item and monster sprites will be incomplete for a while yet, and vehicles are going to be ugly temporary line art that is just playable, but it's almost ready for a demo release.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on October 25, 2019, 02:05:19 pm
f
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on October 25, 2019, 02:24:54 pm
liking those color palettes. probably one of the only things i dont like of the old DeadPeople tileset, terrain looked quite bright or bordering yellow green even during spring/summer.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 25, 2019, 02:39:34 pm
I'm probably going to further tweak colours, making dirt less saturated and grass a little browner during summer, and moreso into the fall. This is the springtime colour palette currently (except for the reeds, which are summer mode because it's one of my favourite sprites).
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 25, 2019, 02:42:45 pm
Coming along nicely, from the looks of it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Blaze on October 26, 2019, 12:58:42 am
I blame Hymore for my deciding to look into watching Five Deadly Venoms today...but hey, it could be weirder. Imagine if someone  (hint: I've been recently overthinking the way a lot of the martial art mechanics work) were to ponder how to represent Fist of The North Star in CDDA...

I actually did this as a joke martial art. It was incredibly overpowered against single enemies, but only allowed a single dodge at +5.

The first strike against an enemy would always stun it for two turns, but did 10% of regular damage. Dodging an enemy would also immediately stun it as a counter-attack. Against a human enemy, these attacks would also down the opponent. This wasn't one attack mind you, but a series of differently named attacks that did the same thing under different criteria.

Any attack against a stunned enemy would choose from a set of 4 attacks named things like "ATA", "AATA", "TATA", and so on. These attacks did 20% damage for 20% move cost. At every even unarmed level, there would be 2 additional options that would deal 24%/28%/32%/36%/40% at unarmed level 2/4/6/8/10 for the same move cost and also named similarly.

Finally, any attack against a stunned, downed, human opponent would choose between 4 options. One would deal 50x normal damage and usually instantly gib the target; while the other three would just fail. These were something like "omae wa mo, shander -wait", "omae whammo -gah!", "omae wa mo shenda- damnit!". You'd unlock up to 9 properly working pronunciations as you level unarmed. So you'd fail 75% of the time at unarmed level 1 and 20% of the time at level 10. Because as we all know, learning Asian language teaches you martial arts.

Needless to say, the technique list was tl;dr, so you'd have no idea what you were getting into unless you code-dived. And battles resulted in the message buffer being filled with "ATA! 8 damage!", "ATTA! 12 damage!", "WATA! 24 damage!".
Title: Re: Cataclysm: Dark Days Ahead
Post by: SHAD0Wdump on October 26, 2019, 12:37:38 pm
"omae wa mo shenda- damnit!"
I want everything in this post so bad.

Seriously, a mutator for silly martial arts would be glorious.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 26, 2019, 07:15:58 pm
That sounds like a fucking hilarious way to implement it, too...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 29, 2019, 05:19:51 pm
This week's changelog

Previous Changelog (https://www.reddit.com/r/cataclysmdda/comments/dklj6g/cdda_changelog_october_20_2019/)

Changes for: October 21-27, 2019

Covers experimental builds: 9792-9810

Jenkins build changelog (http://gorgon.narc.ro:8080/job/Cataclysm-Matrix/changes)

Minor changes and fixes not listed.

Note: Stable 0.D is now recommended for newer players or any person who doesn’t want to risk game breaking bugs.  Experimental versions will be riskier, back up your saves.

0.D Official Release Build (#8574) (https://cataclysmdda.org/releases/)

Content:

Features:

Balance:

Fixes:

Interface

Mods:

Infrastructure:

Build

I18N:

Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on October 29, 2019, 06:01:00 pm
Quote
Fix hoe consistency

Thank god. I hate inconsistent hoes.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 29, 2019, 06:34:32 pm
Quote
Fix hoe consistency

Thank god. I hate inconsistent hoes.
I was deeply saddened to find nobody had made that comment in the pull request
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on October 30, 2019, 02:06:44 am
Anyone remember Artyoms' gun emporium, because I'm working on getting it updated and I'm also re-adding guns that were cut from later versions those include, AK-74m, VSS Vintorez, Barrett M99, Gewehr 43, Karabiner 98 Kurz, a sawn off pump shotgun, and several more, I also added back the sawn-off double barrel that was removed from the mainline along time ago.

I also made the FG42 use the right ammo and got everything spawn, there's still some stuff to do but its working right now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 30, 2019, 03:18:23 pm
Seven months since I started, about six weeks since we started working on it as a community, UltiCa now has a playable demo release.
https://github.com/I-am-Erk/CDDA-Tilesets/releases/tag/Demo_2019-10-30
Title: Re: Cataclysm: Dark Days Ahead
Post by: BikeRacks on October 30, 2019, 08:14:18 pm
I fired it up, and it looks fantastic so far. Exciting to see a tileset like this actively being worked on, especially with MSX DP defuncted.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 31, 2019, 03:01:11 am
Deadpeople is apparently being worked on again, but probably won't make a return to the mainline until the issue that got it removed can be confirmed as being fixed.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on October 31, 2019, 05:01:34 am
Neat! I'm gonna try it out when I get on my computer. Is it as simple as a drag-and-drop to the right folder or do you have to do something more to install it?

edit: It worked great until the game crashed ;)

The Bluescreen for more items in the same tile instead of the old apostrophe will take a bit getting used too, though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 31, 2019, 08:36:13 am
The bluescreen is a default filler, I plan to use an ellipsis
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on November 05, 2019, 01:09:54 pm
This week's changelog went up, and I finally had a chance to cross-post it.

Previous Changelog (https://www.reddit.com/r/cataclysmdda/comments/dnxupi/cdda_changelog_october_27_2019/)

Changes for: October 28-November 4, 2019

Covers experimental builds: 9812-9855

Jenkins build changelog (http://gorgon.narc.ro:8080/job/Cataclysm-Matrix/changes)

Minor changes and fixes not listed.

Note: Stable 0.D is now recommended for newer players or any person who doesn’t want to risk game breaking bugs.  Experimental versions will be riskier, back up your saves.

0.D Official Release Build (#8574) (https://cataclysmdda.org/releases/)

Editors note:I-am-Erk (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=I-am-Erk) and snipercup (https://github.com/CleverRaven/Cataclysm-DDA/commits?author=snipercup) are doing an enormous amount of work on looks_like entries to improve tile set coverage.  I opted not to list all the individual Prs.

Content:

Features:

Balance:

Fixes:

Interface

Mods:

Infrastructure:

Android

Build

I18N:

Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on November 05, 2019, 01:36:38 pm
In other update-related news, I had a lot of time on Friday and worked in another release of UltiCa.

https://github.com/I-am-Erk/CDDA-Tilesets/releases/
Title: Re: Cataclysm: Dark Days Ahead
Post by: Vorbicon on November 06, 2019, 11:29:00 am
So I tried messing around with the Magiclysm mod and I have to ask, is it supposed to be incredibly weak? I was trying to kill a basic zombie with a beginner attack spell and was basically doing 1 point of damage.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Dark One on November 06, 2019, 12:07:30 pm
Huh, I haven't played this one in a reeeeally long time it seems. Might come back to it once Darkwood gets boring, I'm eager to try one of the experimentals and see how the new additions play. Also, I love that tileset you're working on Erk!
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on November 06, 2019, 12:12:30 pm
Years ago I added two hats to the game that are still in the main branch (the beret and the pickelhaube). One of these days I'll be sure to contribute some more.

My favorite parts of the game are the cyborg aspects, the mutations and the car stuff. I found it too difficult to actually build cars, as the chances of having the right skills and finding and fitting the right parts without being killed by zombies were too slim for me. So when booting up a game I usually load up the map and then sprint towards the nearest carpark and grab whatever vehicle is going. My favourite way to play the game is to drive from gas station to station, doing smash and grabs on shops along the way.

My most successful character ever had a zweihander and an electric shock implant. Unstoppable on the battle field. I had three shopping trolleys filled with useful loot in a shack in the town and was slowly clearing it out, block by block. But then she collapsed in an alleyway and died of an asthma attack: I'd accidentally left my inhaler back in one of those trolleys.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on November 06, 2019, 03:50:46 pm
So I tried messing around with the Magiclysm mod and I have to ask, is it supposed to be incredibly weak? I was trying to kill a basic zombie with a beginner attack spell and was basically doing 1 point of damage.

I haven't played in a bit but that sounds weaker than I remember. That said, the beginner spells aren't very potent, it's going for a d&d power curve I think

Huh, I haven't played this one in a reeeeally long time it seems. Might come back to it once Darkwood gets boring, I'm eager to try one of the experimentals and see how the new additions play. Also, I love that tileset you're working on Erk!

Cool, thanks! I hope you like all the new stuff. Making faction bases is a great time.

Unstoppable on the battle field. I had three shopping trolleys filled with useful loot in a shack in the town and was slowly clearing it out, block by block. But then she collapsed in an alleyway and died of an asthma attack: I'd accidentally left my inhaler back in one of those trolleys.

That is an incredibly Cataclysm story.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on November 06, 2019, 04:39:23 pm
So I tried messing around with the Magiclysm mod and I have to ask, is it supposed to be incredibly weak? I was trying to kill a basic zombie with a beginner attack spell and was basically doing 1 point of damage.

Magiclysm rewards studying. you're supposed to keep studying the spells via the spellbooks until they reach their maximum lvl. otherwise you're weaker at combat than people using regular weapons, your mana pool limits how much stuff you can cast on any given time so its not meant to be a replacement of other forms of combat, rather a supplemental way to get rid of the hostile entities in the cataclysm.

the spellbook itself tells you how much damage, range and mana cost you have per lvl if you wanna know. 

in other news, it seems the dev team announced a feature freeze which means we will get version 0.E Soon(tm)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on November 06, 2019, 11:07:04 pm
Yeah, 0.E should be a month or two away. It will resemble the current experimental but with more of the bugs ironed out and ideally a bit more content finished.

I'm dearly hoping to get ultica into it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Talvara on November 07, 2019, 01:58:10 pm
Just dropping by to say I really appreciate the changelogs.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on November 08, 2019, 04:54:05 pm
Anyone remember if there was ever someone working on stamina and pain for animals? Because I vaguely recall some discussion happening after stamina was implemented for the player, but it seems like that never actually got anywhere.
Title: Re: Cataclysm: Dark Days Ahead
Post by: jocan2003 on November 08, 2019, 05:01:55 pm
Anyone remember if there was ever someone working on stamina and pain for animals? Because I vaguely recall some discussion happening after stamina was implemented for the player, but it seems like that never actually got anywhere.
Well beside fucking me up because im so fast after buff in magiclysm that im using more stam than i regen by just walking.... When i fight i deplete my stam i  about 12 melee hit.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on November 08, 2019, 08:47:50 pm
Anyone remember if there was ever someone working on stamina and pain for animals? Because I vaguely recall some discussion happening after stamina was implemented for the player, but it seems like that never actually got anywhere.

Nobody is implementing it presently before 0.E but it's totally on the table for something to implement eventually. There are some AI questions about stamina budgeting that are not trivial to answer
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on November 09, 2019, 11:08:58 pm
Anyone remember if there was ever someone working on stamina and pain for animals? Because I vaguely recall some discussion happening after stamina was implemented for the player, but it seems like that never actually got anywhere.

Nobody is implementing it presently before 0.E but it's totally on the table for something to implement eventually. There are some AI questions about stamina budgeting that are not trivial to answer
Hopefully, monster speed gets reworked too, or things like deer with 300 speed will end up perpetually exhausted. Whoever winds up doing it COULD just make monsters have higher stamina regen, but that sort of laziness was how a lot of monsters famous for shredding newer players wound up having such insane speed in the first place.
Title: Re: Cataclysm: Dark Days Ahead
Post by: jocan2003 on November 09, 2019, 11:56:18 pm
Pretty much what happens to my character, after buff i hit about 180ish speed. Have to take a 5-6 game minute break once in a while and i hate when it kicks during a fight.
Title: Re: Cataclysm: Dark Days Ahead
Post by: deoloth on November 12, 2019, 04:33:31 am
So far I am on my best playthrough of the game. Did a sheltered start and ended up in the middle of nowhere. Rest stop at the end of a road to the west, farm to the east bordering a swamp, beehive overlapping another farm to the north, massive tons of ants far to the south, and an apartment complex to the SE with a national guard camp a bit to it's south.

Outside the completely locked apartment complex was a working Solar Car, so I have been driving that in the open grassland to and from my base. I ended up getting a pickaxe and dug into the metal shudders of the apartment complex. Completely expected a zombie horde inside and what I got was... Nothing.

Ground Level Clear...
Basement Clear...
First Floor Clear...
All the way to the roof Clear...

So with that in mind, I think I am going to start moving my stockpiles to the apartment complex. Establish some fencing and other defenses around the broken metal shudder I cracked and make it my primary base of operation. I started in the winter so I'll like use the basement as my personal area once I get a wood stove setup for heat, and then look into getting started with farming or see if I can scavenge solar panels off one of the wrecks in the parking lot to add to my electric car or find another use for them.

Also want to get around to making a simple now or makeshift crossbow and start working on my archery. I have a couple pistols, but mainly rifle ammo, so that's not very useful.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on November 14, 2019, 02:15:10 pm
Spotted this link :
https://old.reddit.com/r/cataclysmdda/comments/dw8we1/i_found_out_that_some_guy_is_working_on_a_game/

There was the Looming Darkness project with multiplayer CDDA, with this new one that also get into real time i'm very interested to see how it is going to progress
edit : there's a youtube video :
https://www.youtube.com/watch?v=sGPsTTr_9DA
That looks quite nice.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Vorbicon on November 17, 2019, 07:39:50 pm
Question about the aftershock mod. It seems like you're supposed to be able to turn fridges you find in houses into vehicle fridges, but I'll be damned if I know how to do so. I can't seem to be able to interact with them beyond taking items that are inside them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on November 22, 2019, 12:57:27 pm
I'm not sure how aftershock does it, sorry. I've been planning to make fridges and ovens have an intermediate deconstruction stage where you get a bulky item you can move and place as furniture or further deconstruct, but I don't think aftershock did it that way
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on November 23, 2019, 06:20:19 am
Speaking of furniture in cars, I've been updating a mod I made a long time ago, that let you install almost every kind of furniture in game in a car, the only thing I never did was let you take down furniture from the world and put it into cars, everything was ether found or built. (I also added the ability to build brick and concrete walls as parts of a car, but that's something you probably wouldn't want in the main game.)
Title: Re: Cataclysm: Dark Days Ahead
Post by: AVE on November 23, 2019, 06:56:55 pm
Question about the aftershock mod. It seems like you're supposed to be able to turn fridges you find in houses into vehicle fridges, but I'll be damned if I know how to do so. I can't seem to be able to interact with them beyond taking items that are inside them.
First from construction menu (* by default) you prepare a fridge for vehicle usage (requires fab 3, elec 4, mech 3, screw tool, hammer, metal saw and some minor supplies), then 'E'xamine it and it will spawn an item you can put into the vehicle. Also you can convert prepared fridge to a freezer afterwards and 'E'xamine it too.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on November 24, 2019, 03:07:24 pm
Speaking of furniture in cars, I've been updating a mod I made a long time ago, that let you install almost every kind of furniture in game in a car, the only thing I never did was let you take down furniture from the world and put it into cars, everything was ether found or built. (I also added the ability to build brick and concrete walls as parts of a car, but that's something you probably wouldn't want in the main game.)

Interesting. What about toilets? A while back I tinkered with faking a proper mobile home in vehicle form, and the main thing that made me decide not to was that you can't have sinks and toilets (though for the kitchen, the kitchen unit is a reasonable standin).
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on November 24, 2019, 03:23:53 pm
Interesting. What about toilets? A while back I tinkered with faking a proper mobile home in vehicle form, and the main thing that made me decide not to was that you can't have sinks and toilets (though for the kitchen, the kitchen unit is a reasonable standin).
I added sinks as storage container with the "FAUCET" flag, and toilets as a different item that can hold thee gallons of liquid and be used as a seat. Also what made it to where you couldn't have sinks and toilets.

The main reason I made the mod in the first place was to be able to live in a house but with the added benefit of being able to take it with me when I left the area, and also more death mobile customization options.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on November 24, 2019, 04:27:44 pm
Also what made it to where you couldn't have sinks and toilets.

Well, just that in vanilla there weren't any sink or toilet vehicle parts, and nothing good to represent them. If you placed this mobile home vehicle as a static spawn (like one that's been unhitched and hooked up to utilities), then technically you can leave holes in the vehicle's space and fill them with t_floor plus f_toilet, but that causes visual oddities (since when you're on the toilet, you're technically considered to be outside the vehicle).
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on November 25, 2019, 04:12:29 am
Also what made it to where you couldn't have sinks and toilets.

Well, just that in vanilla there weren't any sink or toilet vehicle parts, and nothing good to represent them. If you placed this mobile home vehicle as a static spawn (like one that's been unhitched and hooked up to utilities), then technically you can leave holes in the vehicle's space and fill them with t_floor plus f_toilet, but that causes visual oddities (since when you're on the toilet, you're technically considered to be outside the vehicle).
So were you making it with vanilla stuff?

The thing I was working on had unique items for every furniture including toilets, sinks, stoves, and a bunch of other stuff.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on November 25, 2019, 05:34:27 am
I think it's been almost a year since I played, so does anyone know how healing works in the current version? Seems pretty slow and bandages don't seem to do much at the moment. Is there a difference between medical gauze and bandages? I'm just curious how the whole thing works.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on November 25, 2019, 06:16:00 am
Bandages are better at stopping bleeding than gauze, but otherwise they're the same.

I don't know much about the new system other than using some kind of bandage and disinfectant at the same time is better at healing than using them separately.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on November 25, 2019, 07:37:26 am
Bandages don't heal damage directly any more, they just raise the passive regeneration rate. Bandage your wounds and go to sleep. Disinfectant also helps make it faster, if you can spare it.
The upside is that you can craft makeshift bandages, which work fine once you have some first aid skill, which trains faster now since you'll be constantly bandaging yourself. It's playable. There's also a mod to revert back to the old system, where bandages are low-level healing potions, if you want to.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on November 25, 2019, 11:54:55 am
So were you making it with vanilla stuff?

The thing I was working on had unique items for every furniture including toilets, sinks, stoves, and a bunch of other stuff.

Yeah, it was an experiment to see how closely you could mock it up in vanilla, and whether the closest available workarounds looked good enough to use, at least in a mod.

I think it's been almost a year since I played, so does anyone know how healing works in the current version? Seems pretty slow and bandages don't seem to do much at the moment. Is there a difference between medical gauze and bandages? I'm just curious how the whole thing works.

Healing has been massively slowed down, but you can get useful healing if you:
1. Stack up a level or three of first aid.
2. Apply bandages AND disinfectant, best quality you can find.
3. Sleep with them applied.

For better results, the EZ Medical mod speeds up how fast bandages and such heal. It's enough to make bandages worth using for healing over time while awake (though it seems to not scale down very well, as it makes the makeshift rag bandages very relaible at healing, if still a touch slow).
Title: Re: Cataclysm: Dark Days Ahead
Post by: SHAD0Wdump on November 25, 2019, 06:42:06 pm
I think it's been almost a year since I played, so does anyone know how healing works in the current version? Seems pretty slow and bandages don't seem to do much at the moment. Is there a difference between medical gauze and bandages? I'm just curious how the whole thing works.

I don't know if you can see this, but from my experience sleep is the number one healing method, but if you take serious injuries you need to apply the appropriate medical bits and bobs such as bandages, cauterization, splints etc. To prevent those sort of things killing you in your sleep. Medical application does help your hp on its own over time but usually that means sleeping through it to pass enough time.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on November 26, 2019, 07:50:33 am
Alright, slowly but surely healing.

On another note I have been disassembling a wreckage in the hopes it would help train mechanics but it no longer seems to? Did this change or am I recalling things wrong?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Tiruin on November 26, 2019, 01:48:26 pm
Posting to keep watch and keep track of this thread. I hope things go well here!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on December 06, 2019, 03:40:11 pm
Sorry for not posting changelogs for a bit, been busy and not on social media too much.

I thought I'd share a bit of a PSA, the early game of the evacuation shelter has got significantly easier in the last couple updates. For people who find the default start a bit obnoxiously hard, it's worth checking out again. Once the next PR is in any time now, evac shelters can potentially spawn either untouched and fairly well-stocked with some basic survival food and water; or, they might spawn with a bit of a mess and graffiti from evacuees that already came and went, leaving still some stuff for you to pick through, almost certainly enough to make the game significantly easier in the first few days; or, you might find yourself starting in a shelter that was vandalized before the cataclysm, broken and covered in graffiti. Even these shelters have more stuff in them than the extremely spartan shelters of old.

Of note, bathrooms and toilets, water bottles and emergency rations, and a few basic tools that FEMA considers mandatory for things like evacuation shelters are all on the spawn list. Most of these items are the sort of thing to keep you alive, but won't help too much with actually accomplishing things. They just buy time.

As part of all this, I've added a bunch of pamphlets and graffiti information that expands the lore of the game in the first few hours of play by quite a bit. I'm pretty proud of the change.
Title: Re: Cataclysm: Dark Days Ahead
Post by: park66665 on December 25, 2019, 09:31:45 am
It's always nice to see some discussion about CDDA. I mostly got distracted by my life and other games(e.g. A Hat in Time, which literally made me regain my humanity) after making a small PR (it was successfully merged) to the game, but CDDA still is one of the most influential game in my life.

Have a nice holiday(or Christmas or whatever), everyone. :) The day's almost over here, but I guess it's still festive in elsewhere in the world, e.g. the Americas.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on December 25, 2019, 07:38:00 pm
someone in the forums is making a "Secronom mod" which adds a new monster family/faction, something about living flesh and the like. with its own spreading biome. i've seen some screenshots of it in the DeadPeople Tileset thread. it looks just as i would expect of Cataclysm's equivalent to The Crimson.

as for cataclysm youtubers/streamers, Rycon is making a new Dusk Tale series, kind of a continuation/remake of its Dusk character. he's also going to start a Magiclysm series in 2020, hopefull both of these will live as long as or surpass his Bran's Tale series.

Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on December 26, 2019, 01:53:48 pm
I recently did a smol arcana update myself, which turned into an increasingly larger project until I finally had to stop and say "okay, I need to finish up the foundation up to the point where I can set aside the other half of this without anything breaking"

The fact that I wanted to actually relax and not muck around with mods for christmas might've been part of that, though. :/
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on January 21, 2020, 05:44:31 am
any way to start the game with less zombie population?
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on January 21, 2020, 05:54:13 am
In the options when you create a world in the tab called world options there is a item called spawn rate scaling factor if you lower that it lowers the amount of monsters.
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on January 21, 2020, 06:12:11 am
ok, thk
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on January 21, 2020, 04:44:37 pm
Keeping an eye on this, and kinda mildly stressing over the long-term implications of this, since I dunno where this is gonna go once it's no longer a draft. (https://github.com/CleverRaven/Cataclysm-DDA/pull/37272)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on January 21, 2020, 05:05:43 pm
I would be interested by the reason of wanting to remove some of those mods.
For the buggy ones without anyone working on them or the ones that features are getting added directly into the main game i can understand.
But when i see mods like the ones that disable all the vitamin requirement or the one that disable the filthy clothes thing it sounds more like a case of "i don't like that mod and if the player like it he's wrong", unless of course those are added as actual game options instead of external mod.

Anyways, there's a lot of potential of "popcorn grabbing" on this pull request :D
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 21, 2020, 05:20:07 pm
With the nutrition requirements and similar, it's basically that they add a bunch of things that really belong in community mods. We won't be removing support to blacklist and remove that stuff - in fact I just pushed a PR that fixes up and expands blacklist flags - but while they're individually small, collectively they do eat up dev time.

In general we're adding some clear rules for what kind of mods we want to package with the game, with the general rule 'it has to clearly add something, and have someone responsible for curating/maintaining it'. For the rest, the same tools that work for pretty much every other game out there will work for ours.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on January 21, 2020, 05:24:25 pm
The main stressor for me is that I kinda have a bad habit of stepping in to lend a hand with third-party mod maintenance. That's kinda 100% my fault, but seeing a bunch of mods being dumped for reasons I quite strongly disagree with just kinda puts me on edge given...reasons.

And then there's the apparent rationale behind not wanting to maintain in-repo mods, which is a whole can of worms that hits rather close to one of my personal pet peeves, that has been a bugbear for me since the  days when I was a contributor.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ZebioLizard2 on January 21, 2020, 11:32:26 pm
Quote
in a general sense, reactionary mods are not a good thing. they support some idea that the thing they're "reverting" wasn't a good idea in the first place, so why even have done that in the first place?

Some of the comments from the threads are pretty interesting in the idea that people shouldn't really have control over how their playstyle is defined.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 22, 2020, 02:12:50 am
I see it more as "we don't have the responsibility to make sure your play choice options are bundled in the game with us personally bugfixing all thirty or so of them, even though they represent play modes we specifically chose to move away from." It'll be just as possible to install these mods as ever, but the reaction has if anything reaffirmed that people expect developers to be on the hook to maintain our dozens of mods
Title: Re: Cataclysm: Dark Days Ahead
Post by: Arbinire on January 22, 2020, 08:53:11 am
it does come across as telling players they're playing the game "wrong" or that Kevin and Co are gatekeeping a "genuine experience" and playing favorites with mod makers.  Like others have said, can understand removing ones that are no longer supported but just because you personally don't like how some mods affect the gameplay doesn't mean they're bad mods.  If the majority of your players are using those mods instead of your features or engaging with your changes, then that's on you the developer not on your players.  They aren't playing the game wrong, especially in a game so modular.

A better decision would have been to just stop bundling ALL mods with the base game and then posting an official and updated write-up on how players can add the mods they enjoy themselves, without the favoritism and gatekeeping
Title: Re: Cataclysm: Dark Days Ahead
Post by: ZebioLizard2 on January 22, 2020, 09:42:52 am
I see it more as "we don't have the responsibility to make sure your play choice options are bundled in the game with us personally bugfixing all thirty or so of them, even though they represent play modes we specifically chose to move away from." It'll be just as possible to install these mods as ever, but the reaction has if anything reaffirmed that people expect developers to be on the hook to maintain our dozens of mods


That quote in particular is talking about "reactionary" mods and how they aren't good and not the issues of bundling mods with the main launcher. I'm not sure how you can see it any other way.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 22, 2020, 11:15:40 am
it does come across as telling players they're playing the game "wrong" or that Kevin and Co are gatekeeping a "genuine experience" and playing favorites with mod makers.  Like others have said, can understand removing ones that are no longer supported but just because you personally don't like how some mods affect the gameplay doesn't mean they're bad mods.  If the majority of your players are using those mods instead of your features or engaging with your changes, then that's on you the developer not on your players.  They aren't playing the game wrong, especially in a game so modular.
The mod makers we're showing favouritism to are the ones still maintaining their mods. We don't have a lot of favouritism for people who don't contribute to the game anymore, no. There isn't a single mod with an active maintainer that is slated for removal from the mainline repository.

There's no playstyle judgement featured here. I think blazemod is terrible, but if someone wants to start bugfixing it so we don't have to, it'll probably stay. Aftershock and CRIT are light years from what I want but are both going to stay.

Quote
A better decision would have been to just stop bundling ALL mods with the base game and then posting an official and updated write-up on how players can add the mods they enjoy themselves, without the favoritism and gatekeeping
Again, there's no favouritism here. There's "does someone fix this when it breaks, or are the devs having to do it" for the majority of the mods. Blacklist switches are about the only exception, and we'll be keeping any of those that are actual major playstyle or performance changes and not just "fuck it I hate acid monsters", which can then be used for even the noobest of noobs to make their own blacklists if they can't be bothered to find mod downloads like any other game.

There's a clear list of inclusion criteria for mods, which was meant to go out before the PR in question, but Reddit latched onto that draft PR with astounding alacrity.

That quote in particular is talking about "reactionary" mods and how they aren't good and not the issues of bundling mods with the main launcher. I'm not sure how you can see it any other way.
I know the person in question is talking very specifically about what is good to include in the base game and what isn't. None of the devs give a rat's ass what crazy hentai mod you're playing at home or how you've disabled any monster that previously hurt you, we just don't consider them reasonable mods to include along with the game. For feature reversions, it becomes an expectation that any time we make a change some people dislike (ie. any time any change occurs), we'll bundle a mod to revert it. We're not going to do that, and for some time we've been talking about taking out the included ones that have basically been grandfathered in for years.

The actual possibility of blacklist and some types of reversion mods is not going to change. None of us care if you play that way. It will be like literally every other game that supports modding, if you want to remove all electric creatures you can get a mod to do that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on January 22, 2020, 09:03:13 pm
Yeah I mean I get the idea of decluttering but with DDA that's diverged wildly with how it was even a few years ago, I would prefer not to mess with the built in stuff.

and yeah i agree about at least CRIT being light years away from things. I like it for the items but like man i never wanna play the professions or anything even though they clutter things.

Man, is CRIT even meant to be played as a profession? Even the most basic guy who isn't a janitor has a built-in backstory with forced traits and pre-supposes a ton of stuff and all like man, maybe I don't wanna play a janitor or a guy with massive PTSD but also part of this apparently big organization prior to the outbreak :P
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on January 22, 2020, 09:26:47 pm
You know, when people criticised the changes to this game I used to defend it by saying that there were easily available options right there in the menu to choose away what they didn't like.

I guess that's not gonna be a go any more? That sucks.
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on January 23, 2020, 05:42:40 am
I guess that's not gonna be a go any more? That sucks.
I'm pretty sure they'd stay where they are if someone stepped up to maintain them. The point is that the main developers don't want to maintain mods that have been abandoned by their creators or no longer fit with the direction they're taking the game. They don't seem to care if someone else maintains them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on January 23, 2020, 07:52:26 am
The ease of application and use is the clincher
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on January 23, 2020, 08:54:24 am
The ease of application and use is the clincher
Not sure what you mean. The ease of application and use wouldn't change. If someone were maintaining them they'd stay bundled with the game and nothing would change.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 23, 2020, 11:18:55 am
I really find it amazing how many people are supporting the position that it's the volunteer developers' responsibility to update and maintain some sixty-odd mods that no longer have maintainers and that really none of us use.

As for blacklists, yeah, they'll get mildly more difficult. There's some chatter about making an app to generate a blacklist according to your personal taste, because we aren't against the concept but against the potentially infinitely expanding list of micro mods.
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on January 23, 2020, 12:12:59 pm
Yeah I don't see why you'd be obligated to maintain mods that you didn't create and aren't interested in. If someone likes them so much they should pick them up and update/fix them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Arbinire on January 23, 2020, 12:57:40 pm
I really find it amazing how many people are supporting the position that it's the volunteer developers' responsibility to update and maintain some sixty-odd mods that no longer have maintainers and that really none of us use.

As for blacklists, yeah, they'll get mildly more difficult. There's some chatter about making an app to generate a blacklist according to your personal taste, because we aren't against the concept but against the potentially infinitely expanding list of micro mods.

Literally no one said that it's the developers responsibility to maintain abandoned mods.  What was said is this is coming across as favoritism because we actually read the comments, and most of us have been around long enough to understand how Kevin's development works.  If he likes something, it's the best thing since sliced bread.  If he dislikes something, he makes sure to attack it, the person who did it, and everyone who supports it.

What I find amazing is he found you and you're completely comfortable being his PR guy here in these forums since he overreacted his way off of them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 23, 2020, 03:32:10 pm
Kevin has almost nothing to do with this. He's only popped in because the developers tired of fixing bugs in mods we don't use have decided to do this, and he's lent his support.

I've worked with kevin for quite a while, and have a pretty profoundly different opinion of him than some of you here do. I've got very little interest in having a conversation about your negative opinions of my friend, though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on January 23, 2020, 03:59:05 pm
Honestly, I've voiced my own objections over this and have some reasons to object to this development practice, but eh. I'm way too tired, under the weather, and out of it to continue arguing over it.

I've started making preparations to absorb More Survival Tools and Medieval mod into third-party mods I have that depend on them, since those are my mods anyway. In fact, I already have a few changes in mind for medieval content that have been sorely needed. Shields in particular have basically NEVER been rebalanced properly, some of their stats are a holdover from before I PR'd that content, back when their blocking feature was faked by counting as torso and head armor with a low coverage percent. Last person to take any real interest in rebalancing them was DN, and that didn't go well at all.

Tankmod is a case I'm not sure of yet. Tankmod was also my creation, so I'd feel some responsibility for it, but I dunno who, if anyone, is gonna take over for Blazemod, which it's dependent on...
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on January 23, 2020, 04:00:28 pm
The "dark days ahead" in Cataclysm:DDA refers, of course, to the eternal development drama.

More constructively, it strikes me that some of the more popular exclusion mods could just be folded into the worldgen settings instead of being mods. Having a wide range of choice about the initial set up (world size, city density, special zombies or vanilla, number of enemies) has long been a central part of the Cataclysm experience, right?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on January 23, 2020, 04:05:12 pm
The "dark days ahead" in Cataclysm:DDA refers, of course, to the eternal development drama.

More constructively, it strikes me that some of the more popular exclusion mods could just be folded into the worldgen settings instead of being mods. Having a wide range of choice about the initial set up (world size, city density, special zombies or vanilla, number of enemies) has long been a central part of the Cataclysm experience, right?

That's why we had all those external-option mods though: developers pushed back against adding baked-in additions to the options menu in favor of modding it out. Now they've switched attitudes. :/
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 23, 2020, 07:14:34 pm
As I said, we'll likely keep a few of the blacklist mods that actually provide a different experience, or that people need for hardware reasons. The preferred thought ongoing would be to have a way to generate your own blacklist/whitelist if you want, just not through a laundry list of individual arbitrary mods of a type we no longer allow people to add more of to mainline (and haven't for a while). This is a classic example of where we remove something that isn't working as desired in order to encourage development of a better solution. In the meanwhile it's really easy to make a new blacklist mod, even if you're completely unskilled with JSON. Easier, since I just added a bunch of new tags to draw on.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on January 23, 2020, 07:54:11 pm
In the meantime...

Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on January 25, 2020, 12:46:10 pm
 set the spawn monster to 0.6 and i start always with to many zombie.......
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on January 25, 2020, 03:03:52 pm
So filthy clothes are being forced on everyone, along with a ton of other bad stuff?

Erk are you actually Kevin? You think a lot alike.  Keep it up though, I hear some people might still be having fun wrong.
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on January 25, 2020, 03:17:41 pm
This isn't just being a dickhead.

This is advanced being a dickhead.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on January 25, 2020, 03:29:57 pm
I'm confused about the rationale for removing any of these optional mods. They're optional, so keeping them isn't interfering with any playstyles preferred by the devs. Do they do anything when not active*? Because if they don't than there's no instance when devs who don't like or deal with them would have to actually modify them. If a player who uses the mod notices a bug, they can fix it themself - open source yay - or find someone else able and willing. Regardless, keeping these options in the start-game mod menu makes them available for those who like playing with them, and doesn't affect those who don't. Removing them is not a solution relevant to devs not wanting to be burdened with maintaining them. Just keeping them in the start-game option list requires no maintenance. Their original creators can maintain them. If those are gone, voluntary interested supporters/devs can volunteer. If none show up, the players who like the mods can figure it out (yay open source.) Removing them just makes the game less flexible and solves no problem.

* If they do and this actually creates bugs in non-backwards-compatible new systems, and no one is going to maintain the mod in question, remove away. If the mods aren't doing any damage, they are optional, and any portion of players like them, keep them.

Also, what's this about filthy clothes? Are filthy morale penalties being mainlined, or a no-filth mod removed, or both, or something else?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Ziusudra on January 25, 2020, 03:43:13 pm
If a player who uses the mod notices a bug, they can fix it themself - open source yay - or find someone else able and willing.
Most players won't do that though. They'll complain - to the game devs - about how the game is broken.

Their original creators can maintain them. If those are gone, voluntary interested supporters/devs can volunteer. If none show up, the players who like the mods can figure it out (yay open source.)
This can be done out of tree. And if the original creators were maintaining them, then this wouldn't be a problem in the first place.
Title: Re: Cataclysm: Dark Days Ahead
Post by: zaimoni on January 25, 2020, 04:16:56 pm
Filthy clothing...there is history there (their mainlining predates my tracking the C:DDA repository, etc. by two years or so).

I expect the reversion mod/option to go away once it's no longer paying for itself in active players.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on January 25, 2020, 04:32:39 pm
The mods aren't maintained by anyone, so there's no guarantee that they're going to stay functional as the game evolves, which is why they're being removed from mainline. Also, so far it looks like they're not so much being removed, as marked as "deprecated", meaning they don't show up in the mod selection screen. The difference being that you can re-enable them by finding and editing some text file. I don't know if they're going to be deleted completely at some point.

It's a hassle for anyone using the mods (inasmuch they work), but I think it's a reasonable decision. Being included in mainline implies a certain guarantee that a mod is going to work, and if no one can be found to take responsibility for that, then it makes sense to disable them. If some enterprising player wants to step up to maintain a mod, well, they can. I'm pretty sure they're only culling orphan mods.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on January 26, 2020, 01:33:05 pm
The main thing that makes me feel like this is a bit of a bad-faith PR is that Erk outlined suggestions for mods that're being actively maintained, and none of this information was utilized by the PR author. :/
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 26, 2020, 02:03:42 pm
The PR author didn't use the outline because the outline was generated after the PR was. The current phase of the PR is based entirely on a consensus document the main devs made, again because we're almost universally the ones fixing these things whenever something goes wrong, or updating them whenever something new is added, and I feel that gives us some right to decide if we want to keep them in the game or not. Like, all the right basically. If someone else wants to manage a repo with a hundred different blacklist options and whatnot, great! That is literally exactly the outcome we're aiming for.

The core function for blacklisting and whitelisting stuff is sticking around, because there are plenty of mods using that format that are staying in mainline (generic guns and classic zombies, any biome mod, etc). We're just no longer going to absorb responsibility for keeping another couple dozen esoteric "I don't like X specific thing" mods working.

Anyone using one of those mods already isn't going to see a shred of difference. Anyone starting a new game and wanting one of those mods will have to take on the incredibly onerous job of either downloading it from somewhere, as with any other game, or remaking it by finding it in the mod directory and changing "obsolete" to "false".
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on January 26, 2020, 02:22:25 pm
The PR author didn't use the outline because the outline was generated after the PR was.

So you're telling me that a still-unmerged, still-changing PR is planning to use the grandfather clause as an excuse to ignore not only the guidelines, but your recommendations? Again, it was your idea to suggest those specific mods that would now be acceptable to retain according to the guideline, you should go bring that up with them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 26, 2020, 02:43:24 pm
The PR author didn't use the outline because the outline was generated after the PR was.

So you're telling me that a still-unmerged, still-changing PR is planning to use the grandfather clause as an excuse to ignore not only the guidelines, but your recommendations? Again, it was your idea to suggest those specific mods that would now be acceptable to retain according to the guideline, you should go bring that up with them.
No, I'm telling you the PR didn't originally follow the guide because the guide hadn't been written. It presently follows the guide quite well.

My original post also didn't follow the guideline.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on January 27, 2020, 10:28:12 am
The main thing that makes me feel like this is a bit of a bad-faith PR is that Erk outlined suggestions for mods that're being actively maintained, and none of this information was utilized by the PR author. :/

The thing that makes me feel this is a bad-faith pr is the history of all this bs.  Kevin and his crew have a history of driving away anyone who doesn't agree with his vision of a fun free and tedium infested "game".  And hey, they work for free, they're free to have that vision. But the fact that they aggressively took over this project and drove away everyone else, and having accomplished that, are now breaking old promises about their half baked "realism" bullshit.  The filthy clothes thing is a perfect encapsulation of all that.

What is filthy clothes? It was a change made so zombie worn clothing got a "filthy" tag, giving a big morale loss.  The clothing can be washed, if you find the incredibly rare ingredients to wash it.  Of course, it's just clothing, so why would you go through a complex procedure like that? Nobody would, nobody does, the filthy clothes might as well not exist.

However, they do exist. And they show up in a garish, ugly font.  They create a bit of an early game obstruction to acquiring top end clothing. It's not an insane idea, honestly, but the implementation left a lot to be desired. Lots of people hated it. But no problem, said Kevin and crew! Simply use the built in option to disable this!  So OK, problem solved. Of course some of us said "Just wait a bit, they'll find a way to force it on us". And we were dismissed as overly negative jerks who just hate Kevin.

And now, here we are. Here's a question: If the "no filthy clothes" mod is just too hard to maintain (yeah right) why not just make the incredibly unpopular filthy clothes nonsense a "mod"?


We're being asked (demanded really) that we just forget the history of all this. We're being gaslit to ignore the obvious fact that a certain contributor or group of contributors get their fun from forcing their vision onto others.  That'd be a crazy thing to claim out of the gate, but we are not right out of the gate here. There's a history. 

And the BS semi-diplomatic "Oh you entitled gamers" schtick is old. It's been old for a long time. Yeah, we all know, and intimately understand, volunteers do the work they volunteer to do, they owe use nothing.  I am not asking for extra work. I'm saying "Rather than doing a bunch of work to ruin this good thing, instead please do nothing". 

Or, failing that, don't expect me to cheerlead you while you brag about how well you're ruining this while throwing snide jabs at the people who've been playing this for a long time and have witnessed the iterative process of locking out the main playerbase in favor of Kevin and friends.

You seem like a nice enough guy, I don't mean to insult you personally Erk, but at the same time, don't piss on my head and tell me it's raining.
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on January 27, 2020, 11:15:41 am
TIL that soap is rare

Having mods bundled with the game sets an expectation that those mods are somehow 'official' and should work with no effort. If they left the unmaintained mods bundled with the game they'd be buried under bug reports as soon as they made any change that conflicted with one of them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 27, 2020, 02:50:12 pm
To be fair, there was a time when soap was rare. I think anyone still upset over filthy clothes probably hasn't played with it turned on in three years, which basically just summarizes why some of the devs aren't keen on actively supporting blacklist mods. As an aside, it does hugely amuse me how onerous people think filthy clothing is. It adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty. IMO it's one of the better features of our game, and I only ever see hate leveled against it from people who probably haven't touched it since it was a new feature.

Personally I am losing a couple blacklist mods I like, like no survivor armour, so I get some of the annoyance (I'll just go un-obsolete it, it's no big deal). I am also on the constant receiving end of "why can't I add these thirty specific blacklist options to the game", because there is someone who wants literally any option in the game to have an associated removal toggle. There's no fair, tenable solution except the suggested one of having a dynamic application that lets you customize your blacklist. Until then, since collectively the blacklists do generate work (eg. "I am playing with no Xs, but subset Y of group X continues to spawn", which happens all the time), then if we're removing mods that generate undesired work for the core contributor team, the blacklist mods must be included on that list. It's less about "why this one specific mod" and more about having a consistent set of rules that we're following fairly.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on January 27, 2020, 04:24:08 pm
Why are filthy clothes morale penalties considered realistic? This is the apocalypse. Many people wouldn't be bothered enough by filth for the sake of life-saving "cool zombie loot armor." Some would, certainly, be bothered enough to incur the real-world equivalent of morale penalties, but since both this reaction vs. lack of reaction would be an idiosyncratic personal trait, I think "aversion to filthy clothing" should be a negative character trait that can be chosen in the character creation trait menu.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 27, 2020, 05:38:19 pm
The morale penalty of looting something covered in rotting blood and zombie vomit is perhaps debatable (personally I don't think so, people tolerate that stuff to survive but that doesn't mean it doesn't bother them, that's exactly what playing in the face of low morale means), but the main penalty of filth is the increased risk of infection to wounds.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 27, 2020, 05:40:48 pm
Back in the early days after 0.D released I sent out a survey for what features people wanted to see. I made the mistake of using a sub-par survey type, which made it hard to parse the data in a nice way for you all to view after.

Learning from my mistakes, I have made a new form for 0.F (https://forms.gle/rkmSKZKMzMj426nF8) in a format that shouldn't shut me out and hide data from me. I also simplified the format a ton, because there's no need for a lot of granular data here.

As it says in the form, the volunteer nature of our project means nobody can guarantee any of these features will get made. However, for a lot of our contributors, knowing something is highly demanded can help to tip the balance towards working on that thing rather than whatever other sparkly idea caught their eye. As well, for the highly demanded ideas, we may make them release blockers - meaning 0.F can't come out until those are done, provided we don't run into prohibitive problems producing them.

I've already triaged this into a list of things we know are wanted in the game. Now you can help push for what you specifically think is important.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on January 27, 2020, 06:38:32 pm
[filthy clothing] adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty.
I'd say it's never worth it, since it gives you disease. It doesn't matter how well armored you are if you have influenza.
At least the one time I tried actually wearing filthy clothing and just ignoring the morale penalties, I got influenza on day one. If that was just a fluke, please do tell.

I think the main reason I don't like filthy clothing is still that it's such an obvious gaming abstraction. Items from zombies (and only zombies) have the "filthy" flag set, whether or not it makes sense, and the only way to unset it is by applying a washing board. Why do I need a washing board to clean a pair of sunglasses? how is it possible for a fireman's gear to still be filthy, after being engulfed in a fire that completely consumed the fireman's corpse? There is no reason, that's just how it was implemented.
I can't immerse myself in this.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on January 27, 2020, 07:19:10 pm
[filthy clothing] adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty.
I'd say it's never worth it, since it gives you disease. It doesn't matter how well armored you are if you have influenza.
At least the one time I tried actually wearing filthy clothing and just ignoring the morale penalties, I got influenza on day one. If that was just a fluke, please do tell.

I think the main reason I don't like filthy clothing is still that it's such an obvious gaming abstraction. Items from zombies (and only zombies) have the "filthy" flag set, whether or not it makes sense, and the only way to unset it is by applying a washing board. Why do I need a washing board to clean a pair of sunglasses? how is it possible for a fireman's gear to still be filthy, after being engulfed in a fire that completely consumed the fireman's corpse? There is no reason, that's just how it was implemented.
I can't immerse myself in this.

Aye
Title: Re: Cataclysm: Dark Days Ahead
Post by: Arbinire on January 27, 2020, 10:19:21 pm
The main thing that makes me feel like this is a bit of a bad-faith PR is that Erk outlined suggestions for mods that're being actively maintained, and none of this information was utilized by the PR author. :/

The thing that makes me feel this is a bad-faith pr is the history of all this bs.  Kevin and his crew have a history of driving away anyone who doesn't agree with his vision of a fun free and tedium infested "game".  And hey, they work for free, they're free to have that vision. But the fact that they aggressively took over this project and drove away everyone else, and having accomplished that, are now breaking old promises about their half baked "realism" bullshit.  The filthy clothes thing is a perfect encapsulation of all that.

What is filthy clothes? It was a change made so zombie worn clothing got a "filthy" tag, giving a big morale loss.  The clothing can be washed, if you find the incredibly rare ingredients to wash it.  Of course, it's just clothing, so why would you go through a complex procedure like that? Nobody would, nobody does, the filthy clothes might as well not exist.

However, they do exist. And they show up in a garish, ugly font.  They create a bit of an early game obstruction to acquiring top end clothing. It's not an insane idea, honestly, but the implementation left a lot to be desired. Lots of people hated it. But no problem, said Kevin and crew! Simply use the built in option to disable this!  So OK, problem solved. Of course some of us said "Just wait a bit, they'll find a way to force it on us". And we were dismissed as overly negative jerks who just hate Kevin.

And now, here we are. Here's a question: If the "no filthy clothes" mod is just too hard to maintain (yeah right) why not just make the incredibly unpopular filthy clothes nonsense a "mod"?


We're being asked (demanded really) that we just forget the history of all this. We're being gaslit to ignore the obvious fact that a certain contributor or group of contributors get their fun from forcing their vision onto others.  That'd be a crazy thing to claim out of the gate, but we are not right out of the gate here. There's a history. 

And the BS semi-diplomatic "Oh you entitled gamers" schtick is old. It's been old for a long time. Yeah, we all know, and intimately understand, volunteers do the work they volunteer to do, they owe use nothing.  I am not asking for extra work. I'm saying "Rather than doing a bunch of work to ruin this good thing, instead please do nothing". 

Or, failing that, don't expect me to cheerlead you while you brag about how well you're ruining this while throwing snide jabs at the people who've been playing this for a long time and have witnessed the iterative process of locking out the main playerbase in favor of Kevin and friends.

You seem like a nice enough guy, I don't mean to insult you personally Erk, but at the same time, don't piss on my head and tell me it's raining.

Succinctly put


To be fair, there was a time when soap was rare. I think anyone still upset over filthy clothes probably hasn't played with it turned on in three years, which basically just summarizes why some of the devs aren't keen on actively supporting blacklist mods. As an aside, it does hugely amuse me how onerous people think filthy clothing is. It adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty. IMO it's one of the better features of our game, and I only ever see hate leveled against it from people who probably haven't touched it since it was a new feature.

Personally I am losing a couple blacklist mods I like, like no survivor armour, so I get some of the annoyance (I'll just go un-obsolete it, it's no big deal). I am also on the constant receiving end of "why can't I add these thirty specific blacklist options to the game", because there is someone who wants literally any option in the game to have an associated removal toggle. There's no fair, tenable solution except the suggested one of having a dynamic application that lets you customize your blacklist. Until then, since collectively the blacklists do generate work (eg. "I am playing with no Xs, but subset Y of group X continues to spawn", which happens all the time), then if we're removing mods that generate undesired work for the core contributor team, the blacklist mods must be included on that list. It's less about "why this one specific mod" and more about having a consistent set of rules that we're following fairly.

And you proved his point.  He used the clothes bit as an example and you took it an ran with it on blaming the players
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 27, 2020, 10:41:56 pm
There's no blame going on here. I don't even know what you'd think anyone is being blamed of. I just said my honest opinion, which is that I enjoy it as a feature and only ever hear complaints about it from people who routinely have it turned off. That's okay, I think it really sucked when it was new, but it's pretty tame these days and generally adds a lot IMO.

More relevantly than pointing fingers and talking about old controversies, I explained the rationale behind obsoleting a large swath of elderly mods and why we're trying to be fair about it. "We" in this context is the dozen or so people doing most of the regular contributing and content management, who came to a pretty quick consensus about what was working for us and what wasn't, as the people doing most of the maintenance and such. I can't help but feel some people are trying to read this in the most uncharitable light possible.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on January 28, 2020, 03:48:55 am
Quote
Automate more menial things like eating when I'm hungry, sleeping when I'm tired (if I want)

I don't automated eating/drinking per we (I especially always want to be choosing what to eat, even if it's as simple as a "use this for automated eating" flag/group), but I would really like to see is the ability to eat while doing other things, if that is what is meant by it. Such as for example setting items to be consumed while I spend a few hours crafting or reading or whatever. Or being able to choose what to eat during the process without having to stop and start everything up again. It's a lot better now that crafting has percentaged production thankfully but it's still something that's feels very boring and time consuming to repeat all the time.
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on January 28, 2020, 04:53:53 am
[filthy clothing] adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty.
I'd say it's never worth it, since it gives you disease. It doesn't matter how well armored you are if you have influenza.
I will sometimes wear filthy gear such as a backpack (if it is the only one I've found) or fireman's turnout gear if I need the protection but I only do so until I am able to clean it, which is usually very quickly. The trade-off is worth it for short term gains but I don't wear them for long
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on January 28, 2020, 06:54:43 am
only ever hear complaints about it from people who routinely have it turned off.
I play with it on and I still don't think it adds that much, I pretty much ignore everything that's marked filthy as I can get the things zombies drop other places.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on January 28, 2020, 08:15:30 am
I have made a new form for 0.F (https://forms.gle/rkmSKZKMzMj426nF8)
I answered the survey, but I also wanted to give proper commentary on these. Mind you, I don't really play the game much these days. I come back to it every couple of months, play it for a while and get bored again.

Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 28, 2020, 11:52:17 am
Quote
Automate more menial things like eating when I'm hungry, sleeping when I'm tired (if I want)

I don't automated eating/drinking per we (I especially always want to be choosing what to eat, even if it's as simple as a "use this for automated eating" flag/group), but I would really like to see is the ability to eat while doing other things, if that is what is meant by it. Such as for example setting items to be consumed while I spend a few hours crafting or reading or whatever. Or being able to choose what to eat during the process without having to stop and start everything up again. It's a lot better now that crafting has percentaged production thankfully but it's still something that's feels very boring and time consuming to repeat all the time.

I think that was a common misunderstanding, my bad for not phrasing it clearer. Automation means doing mundane tasks automatically either:
- in the background of a longer task, eg you're doing a day-long crafting session, so your character snacks and drinks from auto-eat and auto drink stockpiles when necessary so that you don't have to monitor and interrupt, and can afk or just let it buzz by quickly
- as a single action encompassing various mundane tasks like doing laundry and cleaning guns, so you just put stuff in a "maintenance" stockpile and enter a "do maintenance" command to do whatever is logical to fix that stuff up. Or maybe your NPCs do it for you. And if you get hungry while doing that, maybe you'll even eat from your auto-eat stockpile. Recursion!

With autosleep, eat, and drink, long term projects could be mostly done on automation mode over the course of a few irl minutes. This is a big goal that will improve qol and realism at once.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ZebioLizard2 on January 28, 2020, 03:06:22 pm
Quote
    Rework transhumanism so that mutations and bionics are more equal and have more interesting choices
Could you explain this one? It's so vague that answering in the positive or negative is very difficult. As mentioned by Soad the DCSS devs tend to use it to equalize things downward so that choices end up being removed in terms of equality.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 28, 2020, 05:36:45 pm
It's not really a straight nerf or buff, and the proposals are really big so it's hard to describe.

CBM rework proposal, which is somewhat more nerfy but would also open up future expansion possibilities (https://github.com/CleverRaven/Cataclysm-DDA/issues/28273)
Mutation rework proposal, which is more of a flat buff I think, removing reliance on savescumming to become an awesome mutant. (https://github.com/CleverRaven/Cataclysm-DDA/issues/28277)

In general it would reduce the power level of endgame supercyborgs, but add a lot more decision making and play to the buildup, hence the term 'rework' rather than 'nerf'. Similar to how the armour layering rework will make armour less overall powerful, but will also fix a lot of issues like hot pants conflicting with stockings and in the end make it a lot better and cooler, even though it also means having more weak points.

We have no qualms of admitting when things are straight nerfs around here.

Soadreqm: I'll reply to some of your stuff too but that is gonna take longer
Title: Re: Cataclysm: Dark Days Ahead
Post by: Greiger on January 28, 2020, 07:02:33 pm
I just realized I never posted to watch this version of the thread.

I never did much messing with CBMs generally just sticking to a few batteries, a flashlight and maybe a bionic pocket, so I can't comment much there.  But the mutation changes look great!
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on January 29, 2020, 05:37:13 am
I like the general push toward making interesting tradeoffs with the mutations and cbms- I have my doubts whether the end state of having different factions offer full mech surgery will ever be reached even if it were implemented (with all the chance of infection, nerve damage, surely the most likely outcome is horrible death, like almost all Cataclysm playthroughs).
Title: Re: Cataclysm: Dark Days Ahead
Post by: iceball3 on January 29, 2020, 06:46:00 am
ptw
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 29, 2020, 01:41:16 pm
I answered the survey, but I also wanted to give proper commentary on these. Mind you, I don't really play the game much these days. I come back to it every couple of months, play it for a while and get bored again.
I already responded to the auto eat and transhumanism questions above.

Quote
I'm not sure what the actual significance of this would be. It seems like it'd be boring if the horde reduced everything to rubble, as zombies tend to do if they spend a few days inside the reality bubble, but if they didn't, what's actually changing? Wasn't there already an option to fake overmap hordes, where the "horde" just spawns a bunch of zombies if you get close?
The current fake hordes don't behave fairly, they ignore walls and overmap barriers. The main point of having wandering hordes is to have the zombies wander around, potentially finding your cool reinforced base, but the current level of abstraction means any distant defenses don't count and they can teleport through your walls. Proper hordes would follow overmap terrain, potentially give chase, and in the long run may even have zombie masters guiding them with a kind of malevolent intelligence, potentially even giving each horde some unique characteristics. The same code could be used for things like marauding mi-go slavers, or triffid hunting parties, also maybe random events like zombie hordes gathering and beseiging sites like your base or an NPC faction.

Quote
Not really useful, since there aren't that many things you'd care about plugging into the power grid. There also isn't really a reason to have a non-mobile base. That would have to change first.
I kinda disagree, and as this was one of the most popular options, I think a lot of players do too. using vehicles to make a home base power grid is already very popular, people have been asking for a non-janky version of the same thing for a while.

Quote
You mean I'll finally be able to wear panties with stockings without an encumbrance penalty? Sign me the fuck up.
   
total agreement. It will make encumbrance way more logical, and also mean that good armour won't be as game breaking. Eventually with better wound system it can also be used to represent how your armour covers your vitals, and while there are weak points they're not overtop of your softest bits.

Quote
Swimming honestly sounds like a huge hassle, but maybe it'd be worth it if there was actually something interesting underwater.
   
Don't forget, we have SCUBA gear and fish mutations.
Personally I'm picturing some new underwater factions eventually.

Quote
Considering one of the last major changes was adding the chance of dying from infection even if you have antibiotics, I don't really trust you guys to make sensible design decisions in regards to this, but the concept sounds cool.
   
That is precisely the reason I'm trying to motivate people to help me improve this.

Mind you, you'll still have a high chance of dying if you get a septic infection in the apocalypse. The fix there is to add more buildup stages, from swelling and pain to local infection to early systemic infection to full blown sepsis. That's part of reworking wounds and healing.

Quote
Is this like that thing with being unable to fly helicopters without the helicopter pilot perk? I get what this supposed to achieve, but the system sounds really gamey. I guess I'd like to see more of an explanation for why this design is the best one, and what other alternatives have been considered.
Only vaguely related to helicopters. Mostly it is for things like, say, blacksmithing. Under current plans you don't know blacksmithing by default and need a book or teacher to start doing it. With proficiencies, you could learn or start with blacksmithing proficiency, which means you autolearn more blacksmith recipes and have a much easier time working on blacksmithing crafts. The Fabrication skill would be the master skill for blacksmithing, and would level up as you practice, and your Fabrication level would affect how easily you learn fabrication related proficiencies.

The reason for this system is that it's the easiest one we've thought of so far that connects to our current skill system. It allows us to represent a wide range of skills but still also represent the cross connection, ie. being skilled at making things tends to make it easier to learn to make other things. It will open the way for tons of esoteric things we've currently nixed, such as neolithic stone tools, by gating them to a proficiency.

As we continue to slow down skill gains I see this as a way to offer more waypoints for the player to expand and improve, so that it doesn't feel like the game has stagnated when it takes a long time to go from fabrication 7 to 8. There will still be tons of stuff to learn, just parallel instead of vertical.
Title: Re: Cataclysm: Dark Days Ahead
Post by: darkhog on January 29, 2020, 02:06:07 pm
Really FUN (in the DF terminology) game. Though not really my cup of tea as I think zombie survival games are overrated. If it was without zombies though, I would play it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on January 29, 2020, 04:15:59 pm
Really FUN (in the DF terminology) game. Though not really my cup of tea as I think zombie survival games are overrated. If it was without zombies though, I would play it.

I believe there's some sort of "wildlife/NPC only" start option/mod?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on January 29, 2020, 04:45:19 pm
Really FUN (in the DF terminology) game. Though not really my cup of tea as I think zombie survival games are overrated. If it was without zombies though, I would play it.

How mainstream of you~
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on January 29, 2020, 08:41:58 pm
underwater content would be cool but as far as things go it would require changing the whole structure of the Cataclysm worldmapping to something similar to DF. in fact, i think it would have been best if the game generated a limited world with proper Z-lvls added to it. having an infinite New England map gets kind of boring, why not have a complete fictional world where the Cataclysm happens? i guess it cant be helped, its a fundamental part of the design document but i feel that part alone limits the possibility of having more places to go and explore. even now most of the additional biome options are basically WIP mods and its still a replacement of the New England biome.

Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 29, 2020, 10:47:56 pm
Person I'd rather continue the real world thing, especially if it can be kept procedurally generated. I'm much more interested in driving my motorhome across a fictionalized US than I am driving it across North Vuvuzelia.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on January 29, 2020, 11:09:52 pm
Person I'd rather continue the real world thing, especially if it can be kept procedurally generated. I'm much more interested in driving my motorhome across a fictionalized US than I am driving it across North Vuvuzelia.
Is there enough work being done on mountain and desert biomes for that yet?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on January 29, 2020, 11:54:56 pm
Not much point in working on other biomes until the game can support them, at this stage. The biome system only needs two pretty simple additions before it can be implemented though, and from there a lot of stuff becomes sheer json work.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on February 02, 2020, 10:28:24 am
the author of the DeadPeople tileset threw a tantrum in the forums, not sure why but must have been something going on from discord. i can understand the recent issues with the devs turning orphaned mods as obsolete and stuff like that but this came out practically out of nowhere. guess i'll have to adapt to a new tileset instead.
Title: Re: Cataclysm: Dark Days Ahead
Post by: park66665 on February 02, 2020, 11:08:26 am
This is fine.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 02, 2020, 11:26:11 am
I was a fly on the wall for the somedeadguy stuff and don't understand it either. He got a warning for spamming a bunch of things on discord and being rude when asked to stop, and apparently that was more than he could handle. It came extremely out of left field.

I'm sure like the last time SDG left the internet because someone was being mean to him, someone else will host the current version of deadpeople. Ultica still has a fair bit of fallback tiles and the vehicles are hideous (https://github.com/I-am-Erk/CDDA-Tilesets/releases) (the latter on purpose, to encourage dev help to fix them, which may actually be working), but it's getting to a playable point. I have been using it for my run-throughs and it's only somewhat annoying how much is fallback now.

Also I couldn't get grass to look like I wanted in our current engine, so I capitulated and made it way lower contrast.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on February 02, 2020, 01:37:43 pm
i did something similar some months ago but it was more of the result of having put a radical opinion in a platform where people dont really seem to have any kind of organized conversation. threw my own rambling on the forums too, but it had the proper politeness so as not to bring the argument down there.

still i would consider the approach of SomeDeadGuy as really childish. yes you got scorned in the discord, shit happens. but that doesnt give you the right to talk shit about the devs and that stuff. oh well, guess its dark days ahead until someone makes a better tileset. Uttica doesnt really appeal to me, i dunno, need something more compact without looking like Retrodays. DeadPeople hit the spot nicely, just needs someone to make a similar tileset without copyright material.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 02, 2020, 02:54:05 pm
Well, I updated the backup repository for DP tileset just in case, since I wasn't sure if he'd resume development or even be able to: https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup (https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup)
Title: Re: Cataclysm: Dark Days Ahead
Post by: bluephoenix on February 03, 2020, 08:06:40 am
After having heard about this game for years I finally caved and started playing the 0.D version that's currently out.

It's tough and I seem to be having trouble with food (I started in some shelter out in the forest) and the town I found by following the road has waaaay too many zombies for me to be able to loot any buildings.
However I find it very fun and I managed to make some tools and started scraping some food together to not die.

If anyone has any tips for someone just starting out feel free to let me know.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on February 03, 2020, 08:42:02 am
Possibly some hit&run (get in , fetch item, get out fast) during the night (it is then a good idea to build a character with the night vision/light step traits) to avoid attracting visual attention from zombies should help you at first to gather items from houses in those originally crowded cities.


Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on February 03, 2020, 09:01:01 am
(I hope this advice is still valid, it's basically the only way I ever play)

Look on the map.
Find a parking lot.
There's guaranteed to be one working vehicle in it, so sprint over there, dodging zombies, and drive off
Now you are a road warrior: search for gas stations

Side hint: an effective way to kite zombies is to snap sticks into bits and light them on fire, dropping them behind you. The zombies then take damage as they walk over the flames.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Trolldefender99 on February 03, 2020, 06:33:35 pm
Well, I updated the backup repository for DP tileset just in case, since I wasn't sure if he'd resume development or even be able to: https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup (https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup)

Thanks :)

Also apparently what happened was the dead people tileset had stolen assets. or more accurately, what dead people tileset was based on had stolen assets, and dead people still included them. Personally I'm still gonna use the tileset, its by far the best one (to me). But that is why they did what they did, it would create potential legal issues for the cataclysm DDA team.

The creator apparently will only upload to 4chan or apparently he is more active on 2ch (the apparent russian chan). So the tileset isn't officially dead. You'll just need to visit 2ch and find any future updates there.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 04, 2020, 01:34:29 am
Well, I updated the backup repository for DP tileset just in case, since I wasn't sure if he'd resume development or even be able to: https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup (https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup)

Thanks :)

Also apparently what happened was the dead people tileset had stolen assets. or more accurately, what dead people tileset was based on had stolen assets, and dead people still included them. Personally I'm still gonna use the tileset, its by far the best one (to me). But that is why they did what they did, it would create potential legal issues for the cataclysm DDA team.

The creator apparently will only upload to 4chan or apparently he is more active on 2ch (the apparent russian chan). So the tileset isn't officially dead. You'll just need to visit 2ch and find any future updates there.

That's very old. The new thing is that the same tileset creator got quite upset when asked to stop spamming in the dev discord, and quit the project in a dramatic fashion, to put it charitably.

It was never his tileset in specific that had stolen asset problems though, it was an older set on which that and many others were based.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on February 04, 2020, 07:28:41 am
After having heard about this game for years I finally caved and started playing the 0.D version that's currently out.

It's tough and I seem to be having trouble with food (I started in some shelter out in the forest) and the town I found by following the road has waaaay too many zombies for me to be able to loot any buildings.
However I find it very fun and I managed to make some tools and started scraping some food together to not die.

If anyone has any tips for someone just starting out feel free to let me know.
'e'xamine underbrush (bright green '#') to forage for food. Your chance of finding anything depends on your survival skill, but it'll level up with use.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 04, 2020, 12:27:34 pm
The creator apparently will only upload to 4chan or apparently he is more active on 2ch (the apparent russian chan). So the tileset isn't officially dead. You'll just need to visit 2ch and find any future updates there.

There was ab update by him in the CDDA reddit, evidently he has a server for this now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on February 04, 2020, 11:21:05 pm
i got inspired to make a mod for expanded mutations, but so far it seems i can only do a few things, tried making a new head mutation with its own attack but the game crashed. gonna wait for 0.E for the time being but i have already thought of a few paths:

-Cnidarian -> a sort of low upkeep, low defense (but good regeneration), aquatic oriented mutation capable of some extra attacks (think of becoming an Anemone, Jellyfish, Coral or Hydra)

-Equine -> like cattle but more speed oriented, you could probably carry more weight on top of having hoof attacks and a good amount of stamina for running around without being ubersized

-Snake -> was actually considering a rework of the Lizard mutation into a whole tree but yeah, snake mutations with venom, constriction and probably some kind of buggy mechanics since transforming 2 legs into one must be really complicated

-Goblin -> actually i was thinking of "Greenskin" mutations, one for small goblin-like and another for sturdy orc-like characters. probably a derivation of Elf-A transformed by splicing it with something else and focusing on endurance or intelligence rather than agility

-Crab -> we have insects and arachnids but no crustaceans, would probably make you look like a Dreadclaw. a sturdy option for those that want to live in the water, including a powerfull pincer attack

-Llama/Sheep -> another herbivore mutation, this one provides a thick layer of wool for the winter that you should probably be able to cut with scissors. depending on which animal i end using you would probably get hooves and be like a normal sized version of cattle.

-Boar -> strange that we dont have pigmen in the cataclysm, a generalist omnivore would fare well here, not in the same degree as rats or mice but powerfull enough to eat from almost any edible plant material, meat and fruit at the same time, even if rotten.

i was also considering doing a reorganization of mutations so there would be trees of progression but, it seems the Json files are a bit thick to understand so dont wanna fuck up yet. general plan is more or less give a lot more mutations with different functionalities, not necessarily for combat.

Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on February 05, 2020, 05:07:03 am
-Equine -> like cattle but more speed oriented, you could probably carry more weight on top of having hoof attacks and a good amount of stamina for running around without being ubersized
I thought of doing something similar to that but with deer, but then again I see no reason not to do both.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on February 05, 2020, 08:41:43 am
Does anyone know if there have been any recent changes to turrets? I'm actually playing Cataclysm, though it's in a version that's a couple months old. In this build, it seems that the only way to determine the range of an autonomous gun turret is to walk towards it until it fires, and I was wondering if anyone had bothered putting those laser dots back in, or maybe adding a warning sound.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on February 05, 2020, 08:46:17 am
They've changed a lot of stuff about turrets recently, but I don't remember what all they did.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 05, 2020, 12:10:55 pm
The release demo of UltiCa has finally been added to mainline! If you'd like to try it out, just select it from your tileset options in the latest experimental!

UltiCa is a community-driven tileset aiming for a realistic style with 8-bit inspired graphics, similar to classic games like Ultima VII. Although still missing a lot of tiles, it has now passed the threshold where I'd call it "playable", and many of the core contributors are playing with it these days. Still, be aware, like many of the older tilesets in the repo, there are many holes in this. On the other hand, unlike the older tilesets, we're adding scores of new tiles in an ever-encroaching effort to catch up. You too can join this effort! Check out the discord (https://discord.gg/kAXNZuy), or the #graphics-and-sound room on the official discord, or just start PRing changes at https://github.com/I-am-Erk/CDDA-Tilesets/ if you're heckin' confident. If you're not comfortable with GitHub, you can post submissions in the Discord for feedback, and we'll add them when they're ready.

[h2]Screenshots[/h2]
Non cute style! (https://user-images.githubusercontent.com/45136638/73814957-5f243c00-4799-11ea-9a5b-b155bc82edf6.png)

80s inspired aesthetic! (https://user-images.githubusercontent.com/45136638/73814960-621f2c80-4799-11ea-8bf8-a225d26b1997.png)

Common field effects! (https://user-images.githubusercontent.com/45136638/73814974-69ded100-4799-11ea-84d3-6a46bc681da8.png)

Now with far fewer fillers, but be ready for a few semicolons! (https://user-images.githubusercontent.com/45136638/73814994-75ca9300-4799-11ea-873d-10bf377979ed.png)

Bonus: basic winter filler art! (https://user-images.githubusercontent.com/45136638/73815125-d659d000-4799-11ea-862c-1871115ccd91.png)

If you have any concerns with prominent missing art or any glitches, please log them on the discord (https://discord.gg/kAXNZuy)

GET IT? LOG THEM? (https://user-images.githubusercontent.com/45136638/73815235-36e90d00-479a-11ea-9cd9-4c98272e96c7.png)

[h2]What's incomplete?[/h2]
Vehicles look terrible by intention. This is my protest until we can get a better vehicle drawing engine. There are a lot of simple filler tiles that need smooth transitions and other details like that (like the badly tiled snow in the screenshot above, or the stone walls that look great but don't have a side view). I think the most jarring issue at the moment is the lack of monster sprites, so I'll see if I can work on that over the next couple days.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 05, 2020, 12:12:05 pm
Does anyone know if there have been any recent changes to turrets? I'm actually playing Cataclysm, though it's in a version that's a couple months old. In this build, it seems that the only way to determine the range of an autonomous gun turret is to walk towards it until it fires, and I was wondering if anyone had bothered putting those laser dots back in, or maybe adding a warning sound.
Turrets are supposed to have a warning sound. I've also removed the majority of deadly turrets from the overworld, most of them should be firing sponge rounds.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on February 05, 2020, 12:37:26 pm
Does anyone know if there have been any recent changes to turrets? I'm actually playing Cataclysm, though it's in a version that's a couple months old. In this build, it seems that the only way to determine the range of an autonomous gun turret is to walk towards it until it fires, and I was wondering if anyone had bothered putting those laser dots back in, or maybe adding a warning sound.
Turrets are supposed to have a warning sound. I've also removed the majority of deadly turrets from the overworld, most of them should be firing sponge rounds.
The warning sound was a bit quiet from what I remember, but it's been a while since I last checked. Is it still only 50?

Edit: Or was it 60? Either way, that's not enough.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on February 05, 2020, 01:04:25 pm
I use ASCII, but those are some good looking sprites.

Needs more cute though. ;P
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on February 05, 2020, 02:17:53 pm
Turrets are supposed to have a warning sound. I've also removed the majority of deadly turrets from the overworld, most of them should be firing sponge rounds.
I guess it's about time I upgraded, then.
Does "most turrets" include the factory?

EDIT: Oh wow, examine now picks the tile automatically. This is really messing with my muscle memory. Can I turn it off?
EDI2: I also keep reopening doors while trying to close them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 05, 2020, 03:10:15 pm
I've been meaning to give your tileset a good test run yee, Erk. And likely one of these days work on mod_tileset stuff for it. Just been a lot to juggle lately. @.@

In other news, I recently did the first phase of my planned work to update Medieval Mod Reborn, the shield updates: https://github.com/chaosvolt/cdda_medieval_mod_reborn/pull/3 (https://github.com/chaosvolt/cdda_medieval_mod_reborn/pull/3)

Because, it must be remembered, a lot of the stats shields have had for YEARS were a holdover from their pre-PR incarnation, before BLOCK_WHILE_WORN, back when I had them as armor that covers the torso and head (and thus used a ridiculously low coverage percentage as a way to fake block chance).
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on February 05, 2020, 05:08:10 pm
So as it turns out, I can make 'e'xamine still prompt for direction when standing next to exactly one object that can be interacted with, but I can't make it prompt for direction when standing next to zero, even though 'e'xamining a tile with nothing on it is still a valid action. This is less awful, though it's still somewhat awful. Can't just e-dir to see if an object can be interacted with, have to press e and see if it prompts for direction. Can't use 'e' to see what tiles are, need to use 'x', which also prints location name, movement cost, lighting, tile properties (diggable, smashable, flat, etc.), cover percent and ambient air temperature, with the information I want between the first two of these. And it needs to be explicitly cancelled.

I suppose I'm biased, since I've gotten really accustomed to the way it was before, but this really feels worse.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ViiK on February 06, 2020, 12:28:27 pm
So as it turns out, I can make 'e'xamine still prompt for direction when standing next to exactly one object that can be interacted with, but I can't make it prompt for direction when standing next to zero, even though 'e'xamining a tile with nothing on it is still a valid action. This is less awful, though it's still somewhat awful. Can't just e-dir to see if an object can be interacted with, have to press e and see if it prompts for direction. Can't use 'e' to see what tiles are, need to use 'x', which also prints location name, movement cost, lighting, tile properties (diggable, smashable, flat, etc.), cover percent and ambient air temperature, with the information I want between the first two of these. And it needs to be explicitly cancelled.

I suppose I'm biased, since I've gotten really accustomed to the way it was before, but this really feels worse.

Have you already disabled part of this feature?
Options->interface->auto select if exactly one valid target
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on February 08, 2020, 04:10:50 am
Yeah, I have. And after playing for a bit, it's actually not that bad. It was really bad without disabling auto-select, but the "there's nothing to examine" thing has only tripped me up a couple times, and never in a situation where it really mattered.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Laterigrade on February 08, 2020, 07:13:56 am
Anyone have a particular way they stack their loot? I’m looking for a good one for myself ‘cause I keep on just dumping it on the floor and having to sort through the mess whenever I want to make anything.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ZebioLizard2 on February 08, 2020, 08:10:46 am
Anyone have a particular way they stack their loot? I’m looking for a good one for myself ‘cause I keep on just dumping it on the floor and having to sort through the mess whenever I want to make anything.
I've mostly just used the dump it in specific piles option.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Sindain on February 08, 2020, 08:11:26 am
Generally speaking I just tend to have a bunch of categorized piles.

So I'll have a pile of perishable food, a pile of nonperishable food, a pile of drinks. A pile of books, a pile of tools, a pile of raw materials, a pile of random electronic scrap and stuff. Etc.

Also if you weren't aware you don't actually need stuff in your inventory to craft with it (unless they've changed something, I haven't played too much of the recent versions). As long as you can see an item and its within ~5 tile radius you can use it straight from the crafting menu. So if you keep all your stuff in the same room you shouldn't actually have to sort through them too often.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on February 08, 2020, 03:15:31 pm
that. learn how the Zone system works and try to organize all the stuff in places close to your main crafting tile. albeit it also comes down to the size of your base. most of my runs inside cities started in a church so i had everything piled around the kitchen. for innawoods scenarios you can pretty much survive out of a 2x2 tile base (fiber mat, water tile, shelter and fire ring).

in this game you dont really need to have much space, a single tile can support a lot of droppables inside (unless its dirt, not sure why it works like that but anyways).
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 11, 2020, 06:20:59 pm
Why do the graphics now look like garbage?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 11, 2020, 06:47:20 pm
Why do the graphics now look like garbage?

The font, I assume? They switched from unicode as the primary font to terminus, which looks bolder and kinda gives me a vague hint of Comic Sans vibe.

Gotta fix it either config/fonts.json, data/fontdata.json, or in one case moving an entire font file into the font folder. Like three different solutions have all come up on the reddit, and it seems for some people only one of those solutions will work, I still

It's kinda weird and dumb that default font isn't an option in the options menu in-game, but font size and proportion (another thing you can tweak in fontdata.json) is. Especially when they're gonna pick an inherently bolder font as the default, which is...well, I guess it's a case of trading a normal font that might give farsighted people eye fatigue for one that'll give EVERYONE eye fatigue.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on February 12, 2020, 04:08:20 am
Or are you referring to the tileset? Some time ago the tileset that was the basis for most other tileset was shown to contain stolen pictures. Since the guy who assembled it is no longer around to clarify which graphics are made by him and which are taken from a third party they decided to clear the set to be sure. This also means that the many other graphic sets built upon that one had their core removed (or was also removed entirely), if I understand things correctly.

I'm not sure how much that side of the game has recovered since then, as I've only been playing with Erk's under-development tileset which isn't yet packed with the game itself.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 12, 2020, 01:08:14 pm
I'm not sure how much that side of the game has recovered since then, as I've only been playing with Erk's under-development tileset which isn't yet packed with the game itself.

They've since added it to the repo, and been working on completing it.

I'd give it a good tinkering with and even toy around with adding sprites via mod_tileset, but DF modding has distracted me.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 12, 2020, 06:08:58 pm
Fonts are looking weird right now because of a glitch that is messing up which font displays and what is used as a fallback. There's already a fix pr'd. Terminus bold is not and was never intended to be a default font.

(Edit: my bad, apparently certain parties wanted to return to terminus bold, which was the font before unicode support, but were very hastily vetoed by the rest of the dev team.)
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 12, 2020, 09:44:38 pm
I was talking about the tileset.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 12, 2020, 10:25:02 pm
Ah, the tileset default has been retrodays since a few months back when we found out one of the tiles was pirated (and unsurprisingly, later found out many more were too). The pirated stuff was violating our sharing license and we had to pull it.

If retrodays hurts your eyes though, UltiCa now ships in demo form with the game and looks pretty good. It still has a lot of filler tiles but I'm upgrading it every few days.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AllOfThem on February 13, 2020, 05:14:06 am
> Fonts are looking weird right now because of a glitch that is messing up which font displays and what is used as a fallback. There's already a fix pr'd. Terminus bold is not and was never intended to be a default font

But I don't understand... Randomdragon said it was done on purpose to hurt people, so which one is it? Did they lie??
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 13, 2020, 02:14:06 pm
> Fonts are looking weird right now because of a glitch that is messing up which font displays and what is used as a fallback. There's already a fix pr'd. Terminus bold is not and was never intended to be a default font

But I don't understand... Randomdragon said it was done on purpose to hurt people, so which one is it? Did they lie??

Do you not comprehend "being a smartass" or something? Even I would only regard "thinking that a bold font looks good as the default" as just poor sense of aesthetics, not anything really malicious.

Now, if they'd picked Comic Sans then I'd say they were doing it to hurt players. XP
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 14, 2020, 09:32:11 am
> Fonts are looking weird right now because of a glitch that is messing up which font displays and what is used as a fallback. There's already a fix pr'd. Terminus bold is not and was never intended to be a default font

But I don't understand... Randomdragon said it was done on purpose to hurt people, so which one is it? Did they lie??

Do you not comprehend "being a smartass" or something? Even I would only regard "thinking that a bold font looks good as the default" as just poor sense of aesthetics, not anything really malicious.

Now, if they'd picked Comic Sans then I'd say they were doing it to hurt players. XP

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Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 14, 2020, 10:10:23 am
Obviously if we were going to choose a nice graphical font we'd go with papyrus.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Rince Wind on February 14, 2020, 11:51:20 am
I propose Wingdings.
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on February 14, 2020, 12:13:13 pm
Bold. Italicized wingdings.

With strikethrough and underline.

AND GLOW

✋︎⧫︎🕯︎⬧︎ ♌︎♏︎♋︎◆︎⧫︎♓︎♐︎◆︎●︎✏︎
Title: Re: Cataclysm: Dark Days Ahead
Post by: Rince Wind on February 14, 2020, 12:16:51 pm
It's beautiful!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on February 14, 2020, 12:19:29 pm
without joking, the glowing fonts would work well with some specific monster or radiation stuff
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 14, 2020, 01:34:47 pm
Okay yes, Satan. I would love to see the kinda of trauma making the font Papyrus would inflict on players.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 14, 2020, 04:46:15 pm
without joking, the glowing fonts would work well with some specific monster or radiation stuff
Strike through would be a hilarious way to represent monster corpses
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on February 14, 2020, 04:51:24 pm
 When did we get a new thread fer this?

 Huh. Anyways...

 Mod shilling time I guess?

Spoiler: Shilling (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on February 15, 2020, 09:22:57 am
saw the pull requests yesterday, the aftershock revamp seems interesting. i guess it will become of the go to for those wanting to get more cybernetic/mutation stuff.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 15, 2020, 06:27:47 pm
That's definitely the intent. It's given us freedom to remove a lot of stuff we didn't want in mainline while keeping it part of the game.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Greiger on February 18, 2020, 04:50:39 pm
Spoiler: Shilling (click to show/hide)

Am I the only only who imagined a gun where a muzzle mounted bayonet was actually sticking out the end of the gun's muzzle and would be launched off as a deadly projectile with the bullet when the gun is fired?
Title: Re: Cataclysm: Dark Days Ahead
Post by: MrRoboto75 on February 19, 2020, 08:43:39 pm
Spoiler: Shilling (click to show/hide)

Am I the only only who imagined a gun where a muzzle mounted bayonet was actually sticking out the end of the gun's muzzle and would be launched off as a deadly projectile with the bullet when the gun is fired?

Underbarrel mounted crossbow when
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on February 20, 2020, 08:20:50 am
I think it would be cooler if the crossbow was overbarrel
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on February 20, 2020, 10:01:39 am
What about a crossbow with an underbarrel mounted single-shot shotgun for emergencies
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on February 20, 2020, 10:11:12 am
What about a crossbow with an underbarrel mounted single-shot shotgun for emergencies
Don't do the single-shot, go for the master key.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on February 20, 2020, 11:51:35 am
So...uh...can someone explain how to kill a zombie withou getting...you know, completely destroyed? I think no-hit is basically impossible, so how do you heal afterwards?

Also what does creating a zombie slave do other than utterly and completely fucking up your morale?

Also also how does sealed stomaches work exactly?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on February 20, 2020, 12:33:44 pm
In early game, (at least in the past as i have no idea what nerfs/changes this could have been through) , a good zombie destruction tactic was to not "fairplay" at all :D

The fire method :
- get a way to make a fire (by example lighters that weren't very uncommon to find)
- set fire to a bush/shrub
- attract a zombie in it
the bush/shrub will have the zombie slowed and so open to a few attacks without being able to retaliate, and the time spent in the burning shrub/bush will add damage .

After a couple of hits if the zombie isn't dead yet, move to another shrub/bush and set it in fire, then attract the damaged zombie in it again.

The rock method :
Another way without fire in early game was to roam around and collect rocks (and have your character some throwing to help)
Then try to attract a zombie and start throwing rocks to him , if it's not dead when you run out of rocks, run away and attract the zombie a bit away, then move back (obviously avoiding contact with the guy following you) to recollect the rocks and throw them again until the thing is dead.
You can also use shrubs to get the zombies slowing down, for easier rock throwing.

Of course pulp them once they're down.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on February 20, 2020, 01:10:29 pm
So...uh...can someone explain how to kill a zombie withou getting...you know, completely destroyed? I think no-hit is basically impossible, so how do you heal afterwards?
I've found fire to be effective. Zombies just walk into whatever trap you set so it's pretty easy to kite them into a bonfire.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ZeroGravitas on February 20, 2020, 03:17:23 pm
I used to use windows, because it would give me so many turns to whack them while the zombie climbed in.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 20, 2020, 04:54:55 pm
I think it would be cooler if the crossbow was overbarrel
What about a crossbow with an underbarrel mounted single-shot shotgun for emergencies
Obviously, what we need is an assault rifle with an overbarrel crossbow and an underbarrel mounted single-shot shotgun.

Bayonets mounted to the sides and spikes on the butt are optional, as is the detachable dynamite stick strapped to the magazine.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on February 20, 2020, 05:06:05 pm
So...uh...can someone explain how to kill a zombie withou getting...you know, completely destroyed? I think no-hit is basically impossible, so how do you heal afterwards?
I've found fire to be effective. Zombies just walk into whatever trap you set so it's pretty easy to kite them into a bonfire.
I have no clue about the nerfs to fires these days, but theyre a top tool to save your skin.  Ideally though, you want to also level up melee asap so as to not need the fires, since ammo explodes.

Use a weapon that has the block skill, kite zeds over tables, chairs, windows, etc, and keep you encumbrance as low as possible.

Avoid night traveling when youre new and/or underequipped, and use smell-deleting items, like fire.  Fire and smoke also destroy smell, albeit fire makes light.  I close windows and doors and force zeds to waste time busting them down.  I set houses on fire and let zeds path into them to clear areas.  I dont engage any nonstandard zeds early on unless I have to.  I use throwing weapons or silent arms early on.  A sling can soften up single targets and works really well on squirrels and whatnot for easy food.

The blocking weapon though is about my number on tip.  Get a 2x4 or a pipe and engage with that.  Drop extra encumbrance when possible.  Use shopping carts.
Title: Re: Cataclysm: Dark Days Ahead
Post by: MrRoboto75 on February 20, 2020, 08:42:57 pm
I still poke them with knife spears, even though those got nerfed like seven times.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 20, 2020, 10:16:49 pm
Finally bothered to write up a proper lore document for Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/blob/master/LORE.md)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on February 20, 2020, 10:43:11 pm
Finally bothered to write up a proper lore document for Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/blob/master/LORE.md)

This is really interesting.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 20, 2020, 11:01:08 pm
Thanks. Was hoping it was decent. I'd been meaning to actually write down my lore ideas for some time now, and recently someone gave Korg a nudge to put their lore ideas into writing (https://github.com/CleverRaven/Cataclysm-DDA/pull/38174) so that kinda reminded me to finally make an attempt at that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: beorn080 on February 20, 2020, 11:56:01 pm
Encumberance is incredibly important to be aware of. In particular, most forms of backpack increase their encumberance as you pick up items. If you want to keep a pack on, and most are fairly unencumbering when empty, make piles of goods and only pick them up on your way out of looting.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 21, 2020, 09:55:05 am
I don't like the disinfectant system: It's too narrow in the items that can be used, and required some skill in order to get "makeshift" disinfectant.  Why can't I just pour booze in my wounds, like a man?
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on February 21, 2020, 11:23:48 am
So can anyonetell me how do I push those shopping carts? Also what exactly does the examine shopping cart screen mean?

Less importantly, how do I repair those shopping carts? I found one in good condition but I'm worried some zombie will beat it up.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 21, 2020, 11:51:21 am
I don't like the disinfectant system: It's too narrow in the items that can be used, and required some skill in order to get "makeshift" disinfectant.  Why can't I just pour booze in my wounds, like a man?

That's what innawoods mods are for: https://github.com/chaosvolt/MST_Extra_Mod (https://github.com/chaosvolt/MST_Extra_Mod)

Admittedly that still takes skill to make stuff like birch tar, garlic oil, makeshift poultices etc, but it's a start, and honestly still more realistic than pouring booze on your wounds (40% ABV kinda isn't that good in the same way that ).

That said, you'd think we'd be able to rinse out wounds with clean water to at least marginally improve the wound a bit. Less like a straight percentage chance of the wound healing, maybe more like how antibiotics increase the chance of infection and bites clearing up, just have it ONLY impact bites and not full infections.

It would suck WAY less than the same mechanic used by antibiotics though, because you actually have okay odds of not getting sepsis from a bite with no treatment. Unlike infection mechanics, where if a wound goes green, you could literally have antibiotics in your inventory to start off and still likely die.
Title: Re: Cataclysm: Dark Days Ahead
Post by: bluephoenix on February 23, 2020, 04:19:11 am
I'm curious as a new player, how do people explore towns without getting swarmed and killed?
I currently live in a cabin that is within walking distance to a town which I would like to explore, however there are many zombies there just like in all other towns I have found.

The problem I am facing is that all zombies see me from 80 yards away and beeline to me. I can barely kill 1 zombie, let alone 5+ at the same time so it's suicide to go in there, outrunning them isn't an option either as they are just as fast as me when walking while running tires me out too much and makes me run into some of the super zombies.
Is there a way to sneak or something that I'm missing?

Am I not meant to be able to explore towns until I'm the terminator?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on February 23, 2020, 08:16:29 am
Night exploration, a car, plenty of experience.  I know i just said not to do night raids when a new player or new character, but thats how.

1:  Lure monsters away from towns.  A car is the best way to do that without too much risk.  Preferably right into another nearby faction, like giant bees.
2:  Driving in/sneaking in at night and burning down houses to get zeds to die in the fire.
3:  Doing it the more time-intensive way.
    a: Get car and armor and weapons and bags and binoculars.
    b: Drive car in daytime through city.  Get map of city.
    c: Plan out raiding route.  Daytime raids will be shorter until you can reliably kill zeds.  This means night raids are the way you'll go.  Learning how light and smell work will happen only by experience.
    d:  Rule 1 of this method:  Its not worth your life.  Leave it behind if you must.
4:  Use subways.  Not recommended, but possible.  You can even make a little boat for it!
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on February 23, 2020, 10:55:04 am
When I first begin I usually stay on the edges of the cities, or stick to the "suburban" areas with lots of houses and not so many stores. The loot is worse and more randomised, but you'll find lots of food and enough tools and weapons to gather a decent early game collection. I don't have any data on the matter but I feel that there is a lot less zombies spawned in these areas too -- with the exception of failed survivor houses, of course. Stay away from those.

Most importantly these areas allows you to move mostly unseen through houses. Windows only let in enough light to light up the nearmost tiles so stick to the other end of the rooms and you'll be a lot less likely to be seen from outside. House windows nesrly always have curtains -- if you carefully approach them from the side you can close these (I believe with the examine key) and zombies won't be able to see inside at all. Move from house to house at their sides to minimise the chances of being spotted outside.

But what about sound, you ask? Crashing in windows and beating down doors produce a lot of noice. For doors, one of the first things you want to do is craft a bunch of makeshift lockpicks. These can be made from scrap metal. For windows you want to make a makeshift crowbar, all you need is a pipe and a stone. Crowbarring windows open still makes some noice but a lot less than smashing them would, and you can still close them and close the curtains behind you once you are inside.

And lastly a cheesy trick: MI-Gos are pretty tough, but you can outrun them (you can switch between running and walking with a key... can't remember which it is off-hand. Maybe 2?). If you find one near a town, you can lure it to a city and use it as a troll for all the zombies. You're faster than both and can keep ahead of them, but the mi-go is faster than the zombies so it will catch up to them if they're between it and you and kill them for you. You can clear many tiles this way before the zombies manage to take the mi-go down.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AzyWng on February 23, 2020, 11:39:01 am
To move a shopping cart, you have to grab it.

Shift+G, then the direction the cart is in. If need be, press Shift+G to let go. You can also use this to drag pieces of furniture.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on February 23, 2020, 12:24:48 pm
Also, wheelbarrows (look at hardware stores) and luggage carts (rarely found at hotels) are superior to shopping carts.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Il Palazzo on February 23, 2020, 01:16:25 pm
1:  Lure monsters away from towns.  A car is the best way to do that without too much risk.  Preferably right into another nearby faction, like giant bees.
2:  Driving in/sneaking in at night and burning down houses to get zeds to die in the fire.
3:  Doing it the more time-intensive way.
    a: Get car and armor and weapons and bags and binoculars.
    b: Drive car in daytime through city.  Get map of city.
But whyyyy? Car is for smashing!

@bluephoenix: Best way to get a car - do the suburb looting as advertised above, but keep an eye for:
1) a gallon jug - kitchens tend to have those; alternatively, a few bottles
2) a rubber hose - unless you're pathetically weak, smashing a fridge with a crowbar is the best source.
Use the hose to siphon fuel from cars that have it into the jug, and use it with cars that have everything else working but for empty tanks; once driving, fill the tank by siphoning directly from other cars you drive up to.

There's usually quite a few cars in and outside towns that just need fuel, so you should be able to roadkill zombies and change cars before your current one breaks down from the damage.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Malus on February 23, 2020, 06:08:03 pm
Bicycles are also extremely good. Quiet, small, and fast. As long as you reserve enough stamina to sprint to your bike, you're pretty much safe as long as you don't make any horrible tactical mistakes. Slap some boxes on either end and you've got enough volume for a decent haul, early-game. Streets are usually packed with cars or obstacles that you can trivially slip by on a bicycle but would give you trouble in a normal-sized vehicle; even into the mid-game I usually strap an electric bike to the back of my deathmobile so I can navigate and explore the cramped streets easily.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 23, 2020, 07:50:31 pm
Using a car to smash up some zombies and clear out the town is pretty useful.  The general idea is that the car is going to kill some of them, and the rest will be following the loud car.  So you leave town in one direction, then the other side of town should be safer.  Blasting the horn and stereo is optional/optimal.

Just don't kill yourself by running into anything.  Speed is important: Anything over 16mph and you don't have the reaction time necessary to avoid collisions.  Anything below 10mph and running over zombies will slow you down to a stop.  DON'T use this tactic if you're too weak to fight off a solitary zombie, as one will invariably jump onto the car and need to killed by yourself rather than your car.

Armor might be a good idea, as if the engine takes too much damage, the vehicle won't run.  Might be worth using Demolition Derby tactics, and drive backwards, if you can figure out the controls.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Il Palazzo on February 24, 2020, 01:15:03 am
All this talk made me play this again.  It used to be that you could escape pursuit by getting into a car seat and driving off, even if something followed you through the door, as it was treated as still standing on the ground. I tried that now, but the Mi-go just drove away with me and promptly ate my head.

And how the hell does scriver outrun Mi-gos? In my experience they're faster than any regular character, running or not.
Title: Re: Cataclysm: Dark Days Ahead
Post by: iceball3 on February 24, 2020, 01:39:14 am
Mi go only move at 120 speed. Player characters can tread up to 200 running speed for a few turns before stamina loss really holds them back, and with traits can go even longer or faster. If you're significantly leg encumbered or hurt, your baseline speed will surely be much lower though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on February 24, 2020, 06:49:17 am
So I get that Pretty and the other negative ugliness mutations in it's line were changed to have positive visibility so they could be seen on NPCs, but isn't mutation visibility actually a separate factor for NPC reactions? Doesn't that change (https://github.com/CleverRaven/Cataclysm-DDA/pull/36360) reduce/completely neutralize the effectiveness of those traits/mutations since most NPCs actually hate visible mutations?
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on February 24, 2020, 07:26:55 am
All this talk made me play this again.  It used to be that you could escape pursuit by getting into a car seat and driving off, even if something followed you through the door, as it was treated as still standing on the ground. I tried that now, but the Mi-go just drove away with me and promptly ate my head.

And how the hell does scriver outrun Mi-gos? In my experience they're faster than any regular character, running or not.

Unless I'm trying something special my default trait selection always includes Quick and Fleet-Footed, that might be related ;)
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on February 24, 2020, 07:36:35 am
Hey guys, I found a Z-9. Should I stab it? I heard they have kevlar!

Also, I just realised knife spears are REALLY FLIMSY. Should I repair it? If so, how?
Title: Re: Cataclysm: Dark Days Ahead
Post by: ViiK on February 24, 2020, 07:51:23 am
Hey guys, I found a Z-9. Should I stab it? I heard they have kevlar!

Also, I just realised knife spears are REALLY FLIMSY. Should I repair it? If so, how?
You can repair it with Misc Repair Kit that is easy to craft. Alternative you can disassemble it and assemble it again, but you will most likely loose strings from disassembling.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on February 24, 2020, 08:19:34 am
So I get that Pretty and the other negative ugliness mutations in it's line were changed to have positive visibility so they could be seen on NPCs, but isn't mutation visibility actually a separate factor for NPC reactions? Doesn't that change (https://github.com/CleverRaven/Cataclysm-DDA/pull/36360) reduce/completely neutralize the effectiveness of those traits/mutations since most NPCs actually hate visible mutations?
I've never noticed NPCs caring about mutations, because I can have full rat mutations and they don't seem to care about it, but that might have changed as my version is old as hell.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on February 24, 2020, 09:21:26 am
So I get that Pretty and the other negative ugliness mutations in it's line were changed to have positive visibility so they could be seen on NPCs, but isn't mutation visibility actually a separate factor for NPC reactions? Doesn't that change (https://github.com/CleverRaven/Cataclysm-DDA/pull/36360) reduce/completely neutralize the effectiveness of those traits/mutations since most NPCs actually hate visible mutations?
I've never noticed NPCs caring about mutations, because I can have full rat mutations and they don't seem to care about it, but that might have changed as my version is old as hell.
I haven't met a randomly spawned NPC that didn't immediately attack or flee on sight with full rat or chimera mutations in the version I'm running, so something was probably changed with NPC tolerances at some point.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ViiK on February 24, 2020, 09:26:04 am
One other way for an easy early survival is to get a horse. If you find a bike, drive around and look for a ranch or a small farm. Those are guaranteed to have animals in them and they are good shelters. You are likely to find a tack for the horse and some kattle food. Feed horse with it and it will follow you around.
Without armor, the horse is easy to kill, so while riding, you have to use at least a spear to keep distance from zombies. Later you can craft armor for it, chittin armor turns it into pretty much a tank invulnerable to regular zombies. Super important to have a long rope with you to tie a horse, because when you have to dismount and you don’t tie horse it can get scared and run away living you with a bunch of z nearby.
The only zombies that can run faster than horse are pouncers and hunters (not sure about predators), but you should be able to get some distance from a horde and finish those guys with a spear. Some zombies like Kevlar zombie can knock you off the horse, it’s super important to get back onto it as fast as possible before it runs away.
Later you can instal a livestock carrier into your car and transport horse safely, otherwise it will be running around your car and might even jump off diagonally if scared.
The biggest downside is that there is a limit of how heavy you can be when getting on the horse, it’s about 35kg on top of your own weight.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ViiK on February 24, 2020, 12:09:57 pm
When it comes to cleaning cities, the easiest way so far, from my experience is to mount couple of machineguns on the vehicle. A single military road block can give you about 10 belts of ammunition. Each belt is 500 rounds of 5.56x45 ammunition. Single burst of mounted M249 is 4 rounds, one burst is typically enough to kill one Z or even a couple if you are lucky. So you can kill about a 50 zombies by using just a single belt.
Title: Re: Cataclysm: Dark Days Ahead
Post by: ChairmanPoo on February 24, 2020, 04:05:25 pm
Finally bothered to write up a proper lore document for Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/blob/master/LORE.md)
I like it 👍
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 24, 2020, 04:09:09 pm
When it comes to cleaning cities, the easiest way so far, from my experience is to mount couple of machineguns on the vehicle. A single military road block can give you about 10 belts of ammunition. Each belt is 500 rounds of 5.56x45 ammunition. Single burst of mounted M249 is 4 rounds, one burst is typically enough to kill one Z or even a couple if you are lucky. So you can kill about a 50 zombies by using just a single belt.

Just make sure the turret is disabled/destroyed...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 25, 2020, 10:54:12 pm
Arcana update, self-PR for feedback here: https://github.com/chaosvolt/cdda-arcana-mod/pull/116 (https://github.com/chaosvolt/cdda-arcana-mod/pull/116)

And a bug I found. Rather, a bug I discovered months ago, told Korg about, and confirmed while testing this branch that it's still present as of at least yesterday: learning spells from NPCs, more specifically lessons in spells you already know, still doesn't work. Even at 10 spellcraft, 12 intelligence, etc the experience gain is generally less than 10, usually less than the amount you'd obtain from a single failed cast of that spell.

Hence, NPCs in Arcana don't yet make full use of the feature. The hermit gains a few spells and they'll be available for learning as mission rewards (at least that way the player won't be screwed over bartering away valuables for a single point of experience, only wasting time), while the major figures at the rural church don't yet have access to the spell roster they've been granted.

However, the sanguine shrike NPC, if successfully recruited, can and will cheat the player out of valuables if you've already learned the spells they have available.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 26, 2020, 02:57:05 pm
However, the sanguine shrike NPC, if successfully recruited, can and will cheat the player out of valuables if you've already learned the spells they have available.

That sounds like its working as intended!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 26, 2020, 03:33:13 pm
I'd just love for MAAAAYBE a one-hour session to not given you a single experience point,out of the thousand or so needed to level up.

Then again, it's not Korg's fault, the "NPCs teaching spells" thing was a Dpwb PR. Korg already had to fix the other half of it, actually teaching you a spell you don't know, being even broken as fuck. It'd take like 24+ hours to learn a spell.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 26, 2020, 05:26:39 pm
So I was wondering, is Intelligence a dump stat?  At least in mainline, there isn't anything that can NOT be done without intelligence, and it mostly affects the rate of learning.  Most learning is done while safe from zombie, etc. threats.  There is an argument to be made that learning the more practical stuff like combat is better to learn it quickly, but there exists skill books even for those skills.  It seems that in most cases, I would be best off taking 4 points from intelligence and putting it into strength, which gets me hitpoints and damage in melee combat.

Not knowing Arcana, Intelligence might be useful in that mod, as it might limit some stuff and might affect damage calculations.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on February 26, 2020, 05:31:16 pm
int makes you level up faster.  And read faster.  Its not essential though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on February 26, 2020, 05:37:25 pm
I've always thought Cata was too stingy with point allowance. Getting some okay stats, a background and some merits leaves you with basically no points for skills even with loads of flaws.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 26, 2020, 05:56:02 pm
Crafting is hard at low INT, reading is slower, and now that INT affects EXP gain in general it's really not a dump stat at all anymore. If anything, perception is a dump stat so long as you're willing to give up night raids, don't mind having a harder time fitting things at range, and are willing to accept that traps are gonna stay hidden.

However, there's a better approach. You can increase your starting points to a level that feels comfortable, and I strongly advise doing so. Even completely doubling it isn't that OP given how much min-maxing you need otherwise.
Title: Re: Cataclysm: Dark Days Ahead
Post by: MrRoboto75 on February 26, 2020, 07:13:32 pm
The real dump stats are taking the -NPC reaction traits with little to no NPC spawns.

Also assuming the NPCs of course charge into 20 zombies with a knife or their head asplode after a while of being in your presence anyway.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on February 26, 2020, 07:17:59 pm
Or they warp out of existence while riding in your megavan and reappear directly in front of the speeding van a few turns later.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 26, 2020, 07:38:24 pm
Don't forget spawning inside your base, stealing your chicharrones, and telling you to get out of "their" turf...

And in other Arcana news... (https://github.com/chaosvolt/cdda-arcana-mod/commit/624fa8280d16efc10ea735f40485b96b021a9c45)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Il Palazzo on February 27, 2020, 04:52:39 am
Q: is there any way to get the Tough mutation outside character creation? The wiki lists it as a targetted mutation, but there's no aspect that has it. Maybe one can still get it randomly from mutation serum?
Or in more general terms, is there any in-game way of losing the frail trait without crossing any threshold?
Title: Re: Cataclysm: Dark Days Ahead
Post by: AVE on February 27, 2020, 06:02:05 am
and now that INT affects EXP gain in general
Please elaborate more on this. I've always assumed that skill gain is always focus-based and never depends on intelligence stat. Or if you was speaking about the spell experience, which is the thing specific only to the magic system, then indeed it depends on INT (besides spell difficulty, spellcraft skill level and focus adjusting).
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 27, 2020, 12:11:12 pm
Oh, I was a bit off the mark there. They mainlined INT-based learning, but according to that it only affects focus gain while reading books, thus indirectly affecting book-grinding: https://github.com/CleverRaven/Cataclysm-DDA/pull/37465 (https://github.com/CleverRaven/Cataclysm-DDA/pull/37465)

It also affects casting EXP though, which is a very strange side benefit if the feature's main focus is reading.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on February 27, 2020, 02:21:22 pm
Or they warp out of existence while riding in your megavan and reappear directly in front of the speeding van a few turns later.
They still can't confirm that the teleporting NPC bug even exists, huh?
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on February 27, 2020, 06:33:17 pm
adjust_for_focus is called in player::practice, where most skill training is done, so it affects everything, not just reading and spellcasting.

Hopefully the point system will be gone after 0.E, it isn't all that great for making believeable characters.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Vorbicon on February 27, 2020, 06:45:52 pm
Question about Arcana. Is it currently in a state where you can get along with magic (killing enemies and such) and not have to rely on guns and melee?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 27, 2020, 07:11:31 pm
Question about Arcana. Is it currently in a state where you can get along with magic (killing enemies and such) and not have to rely on guns and melee?

With both spells and magic items yeah, but spells alone tend to support a playstyle rather than directly letting you kill things. Though it's the same in Magiclysm, it's almost impossible to rely on attack spells as your main damage source. With Magiclysm it's because the spells tend to be weak overall, with Arcana it's because direct-damage spells are rare, later-game resources with high cost.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on February 28, 2020, 12:24:25 am
Bows have had 850+ dispersion since January. Standard arbitrary change (https://github.com/CleverRaven/Cataclysm-DDA/pull/37199) from a standard arbitrary person.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on February 28, 2020, 01:16:36 am
I no longer have context for that number.  Sounds high, but may not be?

Interestingly enough, I happen to have used a bow for a few months.  Not a great shot or anything, but could hit something maybe 15 meters away.  Sometimes.  It definitely takes practice.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 28, 2020, 01:25:10 am
Bows were changed to have a comparable range to pistols and shotguns as opposed to high end rifles. We don't have a very granular range system since we're limited by the reality bubble, so the choices are basically "pistolish" or "riflish", and any number of sources could tell you which to go with.

The archery PR waiting merge actually would up being a pretty significant buff to bows in most regards.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 28, 2020, 01:58:22 am
Problem with dispersion is it is VERY fucky, and VERY hard to tell how much dispersion is enough for a given range. The shorter the intended max range, the more dispersion is needed, so that plays merry hell with figuring out how to balance things.

Also Erk, I was wondering. Is the in-repo version of Ultica now the most up-to-date version, or do you still have a repo of it that's more complete?
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on February 28, 2020, 04:08:02 am
I no longer have context for that number.  Sounds high, but may not be?

Interestingly enough, I happen to have used a bow for a few months.  Not a great shot or anything, but could hit something maybe 15 meters away.  Sometimes.  It definitely takes practice.
As Random_Dragon said, the effects of dispersion are relative to maximum range. If my estimates are correct, the current values make most bows less accurate than the 12 gauge pistol and blunderbuss, the two least accurate weapons in the game prior to this change.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on February 28, 2020, 09:21:21 am
Wait, WHAT?! But most of my characters are archery builds!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on February 28, 2020, 09:37:00 am
I've played archers more recently than January and not found bows anywhere near that inaccurate. We got the number by testing hit rates at various distances to find the desired value. It should work just fine.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Il Palazzo on February 28, 2020, 10:20:44 am
I'm playing the experimental after a longer hiatus with the game and, man, the cars feel nigh-indestructible now. A simple security van can plough through whole cities of zombies without even dislocating a headlight.
Also, stimulants seem useless.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on February 28, 2020, 02:12:49 pm
I'm playing the experimental after a longer hiatus with the game and, man, the cars feel nigh-indestructible now. A simple security van can plough through whole cities of zombies without even dislocating a headlight.
Also, stimulants seem useless.

Snort cars, drive coke.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on February 28, 2020, 02:47:24 pm
I've played archers more recently than January and not found bows anywhere near that inaccurate. We got the number by testing hit rates at various distances to find the desired value. It should work just fine.
Has anyone tested the 12 gauge pistol and blunderbuss to see if they're more accurate than they should be then? Because the numbers all indicate that they're the most comparable to bows in accuracy.

A 12 gauge pistol with slugs is 1000 dispersion and 24 range, which should be comparable to a longbow with carbon fiber arrows at 1050 dispersion and 22 range.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on February 28, 2020, 04:25:21 pm
remember when just using 2 ankle holsters with 12 gauge pistols were basically get out of jail free cards?
Title: Re: Cataclysm: Dark Days Ahead
Post by: iceball3 on February 28, 2020, 09:19:55 pm
Something i'm surprised hasn't been considered for archetyping projectile capabilities at range: the speed of projectile, or specifically the effective drop to distance.
Considering the relative flatness of the projectile arc, having a flatter arc would mean you'd have to adjust your aim based on how far the target is from you, with this adjustment becoming more difficult and important at farther distances.
Given that, you'd have an extra factor that's based off of real-life valuations (velocity of projectile versus coefficient of drag) that would be more effective at making distant-shots more difficult on an arbitrary metric, rather than fiddling with something as massively-dependent-on-scaling as raw dispersion.
This would bring the maximum-usable range of a couple of projectiles up as well, and make actually using them at those ranges heavily dependent on having useful sights for the task, and being skilled enough to do that kind of elevated aiming.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on February 29, 2020, 02:56:28 pm
adjust_for_focus is called in player::practice, where most skill training is done, so it affects everything, not just reading and spellcasting.

Hopefully the point system will be gone after 0.E, it isn't all that great for making believeable characters.

I assume that means that intelligence factors into all skill learning then.  Good to know.

I'm wondering if the point system will be replaced with a trait system.  I always feel awkward when my character doesn't have at least one trait.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on February 29, 2020, 10:05:54 pm
Yeah, it does, should have been more clear.

One thing that's been proposed for chargen is this  (https://github.com/CleverRaven/Cataclysm-DDA/issues/37869), which I think is quite interesting.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 02, 2020, 08:05:19 am
That looks pointless. There's already a freeform option for chargen.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 02, 2020, 09:43:07 am
Yeah, it does, should have been more clear.

One thing that's been proposed for chargen is this  (https://github.com/CleverRaven/Cataclysm-DDA/issues/37869), which I think is quite interesting.

Hm, to me hiding the point values doesn't really eliminate the point system, but maybe I misread the proposal.

Now, it would be a lot of work, but I was thinking of the Traveller character generation system.  If anything like that could be implemented, it would be truly awesome.  A similar system was featured in Twilight 2000.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on March 02, 2020, 11:29:18 am
That looks pointless. There's already a freeform option for chargen.
Yes, but the proposal here is to have an indicator of how tough or easy the character would be to play when making freeform selections.

Hm, to me hiding the point values doesn't really eliminate the point system, but maybe I misread the proposal.
You did, the proposal doesn't just hide the point values, it would make it freeform. The point values would be to just signal a difficulty level to the player.

Now, it would be a lot of work, but I was thinking of the Traveller character generation system.  If anything like that could be implemented, it would be truly awesome.
I agree, a character creator that at the same time gives a strong sense of character history can be very rewarding.

Kevin's comment is pretty on the ball though, the whole trait cost design is arbitrary and trying to tweak it for 'balance' is a waste of time:

Quote from: Kevin Granade
The concept of "various traits are worth different numbers of points, either positive or negative, and adding those numbers together gives you a number that tells you how hard challenging that character is to play" is simply incoherent outside of an extremely constrained system which we don't have. All the skills are slightly different in value, all the stats are VERY different in value, and traits have shot-in-the-dark values, and to complicate things further, the actual values of all of these things actually depend on what other traits you have, so simply summing them together gives you an almost completely useless number.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 02, 2020, 11:43:14 am
Thing is, there's an inherit assumption here that swapping out the chargen system will be easier to determine balance. It won't. Quantifying the overall difficulty of a character is really difficult and really complex. We have a system that, while not a GOOD metric, at least provides rough guidelines to people adding new content to chargen.

With this new system, you still have to go through the effort of quantifying the effectiveness of any given trait, stat, etc. You still have to go through the effort, and in fact the devs will have to go through effort that's ALREADY been expended in the past to build the system from scratch. It's just the math is going to be hidden from the player and from new contributors.

Having the math be better will be nice sure, but you're not to be able to escape the underlying problem: Balance Is Hard. It definitely won't be a miracle solution to game balance in the slightest, and it will be a herculean effort to convert all the existing chargen content to operate under the new system.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 02, 2020, 12:28:40 pm
Forgive me if I'm misreading your post, but that doesn't really appear to me at least to be very much about balance at all, so of course it won't be a miracle solution or make it easier to determine balance.
Reworking everything will be a bit annoying, but overall the cost of doing that is less that the improvement that I think this would be.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 02, 2020, 01:24:06 pm
Someone is apparently planning on eventually adding a genocidally anti-mutant purist (https://github.com/CleverRaven/Cataclysm-DDA/pull/38313#issuecomment-591282339) trait. If it's going to work like I think it will, the change (https://github.com/CleverRaven/Cataclysm-DDA/pull/36360) that other guy made to make the Pretty mutation line visible is going to have some funny results since, as I mentioned in a previous post (http://www.bay12forums.com/smf/index.php?topic=174824.msg8095889#msg8095889), ugliness and mutation visibility are completely separate factors for NPC trust/friendliness.

Edit: There seems to be an inverted value somewhere with int/skill rust scaling. Unless making smarter people more forgetful was intentional or higher values mean that skill rusts slower now.

Edit: You'd think that a raised welding mask would have basic glare protection, like a baseball cap, but apparently the mask becomes transparent when up.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Salmeuk on March 02, 2020, 01:51:22 pm
 Freeform chargen is all I ever used, for the exact reason that balance is a silly concept in a simulationist game (yet another example of cdda's internal dissonance). I wanted to play a specific character, derived from a narrative I made up on the spot. I should be given the freedom to select whatever traits or skills I feel are representative of that character.

The issue with the current system, as I remember, is that for any given trait or skill, the effects are not obvious to someone new to the game. The names of traits have very little to do with the numbers they affect, since the effects are decided arbitrarily by the developers. So one persons interpretation of 'bad back' might be very different from anothers. It's a big issue for roleplayers where a certain trait sounds like it would make perfect sense for a character's backstory, but in practice the trait is negligible or affects some unrelated aspect of gameplay.

To summarize, chargen as an act of roleplay is difficult when there is disagreement between the language of the player and the language of the developer. For new players especially, it makes it tough to design and play characters that feel right. The redesign seems to acknowledge this, but also suggest putting a cap on points, which is a mistake IMO.

Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 04, 2020, 03:46:58 pm
Seems the Telescopic Eyes CBM reduces perception by 4 permanently. Must be because it forces the removal of all eye mutations (specifically Avian Eyes, in this case), even if you don't have them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on March 04, 2020, 04:16:46 pm
-snip-

Yeah I agree, probably gonna start doing the same myself. I'm kinda bored with the meta mutations and having to game the system. Would prefer having mor einteresting characters than having to play with pointbuy.

Also whoever made it so the max is 14 for stats, I hate you :P
I really loved making mutants with 20 in INT or whatever stat and shit otehr stats.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 04, 2020, 08:30:13 pm
Forgive me if I'm misreading your post, but that doesn't really appear to me at least to be very much about balance at all, so of course it won't be a miracle solution or make it easier to determine balance.
Reworking everything will be a bit annoying, but overall the cost of doing that is less that the improvement that I think this would be.

Also, I think if the proposal is just to add a fourth standard character generation system, and to drop the current point system to "it's there, but we're done working on it", then it isn't really something controversial.

Personally, I like "gaming the system" with "unrealistic point buying" from time to time.  It presents a fixed challenge where I can use whatever skills I have to achieve an optimum solution.  But I can see how it suspends disbelief, and isn't perhaps the "best" character generation system.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 04, 2020, 08:39:13 pm
In the meantime, have a Cata++ update. Mostly focused on making hydrogen tanks actually useful for something, and giving Bio-Weapon Beta a good "spike" powergen option now that mini-reactors are obsolete. (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/165)
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 04, 2020, 09:22:59 pm
Can the waste heat catch stuff on fire?  I mean, can I use this weapon to kill everything in front and burn everything behind me?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 04, 2020, 09:28:31 pm
Sadly Thankfully no, but it will ruin the player's day if they just sit there letting it run. That said, when you're shoving a megawatt hydrogen cell into your chest cavity (r/hedidthemath), it stands to reason that you're not outputting waste heat anymore, so much as backblast.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 04, 2020, 10:06:11 pm
Also whoever made it so the max is 14 for stats, I hate you :P
I really loved making mutants with 20 in INT or whatever stat and shit otehr stats.

You're welcome!
We may see see mutations for that being allowed in chargen in the future (I'd be for it, though I'm not the person who makes those decisions, and it should only be in the scenarios where it makes sense), but it won't happen before 0.E.
In the meantime, you can leave the points behind and use the debug menu to set your stats up.
There is a slightly annoying bug to fix there with stat raising mutations, but that will get fixed.


Forgive me if I'm misreading your post, but that doesn't really appear to me at least to be very much about balance at all, so of course it won't be a miracle solution or make it easier to determine balance.
Reworking everything will be a bit annoying, but overall the cost of doing that is less that the improvement that I think this would be.

Also, I think if the proposal is just to add a fourth standard character generation system, and to drop the current point system to "it's there, but we're done working on it", then it isn't really something controversial.

Personally, I like "gaming the system" with "unrealistic point buying" from time to time.  It presents a fixed challenge where I can use whatever skills I have to achieve an optimum solution.  But I can see how it suspends disbelief, and isn't perhaps the "best" character generation system.

No, this is proposal is to replace the current point systems. Keeping the current point systems concurrently this this point system would be annoying (this system would have several different knobs for telling how it impacts, compared to the single point knob current ones have), and largely pointless, because it just gives worse feedback than this new system would.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 04, 2020, 10:45:04 pm
is coolthulu still mia?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 05, 2020, 10:04:41 am
No activity on Github since last November.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 05, 2020, 01:15:56 pm
Posting to watch. Downloading latest version for my annual cata binge.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on March 05, 2020, 04:10:00 pm
I always enjoy hearing what people think after a long time away, this has been an extremely busy year for development.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 05, 2020, 04:27:11 pm
Couple more updates to Cataclysm++ since Noct's merged the Plasma Pulse CBM change:
1. A quick and easy one, someone pointed out that the failed bio-weapon profession lacks any actual scenarios to start in. Added them to Bio-Weapon Lab, as well as injecting them into vanilla's Lab Patient and Experiment scenarios.
2. Another for Noctifer to look at, adding a proper Atomic Battery CBM for Delta to use. It's basically the logical end result of my having previously pondered the idea of an RTG CBM: free power, 24/7. Since I couldn't make it do the sensible thing and generate heat when active, instead I rebalanced it around a different form of radioisotope power, and lowered its output accordingly. It's literally free power, even moreso than solar panels or JTR, so it's output is deliberately at a point where it's good in the long run but not enough to make long-action CBMs like Integrated Toolest completely free to use.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 07, 2020, 07:20:02 am
Is there a way to get NPCs to run away? Telling them to not engage enemies and to stick close in combat doesn't seem to cut it, this last one still insisted on standing and fighting.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on March 07, 2020, 09:36:15 am
I believe it's still one of the huge ai gaps. We really should have the ability to shout "run away!" to followers
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 07, 2020, 01:13:31 pm
I believe it's still one of the huge ai gaps. We really should have the ability to shout "run away!" to followers
I'd expect one of the initial bugs with that command to be them running in circles/standing still instead of slipping through a gap in a crowd. That's usually how the distraction animals I occasionally chase into town die. That's more of a pathfinding issue though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on March 07, 2020, 06:41:33 pm
Yes, one of the main implementation barriers is having them recognize where to run away *to*.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 07, 2020, 08:27:21 pm
 Wow, they really purged the mod list of late. Theres... a grand total of 25 left.

 And in other news, is it just me or are the autodocs now all but useless for alot of CBMs? During some testing with autodoc specialist and 10 in relevant skills still has a ~20% chance of failure with some installs.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 08, 2020, 01:24:13 am
Wow, they really purged the mod list of late. Theres... a grand total of 25 left.

PR that did that was here: https://github.com/CleverRaven/Cataclysm-DDA/pull/37272 (https://github.com/CleverRaven/Cataclysm-DDA/pull/37272)

You can still poke around in the mod folders, find the modinfo file, and remove the "obsolete = true" section in it if you're missing a mod you still strongly desire. There's no guarantee that the mod will still be working due to potential lack of maintenance, but last I heard most of the obsoleted mods were at least functional.

Note however that a few few of these mods have since been mainlined to some degree or another anyway, reducing how much work you have to go through there.

In addition, for More Survival Tools and Medieval Mod specifically, don't bother, just get my intended continuations of them. They absorbed the original content into them so I can continue my work unhindered, and this has allowed me to fix a LOT of weird shit that had been left in base MST and Medieval Mod since the old days:
1. https://github.com/chaosvolt/MST_Extra_Mod (https://github.com/chaosvolt/MST_Extra_Mod)
2. https://github.com/chaosvolt/cdda_medieval_mod_reborn (https://github.com/chaosvolt/cdda_medieval_mod_reborn)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 08, 2020, 12:22:45 pm
 Yep, allready grabbed MST. Nice stuff.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 08, 2020, 01:00:36 pm
Both mods already started as mods that had their parent mod as a prerequisite, so absorbing the preceding content was simply a matter of making them no longer dependent on mods I can't maintain, can't rebalance, and should expect to eventually cease working.

This also gave me a chance to make Medieval Mod Reborn something more than what it started as. At first it was just an excuse to add winged hussars and caroleans for the fun of it, and if I'd ever thought of any other references to a certain history-loving power metal band and its memes that seemed worth rendering in CDDA, I might have.

But it kinda just stayed like that, tucked away in a dusty corner of my github repos as just "adds a lil more stuff from the Early Modern period" until The Unmoddening gave me reason to overhaul it, absorb its parent mod, and use it to finally start fixing some issues with my old mod that have been around since techincally before I first put the contents in a PR.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on March 08, 2020, 02:43:50 pm
Honestly, it sounds like the unmoddening was the right call in this case then.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 08, 2020, 02:58:18 pm
Honestly, it sounds like the unmoddening was the right call in this case then.

It has its ups and downs. It gave me an opportunity to take over for some mods I used to be in charge of, led to a fair few neat mods getting absorbed into mainline, plus motivated some people to step up and maintain other mods. Those are all good, yeah.

Meanwhile in in Cata++ (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/168)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on March 08, 2020, 08:11:34 pm
Honestly, it sounds like the unmoddening was the right call in this case then.
I would say unequivocally yes. It lit a fire to get some good mods mainlined, and now a bunch of great concepts that needed work are getting the attention they deserved. I've yet to see an actual downside, aside from drama.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 12, 2020, 02:17:30 pm
You'd think toilet paper would be more valuable post-Cataclysm, since its a luxury good now, but apparently not. Guess the person who added it hasn't had to use a personal rag-stick before.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 12, 2020, 03:33:10 pm
Meanwhile in Arcana, working on more mission stuff. (https://github.com/chaosvolt/cdda-arcana-mod/pull/119) Basically my current plan is adding the additional options for completing the last mission given to Sofia. That'll include one more option in the refugee center, and two options in the ranch camp. Those two will hinge on NPCs that show up after some Tacoma Commune missions, so they're kinda more high-effort rewards. At least two merchants and corresponding side missions for each, of course.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on March 12, 2020, 05:21:56 pm
You'd think toilet paper would be more valuable post-Cataclysm, since its a luxury good now, but apparently not. Guess the person who added it hasn't had to use a personal rag-stick before.

Yeah, I can't even disassemble it for paper. What's up with that?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on March 12, 2020, 07:44:08 pm
You'd think toilet paper would be more valuable post-Cataclysm, since its a luxury good now, but apparently not. Guess the person who added it hasn't had to use a personal rag-stick before.

There's still lots of it. Eventually when there's an economic system it might rise in value over time
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 12, 2020, 09:12:13 pm
Given here in the US we're having people go batshit over buying toilet paper when things are quite a bit more pre-cataclysm than in CDDA, you'd think a post-apocalyptic society in a world where toilet paper is no longer being produced would find it marginally more valuable...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 12, 2020, 10:32:54 pm
Is anyone else having problems with shopping carts? I have shopping carts all over the areas I can't see and they won't go away. Could it be the tileset?

Also, it seems water now fills your hunger. Weird.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 13, 2020, 12:09:40 pm
what did people do before TP?  tp is just a luxury.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Ziusudra on March 13, 2020, 03:44:30 pm
What people did before TP is why it's considered bad form to shake with the left hand. Although, that's probably an urban myth.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 13, 2020, 03:49:54 pm
Meanwhile...here's what the rural church hideout will look like once all available main missions, and one notable side mission being added, are finished up:

Spoiler: screenshots (click to show/hide)

I might extend the added trees a lil farther north...
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 13, 2020, 03:50:42 pm
romams had luffas, if they were rich enough.

id prefer to think they used leaves or nothing at all.  once you're used to it I'm sure its manageable....

..... ..... right?

p:. also, while never endearing to see, the stigma surrounding raw sewage is somewhat a product of the industrial revolution and improvements thereof.

imagine how you view mud, I'm sure people thought that way about poos
Title: Re: Cataclysm: Dark Days Ahead
Post by: BigD145 on March 13, 2020, 03:58:44 pm
Romans had water access. It's all you really need. Water and soap after will take care of most of it. Cloth is useful too.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 13, 2020, 04:21:11 pm
 rags, water, leaves, Sears catalogs, their hands...
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on March 13, 2020, 04:28:05 pm
The left hand is entirely not a myth.
And in the US, corncobs, among other things.
Title: Re: Cataclysm: Dark Days Ahead
Post by: BigD145 on March 13, 2020, 05:24:01 pm
The left hand is entirely not a myth.
And in the US, corncobs, among other things.

In the Pacific Northwest the natives used red cedar bark for anything that needed to be absorbent.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 13, 2020, 06:00:29 pm
Thanks for reminding me that my mockup for what the rural church hideout might look like when finished is lacking latrines...
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on March 13, 2020, 08:17:51 pm
Are we um, going a bit off-topic?

Right, so, can anyone explain what the melee to-hit bonus actually does?
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 13, 2020, 09:14:58 pm
Are we um, going a bit off-topic?

Right, so, can anyone explain what the melee to-hit bonus actually does?
It's just bonus accuracy and crit chance. You're less likely to miss and more likely to get a critical hit when you do hit something the higher the bonus is.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 13, 2020, 10:46:57 pm
Are we um, going a bit off-topic?

Right, so, can anyone explain what the melee to-hit bonus actually does?

Game needs a poop mechanic so we can justify hording our sewage to convert into biofuel.  https://www.wired.com/2012/06/trash-biofuel/



And oc poop moats.  And poop-water cannons.  For fertilizing and agricultural means. >.> <.<
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 14, 2020, 12:57:34 am
Right...eh...in any case I've merged that recent arcana update. I wanted to have a chance to add Sofia and Johnathan's next set of missions, but things kinda led to finding a lot of small improvemns, fixes, and stuff to add to the preceding mission and mapgen_update stuff along the way.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 14, 2020, 03:18:10 am
This (https://github.com/CleverRaven/Cataclysm-DDA/pull/37849#issue-372792264) was merged, seemingly without any testing. If you have more perception than the contributor that merged it, you might know what (http://www.bay12forums.com/smf/index.php?topic=174824.msg8100620#msg8100620) they neglected.
Title: Re: Cataclysm: Dark Days Ahead
Post by: darkhog on March 14, 2020, 07:25:58 am
Also, it seems water now fills your hunger. Weird.

I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.

Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 14, 2020, 07:44:39 am
Also, it seems water now fills your hunger. Weird.

I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.

Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.

I think I'm started to realize this. It feels like it's taking more food to fill my stomach than it used to. Any way to check more detailed hunger levels? Like calories needed or nutrition needed? I see all these nutrition stats on food now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 14, 2020, 01:31:47 pm
Also, it seems water now fills your hunger. Weird.

I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.

Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.

I think I'm started to realize this. It feels like it's taking more food to fill my stomach than it used to. Any way to check more detailed hunger levels? Like calories needed or nutrition needed? I see all these nutrition stats on food now.
Press '@' to look at your status. As long as your weight there is constantly flipping between Normal and Overweight, you are at roughly the perfect median. If you hit Underweight or Obese, you've gone too far with your diet.

For vitamin needs, you need to do the math so it adds up to roughly 100% every day. If you can't stand that, then you can just go into the mods folder and look for the novitamins mod and change the obsolete status from 'true' to 'false'. Don't expect that to keep working though, since obsoleted mods tend to stop working properly after a while.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 14, 2020, 03:03:53 pm
This (https://github.com/CleverRaven/Cataclysm-DDA/pull/37849#issue-372792264) was merged, seemingly without any testing. If you have more perception than the contributor that merged it, you might know what (http://www.bay12forums.com/smf/index.php?topic=174824.msg8100620#msg8100620) they neglected.
I just tested, that did not occur. Are you sure there wasn't a mutation modifying your perception?
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 14, 2020, 07:17:01 pm
This (https://github.com/CleverRaven/Cataclysm-DDA/pull/37849#issue-372792264) was merged, seemingly without any testing. If you have more perception than the contributor that merged it, you might know what (http://www.bay12forums.com/smf/index.php?topic=174824.msg8100620#msg8100620) they neglected.
I just tested, that did not occur. Are you sure there wasn't a mutation modifying your perception?
Unless Fast Metabolism and Bad Back are perception mutations now, no. It might just be because I used play now to save time and debugged everything in for testing in any case, so it should theoretically be irrelevant to normal gameplay if it only happens when you use debug installation or whatever it was called to magically stuff telescopes into your eyes.

If anyone can actually be bothered with looking into that though, then the culprit is 100% the forced removal of Avian Eyes, or rather the effects of having it.

Edit: Maybe it's been fixed in the last 29 hours since I downloaded my version. Who even knows with all the changes going through. I mean, I didn't even notice that bows had 20+ damage for the last two weeks until I made one just now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 15, 2020, 08:26:06 am
So it looks like the Leadworks future guns were removed somewhat recently. What's the easiest way to add them back in for myself? I've been playing in this world for a while, so a whole bunch of them has already been generated, and it's going to be weird to be finding 9mm pistols with 7-round 1911 magazines loaded with 12 rounds of .460 Rowland.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 15, 2020, 12:06:05 pm
The easiest way would be to use git to revert commits 2ade2b02653a991c7457074f6b71689809eb331b, ff95f8057cdb87561e33778669631d91e2cd7d6d, and 79475135812e1e1a85dfa6d1f3585c6898971f64.

The best way to do it would be to look at what changed in 79475135812e1e1a85dfa6d1f3585c6898971f64 (https://github.com/CleverRaven/Cataclysm-DDA/commit/79475135812e1e1a85dfa6d1f3585c6898971f64), then reintroduce the guns, mags, and mods with different ids and insert them back into the itemgroups.

Though for an existing world, you'd need to disable the migrations, so reverting those commits would be easiest, because that's not something a mod can do.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 15, 2020, 01:05:21 pm
I guess it's time to (re)learn Git then.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 15, 2020, 01:16:27 pm
 Oh man, you have been moving saves into updated versions?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 15, 2020, 01:37:47 pm
Of course. What, you expect me to start over from a fresh world every time I upgrade?
Save compatibility is honestly pretty good overall. It didn't even break this time, there were just some changes I didn't like.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 15, 2020, 01:39:20 pm
 How often do you update?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 15, 2020, 02:02:40 pm
Not that often. Looking through my Cataclysm folder, it seems to be about once per month, though there's times I update more often and times I don't play at all.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 15, 2020, 04:28:36 pm
Have they made boarded up versions of the new houses yet? I keep spawning in normal houses when I select boarded up houses as my start location.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 15, 2020, 06:26:22 pm
Self-PR'd here, both for feedback and because I had to bounce commits back and forth between desktop and laptop: https://github.com/chaosvolt/cdda-arcana-mod/pull/122 (https://github.com/chaosvolt/cdda-arcana-mod/pull/122)

I've been working on rebalancing spells and in general tying more stats to a function of how much mana/fatigue/HP they cost. Main objective is making spell damage and debuff duration more consistently scale up depending on how much the spell costs. Just like how energy cost and casting time scales up and down towards different mulitpliers depending on the type of spell, the same concept applies: Dragonblood spells will start off beefier, achieve fast gains due to a much lower level cap, but will max out to become overall weaker than Magic Signs and Arcane Blessings of comparable cost. Conversely, this magnifies the game mechanic where Paragon of the Veil spells scale up slowly but steadily, starting off weaker than average before eventually eclipsing their counterparts.

A notable balance change for almost all of these offensive spells is a form of damage falloff. Since the internal math I hashed out makes the eventual max damage rather powerful, this would be obviously a bad thing if the entire AoE (which can often cover a wide area) dealt the full damage. So instead the total damage that internal math gives me is split in half, with the other half of it applied via a subspell that targets a much smaller area. A single point (potentially becoming a much-smaller AoE at higher levels) in the center of target_attack spells, a line running down the center of a cone_attack, etc etc. This also encourages the player to aim the spell with an eye towards prioritizing targets.

Finally, a noteworthy warning: Standard offensive Magic Signs are no longer as discriminating about what they hurt! Having them leave swathes of fire and lightning was already a feature that made them more destructive than most Kelvinist and Stormshaper spells, but now being able to avoid harming yourself and your allies with splash damage has been made a feature of Paragon of The Veil spells instead (which already notably swap out fire for harmless plasma effects). Player-centered AoEs like Shockstorm will still, rather obviously, leave the player unharmed while still endangering allies, since dropping a potentially-lethal AoE on yourself that you can't aim would be a bad idea.

Converting other buff and debuff spells to use the math I've cooked up will be saved for part two, while item spells will be rebalanced accordingly either with part two, or as part of a separate part three.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 16, 2020, 08:10:26 am
If I somehow manage to derail a subway draisine, is it at all possible to re-rail it?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 16, 2020, 09:08:16 am
excuse?  we have rails, reliable subways, and hand powered gocarts?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Tellemurius on March 16, 2020, 10:44:45 am
Also, it seems water now fills your hunger. Weird.

I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.

Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.

I think I'm started to realize this. It feels like it's taking more food to fill my stomach than it used to. Any way to check more detailed hunger levels? Like calories needed or nutrition needed? I see all these nutrition stats on food now.
Press '@' to look at your status. As long as your weight there is constantly flipping between Normal and Overweight, you are at roughly the perfect median. If you hit Underweight or Obese, you've gone too far with your diet.

For vitamin needs, you need to do the math so it adds up to roughly 100% every day. If you can't stand that, then you can just go into the mods folder and look for the novitamins mod and change the obsolete status from 'true' to 'false'. Don't expect that to keep working though, since obsoleted mods tend to stop working properly after a while.
Thought it was weird I was inhaling alot of food. Probably gave my toon heart disease from all the glazed tenderloins. Has frozen foods had their freshness ticker fixed yet or if I'm defrosting some fish is it gonna instaspoil?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 16, 2020, 10:46:27 am
excuse?  we have rails, reliable subways, and hand powered gocarts?
They're motorized, but yes. Little carts that you can drive on subway rails. Possibly aboveground rails too, if you have aboveground rails set to generate.
Except sometimes the subway rails don't seem to work right, and the cart somehow ends up off the rail, and there doesn't seem to be any way to get it back on.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 16, 2020, 11:30:21 am
mod in a 'build rail' construction.  for free if you're the honest type and for ..... 18 steel chunks and 5 logs if not.

build it under said cart?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 16, 2020, 11:47:41 am
Can you place constructions under vehicles?
I can't test it because I already walked back. Took a few hours.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 16, 2020, 05:48:10 pm
So if I get a blue wound from a deep bite, can cattail jelly be used to fix it? If not, what category of stuff would?
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 16, 2020, 07:27:07 pm
So if I get a blue wound from a deep bite, can cattail jelly be used to fix it? If not, what category of stuff would?

I can't answer from any technical or experience standpoint, however it appears that cattail jelly is an antiseptic, which is the class of items used to fix blue wounds from a deep bite.  Untreated, it will turn into a green wound, and antiseptics won't work anymore.  Green wounds need antibiotics, or items that are in the same class.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 16, 2020, 07:44:24 pm
Meanwhile in arcana, my spell rebalancing has been sidetracked by trying to figure out how to make the mutual incompatibility between Sanguine Marks and Arcane Blessings not break in ridiculously stupid ways: https://github.com/chaosvolt/cdda-arcana-mod/issues/120 (https://github.com/chaosvolt/cdda-arcana-mod/issues/120)
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 16, 2020, 08:23:42 pm
So, how do I get Arcana working?  I haven't much mucked around with installing mods in this game.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 16, 2020, 08:31:11 pm
It's pretty easy to use mods. Simply create a `mods/` folder in the base game directory, and slot in the mods you want there. The game also loads mods from `save/worldname/mods` and `data/mods`, but I'd suggest using `mods/`, because that's where third party/user mods should go. (Use save/worldname/mods when reporting issues and the save has third party mods)

So,
Title: Re: Cataclysm: Dark Days Ahead
Post by: cider on March 16, 2020, 08:44:37 pm
Started playing this yesterday. I've tried it once or twice before, but could never bother with the controls etc and gave up quickly. This time I've played 11 hours in two days, lol. Fun as hell. Been playing with only "normal" zombies turned on to learn the ropes, and soon I'll feel comfortable enough with the basic systems to play the game properly.

Also likely the first game I've ever played where a shopping cart feels like a superpower.

One question I have though is were I'm likely to find something with drilling quality? Been wanting to make a knife spear for safer fights, but I can't seem to find a drill in the small town I started closest to. Will head to a bigger one relatively close by (that I know of thanks to a map I found), but I'd like to know what to look for.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 16, 2020, 08:50:07 pm
You want a hand drill or a cordless drill. A hardware store is probably a good place to go looking for those.
You should also check out this site (https://cdda-trunk.chezzo.com/) - it's incredibly useful.
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on March 16, 2020, 10:13:55 pm
Also likely the first game I've ever played where a shopping cart feels like a superpower.
You should look into NEO Scavenger for a place where shopping carts are also a superpower :P
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 16, 2020, 10:24:35 pm
Can you place constructions under vehicles?
I can't test it because I already walked back. Took a few hours.
Last I checked yea.  I remember filling in deep holes when they spawned and my tires were in it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on March 18, 2020, 02:12:25 am
So, I just murdered a few animals, and I definitely can't eat it all, because it only have a shelf life of what, one or two days? So does not butchering the corpse preserve it for longer? Also, should I do this "field dress" butchery? Apparently it makes the corpse longer to rot, but I'm not sure if that will really do that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on March 18, 2020, 11:07:55 am
Unrefrigerated meat just doesn't last long. You could smoke it. Leaving the corpse without dressing it makes it last even less time, but field dressing only usually buys you time to transport it to your butchery setup, it's not a means of meat preservation for the long term.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on March 18, 2020, 11:27:20 am
How do you do it though? I can't get an answer from the wiki.

Oh, and while you are at it, can you list all the ways to preserve food?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 18, 2020, 12:14:30 pm
 When you butcher something, a menu comes up, right? simple, full, dismember, dissect, etc, right? One of the options is field dressing.

 Preserving food... Canning, salting, smoking, freezing, vacuum packing... Any others? Turning it into a food that lasts seasons(jerky, pemmican) is an option
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 18, 2020, 12:16:38 pm
I looked up a guide to field dressing.  oof tying intestines
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on March 18, 2020, 07:26:36 pm
When you butcher something, a menu comes up, right? simple, full, dismember, dissect, etc, right? One of the options is field dressing.
Yes, I know that. I was asking about smoking meat.
Preserving food... Canning, salting, smoking, freezing, vacuum packing... Any others? Turning it into a food that lasts seasons(jerky, pemmican) is an option
Well, I was asking for specific instructions. Which one is most accessible early game?
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 18, 2020, 08:00:02 pm
When you butcher something, a menu comes up, right? simple, full, dismember, dissect, etc, right? One of the options is field dressing.
Yes, I know that. I was asking about smoking meat.
Preserving food... Canning, salting, smoking, freezing, vacuum packing... Any others? Turning it into a food that lasts seasons(jerky, pemmican) is an option
Well, I was asking for specific instructions. Which one is most accessible early game?

I'd probably say salting.  Cooking 3 lets you turn meat chunks into Meat jerky with just a fire next to some salt water, so it is by far the easiest to set up I would say.
Title: Re: Cataclysm: Dark Days Ahead
Post by: beorn080 on March 18, 2020, 08:20:31 pm
When you butcher something, a menu comes up, right? simple, full, dismember, dissect, etc, right? One of the options is field dressing.
Yes, I know that. I was asking about smoking meat.
Preserving food... Canning, salting, smoking, freezing, vacuum packing... Any others? Turning it into a food that lasts seasons(jerky, pemmican) is an option
Well, I was asking for specific instructions. Which one is most accessible early game?

I'd probably say salting.  Cooking 3 lets you turn meat chunks into Meat jerky with just a fire next to some salt water, so it is by far the easiest to set up I would say.
You can find salt water tiles in swamp squares.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 18, 2020, 11:36:38 pm
 Otherwise, smokers. The portable ones are an option, if a bit of a pain. You can find the built ones in butcher shops and some derilict barns, the main problem is finding charcoal fer them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Muz on March 20, 2020, 07:15:31 am
I'm thinking about getting into this game again. Anyone have any suggestions where's a good guide? All the stuff I search is a little outdated.
Title: Re: Cataclysm: Dark Days Ahead
Post by: BigD145 on March 20, 2020, 10:46:27 am
I'm thinking about getting into this game again. Anyone have any suggestions where's a good guide? All the stuff I search is a little outdated.

Look up stuff as you find it. That's the second bit of advice I can give. The first is to learn the keys, as always with ascii games.
https://cdda-trunk.chezzo.com/
Title: Re: Cataclysm: Dark Days Ahead
Post by: AzyWng on March 20, 2020, 07:12:11 pm
I’d say Vormithrax’s videos (Cataclysm University and Cataclysm Quick Tips) are pretty helpful as well.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 22, 2020, 06:52:06 pm
So I just tried the new canning and the canned fruit is grey (the color of non-perishable food) but the description says 1 week until it rots. Is that 1 week after opening? Or is it rotten if I open it 1 week from now?

EDIT: And while I'm at it, I've begun mass producing alcohol for diesel and chems. However it seems like I will have to chop and down burn entire forests to do this. What is the best fire source? Burning logs, wood scraps? Making a alcohol powered stove? Charcoal?

Also also, how do batteries work? Some say disposable, some don't, but I can't hand crank the non-disposable ones. How do I refill them?
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 22, 2020, 08:56:14 pm
So I just tried the new canning and the canned fruit is grey (the color of non-perishable food) but the description says 1 week until it rots. Is that 1 week after opening? Or is it rotten if I open it 1 week from now?

EDIT: And while I'm at it, I've begun mass producing alcohol for diesel and chems. However it seems like I will have to chop and down burn entire forests to do this. What is the best fire source? Burning logs, wood scraps? Making a alcohol powered stove? Charcoal?

Also also, how do batteries work? Some say disposable, some don't, but I can't hand crank the non-disposable ones. How do I refill them?
Once its in the can, it's good until you open it.

For fire/heat sources, look for solar powered vehicles and a vehicle mounted kitchen or chemistry set. A Luxury RV or Tour Bus are pretty much the perfect starter vehicles until you're skilled enough to start putting together a mega-vehicle.

You need to load the charger with the battery you want to charge. Then you activate the charger and wait while it literally kills you with exhaustion if the battery is too big.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on March 22, 2020, 09:25:29 pm
What is this canning you speak of? I only smoke my fruits and shit :P

mainly cuz materials to can shit is better used holding booze and/or pine needle tea :P

Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 22, 2020, 10:03:10 pm
0.E is coming real soon now (https://discourse.cataclysmdda.org/t/0-e-is-coming-release-testing-welcome/22476/4), so if you're able, you should check out the newest build(s) and try to find any issues.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 23, 2020, 12:23:26 am
 Tin cans can be used fer canning Ice, and arent the best fer yer tea. Nasty aftertaste.  :P
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 23, 2020, 03:38:52 pm
0.E is coming real soon now (https://discourse.cataclysmdda.org/t/0-e-is-coming-release-testing-welcome/22476/4), so if you're able, you should check out the newest build(s) and try to find any issues.

Ok, I've let my February survivors perish in the Recycle Bin, and am now welcoming the March survivors onto my laptop.  I was just about to play around with Faction Camps anyways, so might as well have the most current one.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 23, 2020, 04:10:24 pm
I'm quite confused. I filled up my new truck with diesel and drove it over, but upon trying to fill it up further I get the message "you don't have the necessary items at hand". I have 2 jerrycans full of diesel. I have a rubber hose. The only thing I can think of is that maybe you can't mix diesel and biodiesel? Is that a thing? If so, how do i fix this? I'll edit some code if I have to.

EDIT: It's absolutely not being able to mix diesel and biodiesel.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 23, 2020, 06:12:15 pm
I'm quite confused. I filled up my new truck with diesel and drove it over, but upon trying to fill it up further I get the message "you don't have the necessary items at hand". I have 2 jerrycans full of diesel. I have a rubber hose. The only thing I can think of is that maybe you can't mix diesel and biodiesel? Is that a thing? If so, how do i fix this? I'll edit some code if I have to.

EDIT: It's absolutely not being able to mix diesel and biodiesel.

Can they be mixed in real life?  While they both run an engine, I'm not sure they would mix right, as they're different substances.  But hey, what do I know, I'm not a car guy.

Mechanically, I don't think the game can process two different substances in the same container.  In cases where it should be possible in real life, the game usually compensates with a recipe that mixes the two into a "new" substance.  For example, you can't put both Rum and Cola in the same container, as the game tracks liquids via container.  So the game has a third liquid: Rum&Cola, craftable under Food with cooking 1.  Actual in game example (although the game calls the cola "dark cola", unlike that Russian white cola I guess).
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 23, 2020, 08:07:41 pm
Good point. I actually googled it and it seems like they can't be mixed easily. I just assumed that it was like ethanol fuel and gasoline. Cars that run on ethanol can blend them easily.

Now for a new question. I've noticed how my character prefers to use counters when crafting, and that there is a workbench item. Do you craft faster on these things? Like workbench > counter > floor?

EDIT: Another question. Is it possible to build a garage door where I can activate a winch to open and close the entire thing? I want that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 23, 2020, 08:51:51 pm
Yeah, the various surfaces have different speed multipliers. Workbench is the fastest, so you'll want to use that whenever possible.

You can't build a garage door, but you can build a palisade gate, which works the same way.
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on March 23, 2020, 09:02:56 pm
I don't think I've ever seen a mix of Biodiesel/Diesel in a normal Diesel pump that was above 10%, and usually 0%.
Whereas E10 is way more prevalent than E0, and E85 is also very common.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on March 24, 2020, 01:39:03 pm
Bug of the day: NO_CRAFT_INHERIT just flat-out doesn't actually work. (https://www.reddit.com/r/cataclysmdda/comments/foa3ul/no_craft_inherit_flag_not_working/)

Side note, mutagen would make sense to have this flag given the processing involved, but it only has NUTRIENT_OVERRIDE. The fact that the flag exists but isn't used in any vanilla items is likely to blame for it having ceased functioning.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 25, 2020, 12:51:20 am
I started a new "churl stuck in the wild living off the land" type of game, and noticed a couple of weird changes in mechanics compared to my other save file other than the infinite hordes of triffids and fungaloids that find me no matter where I go.


One is a fire constantly going out. It's not raining, and I've tried a whole assortment of wood sources. Splintered, log, sticks, tinder. It goes out before I can finish even one clean water. I solved it with a fire ring but fires seem to last much longer in my other world when i just knock a tree down and light it on fire to make clean water.

The second is the unloading of containers. Unless I'm misremembering, (U)nloading should give you the option to store the liquid somewhere else, or dump it, or stop unloading, right? For some reason, it automatically dumps it on the ground. I have a an empty container ready but it just empties it on the floor. Any ideas?


As for world changes, I severely reduced the city size and increased the distance between them. Don't see why this would affect it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: xaritscin on March 25, 2020, 09:54:23 am
from my experience playing a naked and afraid on the woods scenario. Fire lasts longer if your churn lots of fuel on it, in addition to the Fire Ring the Makeshift Shelter (and i guess the leaning tree shelter too) seem to help protect the ring from the rain when built right next to it. i survived my nights naked by gathering a lot of long sticks and dumping them on the fire so they would keep burning to the next day while keeping the temperature stable enough to sleep without dying from cold.

also now that someone mentioned having his survivors in the recycle bin. has someone tried living out of a garbage container? it seems we dont have many large containers as shelter in the game. there's some craftables like the pillow fort or the cardboard box but no freighter containers or giant logs of wood (this is new england of course but imagine the log of a giant sequoia being used as hideout).
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on March 25, 2020, 03:36:25 pm
Logs work well as fuel.  They can even be burned multiple times as of the last time I played.  Sticks and 2x4s will burn inefficiently, unless youre gaming the light/cooking mechanic on purpose.  In which case the small tinder sticks work best.  I used to Early Game urban survival as opposed to wilderness, but I imagine there is some small crossover.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 26, 2020, 04:58:37 am
from my experience playing a naked and afraid on the woods scenario. Fire lasts longer if your churn lots of fuel on it, in addition to the Fire Ring the Makeshift Shelter (and i guess the leaning tree shelter too) seem to help protect the ring from the rain when built right next to it. i survived my nights naked by gathering a lot of long sticks and dumping them on the fire so they would keep burning to the next day while keeping the temperature stable enough to sleep without dying from cold.

also now that someone mentioned having his survivors in the recycle bin. has someone tried living out of a garbage container? it seems we dont have many large containers as shelter in the game. there's some craftables like the pillow fort or the cardboard box but no freighter containers or giant logs of wood (this is new england of course but imagine the log of a giant sequoia being used as hideout).

New England being a traditional port area should have lots of freighter containers.  I think they cut down all the big trees for industry, so I don't think there are very many that can hollowed be out as housing.  I'm not sure the game fully utilizes plastic tarps in the same way that people do in real life. Nevermind, Tarp shelters are a thing, although they are rarer than I've seen in real life.

Found a possible bug: Can't clean filthy wearable items such as hip flask.  Only tested with washboard so far, so dunno if scrub brush will clean.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on March 26, 2020, 08:13:43 am
The second is the unloading of containers. Unless I'm misremembering, (U)nloading should give you the option to store the liquid somewhere else, or dump it, or stop unloading, right? For some reason, it automatically dumps it on the ground. I have a an empty container ready but it just empties it on the floor. Any ideas?
Known bug.
https://github.com/CleverRaven/Cataclysm-DDA/issues/38206
https://github.com/CleverRaven/Cataclysm-DDA/issues/39011

Can't clean filthy wearable items such as hip flask.  Only tested with washboard so far, so dunno if scrub brush will clean.
Use a rag, or a sponge if you want to be fancy.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 26, 2020, 08:18:56 am
Thanks, I had just been successful with a scrub brush.  I didn't realize a rag would work.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AzyWng on March 26, 2020, 08:23:27 am
A washing kit (washboard + scrub brush) will also work on, well, just about anything.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 26, 2020, 09:34:54 pm
Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.

EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.

EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on March 27, 2020, 07:04:12 am
Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.

EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.

EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 27, 2020, 05:56:30 pm
Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.

EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.

EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.

That seems to be it. Thanks.
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on March 27, 2020, 08:04:32 pm
Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.

EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.

EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.
Wow, that is some weird unintuitive game design right there. What is the thinking behind adding a mod so you can add a mod?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on March 27, 2020, 08:38:23 pm
'Realism' except this time it's a case of uh
'realism because its realistic' and not because it'd add anything really interesting or wahtever to consider
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 27, 2020, 09:58:00 pm
 It would be nice if they did it fer bayonets instead of, yaknow, underbarrel mods.

 Or for that matter, being consistent.
Title: Re: Cataclysm: Dark Days Ahead
Post by: MrRoboto75 on March 27, 2020, 10:29:45 pm
By that logic I should be able to use duct tape as the mounting point for my gun mods.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 27, 2020, 10:33:14 pm
You can read the reasoning behind that in the relevant PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/30817). The slots extensions should have different names than the locations they provide (e.g. you need to install a mod on the grip mount slot to install grip mods), but I agree that certainly seems like an easy cause for confusion.

If you think you have a more clear name or other way to improve the clarity of these, please either open an issue or a PR suggesting it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Salmeuk on March 28, 2020, 01:14:24 am
Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.

EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.

EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.
Wow, that is some weird unintuitive game design right there. What is the thinking behind adding a mod so you can add a mod?

If you ever played Escape from Tarkov you would probably explode. 

Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on March 28, 2020, 01:48:22 am
Yes, there are indeed good reasons to not play Escape From Tarkov~
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 28, 2020, 01:08:06 pm
You mean you dont want to play a game containing guns with fifteen lasers, five grips, and seven scopes?!?
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on March 28, 2020, 03:09:44 pm
I'm suddenly very glad I haven't played Escape from Tarkov.

To be clear, I was more curious about who decided to make it a confusing mess rather than why a mod is needed to add a mod. Call them something else, make the process clear, and it's fine. I'm fine with complexity in weapon modification so long as its well designed and not a silly mess.
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on March 28, 2020, 03:29:27 pm
Probably should just call them rail mounts for most spots, maybe threaded barrel for the barrel, if that's needed.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 28, 2020, 09:00:38 pm
 But then people might put a forward grip, a grenade launcher and a bayonet on the same gun! Imagine the horror!

 In all seriousness, meanwhile, it appears that currently .22LR is broken. Hard. Taking apart 40 rounds of .22 rat-shot, for example, gave 1600 casings and the rest to match. 's nice to see that bug is back, atleast it actually gets disassembled this time. Worse, it appears to affect everything, so thats even nicer.

 Also, requiring mods to add certain things makes sense to me (modding yer flintlock, taticooling anything pre-90s, etc), but they really need to be consistent. Likewise, just... somuch is changed without considering what it affects, like working on the sizes for holsters/sheathes without also working on the size of items that go *into* siad holsters/sheathes.

 And then there are rail stations... Its been how many months since the buggers where added, the tracks where added, most of the *cars* where added, and the stations even spawn... but not the tracks.
Title: Re: Cataclysm: Dark Days Ahead
Post by: iceball3 on March 28, 2020, 09:37:30 pm
Do the mod mounting points have parity in crafting discovery with homemade mods, or have they somehow been assigned obscure, if not unavailable recipes withdisproportionate skill requirement?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 28, 2020, 09:53:26 pm
 Fabrication level 4 reveals it in most of the gun books, you need level three in fabrication and level 4 in marksmanship to actually make it. That said, they do seem to spawn in large numbers in gun mod spawn spots
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on March 29, 2020, 01:36:11 am
equiring mods to add certain things makes sense to me (modding yer flintlock, taticooling anything pre-90s, etc), but they really need to be consistent. Likewise, just... somuch is changed without considering what it affects, like working on the sizes for holsters/sheathes without also working on the size of items that go *into* siad holsters/sheathes.

 And then there are rail stations... Its been how many months since the buggers where added, the tracks where added, most of the *cars* where added, and the stations even spawn... but not the tracks.

Some of this is done because making all these changes in one PR is impossible to review. And there's no pressure to squeeze more into a PR, because we don't need to do everything at once, it's what experimental is for (though generally, we do want to).
Most of times this happens though, it's just oversight, and again - experimental is for catching things missed in one set of changes. The alternative to this is much more intensive review of every PR to consider everything it touches, but this slows down speed of merges A LOT. And again, no pressure, because this is what experimental is for.

Though the thing about rail stations is a bit of a shame, I'll ask about removing their spawns for 0.E tomorrow.

And again, I'd encourage you to report any inconsistencies and things that do not fit with the rest of the game - experimental is hugely useful for getting feedback and catching oversight!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on March 29, 2020, 07:49:34 pm
Yeahhh, the idea of the railroad stuff is neat just that it being implemented in such a half-assed way, that being no actual railroad tracks makes it a kind of weird inclusion. When I heard about them adding taht stuff I figure it'd be adding overmap spanning railroad systems and thus the ability to find random abandoned train carts filled potentially with loot, zombies, or a home :P

instead i got a railroad station in the middle of a city surrounded on all sides by houses :P
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 29, 2020, 08:40:03 pm
 Yeah, dunno why the tracks just never spawn.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on March 30, 2020, 01:25:48 pm
The code needed to fix the way roads spawn to allow other kinds of roads (railroads) turned out to be quite tricky. It's on the "high priority" list for the next version though I believe.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 30, 2020, 02:10:08 pm
 I see someones been screwing with the fire rate of things. Not sure how anyone managed to say that the mac 10/mac 11 have 5 or 6 round full-auto fire rates with the Sten's 4 rounds. For that matter, why does the Sten not have its semi-auto firing? Makes my brain itch...
 For that matter, the Tec-9 is not burst-fire capable, despite what someone decided to make it in game. Blargle argle I say, blargle argle!

-edit-

 Main problem is still that most mods seem to add far toomuch to the size of a weapon, which makes them impractical. Short of 10 different sizes of every mod or making them affect the size of the weapon less I dont see another option.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 30, 2020, 04:48:04 pm
What are some ways to increase your strength? I want to use bows and went high on ranged stats but apparently I need to be a bodybuilder to use anything good.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 30, 2020, 06:12:40 pm
What are some ways to increase your strength? I want to use bows and went high on ranged stats but apparently I need to be a bodybuilder to use anything good.

Mutations and cybernetics I think are the only things that change stats permanently.  Being in good condition (no negative status effects) will give you your full strength.  Drugs, from what I can see, don't effect strength.  Stim levels increase all other stats, but not strength.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on March 30, 2020, 06:27:16 pm
 Beer used to boost it slightly. Other than that and what Euchre said, there are mods that give extra stats via learning skills, killing things, and whatnot.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on March 30, 2020, 06:43:35 pm
Compound bows seems good and don't require too much strength.  Crossbows do not directly need strength and are also good.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on March 31, 2020, 11:19:44 pm
Am I crazy or is basic chitin armor just flat out better than the survivor gear? It may not have storage but the protection stats are high and encumbrance is low. It was extremely easy to make too.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on April 01, 2020, 09:46:41 pm
Spotted new stable 0.E "Ellison" release :
https://cataclysmdda.org/releases/
Title: Re: Cataclysm: Dark Days Ahead
Post by: bluephoenix on April 02, 2020, 07:45:02 am
Nice, don't have too much experience with new game releases with CDDA.
Should I wait for a few bug fix patches first or is it safe to begin playing now?
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on April 02, 2020, 07:59:53 am
If it's marked stable you're usually fine. Experimental releases get kinda wild sometimes
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on April 02, 2020, 08:33:32 am
Letter version releases tend to have been in bugfixing phase for at least a month prior, so it's a safe bet, as forsaken said.
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on April 02, 2020, 10:06:27 am
Yeah, this one has been in freeze (no new features/content, just fix bugs) for about 3 months. That means it'll be extra stable!

I believe the only fix that's planned to be backported right now is a minor save compatibility thing regarding rural houses. That and translations.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on April 02, 2020, 03:06:42 pm
City blocks are a bit rare imo, but then again I've never seen a city in-game that was bigger than a town by modern standards. On the other hand, an area that was nothing but 6+ z-level condos would probably murder your FPS.

Edit: Flyable helicopters and towing were added a few hours ago. Haven't updated to that version just yet, but now I'm wondering when someone will add multi z-level vehicles so I can actually climb/step onto the roof of my deathmobile instead of phasing inside.
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on April 06, 2020, 06:24:24 am
where find the link for the launcher... last version for me is bugged..need to re install
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 06, 2020, 10:29:27 pm
I'm looking at mutation branches and while alpha seems like a very nice, safe branch, slime also caught my eye. Both all the awesome mutations while still being able to wear powered armor. However the radiation and genetically unstable mutations also caught my eye. Is slime a ticking timebomb before you reach a point of no return, even with robust genetics? Just getting more and more mutations until you are burdened?

What's your guy's favorite mutations?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on April 07, 2020, 12:48:18 am
 I like mixing Alpha/Prime with Elfa, but then Im normally testing things.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AVE on April 07, 2020, 03:26:19 am
Alpha and Medicals are pretty safe to mix into almost everything.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 07, 2020, 03:46:32 am
I've been using rat then mixing it with pretty much everything else.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 07, 2020, 05:41:27 am
Mix? Isn't there a threshold in which you can only get one set of specific mutations?
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 07, 2020, 06:05:00 am
Yeah but that doesn't stop me from getting some of the nonthreshold mutations.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 07, 2020, 12:20:11 pm
lizard and light beast


i preferred my humans mostly human.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on April 07, 2020, 01:15:49 pm
I think its just there are mutations that only crop up after passing a threshold, I think I've had two thresholds at once before.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 07, 2020, 05:41:59 pm
as far as I know you cannot have 2 thresholds at once.

they're points of no return
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 08, 2020, 03:24:52 am
When the thresholds first came out there wasn't anything stopping you from getting all of them if you tried hard enough.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 08, 2020, 09:02:05 am
So I was playing as the hard Tweaker start, which unlike the other addiction-based starts DOESN'T start with the substance for which the player is addicted, hence the difficulty.  Then I lucked into two unexpected things: First, my starting NPC, armed with a crossbow, despite my not having any points in speaking or anything, decides to join me as a companion.  Second, as we're bashing zombies so that I can stock up on the beverages and food that I'll need to survive the crash that keeps me from even boiling water, one of the zombies drops some low-grade amphetamines, the very substance to which my character is addicted!  And I'm not even infected yet!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on April 08, 2020, 11:19:08 am
I did a crackhead start pretty recently, and I didn't even smoke all my starting crack, since the effects of the crack were basically worse to play with than the withdrawal symptoms. Maybe meth is better for you.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 08, 2020, 11:24:48 am
I did a crackhead start pretty recently, and I didn't even smoke all my starting crack, since the effects of the crack were basically worse to play with than the withdrawal symptoms. Maybe meth is better for you.

Drugs overall are generally not worth using, and they weren't all that great even back when they actually had some useful stat effects.

Also oh, I did a thing a short while back, adding a mod that tweaks how many farms spawn because there are so bloody many varieties of farm now. (https://github.com/chaosvolt/cdda-fewer-farms-mod)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 08, 2020, 07:36:10 pm
I've found that good ol' reliable low-grade methamphetamine still gives you a nice speed boost, but now it's super short and results in having to sleep for an entire day.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 08, 2020, 09:27:41 pm
What about Ol' Dusty?  Cocaine still provided a modest speed boost when I played.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 09, 2020, 01:32:10 am
Never dared to try it. My characters tend to have bad drug traits and a stronger drug sounds like a pain. Meth is/was my panic button.

Now, can anyone confirm that I can turn on wandering spawns to simulate zombie hordes mid-world? Because it says world directory needs to be reset but a google search has people saying it's ok.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 09, 2020, 07:41:03 am
I did a crackhead start pretty recently, and I didn't even smoke all my starting crack, since the effects of the crack were basically worse to play with than the withdrawal symptoms. Maybe meth is better for you.

It's more that the withdrawal is worse.  Being able to keep it from triggering or go away if zombies appear is kinda the difference between living and dying, as you can barely fight off one zombie while on withdrawal.  Plus, the withdrawal mechanics have been revamped: I've never seen a character live long enough to actually break their addiction.  It's certainly more than a day, and since you can't even boil water, the risk of dehydration is certainly there.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on April 17, 2020, 06:45:52 am
It's more that the withdrawal is worse.  Being able to keep it from triggering or go away if zombies appear is kinda the difference between living and dying, as you can barely fight off one zombie while on withdrawal.  Plus, the withdrawal mechanics have been revamped: I've never seen a character live long enough to actually break their addiction.  It's certainly more than a day, and since you can't even boil water, the risk of dehydration is certainly there.
I don't know about that. At first I tried taking crack to keep the withdrawal symptoms away, but soon the depressant effect had stacked up so high that I was constantly falling down. About every thirty seconds, I think. Forget fighting, I literally couldn't walk. The withdrawal symptoms lasted several days, but less than a week. I guess the negative effects from the crack did time out before the withdrawal, so there was a time window where taking more crack would have been beneficial, but by that point I'd already been smashing the wait button for well over a day, and had chucked my crack off the balcony of the apartment building I was hiding in.
I might have had to drink dirty toilet water a few times, but that only gives you food poisoning. If you vomit, just drink more.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 18, 2020, 07:52:33 am
A nice accounting of rehab in the zombie apocalypse.  :D

I would like to note that my character was using meth, not crack, so they might have different experiences.  My reading of the release notes on the addiction mechanics were that they were designed to reward a more gradual withdraw rather than going cold turkey, but since all doses are the same, I really have no idea what they meant by that.  I thought that food poisoning was worse, like leading to an inability to drink due to nausea.  I'm not really clear on the mechanic well enough to manage it properly.

Finally, I would advocate holding onto the drug, if you have it, to keep in case of zombie attack.  I don't think either character, the meth head or crackhead, are in any condition to fight off zombies while undergoing withdraw.  The withdraw symptoms might clear up with fresh drugs in time for the player to have a chance.  Although I'd probably try fire first, and save the drug for situations where either starting a fire is dangerous or multiple attackers make it unlikely that I can direct them all to fiery death.
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on April 18, 2020, 10:31:45 am
in this new version, turret have infinite ammo?
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on April 18, 2020, 12:27:35 pm
No, but apparently it's just a fucking huge amount.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 18, 2020, 07:11:27 pm
They often had 100 rounds in the old versions.

A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 18, 2020, 09:49:19 pm
They often had 100 rounds in the old versions.

A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.

I think they made that strategy a bit easier, actually.  The riot turrets don't use as deadly ammunition, and the Ballistic Vest is great torso armor.  Finding sufficient head protection is still an issue, and might want to use a vehicle in case your legs get blown off.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on April 19, 2020, 01:50:23 am
in this new version, turret have infinite ammo?
They often had 100 rounds in the old versions.

A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
It was bumped to 1600 rounds (and caliber bumped from 9mm to 5.56 NATO) in 0.D
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 19, 2020, 01:56:08 am
in this new version, turret have infinite ammo?
They often had 100 rounds in the old versions.

A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
It was bumped to 1600 rounds (and caliber bumped from 9mm to 5.56 NATO) in 0.D
The 7.62x51mm turret has 1000 rounds.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 19, 2020, 05:54:35 am
in this new version, turret have infinite ammo?
They often had 100 rounds in the old versions.

A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
It was bumped to 1600 rounds (and caliber bumped from 9mm to 5.56 NATO) in 0.D
The 7.62x51mm turret has 1000 rounds.
Weren't the bullets turned into rubber bullets instead of the regular ones?
But yeah, good luck outlasting that many rounds.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on April 19, 2020, 05:59:59 am
On the roadblock turrets, yes, but the ones in labs and such are still the kills-you-in-one-burst kind.
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on April 19, 2020, 01:01:19 pm
i have found a food processor, but do nothing.....

and i can start a fire without matchbox or similar?
Title: Re: Cataclysm: Dark Days Ahead
Post by: ShinQuickMan on April 19, 2020, 03:25:34 pm
Food processors are used for crafting. Such recipes need some cooking skill before they appear. Also, you need batteries to power them, just in case.

You can craft a fire bow drill at certain fabrication and survival levels (2, I think?). They're not as fast as lighters or matches, but they are renewable. You can also use magnifying glasses to start one, but only during daytime.

Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 19, 2020, 11:55:00 pm
The last time I came across turrets in a vehicle at a roadblock, I instantly died. Had reinforced glass and chitin armor too.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on April 20, 2020, 12:59:19 am
The last time I came across turrets in a vehicle at a roadblock, I instantly died. Had reinforced glass and chitin armor too.
Reinforced glass is actually pretty bad. It only has 16 damage reduction vs the 28 of regular quarterpanels and the 75 to 80 of heavy duty quarterpanels. It's also way heavier than both types of quarterpanel because they were originally added alongside/after reinforced glass walls, which are 2 m x 2 m in order to fully block passage of a tile, and I don't think anyone's bothered to update it since then.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 20, 2020, 01:52:59 am
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 20, 2020, 04:03:35 am
Two or three layers of armoured quarter panels, I noticed that worked when I ran some over with the army cargo truck, but that was in an old version.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 20, 2020, 04:18:02 am
I take it the quarterpanels don't block bullets to the head? Given as how there is line of sign over them?
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on April 20, 2020, 04:45:51 am

thk, after 10 or 15 random start on location full of zombie my last game start on a safe place, a island, but don't have mode to cook food.....

another question:

is possible to clean a dirty clothing simply put it on lake water?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 20, 2020, 07:57:59 am
Two or three layers of armoured quarter panels, I noticed that worked when I ran some over with the army cargo truck, but that was in an old version.

Driving at 100+ mph and ramming them could maim the car but net you all their goodies.

Of course, it was never guaranteed that the turret didnt get at least one shot off on you and that that shot wasnt a headshot . . . .
Title: Re: Cataclysm: Dark Days Ahead
Post by: iceball3 on April 20, 2020, 08:18:39 am
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?
Install wing mirrors out the sides and curtains covering the windshield.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on April 20, 2020, 07:27:09 pm
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?
Install wing mirrors out the sides and curtains covering the windshield.
I don't think any parts have more than 60% coverage, so blocking LOS is the only guaranteed protection.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on April 20, 2020, 08:01:26 pm
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?
Install wing mirrors out the sides and curtains covering the windshield.

This is such cheesy bullshit, I love it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 21, 2020, 10:53:33 am
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?
Install wing mirrors out the sides and curtains covering the windshield.

This is such cheesy bullshit, I love it.

Relevant demonstration of advanced AI in action. (https://www.youtube.com/watch?v=e0WqAmuSXEQ)
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 21, 2020, 02:26:19 pm
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?
Install wing mirrors out the sides and curtains covering the windshield.

This is such cheesy bullshit, I love it.

Relevant demonstration of advanced AI in action. (https://www.youtube.com/watch?v=e0WqAmuSXEQ)

Apparently, you only need a non-clear bottle.  I'd suggest aspirin, just in case you start to think about it too much.
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on April 22, 2020, 05:54:09 am
sorry, but what happened with the experimental building for win???
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 23, 2020, 11:26:48 am
Meanwhile, I self-PR'd something I'm working on in Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/pull/138)

What I have so far:

Todo:


Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 23, 2020, 04:46:03 pm
As to your spoiler-ed last mission:
Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 24, 2020, 06:47:05 am
Does anyone know if you can make a mod that blocks all the game's overmap tiles from spawning and replaces all of it with something else and it not break everything, or am I going to be stuck with forests and rivers no matter what.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 24, 2020, 11:39:08 am
Does anyone know if you can make a mod that blocks all the game's overmap tiles from spawning and replaces all of it with something else and it not break everything, or am I going to be stuck with forests and rivers no matter what.

The game comes with an experimental Desert mod, I hope it still works.  Kinda broken in that it replaces almost all Field tiles with Desert, so it used to be that you had like 3 tiles in the entire world that you could use to set up a base.  And they were spawned by the Helicopter crash scenario, so lots of !!FUN!! on that particular tile.

But now, if it works, you should be able to use an Evac shelter or a firestation as a base.  I'm at the office, so I can't test for a bit, but thanks for the idea of what to do later today!
Title: Re: Cataclysm: Dark Days Ahead
Post by: anothersimulacrum on April 24, 2020, 04:29:18 pm
Does anyone know if you can make a mod that blocks all the game's overmap tiles from spawning and replaces all of it with something else and it not break everything, or am I going to be stuck with forests and rivers no matter what.
I believe dpwb spent about a week ripping out all the setting specific stuff and was left with simply forests, rivers, and lakes at the end, so I think those are hardcoded mapgen you can't get rid of.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 24, 2020, 05:45:25 pm
As to your spoiler-ed last mission:
Spoiler (click to show/hide)

In a nutshell:
Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 25, 2020, 05:42:27 am
Does anyone know if you can make a mod that blocks all the game's overmap tiles from spawning and replaces all of it with something else and it not break everything, or am I going to be stuck with forests and rivers no matter what.
I believe dpwb spent about a week ripping out all the setting specific stuff and was left with simply forests, rivers, and lakes at the end, so I think those are hardcoded mapgen you can't get rid of.
Well that sucks because I was wanting to see how hard it would be to try to make something like SCP 3008 where its just a store that goes on forever, but having rivers, forests, and lakes running through it kinda messes up that idea.
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on April 25, 2020, 09:31:57 am
What's wrong with a store that gargantuan having it's own ecosystem? Who's to say that store hasn't been there for thousands and thousands of years, allowing all sorts of craziness from internal mechanisms gone wrong?

Rivers, Trees, Lakes:
The mists put out by a massive area of vegetable sprayers evaporates, gets caught in the airflow towards a huge floor displays area, washes up the sides of giant soda boxes displays, condenses and precipitates into a river, and this river flows into a garden section.
Eventually enough potting soil gets knocked into the water that it both dams it up and allows for the inevitably stocked tree seeds to grow.
 :P
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 25, 2020, 04:17:38 pm
Agreed, any building with a leak will eventually have a river and a lake.  I think the Desert landscape would be relatively close to reflecting a store floor with a millennia of accumulated dust.

EDIT: Sigh, those SCPs.  Somebody mentions one, and 3 hours latter you remember there is really something else you should be doing...
More useful, there are world setting where you can set the city size to maximum and the city spacing to minimum, although you probably already knew that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 26, 2020, 03:34:37 am
So I decided to mess with stuff to see if I could get the results I wanted and after I put city spacing and size to zero I discovered that if I mess with the regional_map_settings I can get rid of everything but rivers and fields, so does anyone know a way I can replace field in "default_oter": "field", and with a .json map it actually work, because I've been trying and I can't seem to get anything to work.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 26, 2020, 06:35:41 am
Well, the Desert map changes all the fields to desert.  Dunno if that helps in any way.  Essentially create a mod.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on April 26, 2020, 06:54:36 am
I looked at that and it appears to keep the fields and only changes what the ground is made of and what grows there, but I might be able to salvage the idea if nested map stuff can be put in fields then all I would have to do is change the ground into flooring, and have special locations as specials.

EDIT: Oh damn, I made a major breakthrough apparently if I just give a custom map the "om_terrain": [ "field" ], it overrides the randomgen fields, which means I can actually do this without having to relight on some kind of hacky crap that might not have worked, now I just have to see if this works on rivers as well.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 26, 2020, 12:30:04 pm
My one real unfufilled ambition from my mod was to create a static map.

Imagine just being placed into a giant sarcophagus, with unbreakable concrete walls that block progress past it, and a whole town and surroundings in it.   It was possible back when I did mod the game, and should still be now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: beorn080 on April 26, 2020, 10:41:10 pm
My one real unfufilled ambition from my mod was to create a static map.

Imagine just being placed into a giant sarcophagus, with unbreakable concrete walls that block progress past it, and a whole town and surroundings in it.   It was possible back when I did mod the game, and should still be now.
There is the odd necropolis city I've run into a few times, which has a static if rotatable layout. Not sure if its still in or not, but it was a pretty hefty sized set piece.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 27, 2020, 04:18:08 pm
My one real unfufilled ambition from my mod was to create a static map.

Imagine just being placed into a giant sarcophagus, with unbreakable concrete walls that block progress past it, and a whole town and surroundings in it.   It was possible back when I did mod the game, and should still be now.

If you confine the player to a single large overmap special, and put a fair bit of effort into thick enough walls that can neither be teleported through (enough space and they won't make it past) as well as preclude mining, and it oughta still work, yeah.

Personally I feel like a floating island structure might be more interesting and easier to tinker with, though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 28, 2020, 02:09:21 am
And because why not, an update on that thing in Arcana I'm working on:
Quote
* Added a small hideout of renegade sanguine shrikes, who Sofia sends you to come into contact with. Talking them into giving you want you're after is an option, albeit this is much harder as a mage hunter character.
* Main quest target can be persuaded via a few different ways, and additionally by talked into trading with you if you want.
* Completing this mission peacefully also spawns another side NPC at the rural church, a minor merchant and likely to be good for sideplot stuff later on.
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on April 28, 2020, 12:24:05 pm
sorry but how i use the powdered egg?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 28, 2020, 12:52:32 pm
Cook it.  Water and heat and a pan of some sort should do it
Title: Re: Cataclysm: Dark Days Ahead
Post by: teoleo on April 29, 2020, 06:38:57 am
is possible to train a vehicle with another vehicle??
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 29, 2020, 06:39:28 am
what?
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on April 29, 2020, 07:06:30 am
I think they're thinking like connect two vehicles together, like two train cars, perhaps more like a car and a trailer?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on April 29, 2020, 07:12:49 am
Well, in that case, no, without some hijinks.

You could literally fuse 2 working vehicles together with a frame, and then unfuse them when you want.  personally i think you could do that with some limited success if you did it to a mega-base and a motorcycle or quad.... 
but then youd have to 'unhitch' them and that might take time.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AVE on April 29, 2020, 07:34:52 am
You could literally fuse 2 working vehicles together with a frame, and then unfuse them when you want.  personally i think you could do that with some limited success if you did it to a mega-base and a motorcycle or quad.... 
but then youd have to 'unhitch' them and that might take time.
For small vehicles like motorcycles or bicycles we actually have bike racks and for towing we have tow cables!
Title: Re: Cataclysm: Dark Days Ahead
Post by: forsaken1111 on April 29, 2020, 12:03:49 pm
Maybe this calls for a light flexible 'frame' that can connect two vehicles called a tow hitch? Would be neat to have a survival trailer pulled along behind my truck
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 29, 2020, 11:44:59 pm
And what should be the final updates on the arcana thing I'm working on:
Quote
* Added Sofia's final mission. This entails investigating efforts to secure a radio station to use its broadcasting equipment, by some contacts of the Cleansing Flame.
* Mission leads to two new NPCs arriving, with some basic dialogue and room to flesh out future plot ideas.
* Also tweaked how many golden scales the main missions give you.
* Increased the faked restock delay from one week to one month.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on April 30, 2020, 12:52:05 am
Hm, would it be possible to have the broadcasting lead to Cleansing Flame random generic recruitable NPCs appearing?

So like how the game rarely generates NPCs that can be recruited, this mission unlocks those folks to be more like Cleansing Flame survivors.

If not, giving magic-users as recruitable NPCs in any capacity, based upon the path the player had pursued (or maybe even complementary, to whatever degree possible lore-wise).

If you're looking to branch out, the Desert map could use some love.  Not sure many mods would actually work with that map, as even the base game has issues with wanting to spawn things in fields, but not having fields that are legal to do so, then bugging out.  Imagine Djinn, magic lamps, flying carpets, and enchanted knives and scimitars!

Despite the issues, it provides a whole new experience, as instead of worrying about freezing to death, the player has to avoid burning up!  Going nocturnal is the best best, but the player's sleep cycles are all wrong at first.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on April 30, 2020, 04:09:48 am
Maybe this calls for a light flexible 'frame' that can connect two vehicles called a tow hitch? Would be neat to have a survival trailer pulled along behind my truck
I'm pretty sure they added tow cables a few weeks ago, but I haven't messed with those yet so I can't say for sure how they work. They probably attach like jumper cables though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 30, 2020, 10:08:42 am
Hm, would it be possible to have the broadcasting lead to Cleansing Flame random generic recruitable NPCs appearing?

So like how the game rarely generates NPCs that can be recruited, this mission unlocks those folks to be more like Cleansing Flame survivors.

If not, giving magic-users as recruitable NPCs in any capacity, based upon the path the player had pursued (or maybe even complementary, to whatever degree possible lore-wise).

If you're looking to branch out, the Desert map could use some love.  Not sure many mods would actually work with that map, as even the base game has issues with wanting to spawn things in fields, but not having fields that are legal to do so, then bugging out.  Imagine Djinn, magic lamps, flying carpets, and enchanted knives and scimitars!

Despite the issues, it provides a whole new experience, as instead of worrying about freezing to death, the player has to avoid burning up!  Going nocturnal is the best best, but the player's sleep cycles are all wrong at first.

I could add arcanist NPC classes for dynamic NPC spawns, but there's no way to link their spawning to finishing missions at the rural church. A mission that spawns a static recruitable NPC somewhere when activated is doable, however. We'll have to see. :3

And yeah, regarding the desert map, as far as I know most stuff spawns and works right, only issue is I need to convert more of Arcana's mapgen to use regional terrain so it looks right when spawned in a desert world. If anything, the real compatibility issue is Dark Skies Above. It's not EXPECTED for any content mod to be compatible with it (the mod description warns you straightaway that other mods might break it), but I'd like to try and get Arcana compatible with it on a basic level, and have discussed my findings so far with the mod author.

Last time I tested it, for some reason the mere existence of Arcana's regional overlay file (which only adds arcanist houses with their own specific basements to the city house roster) breaks spawning in the mod's equivalents to the Evacuee and Safe Place scenarios, despite the fact that:
1. Arcana's regional overlay doesn't touch ANY of the mapgen stuff those scenarios would involve.
2. Even if they did, the mod defines entirely new om_terrain files for those scenarios to use, so it shouldn't interact with arcana at all.

My only guess right now is something fucky was happening in how CDDA itself handles regional overlays, and as this was in an older build I'd have to re-test things when I get the chance.
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on April 30, 2020, 10:56:47 am
My only guess right now is something fucky was happening in how CDDA itself handles regional overlays, and as this was in an older build I'd have to re-test things when I get the chance.
Sounds like a manually merged mod to replace the combo is needed.
Or perhaps if there's a way to make a mod supersede another mod, you'd just need a compatibility mod that only has a merged mapfile, that would be loaded alongside the other two.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on April 30, 2020, 06:28:15 pm
Sounds like a manually merged mod to replace the combo is needed.
Or perhaps if there's a way to make a mod supersede another mod, you'd just need a compatibility mod that only has a merged mapfile, that would be loaded alongside the other two.

As much as I prefer making mod-compat stuff integral to mods, I do indeed worry that a patchmod, with both mods as dependencies, will be required. I've been able to do a remarkable amount of work towards making Arcana mesh well with other mods (there's even a few interactions between Arcana and Magiclysm beyond merely being able to load), but eventually you reach a point where it's hard to do anything further without making a patchmod.
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on May 01, 2020, 09:30:04 am
Here's hoping that you can find/make a script/program that is adept at merging the requisite files so you can trigger it anytime either mod updates.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on May 02, 2020, 03:23:06 pm
Who knows. In the meantime, however...

(https://preview.redd.it/txkugbszrew41.png?width=337&format=png&auto=webp&s=1dd38762ebf6c81b4abb65ae1f339920e6f7a61c)

I've had a little arcana idea on the backburner for a while, crafting anomalous arrows using monsterparts. And with the way archery is so in flux, this seems a good time to do that update, especially as I recently merged my major plans for finishing the rural church NPC mission chains I'd left unfinished, so now I have a bit of free time for misc ideas.

General idea is they'll be very effective against basic zeds with basic bows, and maintain high utility against armored targets, but it'll be less efficient than super-strong bows using modern arrows given the expense of crafting them, not to mention the use of exotic damage types means there'll always be SOMETHING out there that laughs off these arrows entirely...
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on May 03, 2020, 03:05:16 am
I'm running a version that's about a week old now, but they added the ability to change your height and age in character creation at some point, so you aren't assumed to be a statistically average 25 year old man no matter what anymore. I think your metabolism and weight for any given height changes based on age too? Not entirely sure on that one.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on May 03, 2020, 07:43:01 am
I'm running a version that's about a week old now, but they added the ability to change your height and age in character creation at some point, so you aren't assumed to be a statistically average 25 year old man no matter what anymore. I think your metabolism and weight for any given height changes based on age too? Not entirely sure on that one.

Well hello reason to update!

EDIT: Anybody know if its possible to complete the Food Delivery Driver's mission?  Do I just keep poking around the Mansion hoping somebody survived?  I didn't get a mission fail, so if its dependent on an NPC, then its an issue of finding the bugger in a 3-story, zombie infested maze.

TIP: Take explosives away from companions.  Pipe bombs are !!FUN!!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on May 14, 2020, 12:33:35 am
Also, since tankmod was obsoleted, I decided to finally do the same thing I did with my old More Survival Tools and Medieval mods. I've now revived it as, well, Tankmod: Revived. (https://github.com/chaosvolt/cdda-tankmod-revived-mod)

Notable changes from the last in-repo version of Tankmod:
1. The main battle tank, self-propelled howitzer, and infantry fighting vehicle have been overhauled, more closely modeled after their real-world counterparts (which they've now been named after). Gone are the odd, spacious Merkava-like layouts, in favor of designs that better mimic the M1 Abrams, M109 howitzer, and M2 Bradley.
2. The light tank, mobile gun system, and atomic mini-tank have been removed for now. One was based off a design that hasn't been in active service for ages and would have a wildly different armament, the second will need some serious overhauling and a different ammotype, while the third was intentionally fictional but will need reworking due to minireactors being less utilized in vanilla. I have plans to re-add them, however!
3. Weapons and ammunition have been rebalanced heavily. Damage and explosive force more closely matches available information concerning the tank, artillery, and autocannon ammunition they're based off of. Handloads in particular are more resource-intensive but have the sort of raw impact that makes them worth it, and undesired ammunition can be taken apart for the relevant resources.
4. 30mm autocannon and ammunition have been swapped out for 25mm, as the IFV's real-world influence uses a different model of autocannon. 30mm might return separately for a different vehicle and/or helicopter use, but more likely future updates will see increased use of 25mm.
5. Since tank drones are not only obsolete in vanilla, shifted to Aftershock, but also lack 120mm cannons, this mod no longer touches tankbots. But, I have tankbot-related plans of my own for the future.
6. Rebalanced and updated vehicle groups. Tanks and such should generally only spawn in vehicle groups where other military vehicles can be found, and generally are more sensible weights.

Planned future features:
1. Reimplementing the light tank, most likely to be based off the M551 Sheridan and thus will likely use 152mm TOW instead of a tank cannon. These will likely be confined to specific locational spawns, being an obsolete Gulf War era tank that might plausibly be brought out of reserve for emergency use.
2. Possibly the introduction of 105mm as a step down from 120mm. If I do, this will lead to adding 105mm howitzers, the M60 Patton tank (use sparingly for the same reason as above, being an obsolete tank in reserve storage, but WAY more common than Sheridans), and potentially a revival of the mobile gun system as the 105mm Stryker variant.
3. A 155mm towed howitzer might show up as well, likely in dedicated spawn locations implying hastily set up positions, the same use case that 105mm howitzers will see.
4. Naval and aircraft use of 25mm. Patrol boats might become a rare spawn at docks, some crashed aircraft might have the 25mm autocannon, etc.
5. A rework of the fictional atomic mini-tank into a more viable solar-electric design.
6. A revival of tank drones as a legit automated tankette, likely to be a rare encounter specific to certain areas.
7. Other encounters of armored vehicles in expected places.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on May 14, 2020, 11:13:09 am
When are the VFWs going to get mostly-intact tanks for their front lawns?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on May 14, 2020, 11:22:52 am
And/or helicopters/artillery pieces
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on May 14, 2020, 11:45:40 am
You guys might be joking, but thats exactly what happens in the small towns around me in NE


Beaches and town halls often have old cannons
VFWs have tanks or choppers or even artillery
Some city parks have artillery too

A cannon can be represented pretty well in-game with a chasis (maybe some wheels if you feel generous) and a mounted gun that takes shot.  Shot isnt impossible to make at a forge, especially since we can do swords.  And if youre feeling spunky, you could let us make improvised shot, or grapeshot, or just fire some rusty nails plugged into the chamber.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on May 14, 2020, 11:49:57 am
You guys might be joking, but thats exactly what happens in the small towns around me in NE


Beaches and town halls often have old cannons
VFWs have tanks or choppers or even artillery
Some city parks have artillery too

A cannon can be represented pretty well in-game with a chasis (maybe some wheels if you feel generous) and a mounted gun that takes shot.  Shot isnt impossible to make at a forge, especially since we can do swords.  And if youre feeling spunky, you could let us make improvised shot, or grapeshot, or just fire some rusty nails plugged into the chamber.

Actually, I was referring to what you mentioned, as that is how things are around me.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on May 14, 2020, 12:41:02 pm
 Yep. Local VFW has a helicopter, theres one within like 40 miles that has a M60 and a howitzer... No arty in the local park, tho a few towns over one has a mortar and a naval gun for some reason, despite being like 200 miles from ocean...

 Only a few actual cannon about tho, I only know of three. Think most got recycled for a war.



 Oh, wow, someones been busy messing with the inventory system. Duplicating items, things eating charges when trying to reload (i.e., reload a sewing kit/needle, thread drops properly but charges on the tool doesn't increase), the joy of trying to work out how the hell to empty out yer pockets before changing pants...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on May 15, 2020, 11:29:25 am
Well, this discussion blew up a bit while I wasn't looking. VFW halls would be an amusing place to add obsolete vehicles and such, yeah. Since I'm tempted to find a niche for the M60 Patton and M551 Sheridan (the former being way, WAY more common than the latter, like over 15000 for all variants vs under 2000 total), those might be a good spawn. In that case there will likely be two variants for those obsolete tanks. One variant will lack any secondary armament, no military item spawns inside their cargo, but still have an (unloaded) main gun and might still be in working order (albeit, likely only spawning with fuel if they're in a garage or other maintenance location). The other kind would spawn with the secondary armaments, ammo, signs of use etc, and would be a much rarer sign of old tanks being brought out of reserve for emergency use.

Oh, wow, someones been busy messing with the inventory system. Duplicating items, things eating charges when trying to reload (i.e., reload a sewing kit/needle, thread drops properly but charges on the tool doesn't increase), the joy of trying to work out how the hell to empty out yer pockets before changing pants...

Nested containers was merged, and it's still being worked on heavily. There were a lot of bugs to sift through, this is on par with the turn-length change with regards to how much of the game the change interacts with.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AzyWng on May 21, 2020, 05:59:22 pm
What was the "turn-length change"? I think I stopped playing Cata when that was made, and this is the first I've heard mention of it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on May 21, 2020, 06:19:53 pm
how long ago was that?
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on May 21, 2020, 06:36:11 pm
Turns are down to one second per turn, from whatever it used to be. Less time passes per turn so you essentially get more time in each day to do things.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on May 21, 2020, 06:40:14 pm
6 seconds is how long a turn used to last.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on June 04, 2020, 08:35:52 pm
(https://cdn.discordapp.com/attachments/166715641812746243/718276180431863868/unknown.png)
Title: Re: Cataclysm: Dark Days Ahead
Post by: jocan2003 on June 04, 2020, 11:08:26 pm
(https://cdn.discordapp.com/attachments/166715641812746243/718276180431863868/unknown.png)
Totally meant inspiration there, but it sounds legit.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on June 15, 2020, 08:24:40 am
Right, so uh, for the past-few in-game time there was less things to do so I started sleeping before I got the "tired" status but stil at a late time like 11:00, and for more than a few nights it shows I "toss and turn" until I am red in hunger, hydration, and sleepiness, and then the game tells me "You can't sleep"  ???
Title: Re: Cataclysm: Dark Days Ahead
Post by: AzyWng on June 15, 2020, 11:00:07 am
What have you been doing as far as sleeping?

I play an insomniac character, and I usually manage to get by by putting a blanket and a pillow on a bench in the evac shelter.

Also, even if you can't sleep, there should be a message that appears after the first few tries prompting you to either get up, try to get to sleep, or try to get to sleep without stopping.

Even then, as long as you don't actually fall asleep, you can press . or 5 on the num pad while you're trying to go to sleep to stop.

I think some drugs can make you more tired, like some cough syrups (I assume, since there are non-drowsy variants), so that might help too.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on June 17, 2020, 06:18:35 pm
Right, so uh, for the past-few in-game time there was less things to do so I started sleeping before I got the "tired" status but stil at a late time like 11:00, and for more than a few nights it shows I "toss and turn" until I am red in hunger, hydration, and sleepiness, and then the game tells me "You can't sleep"  ???

I've had that happen.  I think its actually a bug with the sleep system (as in I think I read somewhere its a bug, and not just my random guessing).  I just don't sleep until I get the "tired" status.  There is usually enough crafting and reading to do, but I also use the Rest command in the Miscellaneous menu of the Action menu to just let time go by until I get the "Tired" status.  Try to have a watch, as then you can fast-forward in more controlled bursts instead of possibly overshooting the hunger/thirst thresholds and having to run for water/food.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on June 18, 2020, 10:10:54 am
I tend to operate until dead tired just to make sure I get to sleep :P
Title: Re: Cataclysm: Dark Days Ahead
Post by: Ekaton on June 18, 2020, 10:36:00 am
What was the "turn-length change"? I think I stopped playing Cata when that was made, and this is the first I've heard mention of it.

They last a second now. It’s been done a long time ago.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on June 18, 2020, 06:06:56 pm
I tend to operate until dead tired just to make sure I get to sleep :P
And in the game, too.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on June 25, 2020, 05:26:00 pm
Some big tweaks to hunger fillingness levels and calorie use went in over the last few weeks that I think will smooth the food system out a lot. I'm still tweaking some of the outliers (right now food that doesn't weigh much but is high calorie will sometimes be too filling), but mostly it seems to be working well.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on June 25, 2020, 05:50:39 pm
Plus or minus a brief bug where you were burning 7000 calories a day just idling because activity levels weren't updating right, which should be fixed now.

Still, with all manner of container, tool, charge, etc bugs going on, I'll leave a reminder here for players that the current, newest build with a reasonable degree of stability is still 1064, and will remain the best choice for some time: https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/cdda-jenkins-b10614 (https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/cdda-jenkins-b10614)

For those seeking third-party mods, several have releases set aside that have been updated to work specifically for that build, reverting changes specific to nested containers, ballistic damagetype (which sadly was merged after nested containers), and other things mandating JSON changes:
1. For my Arcana and Magic Items mod (https://github.com/chaosvolt/cdda-arcana-mod/releases/tag/Pre-Nested-Containers)
2. For my MST Extra mod (https://github.com/chaosvolt/MST_Extra_Mod/releases/tag/Pre-Nested-Containers)
3. For my Tankmod: Revived mod (https://github.com/chaosvolt/cdda-tankmod-revived-mod/releases/tag/Pre-Nested-Containers)
4. For Noctifer's Cataclysm++ mod (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/releases/tag/Pre-Nested-Containers)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on June 28, 2020, 08:41:10 pm
So the wandering spawns that simulate zombie hordes... Could someone confirm for me whether or not they will start spawning inside your base if you return from a trip? It would be amazing if they somehow coded it to understand what is "inside" and "sealed off" and what's not.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on June 28, 2020, 11:39:31 pm
So the wandering spawns that simulate zombie hordes... Could someone confirm for me whether or not they will start spawning inside your base if you return from a trip? It would be amazing if they somehow coded it to understand what is "inside" and "sealed off" and what's not.

Last I heard they still have no real way to sanity-check whether they're spawning in an illogical location, as has been the case for ages.
Title: Re: Cataclysm: Dark Days Ahead
Post by: BikeRacks on June 29, 2020, 11:19:27 am
Somewhat related question (and I'm new to cdda). If wander spawns are turned off, is there really anything that can really threaten your base? Doesn't seem like there is much point to things like boarding up windows, and such, if there is nothing that can wander into the area. Not complaining, just want to make sure I'm understanding the options correctly :)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on June 29, 2020, 11:28:01 am
It's still admittedly useful if you don't know how cleared your area is, and returning to your base will potentially lead some threats back, or at least disperse distant zeds a bit as you load them into your reality bubble and give them time to roam around. The effect it can potentially create is much more limited since it's solely dependent on what locations you stay near, but it rather obviously produces more natural-looking results when it happens.

I've ended up infesting nearby woodlands with undead stragglers simply as a consequence of traveling back and forth between an innawoods home and a town for supplies, for example.
Title: Re: Cataclysm: Dark Days Ahead
Post by: BikeRacks on June 29, 2020, 11:55:30 am
Cool, Thanks  :)
Title: Re: Cataclysm: Dark Days Ahead
Post by: MrRoboto75 on June 29, 2020, 12:37:59 pm
Zombies can still track you via scent trail you leave behind, iirc
Title: Re: Cataclysm: Dark Days Ahead
Post by: Micro102 on June 29, 2020, 10:07:37 pm
I've been playing 7 days to die and realized that some way to select an area to prevent zombies from spawning in it would give me what I want. Is there some debug tool or something that would allow me to do this? Or maybe an object I could put down that prevents spawns within X amount of tiles?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on June 29, 2020, 10:15:44 pm
 Nope. I think the billboard was intended for that, but I dont think it was ever implemented.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AVE on June 30, 2020, 05:52:11 am
Is there dynamic spawning from monster population pools still? I though devs got rid of this system long ago.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on June 30, 2020, 06:45:02 am
Is there dynamic spawning from monster population pools still? I though devs got rid of this system long ago.
I'm pretty sure that's all gone now days, and once you kill all the monsters in an area they stay dead.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 02, 2020, 01:06:01 am
Hey, checking in here but what is the latest most stable version? Is it still this?

https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/cdda-jenkins-b10614 (https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/cdda-jenkins-b10614)
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on July 02, 2020, 02:44:14 am
https://github.com/CleverRaven/Cataclysm-DDA/releases (https://github.com/CleverRaven/Cataclysm-DDA/releases)
This has all the most recent releases on it, but I have no idea which one is more stable than another.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 02, 2020, 02:46:40 am
Thanks, but I'm mostly trying to find if there are any issues I ought to be aware of compared to the version I linked earlier. Don't wanna come back to the game and find out I need 7k calories a day.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 02, 2020, 11:25:06 am
Started playing again (it's been ages) and am impressed with a lot of the new changes. Z levels looking great! Quick question: I've been able to climb up drainpipes, but it doesn't appear possible to climb back down them again. Any clue?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on July 02, 2020, 01:19:58 pm
"down came the rain, and washed the spid@r out"
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on July 02, 2020, 03:01:26 pm
 
I've been able to climb up drainpipes, but it doesn't appear possible to climb back down them again. Any clue?
Does it complain about there being a ledge or is it saying "you wont be able to climb back up" when you examine the tile?
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 02, 2020, 03:08:20 pm
I've been able to climb up drainpipes, but it doesn't appear possible to climb back down them again. Any clue?
Does it complain about there being a ledge or is it saying "you wont be able to climb back up" when you examine the tile?
Dunno, will have to get back and test when I next see a drain. I was able to climb up using the > button, but  trying to climb down with < did nothing.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on July 02, 2020, 03:15:26 pm
I've been able to climb up drainpipes, but it doesn't appear possible to climb back down them again. Any clue?
Does it complain about there being a ledge or is it saying "you wont be able to climb back up" when you examine the tile?
Dunno, will have to get back and test when I next see a drain. I was able to climb up using the > button, but  trying to climb down with < did nothing.
Just walk off the edge. It'll give you a prompt to either jump down or try climbing.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 02, 2020, 03:45:37 pm
I did that at the time and there was no prompt. Will try again the next time I'm up a roof.

---

Currently just escaped from prison, got a steak knife from a house in the woods, and now returned to cut up blankets. Now to remember how to make some thread...
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on July 02, 2020, 06:39:37 pm
I did that at the time and there was no prompt. Will try again the next time I'm up a roof.

---

Currently just escaped from prison, got a steak knife from a house in the woods, and now returned to cut up blankets. Now to remember how to make some thread...
I must be misremembering then. Maybe it was 'e'? Try interacting with the space above the drain pipe like you would a console or a pile of items.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 02, 2020, 07:04:17 pm
I did that at the time and there was no prompt. Will try again the next time I'm up a roof.

---

Currently just escaped from prison, got a steak knife from a house in the woods, and now returned to cut up blankets. Now to remember how to make some thread...
Cut it up some more, or disassemble the rags.  I think both work.  Don't forget the sewing needle!
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 03, 2020, 08:18:18 am
Thanks! I've been playing for the first time with freeform character creation and it's honestly been a lot more enjoyable. My normal experience is being unable to fend off any kind of zombie attack in the first day, being quickly overwhelmed and dying horribly. So I made a martial arts master and have been kicking zombie butt from the get go.

I added the dinosaurs and a few other mods, so lots of surprising content. I made enemies 80% slower too, as zombies should be slow. It's still challenging: razorclaw crabs destroyed my truck's engine when I went to explore a shipwreck and I barely made it out alive.

Since been rolling round in a prison bus, raiding and sleeping in nice cabins along the way. The bus just ran out of diesel and I've found another truck which is working, but it's leaking gasoline on the road which I take is a Bad Sign. Might be able to get far enough in it to find some diesel and get back.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 03, 2020, 11:29:07 am
If its a slow leak, you should still get a day or so out of the truck.

My experience is that 9 cut resistance is the threshold at which zombies are generally unable to penetrate.  Sure, critical hits will still get through, but its the safety threshold.  Fire kills everything.  These two principles in conjunction lead to much zombie killing for unskilled characters.

I'm now tempted to try and build a cabin in the woods or something.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 09, 2020, 08:05:48 pm
Is it just me or did 0.E remove like, a whole lot of starting scenarios?

EDIT: Also in the default scenario the starting shelter has some broken doors and windows, and also all the windows are missing curtains. It's just a minor annoyance, but apparently it should only happen occasionally, but for me it happens every time. Any ideas?
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on July 10, 2020, 02:41:29 am
If you're using the same world every time, you probably got unlucky and it generated a ton of broken shelters.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 10, 2020, 05:31:13 am
After not playing for years, still on my longest ever game yet from the prison start, now on day 5 or 6 and starting to get to where I feel the game is meant to be played. Driving around in my truck (it had two gas tanks so I siphoned everything into the one that didn't have a leak), looking the fuel for my blow torch so I can attach new parts and fix up holes in my wandering vehicle. Finding road maps is a really fun feature, as it allows you to plan ahead what cities you want to hit up.

Also started doing quests for a lab, which is a fun thing they didn't have the last time I played. Stuck on one where you have to mind wipe a corpse. I did it to a dessicated corpse I thought was the one they wanted but the quest wouldn't complete when I returned so I guess it was the wrong dead body??
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 10, 2020, 05:38:13 am
Didn't know there were quests for a lab.  When did they put those in?
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 10, 2020, 05:41:37 am
If you're using the same world every time, you probably got unlucky and it generated a ton of broken shelters.
Well, technically I'm using the same world every time, but I reload it every time, so it's basically using a new world.

So, uh, does that mean I'm just unlucky?
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 10, 2020, 05:52:11 am
If you're using the same world every time, you probably got unlucky and it generated a ton of broken shelters.
Well, technically I'm using the same world every time, but I reload it every time, so it's basically using a new world.

So, uh, does that mean I'm just unlucky?

Reloading means that you're generally starting in the same set of shelters every time, since its the same world with different people.  You're just not seeing the stuff that your prior characters have done to the world.

As for the shelters, I think most of them are as you describe.  I think its only occasional that you spawn in a shelter that hasn't been vandalized.

As for the starting scenarios, its more that they've been shuffled.  Some are gone, but they've been replaced with other ones.  The new ones are actually quite interesting.  Playing the Military Base scenario spawns you in a fully-stocked military warehouse.  No guns (except on the zombies), but enough MREs and water bottles to last several years.  Actually makes me think: "Why should I leave?"  The 1st Zombie Infantry Battalion wandering the base reinforces that idea.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 10, 2020, 06:03:25 am
Getting food, clean water and a comfortable bed is pretty easy in the game, so you could live indefinitely holed up in a room. But it's be a pretty boring way to play.

Didn't know there were quests for a lab.  When did they put those in?
Hub01 is a faction added in about a year ago.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 10, 2020, 09:40:40 am
Can someone give their on opinions on martial arts in general? Like if you should even bother, how might it affect your playstyle etc.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 10, 2020, 11:46:14 am
In a lot of cases you can argue that martial arts is a straight upgrade to your playstyle. I don't quite have the knowhow off the top of my head on what martial arts you can go for but at least I can cover the sorta benefits you get out of it.

Each martial art tends to do some but often not all of the following things:
Additionally some martial arts can have attacks that trigger off of enemy conditions or conditions that are granted by the martial art.

I think the martial art "level" you are at is governed by your unarmed skill for unarmed martial arts and melee for armed ones.

And that about covers the basics. Martial arts are a force multiplier to your combat capabilities, but there needs to be a force to multiply in the first place. They're not all made equal so why not try out a martial arts character your next time around and give them high skill and see what happens.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 10, 2020, 03:16:25 pm
I'm playing with the Poken style from the mythic martial arts mod. Its super effective at killing basic zombies! Usually able to wade my way through a horde. You have to remember to keep your hands free, otherwise you'll be half way through a fight and see you're still holding a box of cookies or a magazine.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 11, 2020, 06:33:27 am
I'll add to the idea that Martial Arts is a way of life by saying that only a small handful of Martial Arts can be learned in-game, and they involve wading into the center of town.  I've tried many times to have a character learn Martial Arts.  I think one character actually found the skill books, but the zombies got them before they could leave the Dojo.  And its random: Some dojos don't have martial arts books.

So generally, its something you decide during character creation.  I'd suggest putting 2-3 points in unarmed, since many don't work (or work well) until you do that.  Also read the descriptions, some martial arts are based upon a certain stat.  And I'd generally advise increasing strength above the base, in any event.  Don't forget dodge!
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 11, 2020, 07:23:04 am
Apparently it should be possible to learn martial arts from NPCs as well. I know there are some manuals not on the drop table but there is maybe one martial art you can't start with I think.

Capoeira and Zui Quan can be learned through a CBM or NPC, but their manual to the best of my knowledge doesn't spawn.

I think I've seen manuals in libraries and the like, besides just dojos. If you don't take a martial art at character creation you'll likely be able to pick one up at some point where you are able to start clearing towns up. It might be something you won't want to use though.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on July 12, 2020, 01:34:20 pm
It's possible to learn them from NPCs, but not currently widely implemented. I'd love to replace more of the books with NPC teachers that might ask you to do missions or something to get access to the art.

Also I'm not sharing this too widely yet, but since bay12 is one of the first places I posted my tileset art, I'll share it here.

(https://cdn.discordapp.com/attachments/552510581782085654/729811144088485918/unknown.png)

There's a lot more than this, but yeah. This does work in game, and when it rotates you get different view angles. It gets a bit funkier the closet you get to 45⁰ (that's an engine problem) but overall, vehicles are about to look a lot better
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on July 12, 2020, 01:47:12 pm
Beautiful, Erk

(Looking forward to seeing that 45 angle ;) )
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 12, 2020, 10:08:21 pm
Spoiler (click to show/hide)
This looks pretty good Erk. Speaking of is there any tilesets people will recommend I look at? Not feeling the stuff that comes with the game right now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on July 12, 2020, 11:09:19 pm
Dead People is still pretty good, dunno if you've ever used it. It used to come prepackaged but I believe the author is using materials they don't strictly 100% have permission to use legally, so the devs axed it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on July 12, 2020, 11:11:27 pm
 So thats where that went. Ahwell.
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on July 12, 2020, 11:54:54 pm
Don't get me wrong, the tileset itself still exists and gets worked on. It just doesn't come with CDDA any more.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on July 13, 2020, 04:48:53 am
Playing the Military Base scenario spawns you in a fully-stocked military warehouse.  No guns (except on the zombies), but enough MREs and water bottles to last several years.  Actually makes me think: "Why should I leave?"
So you just hold down the wait button until zombie evolution starts spawning things that can knock down the walls?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on July 13, 2020, 05:43:00 am
The deadpeople tileset is now found there (and is indeed still worked on) :
https://github.com/SomeDeadGuy/UndeadPeopleTileset

That said, as i'm probably going to get a play again, is it recommended to get the latest experimental or is it too broken in its current state and i should get the stable version ?
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on July 13, 2020, 06:29:44 am
VAN
I'm liking the way the vehicles are looking, I'll be cool to see what the rest of them turn out like.

Also it reminds me that I was always disappointed that I couldn't paint my car.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 13, 2020, 08:59:35 am
The deadpeople tileset is now found there (and is indeed still worked on) :
https://github.com/SomeDeadGuy/UndeadPeopleTileset

That said, as i'm probably going to get a play again, is it recommended to get the latest experimental or is it too broken in its current state and i should get the stable version ?
Stable version still has some bugs apparently. And the experimentals still have introduced some new bugs lately. I'm on 10828 personally and the worst the game is doing is trying to spawn loaded harmonicas.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 13, 2020, 09:03:54 am
Has anyone tried what the fishing thing is all about? I mean, I doubt I'll be living close to a fishiable place but its always good to know.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on July 13, 2020, 09:28:11 am
Stable version still has some bugs apparently. And the experimentals still have introduced some new bugs lately. I'm on 10828 personally and the worst the game is doing is trying to spawn loaded harmonicas.
thanks, i'll wait a bit to see if things stabilize.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on July 13, 2020, 12:52:19 pm
VAN
I'm liking the way the vehicles are looking, I'll be cool to see what the rest of them turn out like.

Also it reminds me that I was always disappointed that I couldn't paint my car.

There's plans for that. They tie in to my desire to be able to custom draw specific vehicles, so a hot dog cart looks like a hot dog cart and an ambulance looks like an ambulance. I suspect that by 0.F the mean streets of cdda are going to be utterly transformed.

I've got nice looking sedans and pickups done already. By the end of the week, or maybe even today, I'll have finished most civilian vehicles I suspect.
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on July 13, 2020, 04:43:01 pm
If there ends up being concern about player-made vehicles, you guys could allow either a per-part setting, or a player chosen overall setting, both in the mechanics menu. One more array element seems trivial.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on July 14, 2020, 01:10:36 am
Nah, the problem is a fairly straightforward implementation one, just a matter of how to declare it in the vehicle definition and then have that carried over and remembered by code. We could in theory have separate cosmetic definitions for vehicle parts *right now*, but as we started to add dozens of variant car parts for variant cars it would rapidly bloat into many thousands of lines of JSON for no real reason, it's better to have it done procedurally.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Mailo on July 14, 2020, 10:25:17 am
Is there a replacement for the removed "Simple Nutritions" mod? Preferably one that also does away with the stomach contents / obesity update? I thought about getting back into Cataclysm, and while I can live without most of the mods that got axed, that one is not one of them (together with "no fungals", which luckily still remains).
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 14, 2020, 10:39:19 am
Playing the Military Base scenario spawns you in a fully-stocked military warehouse.  No guns (except on the zombies), but enough MREs and water bottles to last several years.  Actually makes me think: "Why should I leave?"
So you just hold down the wait button until zombie evolution starts spawning things that can knock down the walls?

Well, there is enough reading material to last 2-3 days and enough flashlights/glowsticks to last forever.  And the minefield takes out zombies with enough regularity that I need to wear earplugs to sleep.  Maybe they'll all just die before the zombie evolution lets them break down walls?  :D
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 14, 2020, 11:21:51 am
Is there a replacement for the removed "Simple Nutritions" mod? Preferably one that also does away with the stomach contents / obesity update? I thought about getting back into Cataclysm, and while I can live without most of the mods that got axed, that one is not one of them (together with "no fungals", which luckily still remains).

Sadly, no. Note that, last I checked, malnutrition still does basically jack shit, so that can still largely be ignored. However, there is a very easy solution to the hunger problem, at least when it isn't being a buggy mess: Hungry is Bollocks.

Only eat when Very Hungry or worse. If you do that, you'll eventually settle into a rhythm between normal weight and the very first category of overweight (which is harmless). You can technically even ignore Very Hungry for a while without issue, but that requires you figure out WHEN it's no longer okay to ignore Very Hungry, and you'll be hovering between normal and the first category of underweight instead. Since the former approach is self-correcting (just don't eat unless it says Very Hungry) while the latter requires you to actively overeat to correct it, I advocate the former.

That is, again, assuming it's working right now. There were some issues with stomach capacity, some UI issues where drinking would update your hunger status in a confusing way, a bug where you were burning 7000 calories a day doing fuck-all, etc. I don't know for sure if it's CURRENTLY as close to functional as it's expected to be, or if any notable bugs are still present.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 14, 2020, 08:05:35 pm
So, does anybody know what this fishing thing is all about?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on July 14, 2020, 09:32:06 pm
 Which fishing? Traps, rods, or boats with rams on the front and scoops behind?
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on July 15, 2020, 05:16:38 am
Turns out it's just trolling
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 15, 2020, 06:26:51 am
I'm I'm a continual process of improving and fixing my truck, and I'd like to put spikes on the front, but the limiting  factor is rope (planks are easy to come by). Obviously dont want to spend days dismantling and resembling clothes into thread, then string then rope-- where can it be found premade?
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on July 15, 2020, 06:34:11 am
You can sometimes get them at camping stores and if you find a boxing ring you can pull it a part for ropes, other than that I'm not sure.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on July 15, 2020, 06:38:11 am
if wooden spikes are anywhere near as durable as they were in the past id just skip them.  theyre nice in concept, but too low in duribility.  Their real use is to help mitigate damage to your frame in a high speed crash.  install empty frames in front of the car and reinforce the solid ones behind it; less tedium gathering tape/rope and works almost as well for the purpose.  of course if you really want spikes or they were significantly buffed.... improvement stores and maintenance specials are some good places historically.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 15, 2020, 06:45:10 am
Thanks, I guess just making a load of wooden frames to work as a replaceable buffer is the way to go. Fuel for the welding torch is gold dust and is the main limiter of progress on the truck, so I was pleased to find a way to improve it that didn't need that fuel.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on July 15, 2020, 08:32:16 am
you guys are using gold as the bonding agent for stick welding?

jesus guys, the realisms.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 15, 2020, 10:34:43 am
Thanks, I guess just making a load of wooden frames to work as a replaceable buffer is the way to go. Fuel for the welding torch is gold dust and is the main limiter of progress on the truck, so I was pleased to find a way to improve it that didn't need that fuel.

The sooner you get a welding rig installed, the better. Unless vehicle-powered utilities are still broken by the nested-container update, can't recall. :/
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 15, 2020, 11:09:34 am
Checking the logs that's gotten fixed two weeks ago.

Also the version I mentioned using turned out to have a pretty bad bleeding out bug where you would get incredibly dehydrated for mild bloodloss. Moved to the latest expermental as a result.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 15, 2020, 01:27:27 pm
Checking the logs that's gotten fixed two weeks ago.
my save is older than that I think. I have been getting some weird container issues, will have to see if it effects vehicle stuff.

I just picked up a vehicle charge, some batteries and a battery powered welder: super car here I come!
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 16, 2020, 10:51:02 am
 Uh, this might be a stupid question but how exactly do I hunt? The animals see me from quite a range and all my range attack options can't reach that far.

Also, do any of you know what was the tileset they used for the tiled offical version in 0.D before 0.E? I think it looked much better.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 16, 2020, 11:28:28 am
This is the current tileset I'm using. Not sure if it was packaged in 0.D


Spoiler (click to show/hide)
You can get it over here (https://github.com/SomeDeadGuy/UndeadPeopleTileset)

As far as actual hunting goes? The most meat I got was after fighting and killing sewer gators, and it took me a long while to get a butchering rack that I couldn't really do much there. It's generally going to be easier to hunt animals that come to you or alternatively set up traps to catch animals every once in a while. Eventually a long range rifle might be useful, though at that point you might have a decent stash of meat.

Alternatively a good hunting weapon is a fast enough car.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 16, 2020, 11:31:05 pm
Well, I think that was the one I was talking about. I can't see that screenshot because imgur hates me though. How do I well, download it though? I can't exactly see a download button, but I'm pretty much blind when it comes to this.

Also, what version do you guys recommend using? The latest stable or the latest experimental or some other version in between? Apparently the stable version has some bugs that were fixed in the experimental version.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 17, 2020, 01:04:16 am
Under code > download zip. Excuse me since I forgot that was confusing.

As to verion, the latest experimental has fixed some bugs at least. I do recommend getting the CDDA launcher for things since it lets you see the changelog for experimentals and that way you can tell what version you wanna jump up to for bugfixes and lets you backup your game saves.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 17, 2020, 09:35:59 am
CDDA...launcher?
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 17, 2020, 12:51:53 pm
As found here. (https://github.com/remyroy/CDDA-Game-Launcher/releases)

Just generally helpful for backing up and updating as well as reverting versions if an experimental adds a game breaking bug.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 17, 2020, 02:01:22 pm
As far as actual hunting goes? The most meat I got was after fighting and killing sewer gators, and it took me a long while to get a butchering rack that I couldn't really do much there. It's generally going to be easier to hunt animals that come to you or alternatively set up traps to catch animals every once in a while. Eventually a long range rifle might be useful, though at that point you might have a decent stash of meat.

Alternatively a good hunting weapon is a fast enough car.

I'd advise against wasting any firearm on hunting.  Hunger isn't that hard to manage, and bullets are almost irreplaceable.  Use crossbows/bows and homemade arrows/bolts instead.  There is even an archer guide on the main wiki (https://cddawiki.chezzo.com/cdda_wiki/index.php?title=Archer_Guide).  Mostly up to date, although I'd suggest confirming the items with the item browser, to make sure some idiot didn't make a particular arrow/bolt/bow/crossbow require an extra skill level or previously unrelated skill.

Cars are good, just don't run into anything immobile.  Shrubs/plants have an annoying tendency to not be crushed and instead slowly destroy the vehicle as you continue to bash into them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 17, 2020, 02:52:41 pm
So, due to the PR that removes artifact effects (https://github.com/CleverRaven/Cataclysm-DDA/pull/42203) being here way sooner than I'd anticipated, I'm starting work on unfucking arcana's items and using relic data for stuff instead. What I have so far...


Still got a lot of shit ahead of me to fix...
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on July 17, 2020, 04:05:52 pm
blades are decent for hunting

as is jousting the animal to death
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 18, 2020, 01:39:27 am
Well, the main problem here is I don't known how to get close enough to the animals so I can give them a few arrows.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AVE on July 18, 2020, 03:11:57 am
Consider acquiring Animal Discord mutation. Despite being negative trait, it is extremely useful in your situation.

P.S. But if you encounter an angry moose...
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 18, 2020, 03:20:15 am
Well, what kinda bow are you using and have you considered a bicycle?

If it's a self bow those are really not that good. And if you are using a bow what is your strength anyway? 8 strength or under really will limit your bow range. If you don't have that strength you will want to get a crossbow, or just joust the animals on horseback/bikeback with a lance of some kind.

In terms of most range on a bow you should try and go for a compound bow. With a metal arrow you get a 30 ish range.

In terms of ranged crossbows, the compound crossbow seems the most feasible, but is also fairly rare.

Still, when it comes to hunting we might as well ask what you hope to get out of hunting because if you're going to hunt down big game, you are gonna waste a lot of your catch if you have no way to store or process that catch. If you just need some eventually you run into cougars and wolves on a semi regular basis... and pretty sure a cow or bull should have you set for a while.

If you just need to get some food or some source of protein eggs can be found and are plenty filling by foraging.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on July 18, 2020, 05:41:12 am
I don't see why everyone is so hesitant to use bullets, because when I play melee I usually end up with tons of them and never use them except shotgun shells.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on July 18, 2020, 05:45:14 am
.22s and the like are absolutely worthless for crowd controlling zeds; they make good hunting and practice rounds.

That and a lower-sound alternative for killing single ones, provided thy fixed wandering hordes being massive and omni-prescient.  did they?
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 18, 2020, 06:57:27 am
I've just been playing with wandering hordes off. I'm sure eventually it will be fixed.

Though yeah, ammo hasn't been hard to find in particular, even with gunstores having a lot of security you can break a window and hacksaw the bars off them to get in, and a stethascope lets you open combination safes which are a good source of guns. For other sources of ammo take a baseball bat to swat and soldier zeds, and just handle cop zeds as you do. Ammo might not be craft-able but it's as available as the world is wide.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 18, 2020, 08:22:02 am
I should also mention that with Mechanics 3 and Guns 1 that pipe guns are craft-able, to use those odd ammo that doesn't match any of your guns.  They're also ideal for hunting, as the slow reload of the pipe guns will get you killed fighting zombies yet can probably wound most wildlife.

More specifically, the loud noise of the pipe gun will draw 2+ zombies to the player, yet only kill one at a time, eventually leading to the player being overwhelmed.  Although it can be a valid strategy if the player puts several fires/traps between themselves and the zombies.  Personally, I prefer fire, as it keep killing and is fed by the dead zombies.  Not so great for looting the zombies, as most items burn up.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 19, 2020, 12:51:41 am
So, I finished up the changes mandated by the artifact removal stuff: https://github.com/chaosvolt/cdda-arcana-mod/pull/145 (https://github.com/chaosvolt/cdda-arcana-mod/pull/145)

Full list of changes:
Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 21, 2020, 11:50:44 am
So my personal thoughts on what I've read about the Blob and factions:
The Blob is basically a large living organism, and The Earth is a tiny speck that has been absorbed by it.  Not like food that person has eaten, but rather like the part of food that gets broken down and absorbed into the body.

The Zombies are basically like the immune system and digestive system.  They break down the living organisms, which are generally human survivors.

What this means is that, probably unknown in the first couple years, is that human settlements can only grow to a certain size before they actually attract the Zombies, in the same way that a small amount of bacteria co-exists in organisms, yet a large amount triggers an immune response.  Or that a small crumb of food goes unnoticed, but a larger amount of food draws attention.

This sort of conflicts with the thoughts in the design document about the Old Guard, who are supposed to re-establish themselves, although it should become obvious to survivors of several years that larger groups get attacked.  I imagine many survivors in year 5 probably have adopted a theory/belief/rule that no group of survivors should exceed x population in order to survive.  Any faction still around has probably adapted to that reality.

...then again, maybe the Blob is so big that it doesn't even notice on an involuntary level a human civilization has taken over the whole New England area.  Just like most people don't acknowledge dead skin cells.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on July 21, 2020, 12:39:46 pm
When does the game start in relation to the Cataclysm itself? How long after the takeover does our friend @ show up? I'm guessing not long enough for the Old Guard to have drawn conclusions about safe population sizes... but the Guard, the Fleet, refugee centers etc. are established by that time. Even though I always got the impression the game started right after the initial "seek shelter, there's a biohazard" emergency message gets sent out to the evac shelters.

Title: Re: Cataclysm: Dark Days Ahead
Post by: BigD145 on July 21, 2020, 12:47:12 pm
Officially, Whalesdev Cata started a week or two after the cataclysm and was multiple events. DDA, I don't know.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Stench Guzman on July 21, 2020, 02:52:45 pm
The food system is janky.  I ate two marshmallows and went from Very Hungry to Engorged.  Things like berries make you very full quickly but don't provide many calories.  You have to eat crazy amounts of food to keep from being underweight.

Also fishing is easier than hunting, if you live near water.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on July 22, 2020, 03:10:15 pm
Re. Time of cataclysm: the cataclysm isn't an instantaneous event, the game takes place five days after the emergency messaging system is used to announce the fall of the United States.

Re. Food: the latest build for food satiety seems to be about right as far as I can tell, I haven't eaten everything yet. Most of the time when something is unusually filling it's got an error in its weight entry that needs fixing... Foods fill you up more if they have tons of calories per gram. Berries and things fill you up quickly because a single in-game serving is a whole cup of berries, so if you eat three or four servings you'll probably feel pretty full for a bit, as you would if you ate a liter of berries in ten minutes irl.

There's a more involved problem with calories, we now have an accurate representation (mostly) of how much exertion the character is doing with every activity... But characters are almost completely indefatigable, working tirelessly around the clock doing difficult jobs at top speed. I've proposed a fix and am refining it here: https://github.com/CleverRaven/Cataclysm-DDA/issues/42343 ideally, it will be implemented such that it's a subtle change at first rather than a hard barrier like running out of stamina is.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 23, 2020, 01:05:02 am
Any idea if the "feet freeze and break off" bug was fixed?  I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs.  Kinda low with socks, shoes, and blanket.  Standing right next to a fire helped: At least then my legs would break and mend repeatedly.  Needless to say, I deleted the whole blood thing.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Stench Guzman on July 23, 2020, 03:03:34 pm
Any idea if the "feet freeze and break off" bug was fixed?  I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs.  Kinda low with socks, shoes, and blanket.  Standing right next to a fire helped: At least then my legs would break and mend repeatedly.  Needless to say, I deleted the whole blood thing.

I've noticed that you get really cold really fast when you are wet.  Carry a towel.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 23, 2020, 03:33:51 pm
Any idea if the "feet freeze and break off" bug was fixed?  I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs.  Kinda low with socks, shoes, and blanket.  Standing right next to a fire helped: At least then my legs would break and mend repeatedly.  Needless to say, I deleted the whole blood thing.

I've noticed that you get really cold really fast when you are wet.  Carry a towel.

That was part of it, so thanks for the advice, but shouldn't the fire have dried off my legs after 2-3 hours?  At least enough to avoid frostbite?
...if you're talking realism, the answer is "only if you took OFF your socks".  The feet would dry off on their own after about half an hour, or within minutes sitting next to a fire.  But the socks retain the wetness and cold, and probably take 2-3 hours if you remove them and place them near the fire, but would stay wet almost indefinitely if trapped between feet and shoes.  Even a towel won't fix the issue with the socks.
And its also fairly obvious in real life, as the socks FEEL wet.  Kinda hard to know that starring at a screen, so a prompt telling the player would be necessary.  It's not the sort of thing a person wouldn't notice periodically.

Protip: All the CataclysmDDA devs should go camping together at least once per season.  Bring notepads (the paper ones, not the computers).  Of course, the updates would be pretty brutal for players afterwards...
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 24, 2020, 04:40:19 am
It's a known wetness bug, not a feature. Apparently wetness broke in a big way on experimentals.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on July 24, 2020, 07:15:41 am
My left hand is always inexplicably cold in my game, even wearing gloves. My only theory is that driving with a door open a few times terminally lowered its core temperature  and its yet to fully recover.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AllOfThem on July 27, 2020, 03:14:21 am
> but shouldn't the fire have dried off my legs after 2-3 hours?

No, that's part of the bug: every time you should get dryer you instead get wetter without any cap. So you eventually get more 100% wet which then means that every new layer of cloth applies negative warmth and you start to freeze.
The only solution now is to use a towel and wait for the fix to get merged.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on July 27, 2020, 01:33:41 pm
Just gonna drop this beast of a WIP here.
https://github.com/CleverRaven/Cataclysm-DDA/pull/42477
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on July 27, 2020, 04:25:33 pm
sweet
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on July 27, 2020, 05:04:17 pm
Very well looking, erk
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on July 28, 2020, 02:56:10 am
I'm looking forward to these cars.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on July 28, 2020, 03:55:48 am
I'm looking right left right to these cars
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 28, 2020, 10:15:19 am
The wetness bug turned out to be a battery of bugs.

First of all, the player was getting wetter when they dry.
Second of all, they only dried when they had a morale hit for being wet.

Anyway, looks like players are now using this (https://github.com/CleverRaven/Cataclysm-DDA/commit/f729db873f4516669918f5af3ac8738d8ada02d2) code to dry now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on July 28, 2020, 11:42:56 am
I'm looking right left right to these cars

And now the cars know which is which
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on July 28, 2020, 11:56:18 am
wait.

are gone the days of vehicle oriented tank controls in favor of true left-righmay

maybe it's just because I grew up on older games, but I wasnt inconvenienced or turned off by the tankie controls
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 28, 2020, 12:10:46 pm
Been tinkering around with Arcana ideas. Expect to see the beginning of the Magitech Update sometime in the next couple days, most likely.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 28, 2020, 01:10:02 pm
wait.

are gone the days of vehicle oriented tank controls in favor of true left-righmay

maybe it's just because I grew up on older games, but I wasnt inconvenienced or turned off by the tankie controls
No, the days are not gone so far. The only difference you should see is eventually graphics packs are going to go ahead and incorporate edges on cars better. The left rightness mostly means that the car parts will know their orientation based on the surrounding blocks without anything on the player end fundamentally changing by adding more parts I think.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on July 29, 2020, 12:45:28 am
Yeah the only thing that's changing is that it's possible to declare a car part as left, right, or middle and have it look different so that cars aren't dumb looking. For your deathmobiles it means you have more visual styling options. in the near future it will mean city streets that begin to actually look like city streets.
Title: Re: Cataclysm: Dark Days Ahead
Post by: chaoticag on July 29, 2020, 02:23:01 am
Well, they will look more street like but since we likely won't see multi tile creatures and houses are oddly compressed in some ways they'll still look off.

Not that I mind so far, but it reminds me that towns can be oddly zoned and we get mansions but not mcmansions. Haven't been to New England but I can imagine they'd have gated communities.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on July 29, 2020, 10:33:47 am
Multi tile creatures aren't that unattainably far off. Redoing town generation is high on the wishlist, but presently none of the devs are big on map gen.

Regardless, I just meant the streets. It's not long now before walking down the road feels like you're actually walking down the road after an apocalypse.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on July 29, 2020, 06:33:17 pm
Those vehicle look really great.

about multi tiles , there was this interesting article from Kyzrati (Cogmind, Polybot 7, X@Com..) some months ago :
https://www.gridsagegames.com/blog/2020/04/developing-multitile-creatures-roguelikes/
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 30, 2020, 02:05:09 am
(https://i.redd.it/60d4pcsubtd51.png)

Soon.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on July 30, 2020, 02:13:09 am
Clap.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on July 30, 2020, 09:19:58 am
Is it just me or did someone nerf the makeshift crowbar MASSIVELY?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on July 30, 2020, 09:23:43 am
lacking block was what made the crowbar ungood, imo.  I 100% prefered nailboard or even just holding a 2x4 and fleeing to using the makeshift crowbar.

did it have a tag.removed.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on July 30, 2020, 10:10:57 am
Is it just me or did someone nerf the makeshift crowbar MASSIVELY?

Devs did a 'nerf an option into being completely useless vs giving it drawbacks relative to the item's value in the progression of a character.'

Instead of say, I don't know, making the makeshift crowbar likely to be damaged or be louder than a normal one, they decided to make it only usable on crates and manholes now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 30, 2020, 11:00:06 am
Which seems kinda silly, because a crate is going to be nailed together and will most likely have a tighter fit than the gap between a door and its frame...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on July 30, 2020, 04:53:48 pm
Which seems kinda silly, because a crate is going to be nailed together and will most likely have a tighter fit than the gap between a door and its frame...
Ah, but game balance comes before realism! ;P
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on July 30, 2020, 05:09:16 pm
Devs should camp out in the inner city for one night.  The ones who survive will do a much better job with balancing realism vs. game balance.  :P
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on July 30, 2020, 05:26:38 pm
Didn't someone mention the same thing recently but with a  camping trip.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on July 30, 2020, 05:55:29 pm
Meanwhile...

The magitech update is now up, self-PR'd here so I can get feedback: https://github.com/chaosvolt/cdda-arcana-mod/pull/148 (https://github.com/chaosvolt/cdda-arcana-mod/pull/148)

A lot of content spoilers abound in that PR's OP, basic summary is:

Quote
1. Various recipes involving combining science with the arcane to produce exotic weapons, tools, even vehicleparts.
2. Expanded use of essence as a power solution for various processes. Conversion into CBM power, vehicle power, creating essence from other power sources, etc.
3. Bionics content as well, most aiming to do things that should make them reasonably interesting and useful.
4. Further fleshing out of mapgen variant stuff to add a few scattered signs of this cutting-edge science intersecting with the Beyond in some locations, with more planned.

This will also help set things up for a planned mission chain fleshing out the Arcane Purifiers, as they're closely tied to magitech stuff.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 01, 2020, 04:57:34 pm
It looks like the pry value on the makeshift crowbar was dropped sometime back in December or so, if that's what you mean. Prying open modern exterior doors with a crowbar is a difficult to impossible task; in general I think we'd prefer a more robust b&e system in the long run.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 01, 2020, 06:35:09 pm
Also in today's news, MST Extra now fixes the butchering issues caused by https://github.com/CleverRaven/Cataclysm-DDA/pull/42372 (https://github.com/CleverRaven/Cataclysm-DDA/pull/42372)

Quote
1. Quick butchering has now been set to not require a surface, because being able to butcher a carcass in its own skin is something humans have been doing since prehistoric times, and the tedium this added was a bit much.
2. Toned down the surface requirements for dissection. Large creatures now only need a surface quality of 2, allowing basically any usable flat surface, while small creatures don't need a surface requirement at all. You're not trying to yank out delicious meat, you're poking around for dirty organs and CBMs.
3. As a side effect, this also fixes dismembering zombies. I'm guessing based on this that dissection uses the same qualities as quick butchering, but needless to say you don't need a fancy tarp if all you're going to do is messily hack apart a zed so it won't get back up.
4. Speaking of fancy tarps, added an override for tarpaulins adding surface quality, because the PR that added it to other sheet/tarp items overlooked it.

Commit is here: https://github.com/chaosvolt/MST_Extra_Mod/commit/3454eeb4754833cba216229e21b148750ff16656 (https://github.com/chaosvolt/MST_Extra_Mod/commit/3454eeb4754833cba216229e21b148750ff16656)
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on August 01, 2020, 07:40:11 pm
Well, then I guess makeshift lockpicks are the way to go now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 01, 2020, 07:49:45 pm
Well, then I guess makeshift lockpicks are the way to go now.

Those require a proper hacksaw to make now.
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on August 01, 2020, 09:11:37 pm
I guess its the good ole' smashy smashy?
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 01, 2020, 09:43:51 pm
I guess its the good ole' smashy smashy?

I dunno why everyone says the makeshift crowbar doesn't work: I guess they're just not using them properly.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Aseaheru on August 01, 2020, 09:46:49 pm
Well, then I guess makeshift lockpicks are the way to go now.

Those require a proper hacksaw to make now.
Both forms? I know they made making them out of scrap metal take one, but there was the wire-based recipe still, they do something strange again?
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on August 01, 2020, 10:38:42 pm
I guess its the good ole' smashy smashy?

I dunno why everyone says the makeshift crowbar doesn't work: I guess they're just not using them properly.
Uhh...care to elaborate?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on August 01, 2020, 10:47:20 pm
its a joke.

I said that i guess bashing down a door is the only way to open on now.
He implied that the proper use of the crowbar is to bash down a door.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on August 02, 2020, 02:40:13 am
Oh.Ohhhhhhhhh.

Now I feel like an idiot.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on August 02, 2020, 03:18:55 am
Since the makeshift crowbar sucks now I guess the best starting weapon you can make from shit found in the starting shelter is the nail board, but then again I almost always started with the nail board.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on August 02, 2020, 04:22:58 am
Soon it will require a sledgehammer to make
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 02, 2020, 04:52:58 am
From a gameplay perspective it seems kinda pointless anyway, there's rarely a time when you literally can't afford to smash in a window. If you have hordes mode on maybe, but the air vibrations from merely existing for long enough will attract a horde eventually anyway, so no sense worrying over a little noise even then. They're likely already spawning by the time you have to consider breaking a window.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on August 02, 2020, 05:12:39 am
Uhm

It's rude to break windows
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on August 02, 2020, 06:42:40 am
Starting in a prison, I was unable to smash or pry my way out, I had to use lock picks on main doors. Took a lot of attempts, but luckily chainwire fence gives a lot of spare wire for them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 02, 2020, 06:48:03 am
Hmm. Actually yeah, do you need a proper hacksaw for the wire variant?
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on August 02, 2020, 07:11:58 am
I don't recall needing one. I definitely had some kind of tool  from the prison workshop. I'll check next time I boot up.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 02, 2020, 07:23:35 am
Double-checked, seems the wire option needs a hammer or pliers instead, so that's nice at least. I can still see it being very RNG-dependant, but if there's a workshop that spawns items, and a reasonable chance you won't spawn stuck in a locked cell, then I guess that makes it better than playing the mi-go scenario at least.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 02, 2020, 10:07:05 am
Iirc, and I may not, the new prison was designed to always have the things for making lockpicks spawn somewhere.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on August 02, 2020, 10:31:19 am
From a gameplay perspective it seems kinda pointless anyway, there's rarely a time when you literally can't afford to smash in a window.

Maybe, hypothetically, someone wants to be able to leave a few extra turns of zombies hitting stuff before they can get in. Pry a door, close the door, close curtains, and the inevitable entry of zombies will be delayed quite helpfully. Smash a window, and it's not going to delay them much, and if you don't want injuries from the broken frame and so clean it, it's not going to scrape up zombies either.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 02, 2020, 12:36:52 pm
Iirc, and I may not, the new prison was designed to always have the things for making lockpicks spawn somewhere.

I'm glad for that. What about lighting, though? The main issue I recall seeing was that you almost always spawned somewhere dark, with no sign of firemaking tools anywhere in sight, so even if you could get materials you were instantly softlocked by being unable to craft.

A friend of mine grumbling about being stuck due to this, every single time they tried the prison start, is outright the entire reason I added the fire plough to MST Extra, as a logical variant of friction fire that should not require light to make.
Title: Re: Cataclysm: Dark Days Ahead
Post by: notquitethere on August 02, 2020, 04:01:41 pm
I started in a dark prison kitchen, but it was easy to smash my way out as the doors weren't the secure kind.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 02, 2020, 05:25:13 pm
I started in a dark prison kitchen, but it was easy to smash my way out as the doors weren't the secure kind.

That sounds similar to their experience, except once they got out of the kitchen they couldn't get past the cafeteria as all other ways to go were behind locked bar doors, and all areas they could access were pitch-black.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on August 12, 2020, 06:45:18 am
From a gameplay perspective it seems kinda pointless anyway, there's rarely a time when you literally can't afford to smash in a window.
Wait, so have I been playing this game the wrong way the whole time?

I always have to enter a house at least somewhat silently, or else all the zombies around the house (which is uh, a lot) will rush over here and then basically render my character useless for the rest of the day with pain.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on August 12, 2020, 08:08:56 am
Me too. Not to mention brutes and acidics and electrics at the start
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on August 12, 2020, 08:43:36 am
For me, it depends.

I prefered a start within a city and nearly naked (with wandering hordes on), so in that case needs must when the devil drives.  Besides, I want the cloth and wood.

When moving around in that kind of situation, when you have a weapon primarily to passively defend as you flee, its better to actually climb in a window, start a fire in a stove (for the smoke) or set the whole house on fire (to distract/kill zeds) and run out the locked front door, closing it behind you.    Fires are contained within the city, luckily, to just that plot of land.

When raiding, I prefer the smash and grab technique for most things.  Smash a window, grab the goods, flee.  Or, should I have the access, hacksaws and lockpicks.  Driving around in a small electric raider is ideal if you set it up.  Does the game still allow for such easy configuration of vehicles?  Theyve been nerfing that for a while now.

In short, you want to be quick, raid at night, use smoke to destroy your scent, and ideally pick out individual looting targets.  I do more drive-bys than I do raids, because of the zombie presence.  I try to lure them away with sound or fire.  A favorite tactic of mine is to light the neighboring house on fire, stand in the light to attract the zeds, then drive around.  Gotta make sure zeds from behind you dont destroy your car, but otherwise?  meh.

The first mod I do on a car, besides repairs, is to add headlights and widen the arc of them.  Then I add curtains to the windows.  Curtain block LoS, and can be used to ram turrets or sleep safer.  One of the items I think I like most is a modded candle I made, that purposely spews out a small amount of smoke.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on August 12, 2020, 01:54:53 pm
Well, then I guess makeshift lockpicks are the way to go now.

Those require a proper hacksaw to make now.

Because as we all know, you can't just bend small metal bits by hand.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 12, 2020, 03:46:38 pm
Well, then I guess makeshift lockpicks are the way to go now.

Those require a proper hacksaw to make now.

Because as we all know, you can't just bend small metal bits by hand.

Apparently there aren't any paperclips in the Apocalypse.  There are hair pins and fancy hairpins that can be used for lockpicking.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on August 12, 2020, 03:47:22 pm
What? No, the apocalypse will be only paperclips.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 12, 2020, 03:56:25 pm
Unbend-able paperclips, for none shall harm the paperclip.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on August 12, 2020, 03:58:08 pm
If all is paperclips, then there will be nobody to endanger the paperclips, because all will be paperclips. Making them any more durable than necessary will just use up extra matter and energy which we could use to make more paperclips.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on August 12, 2020, 04:48:38 pm
Well, then I guess makeshift lockpicks are the way to go now.

Those require a proper hacksaw to make now.

Because as we all know, you can't just bend small metal bits by hand.

Well, realism and difficulty are identical, remember.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 12, 2020, 04:57:30 pm
Meanwhile, they're still trying to balance bows. (https://github.com/CleverRaven/Cataclysm-DDA/issues/42842) Several people have come out with ample evidence that the current balance point is unrealistic in a way that hurts the player, namely that the base damage affects crit rate even though broadhead arrows should be behaving closer to melee weapons than bullets, and that the strength requirements get a bit nonsensical at the upper end. But, as it's already been said...

Well, realism and difficulty are identical, remember.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on August 13, 2020, 07:37:36 am
Pshhhh come on guys stop complaining just fork it if you have problems, it's not that hard :P

realtalk: cataclysmdda would benefit massively with each dev cycle(a letter release) having a distinct focus for all contributions that will be made during the time, it would reduce the consistent shitstorms that never go away imo
Title: Re: Cataclysm: Dark Days Ahead
Post by: Soadreqm on August 13, 2020, 11:06:30 am
I'm glad for that. What about lighting, though? The main issue I recall seeing was that you almost always spawned somewhere dark, with no sign of firemaking tools anywhere in sight, so even if you could get materials you were instantly softlocked by being unable to craft.
When I last played, you could reach the visiting room just by smashing doors, and it would have a window so you could craft by sunlight. However, you'd need to somehow get past two security robots in the lobby.
I think it was okay. Difficult, but usually not impossible.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 13, 2020, 06:37:45 pm
You could try, you know, complaining about things that are true. I would not generally recommend assuming random_dragon is accurate in these sort of claims. (eta: it appears even random_dragon realized this)

  {
    "type": "recipe",
    "result": "crude_picklock",
    "id_suffix": "from wire",
    "category": "CC_OTHER",
    "subcategory": "CSC_OTHER_TOOLS",
    "skill_used": "fabrication",
    "time": "5 m",
    "autolearn": true,
    "qualities": [ [ { "id": "HAMMER_FINE", "level": 1 }, { "id": "WRENCH", "level": 1 } ] ],
    "components": [ [ [ "wire", 2 ] ] ]
  }

Lockpicks only require a saw if you're trying to make them from large pieces of scrap metal. Otherwise, the only semi-specialized thing you need is a pair of pliers.

In other news, I haven't updated you guys lately but holy carp ultica is coming along.
(https://media.discordapp.net/attachments/699896059555610717/743606537804710060/unknown.png?width=560&height=541)
Vehicles are nearly done, somehow, and I have added in some monster sprites here and there. I'll be removing the demo tag shortly.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 13, 2020, 06:50:34 pm
realtalk: cataclysmdda would benefit massively with each dev cycle(a letter release) having a distinct focus for all contributions that will be made during the time, it would reduce the consistent shitstorms that never go away imo
That's a fun idea, but it's not even vaguely related to how development on a project like this works. It's like saying "Realtalk: cars would get way more gas mileage if they always drove downhill."
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 13, 2020, 07:34:42 pm
It'll still be softlocked without MST Extra if you spawn with locked bars between you and any light source, even with wires being usable, because that recipe lacks BLIND_EASY. That was a concern back in the day (and the reason I added fire ploughs to MST Extra). It'll depend on the layout of the place that's set as the spawn location, obviously. Current feedback suggests that at least some spawns  give enough light to get any crafting done, which is good.

But, you know, that's why I ASKED if that was still the status quo or not, and only mentioned prior experience to clarify what I was hoping got changed.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on August 13, 2020, 08:36:26 pm
realtalk: cataclysmdda would benefit massively with each dev cycle(a letter release) having a distinct focus for all contributions that will be made during the time, it would reduce the consistent shitstorms that never go away imo
That's a fun idea, but it's not even vaguely related to how development on a project like this works. It's like saying "Realtalk: cars would get way more gas mileage if they always drove downhill."

yeah i know but it's more like
a ton of the stuff in cataclysm comes in waves of massive interest by devs which leads to unfocused development that leads to these massive drawn out dev cycles with only maybe a month of two of feature freeze bug fixing.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 13, 2020, 10:18:35 pm
We're aware of how the cycles work, that's how it is when it's a collaborative effort with most of the work done by volunteers who come and go on a whim. If you told me I could only contribute to ranged weapon balance for the next few months, I'd just leave. We'd still be waiting for 0.A to release. (In fact, trying to herd cats to a single task is why 0.E stayed in feature freeze for so long, which wound up causing some major problems)

I'm not quite sure what you're talking about with massive dev cycles though. We're in feature freeze for 0.F right now, and 0.E released four months ago.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 14, 2020, 08:29:43 am
Well, I'm just going to mention that we often hear about how the changes have hindered the players, and rarely hear much discussion on the actual improvements to the playing experience.  0.E is massively better than 0.D

Also, I think most complaints are aimed with the hope of making thing better.  Discussions about which version of the developmental versions is working is mainly about balancing play-ability and features.  In other words, getting the most up to date version without crippling bugs, as defined by the player.  For example, I'm sure there is much disagreement about whether the freezing due to wet bug, which can be treated with the easy-to-craft towel, is a crippling bug.  I avoided that version, but I could probably accept it now, along with the realization that rain might be deadly.

And despite my criticism about how easy it is to dry off in real life, it is also true that in winter survival scenarios, staying dry is vital to staying warm and healthy.  In winter camping, you spend a lot of time trying to wear enough to keep warm but not enough to sweat, and you change socks 2-3 times a day, gloves too if you got the spares.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on August 14, 2020, 09:18:38 am
I think I just realized that there was a change to knife spears? Theres a simple version you can craft without any skills, and once you get to survival one you can upgrade it into an proper one. That was probably added in early 0.E though, and I just noticed because I have been starting with nail boards now...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 14, 2020, 01:40:55 pm
I added the knife spear fix many moons ago, definitely before 0.E
Title: Re: Cataclysm: Dark Days Ahead
Post by: Stench Guzman on August 14, 2020, 03:36:11 pm
Do pinecones do anything anymore?  I remember you used to be able to get pine nuts from them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 14, 2020, 06:30:58 pm
Do pinecones do anything anymore?  I remember you used to be able to get pine nuts from them.
You can throw 'em at zombies to annoy them.

Currently I think they're just an easy fuel for fires. Maybe someone can make a pinecone and peanut butter bird feeder.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 15, 2020, 03:28:21 am
Do pinecones do anything anymore?  I remember you used to be able to get pine nuts from them.

It got removed as the varieties common to New England evidently aren't viable for pine nut production. Just use MST Extra instead and harvest pine bark: https://github.com/chaosvolt/MST_Extra_Mod (https://github.com/chaosvolt/MST_Extra_Mod)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 16, 2020, 01:53:20 am
Wow. I gather you've never tried to eat cambion.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on August 16, 2020, 04:14:34 am
Wow. I gather you've never tried to eat cambion.
Why are we eating half demons?
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on August 16, 2020, 05:03:18 am
They're full with vitamin d
Title: Re: Cataclysm: Dark Days Ahead
Post by: Eschar on August 16, 2020, 09:59:14 am
Why try to eat Marlin's when you could eat Merlin
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 16, 2020, 04:12:38 pm
Why try to eat Marlin's when you could eat Merlin
Fresh with that wizardly zest!
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on August 17, 2020, 03:10:19 am
Most people prefer the fresh wizard taste of Merlin, when compared to other name brand wizards.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 17, 2020, 12:28:40 pm
Meanwhile, back on the archery topic...

(https://cdn.discordapp.com/attachments/716403896318296087/744970714272104590/unknown.png)

This is gonna be interdasting. Consensus is still universally in favor of bows not working right, and now a dev's actually weighed in agreeing with that sentiment.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on August 17, 2020, 03:01:49 pm
You could try, you know, complaining about things that are true. I would not generally recommend assuming random_dragon is accurate in these sort of claims. (eta: it appears even random_dragon realized this)

Random dragon asked a question. I see you've been attending the Kevin school of public relations...
But yeah I have no idea why people don't want to deal with the dev nonsense of DDA, it truly is a mystery.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Salmeuk on August 17, 2020, 05:19:26 pm
How is disease working in the newest versions? Even simple colds used to be a player-killer a year ago or so. It was frustrating to starve to death because I couldn't even stand up to prepare a meal.

Have they changed the severity of or contraction rate of the diseases recently?

Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 17, 2020, 07:58:55 pm
How is disease working in the newest versions? Even simple colds used to be a player-killer a year ago or so. It was frustrating to starve to death because I couldn't even stand up to prepare a meal.

Have they changed the severity of or contraction rate of the diseases recently?

I've certainly never died from a cold in game.

Infections remain poorly modelled, mainly because we seem to not giving any information on early infection and jumping right into severe sepsis
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 18, 2020, 07:57:06 pm
Better modelling of infections would help.  Currently, the Infected start is mostly lethal since the infection has progressed to the point where the player should be hospitalized.  They should have probably figured out they were infected and needed to prioritize antibiotics a bit sooner.  Even if you spawn with antibiotics, you can still die at the stage set by the Infected start.

It's mostly that the player's too weak to wake up and take the next dose of antibiotics.  Dunno if Intravenous Therapy (IV) is in the game, but that is probably what a human would need at that state to survive.

Actually, that reminds me of one of my major complains about drugs in general: They're all one sized, when they should vary more in dosage.  Pain killers in general are fairly fleshed out, and alcohol is pretty decent, but the illegal substances could be better in this.  And as above, an IV of antibiotics and a shot of antibiotics are all different than a pill of antibiotics, in about that order of potency.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 18, 2020, 09:21:15 pm
The illegal substances are basically stubs right now. There are some decent plans for what to do with them but nobody has had sufficient investment to work on them.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on August 18, 2020, 09:26:10 pm
cly all the devs need to get together for a month and take every illegal drug on a camping trip for research
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 18, 2020, 10:57:29 pm
I feel like that would not get us further towards anyone programming anything...
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 19, 2020, 08:55:10 pm
Meanwhile in Arcana...first steps toward mod_tileset work for Ultica:

(https://cdn.discordapp.com/attachments/699896174156709930/745822733106937876/unknown.png)

The four essence types, of course.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on August 20, 2020, 05:16:54 am
The Four Elemental Pixels
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on August 20, 2020, 06:32:27 am
Everything changed when the red pixel blob nation attacked.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 20, 2020, 09:56:06 am
It's been a minute since the whole thing started, but UltiCa is now the default tileset. 0.F will be Fine.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on August 20, 2020, 10:02:10 am
Damn Fine!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 20, 2020, 10:13:06 am
I've now got all of the stuff in ammo.json, armor.json, classes.json (i.e. scrolls and magic seals), comestibles.json, and melee.json sprited, at least stuff that doesn't have a convenient lookalike. I'm curious what Erk will think of it...
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 20, 2020, 05:43:34 pm
Meanwhile in Arcana...first steps toward mod_tileset work for Ultica:

(https://cdn.discordapp.com/attachments/699896174156709930/745822733106937876/unknown.png)

The four essence types, of course.
The Four Elemental Pixels

Green Elephant, Red Elephant, Miner's Hat, and Leg of Ballerina?
Title: Re: Cataclysm: Dark Days Ahead
Post by: pisskop on August 20, 2020, 05:47:47 pm
Green crap, red crap, grey crap, smoke
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 20, 2020, 07:23:53 pm
(https://cdn.discordapp.com/attachments/716416929061142529/746162421072265296/unknown.png)
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on August 21, 2020, 12:57:55 am
Above: the Wizard in his study.

He really needs some more wizardy wear.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 21, 2020, 09:57:56 am
It's mostly just my setting up assorted items to display them. I had like twice as much stuff on tables, but I saved the game to tweak the offset for 20x20 item sprites (centered the way Erk prefers to have them, they always seem too far over the the left), but on loading the save reported an error and when I skipped it, half the fucking evac center was overriden, and the NPC had moved farther north inside the room.

I lost probably half an hour of editing in tables and spawning items to put on them. :/

Here's an earlier screenshot of my complete display, prior to fixing the wacky sprite placement for small items:
(https://cdn.discordapp.com/attachments/699896174156709930/746158128013377676/unknown.png)
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 21, 2020, 02:08:32 pm
Looks beautiful, my awful prior attempt at humor notwithstanding.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 21, 2020, 03:49:49 pm
Yey. I've now updated it, full summary is in commit here: https://github.com/chaosvolt/cdda-arcana-mod/commit/458bd2b7f9bd1976b0825c86a79f58e88618b233 (https://github.com/chaosvolt/cdda-arcana-mod/commit/458bd2b7f9bd1976b0825c86a79f58e88618b233)

In a nutshell:
1. Mod tileset stuff for Ultica, and dropping the mod tilset stuff for UDP since SDG already has all my modded-in sprites in his set by now.
2. A small rebalance for Dragonblood mutants regarding their wings, and a feature I wanted to add but is currently hidden (see below).
3. Dummied out some things because relic_data code is broken yet again in two different ways, one that just makes it not work and one that breaks saves unless commented out.

Honestly, for all the complaints players had with nested containers, in its current state it's a lot more functional and less buggy, whereas from a modder's perspective it's almost always spells and relics causing problems.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 23, 2020, 01:11:23 am
Things is looking good for tilesets in 0.F. finished all the mi-go today. Just this week thanks to some dedicated contributors live AcePleiades and int_ua, we've added something like 300-400 new sprites.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Jimmy on August 23, 2020, 05:10:44 am
So, I tried this thing!

First impressions from a new player:

1. The interface is horrible. And this is coming from a Dwarf Fortress player. Nested menu upon nested menu. An entirely separate system and keybinding for construction compared to item crafting. Not to mention one of the most commonly used keybindings for crafting is a highly inaccessible keypress (&). Hidden functions within the construction menu (*) which aren't intuitive, such as chopping trees or logs, when most other interactions use the interact key (e).

2. Horrible documentation. The wiki's a neglected wasteland. The separate site for item searches regularly throws 500 server errors.

3. Surprisingly good gameplay once the learning curve is mastered. Rogue-lite with survival game aspects tickles my interest.

4. I love the cooking system! So many ingredients, with options to farm them, scavenge from the ruins of civilization, hunt or gather your nutrition. Plus, item decay! Unlike so many other survival games which allow food to remain perfectly preserved, this actually forces you to use the stuff you find or face it turning to rotten garbage. By far the best cooking game simulator I've played recently.

5. The crafting system is unbalanced. Some clothes can be disassembled, others can't. Some return full resources, others only partial amounts. Some return completely different resources than the stuff you used to craft it. It's obviously been created by multiple different designers, each with different levels of commitment and design philosophies. Really needs some polish and standardization. Give all clothing items the disassemble option for half resources, for example. The hodge-podge currently on offer looks like an abandoned project where someone just said "Good enough!" and shipped it as is.

6. The recipes themselves need a good look over for consistency and logic. A chest wrap has 0.5 L volume, 0.14 lbs weight, and takes 1 minute and 9 rags to create. A single rag has 0.25 L volume and 0.18 lbs weight. Why would anyone ever use the bundle of rags item when they can store nine rags without losing string and somehow break the first law of thermodynamics in the process? Don't even get me started on a 0.18 lbs rag being crafted with 80x 0.11 lbs thread.

7. Combat's pretty deadly for a new character. I figured out early in my first few games to avoid confrontation and spend time grinding skills and gear instead. Hopefully I'll experience more interesting stuff later once I have a character that can survive anything more hostile than a stiff breeze.

8. The skill system is a grind, and also easily gamed. Ranks come quickly by repeat crafting items at your current level. For tailoring, I just picked a cheap recipe that I could disassemble for full returned resources and pumped them out. Presto, rank up! Only cost is time, meaning the game creates an incentive to hole up for the start of every game in a safe location and grind skill ranks instead of challenging the map.

9. I don't really care about tile sets, and play the game just fine in ASCII format. Shame that so much time and energy gets spent on features that add nothing to the game for me.

Closing remarks: I wouldn't recommend this game to any of my friends. I probably won't play it again once I've satisfied myself that I can build a successful character and have them survive in most situations. Still, the game has a lot of potential, and I hope the development team can fix some of the more glaring errors in the design over simply adding window dressing. Also, great cooking system. Top marks for that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on August 23, 2020, 03:24:14 pm
Like DF, this game is less rogue-lite and more rogue-heavier
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 23, 2020, 05:51:03 pm
Thanks for the comments!

So, I tried this thing!

First impressions from a new player:

1. The interface is horrible. And this is coming from a Dwarf Fortress player. Nested menu upon nested menu. An entirely separate system and keybinding for construction compared to item crafting. Not to mention one of the most commonly used keybindings for crafting is a highly inaccessible keypress (&). Hidden functions within the construction menu (*) which aren't intuitive, such as chopping trees or logs, when most other interactions use the interact key (e).
Agreed, it's miserable. There's been a gradual push to improve, but it's slow. By the time people know enough to fix the ux, we've grown accustomed to it and have to work against our own self-interest and sacrifice motor memory for the greater good.

2. Horrible documentation. The wiki's a neglected wasteland. The separate site for item searches regularly throws 500 server errors.
Not sure what's up with the wiki. It always surprises me that nobody makes any effort to update it.

4. I love the cooking system! So many ingredients, with options to farm them, scavenge from the ruins of civilization, hunt or gather your nutrition. Plus, item decay! Unlike so many other survival games which allow food to remain perfectly preserved, this actually forces you to use the stuff you find or face it turning to rotten garbage. By far the best cooking game simulator I've played recently.
We've got more in hopes for all that stuff too, like more granular decay based on storage. Some day we'd even like some sort of flavour profile system.

5. The crafting system is unbalanced. Some clothes can be disassembled, others can't. Some return full resources, others only partial amounts. Some return completely different resources than the stuff you used to craft it. It's obviously been created by multiple different designers, each with different levels of commitment and design philosophies. Really needs some polish and standardization. Give all clothing items the disassemble option for half resources, for example. The hodge-podge currently on offer looks like an abandoned project where someone just said "Good enough!" and shipped it as is.

6. The recipes themselves need a good look over for consistency and logic. A chest wrap has 0.5 L volume, 0.14 lbs weight, and takes 1 minute and 9 rags to create. A single rag has 0.25 L volume and 0.18 lbs weight. Why would anyone ever use the bundle of rags item when they can store nine rags without losing string and somehow break the first law of thermodynamics in the process? Don't even get me started on a 0.18 lbs rag being crafted with 80x 0.11 lbs thread.
"balance" isn't expressly something we're going for as such but the things you're describing are all parts of constant auditing efforts. If you'd like to help fix some of the ones you've noticed, it's a pretty enormous ongoing project with a very low entry barrier :)

7. Combat's pretty deadly for a new character. I figured out early in my first few games to avoid confrontation and spend time grinding skills and gear instead. Hopefully I'll experience more interesting stuff later once I have a character that can survive anything more hostile than a stiff breeze.
This is by design, but I'd like NPC interactions to help to teach more about what to do to keep safe.

8. The skill system is a grind, and also easily gamed. Ranks come quickly by repeat crafting items at your current level. For tailoring, I just picked a cheap recipe that I could disassemble for full returned resources and pumped them out. Presto, rank up! Only cost is time, meaning the game creates an incentive to hole up for the start of every game in a safe location and grind skill ranks instead of challenging the map.
We're hoping to have the new system in place for 0.F stable, or at least the bones of it. The overall plan is too big to summarize, but basically we want to make the "skill" levels much slower to gain, and add lateral, often easier to gain, "proficiencies" that represent more specific individual knowledge bases (eg. 'carpentry' or 'blacksmithing'). As well, we're adding 'practice' actions which automate the process of crafting/uncrafting the same recipe, so that rather than paying in keypresses and patience you're primarily paying just with in-game time. This plays into the overall design goal of, yes, incentivizing holing up and grinding - which you might in fact do during an apocalypse - but dramatically accelerating that downtime, watching a week of supplies run out ideally over minutes as you do various semi-background functions. I don't know if you're aware that the world progresses in your absence as well, with zombies becoming more dangerous the more you sit and let them evolve.

9. I don't really care about tile sets, and play the game just fine in ASCII format. Shame that so much time and energy gets spent on features that add nothing to the game for me.
To each their own, the tiles version is downloaded something like 10 times as much.

Closing remarks: I wouldn't recommend this game to any of my friends. I probably won't play it again once I've satisfied myself that I can build a successful character and have them survive in most situations. Still, the game has a lot of potential, and I hope the development team can fix some of the more glaring errors in the design over simply adding window dressing. Also, great cooking system. Top marks for that.
I suspect there's a fair bit of depth you've yet to explore: I remember telling my wife after a week or so that cdda was an interesting game but I was about done with it. As for "window dressing", the core contributors alone are around 30-40 people, so fortunately a couple of us can work on display and art while others adjust design or optimize code. However, it's never likely to not be a hodge-podge of work from hundreds of people, I suppose that's what makes it so fun to develop.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Il Palazzo on August 23, 2020, 06:07:00 pm
I probably won't play it again once I've satisfied myself that I can build a successful character and have them survive in most situations.
No! You shouldn't be satisfied until your hospital-abandoned 4-strength weakling crafts himself an armoured deathmobile camper in which to scour the land far and wide, searching for parts, recipes, and cooking ingredients in order to become an Alpha-mutated superhuman cyborg (that dies from one lucky shot anyway).
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 23, 2020, 09:49:12 pm
I probably won't play it again once I've satisfied myself that I can build a successful character and have them survive in most situations.
No! You shouldn't be satisfied until your hospital-abandoned 4-strength weakling crafts himself an armoured deathmobile camper in which to scour the land far and wide, searching for parts, recipes, and cooking ingredients in order to become an Alpha-mutated superhuman cyborg (that dies from one lucky shot anyway).
...should have gone Medical.
Title: Re: Cataclysm: Dark Days Ahead
Post by: AzyWng on August 24, 2020, 10:10:03 am
Just saying in case you don't know - some tilesets, like UltiCa and DeadPeople, have icons that indicate stuff like unpulped corpses, indicators for if you're bleeding or poisoned, and a brief overview of your character so you can see what you're wearing and holding - which can save a little bit of time.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on August 24, 2020, 03:30:01 pm
Yes, in general the tileset display is a lot more information-dense than the ASCII one.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 24, 2020, 07:11:44 pm
Isn't there a phrase for that? An image is worth a whole kilobyte's worth of text, or something like that... :V
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on August 29, 2020, 09:49:57 pm
While I I'm at it, might as well post some Arcana mod_tileset work I've done recently. 3 of 5 five boss creatures:

(https://i.redd.it/q1aggeegw1k51.png)

The last one took the most time and effort to make, not to mention a lot of feedback from people on the modder server, the fan server, and Erk's tileset server. For reference, this thing from Ultica formed the bulk of the base sprite:

(https://raw.githubusercontent.com/I-am-Erk/CDDA-Tilesets/master/gfx/UltimateCataclysm/pngs_large_64x64/monsters/mon_jabberwock/mon_jabberwock.png)
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on August 31, 2020, 07:22:49 pm
Pretty scary.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Flying Dice on September 04, 2020, 12:15:13 am
So I've finally started a character on 0.E-2, and initial impressions aside (more questionable design choices but the motion tracker and expanded chem stuff are cool), I've got a question: was something done to gun store spawns? I'm on day 79 with city size 12/distance 4, I've fully explored one of those large cities formed by a couple towns mashing together and parts of two others as well as a scattering of small towns... and I've found one gun store. Literally only one. It was the variant with no loot, broken vending machines, and a half-destroyed barricade at the back to boot. I know (and am glad) that building spawns were tweaked ages ago to make a semi-sane ratio of houses to stores, but none of the other stores or special buildings are having trouble spawning. Hell, I've found more dojos this run than gun stores.

So basically the only guns I have are the random pistols and Remington 870s from zombie spawns, MP5A2s from robbing police stations, and a small mountain of M4A1s (plus one or two each of the rarer soldier zombie drops). It's not really a big deal right now because I tend to go pure melee while ramping up and only swap over to guns in lategame anyway (in particular after I have decent stocks of ammo and have found a Taekwondo book), but at this rate I'm just going to stick to Ninjutsu cheese forever.

I guess it fits that I'm just using a knife and a Luger since this character was supposed to be a Mio Honda Steppin' Through the Apocalypse meme anyways.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on September 07, 2020, 08:12:29 pm
Afaik gun store spawns haven't changed, it's meant to be the US after all.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Jimmy on September 08, 2020, 06:06:16 am
I finally found a chemistry textbook and unlocked the chemistry system.

Yikes.

What's the go with black gunpowder? Why can it be crafted from oxidizer powder (which I'm assuming is ammonium perchlorate from the crafting ingredients), lye powder (which I have to assume is the more historic classification for potassium hydroxide and not the more proper nomenclature for nitrogen hydroxide), and charcoal (carbon)? Where the heck is the sulfur in this formula? Isn't this a formula for sulfur-free gunpowder, a.k.a. smokeless powder?

I'd assume this reaction is 6 KNO3 + C7H4O → 3 K2CO3 + 4 CO2 + 2 H2O + 3 N2 for the ignition. So you're making potassium nitrate from the potassium hydroxide and ammonium percholate ingredients, producing perchloric acid and oxygen gas as a byproduct? That's... well, it's not actually smokeless powder, but it's still not black powder. Although yes, the carbon content would make it black, but stop being pedantic about my pedantry, dammit! It's not my fault the nomenclature fails to account for the proper nuance. Plus, good luck producing prismenal from charcoal without significant industrial purification methods.

Also, from my play, I note a significant lack of methods of obtaining sulfur. Honestly, the game needs a few methods of extracting sulfur from every day ingredients.

Did you know that until recently, most laundry detergents used sodium sulfate to bulk their product? It's because it's the garbage left over from more useful reactions involving sulfuric acid, such as the Mannheim or Hargreaves process. Just dump it in laundry powder and the plebs will pay you for your garbage. It's usually between 40-60% of the detergent's content by mass (https://www.linkedin.com/pulse/some-basic-knowledges-formulating-synthetic-detergent-bryant-chen), too.

You can mix sodium sulfate in water and precipitate the sodium out of the liquid by leading a mixture of chlorine gas and sulfur dioxide gas through the liquid. Once you do this, you have hydrochloric acid and sulfuric acid in the solution, which can be boiled off and collected separately, leaving behind whatever other crud was in the stuff.

If you're interested, here's the original patent from 1946 for this process (https://patents.google.com/patent/US2531137A/en).

Seems like a decent option for a crafting recipe to produce sulfuric acid, hydrochloric acid, and salt, plus whatever you wanna call the leftover detergent scum, be it soapy water, soap flakes or whatnot. You'd need a method of capturing and storing chlorine and sulfur dioxide gas though, which shouldn't be too hard. The recipe for lye from salt water in the game is already supposed to produce chlorine gas (it's using the chloralkali process) and you can produce sulfur dioxide by heating metallic sulfides. Hint: most common disposable batteries (https://data.energizer.com/pdfs/l91.pdf) use lithium-iron sulfide as their ingredients.

Anyway, the chemistry system could stand some fine tuning.
Title: Re: Cataclysm: Dark Days Ahead
Post by: BigD145 on September 08, 2020, 08:55:08 am
Afaik gun store spawns haven't changed, it's meant to be the US after all.

American towns have a proper gun store and potentially one or two sporting goods type stores that also sell guns. Even a town of a couple thousand could potentially have more than one gun store and maybe even one more between one town and the next. This is true in a lot of places including the New England states where Cata is set.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on September 08, 2020, 09:57:33 am
Afaik gun store spawns haven't changed, it's meant to be the US after all.

American towns have a proper gun store and potentially one or two sporting goods type stores that also sell guns. Even a town of a couple thousand could potentially have more than one gun store and maybe even one more between one town and the next. This is true in a lot of places including the New England states where Cata is set.
A few new buildings were added earlier this year and some other city/town building spawns might have been tweaked. If average city size hasn't been increased and gun store spawns weren't changed, then the new buildings are probably pushing out gun stores by decreasing their relative spawn chance.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on September 08, 2020, 11:02:43 pm
@jimmy: most of the requirements are in place for a huge chemistry rework, and we've had a few people poke at the fringes, but it will either be a very slow process or awaits someone to come really dive into it. If you want to come audit some of the really dumb recipes we have currently, it would be welcome.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on September 09, 2020, 12:01:13 pm
So I've finally started a character on 0.E-2, and initial impressions aside (more questionable design choices but the motion tracker and expanded chem stuff are cool), I've got a question: was something done to gun store spawns? I'm on day 79 with city size 12/distance 4, I've fully explored one of those large cities formed by a couple towns mashing together and parts of two others as well as a scattering of small towns... and I've found one gun store. Literally only one. It was the variant with no loot, broken vending machines, and a half-destroyed barricade at the back to boot. I know (and am glad) that building spawns were tweaked ages ago to make a semi-sane ratio of houses to stores, but none of the other stores or special buildings are having trouble spawning. Hell, I've found more dojos this run than gun stores.

So basically the only guns I have are the random pistols and Remington 870s from zombie spawns, MP5A2s from robbing police stations, and a small mountain of M4A1s (plus one or two each of the rarer soldier zombie drops). It's not really a big deal right now because I tend to go pure melee while ramping up and only swap over to guns in lategame anyway (in particular after I have decent stocks of ammo and have found a Taekwondo book), but at this rate I'm just going to stick to Ninjutsu cheese forever.

I guess it fits that I'm just using a knife and a Luger since this character was supposed to be a Mio Honda Steppin' Through the Apocalypse meme anyways.

It could be that the mashup of towns overwrote the gunshop spawns with something else.  Say each town is supposed to generate with a gun shop, and three spawned overlapping, and the gunshop portions of 2 out of 3 got overwritten.  I've generally seen one per large town.  Small ones generally don't generate gun shops...which means it's New England, not other rural parts of the US where every other small town has at least a small gunshop.  Plus Walmart sells guns, and they're all over the place.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Flying Dice on September 10, 2020, 05:35:47 pm
So I've finally started a character on 0.E-2, and initial impressions aside (more questionable design choices but the motion tracker and expanded chem stuff are cool), I've got a question: was something done to gun store spawns? I'm on day 79 with city size 12/distance 4, I've fully explored one of those large cities formed by a couple towns mashing together and parts of two others as well as a scattering of small towns... and I've found one gun store. Literally only one. It was the variant with no loot, broken vending machines, and a half-destroyed barricade at the back to boot. I know (and am glad) that building spawns were tweaked ages ago to make a semi-sane ratio of houses to stores, but none of the other stores or special buildings are having trouble spawning. Hell, I've found more dojos this run than gun stores.

So basically the only guns I have are the random pistols and Remington 870s from zombie spawns, MP5A2s from robbing police stations, and a small mountain of M4A1s (plus one or two each of the rarer soldier zombie drops). It's not really a big deal right now because I tend to go pure melee while ramping up and only swap over to guns in lategame anyway (in particular after I have decent stocks of ammo and have found a Taekwondo book), but at this rate I'm just going to stick to Ninjutsu cheese forever.

I guess it fits that I'm just using a knife and a Luger since this character was supposed to be a Mio Honda Steppin' Through the Apocalypse meme anyways.

It could be that the mashup of towns overwrote the gunshop spawns with something else.  Say each town is supposed to generate with a gun shop, and three spawned overlapping, and the gunshop portions of 2 out of 3 got overwritten.  I've generally seen one per large town.  Small ones generally don't generate gun shops...which means it's New England, not other rural parts of the US where every other small town has at least a small gunshop.  Plus Walmart sells guns, and they're all over the place.

That's what I'm inclined to think happened; I went farther afield and towns started having the 2-3 per that I remember.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on October 10, 2020, 04:28:22 am
So, how exactly is 0.F? It sounds really close, and a feature freeze for bug fixing was much needed.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Robsoie on October 10, 2020, 04:41:46 am
You can check the progress on 0.F here :
https://github.com/CleverRaven/Cataclysm-DDA/projects/37
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on October 10, 2020, 07:53:33 am
Say what you will about the situation in that dreaded Outside area, COVID has been great for the indy game scene!
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 17, 2020, 09:42:57 am
0.F is coming along. My main contribution, proficiencies, are arbitrarily at a point now where they could pretty much just be done as is, although I'm still trying to button up a bunch of the nice secondary stuff. There aren't too many big features left after that, we're moving into content freeze and dedicated bugfixing pretty soon.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 17, 2020, 11:04:41 am
proficiencies, are arbitrarily at a point now where they could pretty much just be done as is

I would not call them done until you can actually select missing proficiencies in character generation, especially with how ridiculous the time and fail multipliers can get when a large number of basic proficiencies stack up.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 17, 2020, 08:50:12 pm
ya know that is weird, can you actually select profeciencies during chargen? Haven't played much of a version WITH them to say.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 17, 2020, 10:16:32 pm
ya know that is weird, can you actually select profeciencies during chargen? Haven't played much of a version WITH them to say.

Nope. Professions can come with proficencies, but there's a lot of "you need to research breathing" cases where only specialist survival professions and craftsmen know things like leatherworking, making cordage, etc. There's no way to buy additional proficiencies your profession lacks.

Actually shit, a saner way to do it would be like how you can autolearmn book-only recipes. A proficieny should be set so that starting the game with certain skills will auto-unlock proficiencies, because having to waste character points on "not failing five million times on something this character should probably already know how to do" would actually be kinda dumb.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Jimmy on October 18, 2020, 04:22:28 am
So along with expanded proficiencies, additional failures, and reworking the crafting system, I'm assuming you've addressed adjusting crafting time on in-progress crafts as proficiencies increase, correct?

Because if you're gonna make stuff take forever to craft without skills, it becomes rather important that the game can track skill increases and adjust the item's crafting time as you get more skilled.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 18, 2020, 09:53:32 am
Afaik the initial presentation of proficiencies checks and updates craft time if you gain proficiency mid craft, but I haven't checked it myself. When I say I'm done, I mean I'm done the stuff I am capable of doing, which is adding proficiencies to recipes. Although I've actually taken some time to learn enough to add them to a few hard coded activities as well.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 18, 2020, 07:28:46 pm
When I say I'm done, I mean I'm done the stuff I am capable of doing

So adding proficiencies you can buy in chargen, and handing out the growing list of proficiencies for absurdly specific things to professions that should know them is beyond you?
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on October 19, 2020, 05:49:11 am
The proficiencies seem to over complicate things, and looking at discussions on GitHub they seem to want to make the blacksmithing one something you can't learn in game and that doesn't make since to me.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on October 19, 2020, 06:05:47 am
Yeah, I agree with you.

And I thought skills were hard to grind before. :'(
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on October 19, 2020, 07:49:23 am
And here I was thinking that anyone could learn anything.  Shouldn't proficiency be something you can learn from a book or another survivor, sorta like some of the martial arts schools?
Title: Re: Cataclysm: Dark Days Ahead
Post by: AllOfThem on October 19, 2020, 08:08:54 am
Quote
So adding proficiencies you can buy in chargen, and handing out the growing list of proficiencies for absurdly specific things to professions that should know them is beyond you?

Says the guy that can't code anything and is always trying to get shit implemented for him. Someone is salty... X)
Title: Re: Cataclysm: Dark Days Ahead
Post by: n9103 on October 19, 2020, 09:49:39 am
Let us be one with the chill.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on October 19, 2020, 10:25:42 am
Let us be one with the chill.

Feel the chill
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 19, 2020, 10:43:22 am
Quote
So adding proficiencies you can buy in chargen, and handing out the growing list of proficiencies for absurdly specific things to professions that should know them is beyond you?

Says the guy that can't code anything and is always trying to get shit implemented for him. Someone is salty... X)

Random_Dragon is the Arcana dev iirc...
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 19, 2020, 12:08:19 pm
Quote
So adding proficiencies you can buy in chargen, and handing out the growing list of proficiencies for absurdly specific things to professions that should know them is beyond you?

Says the guy that can't code anything and is always trying to get shit implemented for him. Someone is salty... X)
It doesn't really change that Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on October 19, 2020, 01:11:53 pm
Hey now, let us keep away from the personal attacks.

Days since this topic was locked > 0 , let's keep it that way.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Mephansteras on October 19, 2020, 01:21:33 pm
Pretty sure Erk is an artist, not a coder. Seems a bit unfair to expect them to be both.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 19, 2020, 02:09:00 pm
Pretty sure Erk is an artist, not a coder. Seems a bit unfair to expect them to be both.
Alright, to be fair, Erk probably would have been kicked out of the dev team for "slowing development" or whatever other excuse they would have come up with if they went looking for answers to the degree that I had initially hoped for when they took over as community manager here.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on October 19, 2020, 02:11:38 pm
Afaik the initial presentation of proficiencies checks and updates craft time if you gain proficiency mid craft, but I haven't checked it myself. When I say I'm done, I mean I'm done the stuff I am capable of doing, which is adding proficiencies to recipes. Although I've actually taken some time to learn enough to add them to a few hard coded activities as well.
Ah, the Kevin style of cata development:

"I've implemented all the downsides to my weird changes that literally nobody wants. Good enough, everything is broken now, which is realism!"

Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 19, 2020, 02:16:23 pm
Ah, the Kevin style of cata development:

"I've implemented all the downsides to my weird changes that literally nobody wants. Good enough, everything is broken now, which is realism!"

Pretty much. You code first implementation yourself, ignore the prerequisites, then demand other people finish it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Arbinire on October 19, 2020, 02:18:31 pm
Afaik the initial presentation of proficiencies checks and updates craft time if you gain proficiency mid craft, but I haven't checked it myself. When I say I'm done, I mean I'm done the stuff I am capable of doing, which is adding proficiencies to recipes. Although I've actually taken some time to learn enough to add them to a few hard coded activities as well.
Ah, the Kevin style of cata development:

"I've implemented all the downsides to my weird changes that literally nobody wants. Good enough, everything is broken now, which is realism!"

have my +1. 

seriously though, it's like Kevin is Brian Griffon in that episode of Family Guy where he takes Stewie's ADD meds, and we're GRR Martin having to listen to him explain the whole thing, in detail, just to be like "it's crap."  None of this is fun, OR realistic.  It seems spiteful and just someone marking their territory and saying "this thing someone else made is all mine now!".  And no offense to Erk, I get you enjoy being a part of some small aspect of this "game's" development, but it's kind of sad you get to be the one jumping in front of the bullet for the guy
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 19, 2020, 04:21:27 pm
The proficiencies seem to over complicate things, and looking at discussions on GitHub they seem to want to make the blacksmithing one something you can't learn in game and that doesn't make since to me.

Eh? No. I just finished making it easier to learn it in fact.

There was initially some talk about making some of the base proficiencies like metalworking require a teacher or book, but I found a better way to do it.

Quote
It doesn't really change that Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.
They ought to be, I was recruited for and spend all my time doing JSON stuff, when I'm not drawing pixel art.

As to the personal attacks, it had been nice that this thread for the last dozen or so pages had been talking about the game and what's going on in it rather than your personal dislike for the devs or your opinion on whether or not I need to know c++ really well to work on the content and draw tilesets (seriously?) If you didn't like the way cdda was going five, three, or one year ago, yes: you will continue to not like the way it is going. We're just going to continue adding stuff that we enjoy playing, and our concepts of fun are clearly very different. You could try checking out Coolthulhu's fork. It's not at all what I'm into but that would be a selling point for some folks.

I generally try to avoid responding to random_dragon, but I feel I should point out:
Quote
You code first implementation yourself, ignore the prerequisites, then demand other people finish it.
I didn't code first implementation, anothersimulacrum did (and did a great job of it, the whole thing has gone in incredibly smoothly with very few bugs). There are plenty of feature we consider important and still have on the docket, like selecting starting proficiencies and having books provide proficiency boosts. Those are all clearly posted in the plans for things. I'm adding the actual proficiencies and applying them to recipes, and that's the thing that I feel is at a point now where I can arbitrarily call it finished for stable. This was a project that, from the very inception, was conceived as a group effort and has continued that way, with esotericist and curstwist joining in on some of the extra features because that kind of teamwork is why we all enjoy working on this. Your assertion completely misses the entire way the cdda project functions and remains afloat, and manages to be condescending and insulting while doing it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 19, 2020, 04:48:34 pm
Is it too much to ask to just have some actual BENEFIT to proficiencies? Not just from a player's perspective, but a modder's one. I'm not really all that eager to actually make use of the ability to add custom proficiencies to magic stuff, for example, if all I can do is make the recipes more tedious for characters that lack them. :/
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 19, 2020, 05:35:40 pm
Is it too much to ask to just have some actual BENEFIT to proficiencies? Not just from a player's perspective, but a modder's one. I'm not really all that eager to actually make use of the ability to add custom proficiencies to magic stuff, for example, if all I can do is make the recipes more tedious for characters that lack them. :/
If you can't see any uses for a way to make recipe time and failure rates flexible based on character details, or to gate or streamline access to wide fields of craftable items based on stuff like completing quests, then I can't help you.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 19, 2020, 06:16:40 pm
Quote
It doesn't really change that Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.
They ought to be, I was recruited for and spend all my time doing JSON stuff, when I'm not drawing pixel art.

As to the personal attacks, it had been nice that this thread for the last dozen or so pages had been talking about the game and what's going on in it rather than your personal dislike for the devs or your opinion on whether or not I need to know c++ really well to work on the content and draw tilesets (seriously?) If you didn't like the way cdda was going five, three, or one year ago, yes: you will continue to not like the way it is going. We're just going to continue adding stuff that we enjoy playing, and our concepts of fun are clearly very different. You could try checking out Coolthulhu's fork. It's not at all what I'm into but that would be a selling point for some folks.
You signed on as community manager by starting this thread in continuation from the previous one. Being unable to answer fairly basic questions is kind of a big deal unless you stepped down from that role without telling anyone here.

Not sure you can really talk about five years ago either, seeing as you've only been with the team for two.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 19, 2020, 06:36:40 pm
You signed on as community manager by starting this thread in continuation from the previous one. Being unable to answer fairly basic questions is kind of a big deal unless you stepped down from that role without telling anyone here.

Not sure you can really talk about five years ago either, seeing as you've only been with the team for two.
I'm not sure what questions you feel I haven't been able to answer. Generally I know what's going on with game development as well as anyone (less so since covid decimated my hobby time), and while I don't code major features in C++, I can't think of anything complex about the code itself I've even been asked here.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 19, 2020, 07:33:58 pm
You signed on as community manager by starting this thread in continuation from the previous one. Being unable to answer fairly basic questions is kind of a big deal unless you stepped down from that role without telling anyone here.

Not sure you can really talk about five years ago either, seeing as you've only been with the team for two.
I'm not sure what questions you feel I haven't been able to answer. Generally I know what's going on with game development as well as anyone (less so since covid decimated my hobby time), and while I don't code major features in C++, I can't think of anything complex about the code itself I've even been asked here.
I took a screenshot of that "NPCs teleporting into another map tile on map update" (http://www.bay12forums.com/smf/index.php?topic=149157.msg7998250#msg7998250) thing last year, and I didn't get a response. Not even sure if that's fixed at this point, since you had initially replied to a previous post saying you were unable to replicate it and then you just disappeared for a few months.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 19, 2020, 07:43:22 pm
As I recall, I shared your post with some of the other devs, who fixed that bug shortly afterwards (https://github.com/CleverRaven/Cataclysm-DDA/pull/32977). Sorry I didn't get back to you about it, but that seems like an odd thing to hold against me so much that you feel it's important to target me personally over a year later.
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 19, 2020, 08:18:35 pm
As I recall, I shared your post with some of the other devs, who fixed that bug shortly afterwards (https://github.com/CleverRaven/Cataclysm-DDA/pull/32977). Sorry I didn't get back to you about it, but that seems like an odd thing to hold against me so much that you feel it's important to target me personally over a year later.
I actually didn't remember that one until I saw it while searching through my old posts. Not sure why you feel like this is personal either. If someone else was the community manager, it'd be them getting my complaints.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 19, 2020, 08:44:25 pm
"community manager" isn't really a thing, I'm just the only developer still willing to engage with this particular group of players despite stuff like ... Well, like this.

I'm not sure how to interpret stuff like "It doesn't really change that Erk's code diving skills seem a bit sparse for a dev" as anything other than a personal dig? You called me out and then over several posts elaborated on what you perceive as an inadequacy, and then clarified that it is apparently over something from over a year ago that you didn't actually remember. What's your game here? Is this something you consider a normal, neutral interaction with someone?
Title: Re: Cataclysm: Dark Days Ahead
Post by: duckman on October 19, 2020, 08:58:44 pm
"community manager" isn't really a thing, I'm just the only developer still willing to engage with this particular group of players despite stuff like ... Well, like this.

I'm not sure how to interpret stuff like "It doesn't really change that Erk's code diving skills seem a bit sparse for a dev" as anything other than a personal dig? You called me out and then over several posts elaborated on what you perceive as an inadequacy, and then clarified that it is apparently over something from over a year ago that you didn't actually remember. What's your game here? Is this something you consider a normal, neutral interaction with someone?
No that was, 'complaining about the community manager not fulfilling their role', which was very much not neutral. But if you're saying that you have actually never been the community manager for CDDA here, then there's not really anything else to say besides, "Sorry for the trouble."
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on October 19, 2020, 09:02:28 pm
A community manager would be someone who's being paid by a company to have the role of "community manager" foremost. It's not a concept which really applies to an open source project which anybody can freely contribute to, especially if the person you're talking about is also a contributor. I guess you could have someone who decides to, in their free time, work as a go-between between the developers and the players, but that job is right at the crossroads of hard and thankless and I doubt anyone would want to do it for free.
Title: Re: Cataclysm: Dark Days Ahead
Post by: scriver on October 20, 2020, 01:35:18 am
I agree. It's not right to call erk a "community manager" simply because he runs a thread on a forum (even if that forum is spiritually and historically deeply tied to Cataclysm). He's not. He's just a guy who happens to be on the cataclysm inside who engages with us here on the forums. Don't heap that kind of burden on people, they don't deserve being settled with that kind of weight.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on October 20, 2020, 01:44:08 am
And, you know, being mean to the one person on the "team" who talks to us is a pretty bad idea.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on October 20, 2020, 11:09:57 am
I mean, after all this talk, DOES proficiencys have benefits mechanically? Like you get a boost or something? Or is it all pre-requests and penalties?

Also I agree with Egan here.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 20, 2020, 11:46:58 am
Well, in the case of lockpicking and trap detection, I think it is somewhat easier to pick locks and detect traps with the proficiencies than it was before them, although that's tough to put a finger on because I completely rewrote the dice rolling mechanics with them so they work differently now.

With everything else it kinda depends on how you look at it. Many things that were slated to be moved to mods before were kept because I designed the proficiency system to protect them. Knapping and things like that are hard to do unless you know how; rather than make a neolithic tools mod and stripping them from base game, we added a system for knowing how.

After that, we adjusted recipes as we have wanted for years, to represent roughly the fastest you can make things. Then we added nonproficient modifiers to represent the fastest you're likely to make things if you have no idea what you're doing. You could see the proficiency as a penalty, but really if there were no proficiency, then the base time to craft these things would be way longer.

If we didn't have silly stuff like sewing a backpack from rags in ten minutes to start with, in a game about post apocalyptic scavenging, this wouldn't be much of an issue.

A better way to see the benefit though is to consider what we're trying to fix. With proficiency we can fine tune crafting time based on what you know, and we can allow all kinds of complex things that were unreasonably difficult to be craftable with the right stuff. However we are also solving the issue of being able to max out skills in two weeks, in a few ways. There are more things to learn, most of which are much faster to gain than a skill level would be, and learning them provides (often) a bigger and more tangible benefit as well, but to a smaller range of recipes.

Before stable I am hoping to implement at least a small portion of my "books helping proficiencies" proposal where you can get partial boosts to proficiencies from books, mitigating most of the remaining nuisance portion. It might be beyond my coding powers, we'll see. I'm also hoping to use the same code to make it so that as you progress in a proficiency your penalties are reduced, so 90% proficient would reduce your time and fail rates, but that has a lot of bug potential so it's probably going to wait until after stable.

Tl;dr: Mostly proficiencies don't buff things, but that's because previously crafting and skill gain were severely broken. However I am aware that we should have ways of learning proficiencies besides bumbling around trying to figure it out, and we (maybe even I) plan to fix that and improve some other bits.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Jimmy on October 21, 2020, 06:54:25 am
On behalf of a probably more silent majority of the DF community, thanks for sharing the game you contribute to with us Erk. I definitely wouldn't have found it if you didn't make this thread.

I'd say I enjoyed playing around in that sandbox, despite the flaws, since it's a fun little experience to go craft stuff, run over zombies, and find lots of loot. It's got some flaws, and even more questionable design decisions, but overall it was better than a lot of other shovelware out there, and I definitely can't complain about the price of admission.

I suppose people getting into heated discussion over the game shows it's good enough to generate strong emotional investment in its future. Hopefully that passion continues to drive contributions towards making the game a better experience for players. I can't say I enjoy change for the sake of change, but if adding extra challenge to the game creates more interesting choices for the player, I'd consider that improvement.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Stench Guzman on October 21, 2020, 09:39:47 am
Keep adding proficiencies until it ends up like FATAL
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 21, 2020, 02:36:11 pm
I don't think proficiencies were the problem with FATAL, bro.

If it helps lend perspective, I'm currently looking at athletics skill tying into some labour proficiencies like digging to decrease calorie costs and increase speed relative to the current baseline. Now that the most egregious problems are getting fixed, we'll probably see a few things like that, in areas where there's room for stuff to be easier or faster. I have a feeling the most irritated people won't care about or notice that though...

@Jimmy: no worries man, I know there are plenty of reasonable people here. We have actually had a pretty good thread going for quite a while now, really.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on October 21, 2020, 03:03:32 pm
As to the personal attacks, it had been nice that this thread for the last dozen or so pages had been talking about the game and what's going on in it rather than your personal dislike for the devs...

I generally try to avoid responding to random_dragon...

Yeah you definitely avoid personal attacks, as long as nobody remotely questions your pronouncements.

You are here talking about how your unfinished proficiency system that isn't implemented in any way properly, except that it interferes with a lot of things, is good enough for stable.  Do you expect people to celebrate you've essentially said "Next stable will contain broken half implemented features, which is great because they're my idea".

You're here presenting the dev's vision of CDDA and telling people they're wrong to oppose it. Sorry dude, you just made yourself the spokesman for it. It's not a personal attack to disagree with you.

I don't care about your personal coding skills, I'm sure you can code CDDA content better than I can.

However your contempt for random_dragon is completely misplaced, and makes your call for civility ring hollow.

Are you SURE you're not kevin's alt?
Title: Re: Cataclysm: Dark Days Ahead
Post by: SOLDIER First on October 21, 2020, 03:22:31 pm
damn lotta salty bitches in the thread
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 21, 2020, 03:26:36 pm
Quote
isn't implemented in any way properly
What do you feel is implemented poorly? For the most part I've had very positive feedback since I cleared up some of the stacking issues, with the exception of a small amount of basically useless feedback like yours that "it sucks and isn't good fix it". If you give me something actionable, there's a chance I can improve it if I haven't already got plans to.

Quote
damn lotta salty bitches in the thread
Seems to come with the turf.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 21, 2020, 03:52:55 pm
I mean, he's not wrong. Proficiencies as they exist essentially act to make things take longer without any real mechanical benefit. Making an item with a proficiency is only just about faster than not, there's no mechanical reason to get proficiencies over making do without.

EDIT: I view it this way, looking at Rimworld's Vanilla Expanded mod set. Everything the core mods add, they have a purpose. If they add a system, they have at least one or two things said system has for benefits over something else, + they usually are able to tie it into their other mods in order to make an overall better product.

I think Cataclysm GENERALLY does a decent enough job -in the broad sense-, however in the micro sense Cataclysm's development is all over the place, with a lot of new features like Proficiencies being taken up by those motivated to work on it, such as yourself, with it then being stopped when the skill ceiling is reached, thus meaning that in order for that system to have proper mechanical benefits and reasons to bother with the system, someone else has to be motivated enough to both:

A: Move in and work with someone else's code.
and
B: Be motivated enough to plan and implement on top of someone else's code things that the original coder may not have even considered.

Thus, leading to a problem  with the development cycle that cannot really be fixed without a total overhaul of the project structure, which is something the head does not necessarily wish to do.

EDIT2: Ideally my preferred implementation of Proficiencies would ofc make things take long, as crafting times are a bit wack(though in other places they are even more wack than reality), HOWEVER, I would also additionally want there to be a reason to want to get said proficiency. Perhaps having a proficiency in firearms means that one can modify their weapon with less skills than what's stated on the mod itself? Perhaps a proficiency in tailoring -or whatever granular thing is being used- lets you modify clothing and repair it for less material, showing that your character is proficient in tailoring and the ability to stretch fabric without losing quality. And obviously add in taking a proficiency at chargen.

Stuff like this would obviously take time, however it would make me feel less anxious about seeing the fact that the system is ready for stable and that you're ceasing work. Because as it stands, the system does indeed simply exist to make things take longer in an attempt to balance crafting times.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Egan_BW on October 21, 2020, 04:16:35 pm
I guess I don't really see why proficiencies need to be a seperate mechanic from skills, when they both represent the same thing. Why not just have skills for all the things you're adding proficiencies for? We already have seperate skills for things like rifles, submachine guns, and shotguns.

It seems a little bit like needless mechanic bloat when we already have a mechanic to do that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 21, 2020, 04:33:26 pm
I mean, he's not wrong. Proficiencies as they exist essentially act to make things take longer without any real mechanical benefit. Making an item with a proficiency is only just about faster than not, there's no mechanical reason to get proficiencies over making do without.
You use more materials in general if you don't know what you're doing. They're also a new feature so we're still playing with other things, like making you burn fewer calories if you're more experienced and efficient.

EDIT: I view it this way, looking at Rimworld's Vanilla Expanded mod set. Everything the core mods add, they have a purpose. If they add a system, they have at least one or two things said system has for benefits over something else, + they usually are able to tie it into their other mods in order to make an overall better product.

In general proficiencies add a ton of value, unless you expect crafting to behave as it did when it was broken. Crafting something without appropriate proficiencies varies from slightly slower and more likely to fail, through to impossible. The "no value" argument only applies when compared to a system where you could assemble a pair of pants out of a pile of rags in five minutes, sewing by hand. The present crafting speed remains incredibly optimistic even if nonproficient, and phenomenally fast if proficient (and I'd love to hear about cases where this isn't true, so I can fix them). The benefit of learning the proficiency is that you use fewer resources and complete the job faster.

Thus, leading to a problem  with the development cycle that cannot really be fixed without a total overhaul of the project structure, which is something the head does not necessarily wish to do.
not just the lead. I don't think you could find a single core contributor that would agree with a more rigid dev cycle.

HOWEVER, I would also additionally want there to be a reason to want to get said proficiency. Perhaps having a proficiency in firearms means that one can modify their weapon with less skills than what's stated on the mod itself? Perhaps a proficiency in tailoring -or whatever granular thing is being used- lets you modify clothing and repair it for less material, showing that your character is proficient in tailoring and the ability to stretch fabric without losing quality. And obviously add in taking a proficiency at chargen.
Some variant on most of that stuff is either in already or planned, but the crafting changes are big paradigm shifts requiring a lot of work in JSON and c++ alike. Full integration of a new feature into every aspect of the game takes a long time and just physically can't be done in one go.

Adding proficiencies to chargen is a little bit loaded but some variant of it will exist fairly soon. I'd love it to fit into stable, but if it doesn't, we're all pretty much in agreement that we need at least something to help out with the initial startup.

Stuff like this would obviously take time, however it would make me feel less anxious about seeing the fact that the system is ready for stable and that you're ceasing work. Because as it stands, the system does indeed simply exist to make things take longer in an attempt to balance crafting times.

Bear in mind that what I initially said was:
"My main contribution, proficiencies, are arbitrarily at a point now where they could pretty much just be done as is, although I'm still trying to button up a bunch of the nice secondary stuff", and then clarified that that was a bit misspoken and I had meant "the part I can do right now" is almost done. It was meant to be a comment on the progress towards stable, not to whether or not proficiencies are going to continue to be worked on. I have several proficiency related issues outstanding and have been adding more, not ticking them off.

And yeah. It does slow things down. It used to take ten minutes to craft a backpack, and two weeks to become a master tailor. Slowing things down is the express purpose, for sure, and I have been aware since the start that this would be a no-deal for some people. We wanted proficiencies before just flat slowing things down so that there was still progression and steps to gain to make it less severe. I think they do that very well, but I also added several hundred over a couple weeks so I'm sure there are recipes I could do better on.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 21, 2020, 04:40:26 pm
I guess I don't really see why proficiencies need to be a seperate mechanic from skills, when they both represent the same thing. Why not just have skills for all the things you're adding proficiencies for? We already have seperate skills for things like rifles, submachine guns, and shotguns.

It seems a little bit like needless mechanic bloat when we already have a mechanic to do that.

We considered doing it with more sub-skills, but they really convey a lot more and simultaneously less detail than we want. Proficiencies are meant to be relatively small and easy to learn, with a concrete set of associated mechanics. We don't need to track ten levels of blacksmithing skill, it's quite all right to use fabrication skill and just track whether or not you specifically know blacksmithing. By layering proficiencies of increasing specificity we get a really nice model of skill cross-training.

Consider the combination of the following things, each one a bit more specific than the last. Ideally (and we're still playtesting little details) each step down the road should be a little more of a "flavour", with the earlier levels being "foundational". You more or less *need* metalworking, for example, while armoursmithing should be gravy.
-fabrication: I generally am skilled at working with my hands to put stuff together, organize projects, use tools safely and effectively, and read schematics.
-metalworking: I specifically understand the basics of how to work with metal, but not much of the practical part.
-blacksmithing: I know how to operate a forge, how to forge-weld, how different metals behave with heat, etc
-armorsmithing: I know how to apply blacksmithing skills to construct a durable suit of armour that a person can move around in.

And for fun,
-basic leatherworking: I know how to make nice straps to hold my armour on. If I don't have this it has only a small impact on crafting time, but if I do have it it makes me feel a tiny bit cooler.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 22, 2020, 10:31:22 am
I mean, he's not wrong. Proficiencies as they exist essentially act to make things take longer without any real mechanical benefit. Making an item with a proficiency is only just about faster than not, there's no mechanical reason to get proficiencies over making do without.
You use more materials in general if you don't know what you're doing. They're also a new feature so we're still playing with other things, like making you burn fewer calories if you're more experienced and efficient.

That makes sense, but again it feels like they only exist to add tedium.

EDIT: I view it this way, looking at Rimworld's Vanilla Expanded mod set. Everything the core mods add, they have a purpose. If they add a system, they have at least one or two things said system has for benefits over something else, + they usually are able to tie it into their other mods in order to make an overall better product.

In general proficiencies add a ton of value, unless you expect crafting to behave as it did when it was broken. Crafting something without appropriate proficiencies varies from slightly slower and more likely to fail, through to impossible. The "no value" argument only applies when compared to a system where you could assemble a pair of pants out of a pile of rags in five minutes, sewing by hand. The present crafting speed remains incredibly optimistic even if nonproficient, and phenomenally fast if proficient (and I'd love to hear about cases where this isn't true, so I can fix them). The benefit of learning the proficiency is that you use fewer resources and complete the job faster.[/quote]

While I am all for wacky post apoc sci-fi, it's clear CataclysmDDA's strayed from its initial days and while I dislike that, I can see why there's a need to make things make more sense. However, the value they seem to add is a bit redundant. Makes things take longer at a lower skill if crafting times are an issue. Make having skills above a recipe's start affect crafting time when applicable. Proficiencies are just another subskill without an official skill to their name.

Thus, leading to a problem  with the development cycle that cannot really be fixed without a total overhaul of the project structure, which is something the head does not necessarily wish to do.
not just the lead. I don't think you could find a single core contributor that would agree with a more rigid dev cycle.[/quote]

Which imo is the biggest flaw of Laisesz-faire game development, where even if it starts with the intent to keep a motivated group, as the project goes on, people get hostile to the idea of a more focused style of leadership. It's clear CataclysmDDA is suffering as a result, imo. The cycle of 'open contributions' then a feature freeze looks good on paper, however what you get is an unfocused design with a dozen different contributors putting in their own systems to handle something, without any sense of direction outside of vague mission statements.

HOWEVER, I would also additionally want there to be a reason to want to get said proficiency. Perhaps having a proficiency in firearms means that one can modify their weapon with less skills than what's stated on the mod itself? Perhaps a proficiency in tailoring -or whatever granular thing is being used- lets you modify clothing and repair it for less material, showing that your character is proficient in tailoring and the ability to stretch fabric without losing quality. And obviously add in taking a proficiency at chargen.
Some variant on most of that stuff is either in already or planned, but the crafting changes are big paradigm shifts requiring a lot of work in JSON and c++ alike. Full integration of a new feature into every aspect of the game takes a long time and just physically can't be done in one go.

Adding proficiencies to chargen is a little bit loaded but some variant of it will exist fairly soon. I'd love it to fit into stable, but if it doesn't, we're all pretty much in agreement that we need at least something to help out with the initial startup.[/quote]

Tbh that doesn't realllly change what I said, I think implementing something that clearly represents knowledge on a topic and then specifically tying it to professions would be like introducing a new skill and only allowing people the gain it post-chargen without reasonable explanation. Feels like a topic that should've been addressed during the initial spinning up of the idea.

Stuff like this would obviously take time, however it would make me feel less anxious about seeing the fact that the system is ready for stable and that you're ceasing work. Because as it stands, the system does indeed simply exist to make things take longer in an attempt to balance crafting times.

Bear in mind that what I initially said was:
"My main contribution, proficiencies, are arbitrarily at a point now where they could pretty much just be done as is, although I'm still trying to button up a bunch of the nice secondary stuff", and then clarified that that was a bit misspoken and I had meant "the part I can do right now" is almost done. It was meant to be a comment on the progress towards stable, not to whether or not proficiencies are going to continue to be worked on. I have several proficiency related issues outstanding and have been adding more, not ticking them off.

And yeah. It does slow things down. It used to take ten minutes to craft a backpack, and two weeks to become a master tailor. Slowing things down is the express purpose, for sure, and I have been aware since the start that this would be a no-deal for some people. We wanted proficiencies before just flat slowing things down so that there was still progression and steps to gain to make it less severe. I think they do that very well, but I also added several hundred over a couple weeks so I'm sure there are recipes I could do better on.
[/quote]

Tbh it reads through this entire thing that you seem to think that I hate things being more realistic or prefer things as is. That's not the case at all. I would love to have realism where it matters. It's hard to balance a game and I understand that, but imo this is going in a direction that I don't think it Needs to go.

The backpack issue or the pants issue for example, could be resolved by making things take longer, the skills gain to become a master tailor could be resolved by making things take longer, but does it make the game more fun is my main concern when I judge these things.

The backpack issue, as an example, can be considered a case of the game having specific items for every specific scenario, meaning that a crafted backpack and a retail backpack are the same. In the current case, it's resolved by simply making it take longer and require a proficiency to make a backpack. However, I think it'd be a lot more painless to simply have the current recipe changed to represent a makeshift backpack. Same with the pants. We already have a rag tunic, why can't we simply have makeshift pants? While yes, the way CataclysmDDA handles items is a bit deterministic and has specific items for specific recipes, simply redirecting a recipe to instead craft a new item has less growing issues overall, meanwhile leaving proficiencies to represent more specialist topics such as the origianl use-case of Helicopter Pilot and the like.

Spoiler (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on October 22, 2020, 07:09:08 pm
Quote
In general proficiencies add a ton of value, unless you expect crafting to behave as it did when it was broken.

See, that's the issue right there. "My system is good, unless you stupidly liked the old bad way it always worked".

Why is crafting broken? That's quite an assertion that one of the centerpieces of this game was never good.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on October 23, 2020, 04:28:35 am
Seems like it would have been easier and less complicated if they'd just made sewing pants take longer.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 23, 2020, 09:33:47 am
@Iceblaster I'm not sure what to say in reply, I think I've basically had my piece. We could consider item qualities, and we already have makeshift items with demand for more of them, but ultimately people also want to be able to make something that resembles the actual thing. If you want to build something as functional as a backpack, with similar capacity, durability, and comfort, it's going to take you a long time. If you want a makeshift knapsack, we have recipes for that, and for slings and other quick and easy to make containers.

Obviously there are infinite ways we could go about making this game, but we have chosen the way we want and stuck to our plans pretty reliably. For example, we could have used skoll levels, but we didn't want to, because we wanted a way to show more specific knowledge areas, like I said. There are tons of far reaching places we can use these to allow two characters to be dramatically different from each other in interesting ways. And for all the "you could have used skills" stuff, be aware if we'd gone that route you'd still be looking at the same crafting time changes... The change there isn't proficiencies, they're just the tool we used to add it. If we had gone with a pottery skill, and a blacksmithing skill, and a carpentry skill, and a knapping skill, and a knitting skill, and a leatherworking skill, and a welding skill, and a weaving skill, and a glassblowing skill, and a rope making skill, and more, first of all I think you can see why we opted to have things that are individually simpler. Second, the end result would be pretty much the same but with a ton of unnecessary extra detail on how many levels of knitting you had.

The *vast* majority of feedback I've had on proficiencies and the new crafting system is very positive, because it is a feature that was heavily requested for years. I've adjusted how they work based on the feedback, but I and other people seem to get well enough that they're addressing a problem and not here to add tedium, to the point that I'm not sure how much further to break it down. They give you more things to learn, and learning them confers a time and material benefit to recipes and tasks.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 23, 2020, 09:56:13 am
When proficiencies were first added my understanding was it would represent things skills could not, things that would require specific training that could not be easily gotten. Like Helicopter Piloting.

However, it seems that shifted into what it is now.

I'm not mad, I welcome if it adds to the experience as a whole.

I'm just giving what I think is feedback.
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on October 23, 2020, 11:40:15 am
So, how long is it until proficiencys really come into play? I mean any one can jam a sharp piece of metal onto a stick, but not everybody can, I dunno, pound out a sword. Around when does that happen? And what can we do to conpensate for it?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 23, 2020, 02:53:24 pm
So, how long is it until proficiencys really come into play? I mean any one can jam a sharp piece of metal onto a stick, but not everybody can, I dunno, pound out a sword. Around when does that happen? And what can we do to conpensate for it?

They already are in play for that stuff. Weapon and armour crafting is pretty much fully covered by proficiencies now.

For now, the only way around it is to learn them yourself by practice. I am in the process of adding some NPC quests to teach you a few, and before stable I really hope we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Salmeuk on October 23, 2020, 03:21:27 pm
Further gamification (do x task, receive x benefit, always) will never lead to a more 'realistic' simulation of this universe.

Quote
we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.

This game has become an accurate representation of a post-apocalyptic bureaucratic hell, where the only thing between you and survival is a paperwork certification that yes, you are allowed to make thing.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 23, 2020, 05:44:51 pm
Further gamification (do x task, receive x benefit, always) will never lead to a more 'realistic' simulation of this universe.

Quote
we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.

This game has become an accurate representation of a post-apocalyptic bureaucratic hell, where the only thing between you and survival is a paperwork certification that yes, you are allowed to make thing.
I assume from your answers that you don't actually know anything about how proficiencies work in game.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 23, 2020, 07:13:15 pm
I mean, you may not know how to tailor but you can certainly get the basic concepts without a proficency in it.

Hence my earlier suggestion of items to represent lesser quality items, or hell decouple items just enough to allow 'shoddier' versions of items to be created when you make something.

Spoiler: Wishful dreams (click to show/hide)
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 23, 2020, 07:56:51 pm
I mean, you may not know how to tailor but you can certainly get the basic concepts without a proficency in it.
Right, I fully agree, that's why proficiencies are pretty much never required.

Hence my earlier suggestion of items to represent lesser quality items, or hell decouple items just enough to allow 'shoddier' versions of items to be created when you make something.

Spoiler: Wishful dreams (click to show/hide)
I do actually have an outstanding issue for just this, and some big projects ongoing to start doing it. It's huge though, because to some degree each item, or at least item class, needs information on what quality levels do, with upper and lower bounds on stats. There's something like eight thousand items in the game. That's not even looking at actually getting the code.

Nonetheless we do want some form of this.
Title: Re: Cataclysm: Dark Days Ahead
Post by: King Zultan on October 24, 2020, 05:05:18 am
So what's that going to be like, a masterwork back pack will be like a manufactured one or will it be better than that?
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on October 24, 2020, 08:51:18 am
Well, the carrying space insnt going to be much different for a manufactured backpack and tying a huge bag onto yourself.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 24, 2020, 10:03:40 am
I would assume encumbrance and durability, and maybe weight, would be the stats that would vary for clothing. I'd go with five quality levels, and the pre-cataclysm stuff you scavenge would be levels 3-5. In general the stuff you craft would be 1-5
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on October 24, 2020, 12:31:00 pm
Further gamification (do x task, receive x benefit, always) will never lead to a more 'realistic' simulation of this universe.

Quote
we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.

This game has become an accurate representation of a post-apocalyptic bureaucratic hell, where the only thing between you and survival is a paperwork certification that yes, you are allowed to make thing.
I assume from your answers that you don't actually know anything about how proficiencies work in game.
If someone plays stable, proficiencies aren't in game. I assume from your answers you don't know anything about how basic respect works in real life. 

Complaining about changes in games is like 80% of game forum activity. The other 20% is complaining about things that aren't changing. Even if your change were not objectively useless and terrible, you'd get a lot of pushback, and a lot of people not understanding how it works (Since their only source of knowledge on that is you, unless they proactively keep up with all the changes). 

You never answered, why does the current system need an overhaul? What is fundamentally broken in the skill system, as you say? We'd need to understand that to have any chance at understanding why it needs a big change to slow down its progress.  And if there's really a gameplay improvement, is it great enough to justify the extra work now required by anyone else who interacts with this new system, in a coding sense?

Asking those questions is not an attack and seems like a basic first step if you want to explain your change, rather than just decree it's great and we're wrong for not getting it.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 24, 2020, 02:38:53 pm
Mate, read the posts you've made to me in the last week and see if you can work out why I'm not paying attention to you.

Regardless, I've already answered the questions you're asking.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 24, 2020, 03:45:17 pm
Attitude like that is why this forum devolves into complaining. If you're going to answer a request for clarity with smartassery, you have no right to gripe that the thread is so salty.

The crafting system has its flaws, and I understand that the main issue is that skills are really hard to divide up in a way that accurately reflects what kinds of knowledge might be needed to train. A good example is the olden days when just being good at marksmanship were much more important for handloading ammunition than the fabrication skill is now, which apparently led to stuff like archer characters being masters are making handloaded ammo. Proficiencies add a second dimension to making crafting reflect complexities that would otherwise require a fuckton of skills that do one thing and one thing only.

The mechanics are by no means feature-complete enough to ship with stable, but despite my complaints I agree it has potential to make things interesting once it's fleshed out properly.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 24, 2020, 04:19:38 pm
Man, as has been previously pointed out, I am not paid sufficiently to sit around being sniped at and still pretend I'm here for customer service. I haven't said anything particularly rude to you nor damiac, but I am also not obligated to politely address your every concern when you don't show me the same basic courtesy. I'm not here to debate you, either: this will (again) be my last response to either of you for the foreseeable future. I have no interest in having a boring, unpleasant conversation explaining myself to people who don't actually want to hear the answer, and are in fact only looking for further ways to take digs at me. This is my hobby time, and you actively work to make it less fun.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 24, 2020, 04:57:18 pm
insert response that cataclysm:dda should honestly get someone who's sole job is to do community work bc the devs for better or for worse are not the best at handling it

i mean this completely cordially of course not directed at your or anyone in particular, just the team as a whole.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 24, 2020, 05:32:40 pm
It's a nice idea, but there's no way anyone would ever want to do that, and we have no real incentive to pursue someone to do it. Ultimately, the dev team only answers to ourselves, we're making a game with our own resources on our own time, and if anything we have more contributors and players than we can easily handle... We're definitely not having a publicity or engagement problem, and aside from GitHub and discord we rarely get much actionable feedback from forums/reddit. When we engage with the community it is because we enjoy it, not because we have any specific need for it.

That's why I prefer to just not talk to people that are making it un-fun. For comparison, although you and I clearly don't see eye to eye on everything, I've enjoyed our conversation. I don't mind people disagreeing with me or asking about my plans, I just don't really enjoy people passive aggressively sniping at me (or just aggressively) and then acting like I'm a villain because I don't put on a cashier smile and offer to supersize their game in response.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 24, 2020, 07:53:40 pm
I mean, it's kinda obvious the team does desperately need someone or some people to handle community interactions, because of what you said, even though most internet feedback is complaints most people aren't able to handle it in a way that's constructive or builds a good image.

I myself think the dev team especially on Reddit is overly snippy at people regardless of the response that initiated said response, and that compounds on top of other perceived slights.

Again this kinda ties in my critique of the dev structure, that being a guideless(outside of Kevin and his singular vision) development cycle, which makes it hard to both A: Control what gets done and how fast it gets done and B: Keep the community in on what's going on and respond when the community dislikes something.

And honestly the reason for the Github and Discord stuff being more 'actionable' is bc of the format and the dedication.

If someone's on Github complaining, they likely already are in the know on how coding and th elike works and can more accurately help pinpoint what needs to be done or at least provide enough info, and with Discord with how quick responses can be even amateurs can be better.

Meanwhile the majority of engagement on social media is simply people either A: Showcasing their own stuff or B: Being normal people discussing the game and their thoughts.

It's honestly turned me off the community as a whole when the official subreddit snips at anyone who dislikes a change that they should open an issue on github or post about it there, bc the past has shown that the majority of people don't have the skills required and those who can both post an issue and get their changes past Kevin is much smaller.

This is a bit of a rambling post but the main point is:

I think the cataclysm dev team would really benefit if it got more structured even in terms of organization, because with the size of the project laissez-faire leadership doesn't really work out with the size of the fanbase.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 24, 2020, 09:04:42 pm
What do you consider a fail state requiring change here?
Title: Re: Cataclysm: Dark Days Ahead
Post by: Arbinire on October 25, 2020, 08:58:16 am
the levels of gaslighting here is astounding.

People asked for an explanation for the changes.  Constantly avoiding answering that is obviously going to illicit more negative responses the longer you refuse to answer.

When someone starts out respectful and asks how the changes actually provide a benefit to the players over the old system, and you ignore them to the point where they start posting in anger, you don't get to go around and say "see, I'm not answering you because you're now being mean".  That just comes off as "It really doesn't provide a benefit, again it's just more tedium for tedium's sake, which we then call 'realism'."

"If you run into an asshole at the beginning of the day, you may have run into an asshole.  If you're running into asshole's all day, YOU'RE the asshole." - Raylan Givens
Title: Re: Cataclysm: Dark Days Ahead
Post by: IonMatrix on October 25, 2020, 09:07:55 am
what

I personally think he explained it pretty well, unless an "explanation" has to include exact numbers or something.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 25, 2020, 12:23:58 pm
What do you consider a fail state requiring change here?

Consider:

NPCs have been a topic that has been around for quite a while that have been slowly worked on as contributors come and go with motivation, with work going slow over the many years for things that would in other games be settled prior to them being put out.

Things like NPC AI being dumb. While AI is hard and I understand, a focused development cycle solely to develop NPCs without having a million other systems introduced in between -I can only assume the hell NPCs are now dealing with due to the nested container.

It's armchair leadership and shit I know, but as someone who has followed the game literally since it was a game by whales, I really want the game to be good, and tbh I'm at the point where for the game to Be Good, it needs to tighten up its development.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 25, 2020, 02:16:14 pm
I don't mean to sound harsh but that's really not how it works. Bear in mind that we have very few tools to motivate people to do things. Currently we do set development goals, and mark them out as "tentative release blockers". This tends to work a bit, those projects get pushed more, especially by a few core contributors that are less about individual passion projects. It's been said that my main role in the project is to cheerlead certain core issues to get developed, because apparently I'm fairly good at getting people hyped about things. And occasionally our most effective tool is to fully break something that works badly, forcing it to get fixed. However, none of these are iron clad: using proficiencies as an example anothersimulacrum had to go do real life stuff, leaving only me and my pathetic coding abilities to work on the outstanding bits (to everyone's surprise I've actually managed to do a bunch of it).

If we were to, for example, declare that a given release was going to focus entirely on NPC AI, then we'd only have about three contributors with the necessary skills to do what needs to be done properly. Kevin and Mark both have full time jobs, which is the real reason AI stuff moves so slow (in addition to the massive infrastructure changes we are gradually putting in to improve how it will work). You wouldn't get AI any faster, but everyone who happily contributes other things over time would leave the project, and it would stagnate and die. That isn't an exaggeration: like I said earlier, nobody in the core contributor group would support a change like this. I would leave in a heartbeat.

The system we have does allow things to sit untouched for a long time, but it also provides almost all the things that make cdda what it is. The enormous breadth of play and content is the result of allowing people to add what they know to the game. Sometimes things sit untouched for longer than we want (I'm a huge guilty party for that, I'm a classic adhd project starter. Sorry refugees and beggars, ilu). However, the alternative would be *all* the projects hanging without getting fixed for a much longer time.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Damiac on October 25, 2020, 02:40:11 pm
Man, as has been previously pointed out, I am not paid sufficiently to sit around being sniped at and still pretend I'm here for customer service. I haven't said anything particularly rude to you nor damiac, but I am also not obligated to politely address your every concern when you don't show me the same basic courtesy. I'm not here to debate you, either: this will (again) be my last response to either of you for the foreseeable future. I have no interest in having a boring, unpleasant conversation explaining myself to people who don't actually want to hear the answer, and are in fact only looking for further ways to take digs at me. This is my hobby time, and you actively work to make it less fun.
That's fine, you don't usually get devs to come into forum threads for most games, and the few that do show up just spew marketing garbage. So it's nice, in a sense, to see the real mindset of the dev team is just as toxic as suspected.

If someone were passive aggressively punishing the community for not properly enjoying Kevin's perfect creation, they couldn't do it much differently than you guys are without being plainly obvious. I can't get into your head and determine your actual reasons, and you obviously aren't interested in sharing them.

Hopefully this kind of display leads people to understand that this isn't a worthwhile branch to contribute to, and working on cataclysm doesn't have to be like this.

You've been nothing but disrespectful and arrogant your entire time here. Do you think we're too stupid to pick up the condescension? Don't be surprised when it comes back your way, and feel free to make liberal use of the ignore function.

Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 25, 2020, 02:59:46 pm
-snip-

Honestly I've spent way more time trying to write a post before realizing that I'm basically going to restate a point about a restructuring of development.

Let me instead digress into another topic.

your attitude is really turning me off of wanting to continue, it's a real obvious trend with the cataclysm 'devs' that shows up anytime negative critique happens, one that boils down to:

And yeah that's maybe not 100% accurate however that's what it seems to be and it all gives the impression that any critique of the game is by people who just want to be assholes to be assholes.

You really aren't helping this image, like I've been generous in my readings of your words but you just... You seem to be taking things too personally based on your written language. If you're not enjoying this and don't want to act as the liason of the devs implicitly, then... no one's forcing you dude

I've mentioned before that catadda really needs dedicated community outreach people BECAUSE of issues like these, where the devs feel a far more intense response to critique to their own work when they go into the community at large. It's a common issue in a lot of indie devs, I'm sure you can find any number of examples of indie dev lashing out at fans who dislike their game bc instead of having a neutral -company- person handle the community stuff.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 25, 2020, 05:11:33 pm
-snip-

Honestly I've spent way more time trying to write a post before realizing that I'm basically going to restate a point about a restructuring of development.
That's fine, I don't have much else to say on the matter either. We're not obligated to come to an agreement or anything.

Quote
Let me instead digress into another topic.

your attitude is really turning me off of wanting to continue, it's a real obvious trend with the cataclysm 'devs' that shows up anytime negative critique happens, one that boils down to:
  • I'm not paid
  • I'm doing this for fun.
  • Stop being mean.
I'll admit I'm puzzled and a bit unhappy that you feel that way. I was under the impression we were having a fairly interesting talk. Is there something I've actually said that you're responding to here?

Quote
And yeah that's maybe not 100% accurate however that's what it seems to be and it all gives the impression that any critique of the game is by people who just want to be assholes to be assholes.
Your first two points are completely accurate and are like 95% of what's relevant. The last point is a bit of a misrepresentation. I don't care if people are mean, I'm just not under any requirement to be nice back, or to offer any response at all.

For example, as I said a post or two ago I am still here talking to you because I thought we were having a good discussion. I don't expect you to agree with me or to come to a point where you share my opinions, but reading your concerns and addressing your questions was pleasant, which is why I'm still here talking to you. For some reason I don't fully understand, you're interpreting this as me thinking that only assholes would disagree with me, which confuses me as it's literally the opposite of what I'm saying. If I felt only assholes disagreed with me I wouldn't bother with any of the communities outside GitHub and discord.

Quote
You really aren't helping this image, like I've been generous in my readings of your words but you just... You seem to be taking things too personally based on your written language. If you're not enjoying this and don't want to act as the liason of the devs implicitly, then... no one's forcing you dude
Again I'm mostly just confused by this. About the only thing I take personally in this conversation is being accused of being an alt, or told I don't know anything about the game. Again: I just told you I was here because I was enjoying our conversation . That's not code for anything.

Quote
I've mentioned before that catadda really needs dedicated community outreach people BECAUSE of issues like these, where the devs feel a far more intense response to critique to their own work when they go into the community at large. It's a common issue in a lot of indie devs, I'm sure you can find any number of examples of indie dev lashing out at fans who dislike their game bc instead of having a neutral -company- person handle the community stuff.
So first, again: there is no fail state here. In fact this is the only community i would say this is even a problem in, and I don't mean to be unkind when I say that's a complete non-issue. No aspect of cdda development revolves around how salty the Bay12 thread gets, I am literally the only contributor that still checks in here.

Second, I wonder if you are confusing me being irritated at a particular posting style for being irritated at critique. I have changed proficiencies quite significantly since implementation based on criticism, moved project aspects up and down in priority, etc. What I dislike is the kind of bullshit only seen here, the kind you appear to be defending. Consider:

Quote
Ah, the Kevin style of cata development: "I've implemented all the downsides to my weird changes that literally nobody wants. Good enough, everything is broken now, which is realism!"

Are you SURE you're not kevin's alt?

Kevin and his crew have a history of driving away anyone who doesn't agree with his vision of a fun free and tedium infested "game".

seriously though, it's like Kevin is Brian Griffon in that episode of Family Guy where he takes Stewie's ADD meds

You code first implementation yourself, ignore the prerequisites, then demand other people finish it.

Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.

And on. Most of that is in the last four pages alone, where I had the audacity to misspeak and suggest a feature was nearing completion when in fact it has a fair bit of work to do, which I clarified almost immediately. Then I stuck around because despite the constant personal attacks on me and my friends (although when they say Kevin we both know they mean me, since I have been quite open about proficiencies being my pet project) there is sometimes an interesting thread, although I seriously wonder at this point why I bother.

In fact I think I just talked myself out of it.

We have around half a dozen major communities, none of which are universally pleasant, but all of which generally offer a net positive "fun and chat" to "digs about your personality and competence" ratio. This is one thread (and there are as with any other community lots of good players and good conversations here) is just exhausting. I don't know why Bay12 is so intensely, personally, and relentlessly negative, but I've decided I don't really care to figure it out.

We had a nice time for a while, and I did really enjoy that talk about proficiencies, but I can get the same talk anywhere without having to defend myself against people that only want to insult me, or people that want to defend the people trying to insult me. Despite the really pleasant majority of the players here, the assholes have successfully made it just not worth anyone's time.

Congratulations, now no developers check this thread. Have a cool day.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Iceblaster on October 25, 2020, 06:01:43 pm
Man honestly, I was still being cordial with you bc I figured out of everyone here I was stating my opinions honestly without any sort of bile. Yeah the other people here can be dicks sometimes, but the core message behind all their talk is that they want the game to improve and be good, even if they have different ideas. If you're taking my honestly p benign take on the situation and at least in text implicit ideas -whether they be wrong or not- and use that to justify leaving, fine, but don't be so passive aggressive with your closing remarks, because it helps literally no one and all it does it make the community more bitter.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Erk on October 25, 2020, 06:24:12 pm
It's not what you said, it's that in explaining why I was tired of dealing with this shit I realized I was tired of dealing with this shit. That, and tired of having to defend being tired of dealing with this shit... That part is you, in this case. It's not exclusive to you though, defending people for being assholes who just can't help themselves because "that's how they show love for the game" is apparently very common here. And no, that's not passive aggression, I don't know what those words mean to you but describing a situation and then choosing to act because of it is neither passive nor aggressive.

And now I really am gone.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on October 25, 2020, 06:25:22 pm
I feel like I need to defend poor Erk here, since they're basically getting ganged up on, then attacked when they lose their cool.

1st: This isn't a Kevin Alt.  Erk has in fact been on this site longer than myself.  Just look at their profile page.

2nd: A game that other people are making is a game that other people are making.  If you really want to change it, then you either join the development team and put stuff in, or if that for whatever reason won't work, then you mod the game into what you like.  Maybe others will like your mod, and you've got your own branch.  Hell, I think the only reason Erk puts up with the CDDA crowd is because they want to change the game.  I'm not sure its a community I would join for any other reason.  And now Erk's Dwarf Fortress forum mates are attacking them for the trouble.  Again, member since 2008

3rd: This all started with the rouge comment of an ESCAPED LUNATIC.  I mean, anyone that has been around for a while fully understands why first time or very new posters get that label instead of Bay Watcher.  They're generally a bit off until they get acclimated.
Title: Re: Cataclysm: Dark Days Ahead
Post by: Random_Dragon on October 25, 2020, 06:35:06 pm
They're being ganged up on because at this point Erk has demonstrated he is completely incapable of acting respectful towards anyone who has even the slightest criticism of the game and its dev practice. Iceblaster was by far the most polite of those here and Erk still can't accept any feedback from them without lashing out blindly.

I've held back on saying anything for a couple pages now because I find it too easy to get heated over it, but this attitude is entirely why the thread is so regularly argumentative. The few developers willing to actually talk to the community are about as capable of acting mature as I am. :v

EDIT: A page rather, feels like it's been longer than that.
Title: Re: Cataclysm: Dark Days Ahead
Post by: EuchreJack on October 25, 2020, 06:37:20 pm
They're being ganged up on because at this point Erk has demonstrated he is completely incapable of acting respectful towards anyone who has even the slightest criticism of the game and its dev practice. Iceblaster was by far the most polite of those here and Erk still can't accept any feedback from them without lashing out blindly.

I've held back on saying anything for a couple pages now because I find it too easy to get heated over it, but this attitude is entirely why the thread is so regularly argumentative. The few developers willing to actually talk to the community are about as capable of acting mature as I am. :v

LOL

But really, aren't we all still high school at heart?  :P