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Author Topic: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!  (Read 432963 times)

Cthulhu

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6360 on: April 20, 2019, 01:59:26 pm »

Did they lower the spawn rates in shelter basements?  I think I've seen like one item total in a basement.

Current guy's on day 5, longest I've ever lasted.  Found a ranch with only a couple zombies.  Giant ants on the road though, will have to find a working vehicle i guess. towns on the starting map are tiny and ive hit all the worthwhile places.
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scriver

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6361 on: April 20, 2019, 03:10:02 pm »

Yes, but it was quite some time ago - maybe years. There's at least some chance that the shelter will be a well stocked one (sometimes containing zombies too when it is). But I don't know the hows and why's behind how that, maybe it's just RNG.
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Cthulhu

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6362 on: April 20, 2019, 11:18:59 pm »

Made it to day 6 and got cop-botted.  Lesson learned.  Now playing as a bow hunter evacuee, a cabin in a nice spot near the shelter and a moose at the shelter, so I guess we cabin boys now.
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scriver

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6363 on: April 21, 2019, 05:53:23 am »

I almost always start as a cop so I can get emergency bot-up in dire situations.

Tiny in what way? Like graphics? Or buildings?

In the ways of graphics/tiles. After experimenting with and comparing between tilesets for a bit I think I was just misremembering, though. I think it's the character/zombie sprites in the new default set thay was giving me that impression, they feel a lot more cramped than the ones in the tileset I used to make use of (and many of the static objects assets feel the same size). I've decided to settle on the idea that it is an unfortunate side effect from being more detailed. Not gonna switch back anyway, I want the changeable look feature more.

I mean for all I know it could be a matter of resolutions or other arcane graphics stuff instead, but I'm not savvy enough to make any judgements as to that.
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ollobrains

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6364 on: April 27, 2019, 08:33:42 pm »

Made it to day 6 and got cop-botted.  Lesson learned.  Now playing as a bow hunter evacuee, a cabin in a nice spot near the shelter and a moose at the shelter, so I guess we cabin boys now.
bow hunters can also go bush as well if one wants a wilderness approach.  So its an interesting gameplay option - just hope that side of things is expanded in future as well
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chaoticag

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6365 on: April 29, 2019, 09:19:28 am »

Well, I got 7433 from little under a year ago and am trying to figure out how much has changed since then. What brought stuff over the threshold to a version 0.D and what stuff had gotten added in the past year?
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Erk

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6366 on: April 30, 2019, 11:32:13 am »

Well, I got 7433 from little under a year ago and am trying to figure out how much has changed since then. What brought stuff over the threshold to a version 0.D and what stuff had gotten added in the past year?

That's a huge question.

The 0.D threshold was that there were a set number of specific major bugs and features that needed to be added to be called "0.D", defined a while back. When some of the big ones were finished off, a 'feature freeze' was declared and for a few months only bugfix related changes were added to the project. Then when the biggest bugs were squashed, 0.D was released.

As for features in the last year... I've only been around since October and in that time we've had very big changes to map generation, cities in particular becoming more realistic; NPCs, with tons more added and a lot more background to random generated ones, as well as a lot better AI with features like 'run away' and 'investigate noises' making NPCs behave playably intelligent now although still pretty dumb; better Z-levels with roofs on most buildings that you can climb to and take refuge from; tons of useful features like the ability to drag stuff on the ground, zone management that lets you automatically sort items or do most farming in autopilot mode; waaaay more content and more on the way.

For context, I am a pretty active contributor and after missing a week I needed an update on all the things that had happened in one week to NPC dialogue infrastructure so that I could use those changes in my additions. And the update was long. It's actually getting tough to keep up with how fast stuff is getting added.
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Random_Dragon

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6367 on: April 30, 2019, 04:39:40 pm »

Stuff tumbling by at lightning speed, basically. Hell, already I'm juggling a bunch of changes that mainly affect modding, adding to stuff one can do.

ollobrains

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6368 on: April 30, 2019, 06:16:20 pm »

Well, I got 7433 from little under a year ago and am trying to figure out how much has changed since then. What brought stuff over the threshold to a version 0.D and what stuff had gotten added in the past year?

That's a huge question.

The 0.D threshold was that there were a set number of specific major bugs and features that needed to be added to be called "0.D", defined a while back. When some of the big ones were finished off, a 'feature freeze' was declared and for a few months only bugfix related changes were added to the project. Then when the biggest bugs were squashed, 0.D was released.

As for features in the last year... I've only been around since October and in that time we've had very big changes to map generation, cities in particular becoming more realistic; NPCs, with tons more added and a lot more background to random generated ones, as well as a lot better AI with features like 'run away' and 'investigate noises' making NPCs behave playably intelligent now although still pretty dumb; better Z-levels with roofs on most buildings that you can climb to and take refuge from; tons of useful features like the ability to drag stuff on the ground, zone management that lets you automatically sort items or do most farming in autopilot mode; waaaay more content and more on the way.

For context, I am a pretty active contributor and after missing a week I needed an update on all the things that had happened in one week to NPC dialogue infrastructure so that I could use those changes in my additions. And the update was long. It's actually getting tough to keep up with how fast stuff is getting added.

this is a good thing as more contributors have stepped up to the plate, reducing kevins insistence on certain thing, or facilitating a quicker development profile towards 0.E ?  Ive also noticed a couple of forks getting some dev time seperatley as well.
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Flying Dice

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6369 on: April 30, 2019, 07:46:01 pm »

Well, I got 7433 from little under a year ago and am trying to figure out how much has changed since then. What brought stuff over the threshold to a version 0.D and what stuff had gotten added in the past year?

That's a huge question.

The 0.D threshold was that there were a set number of specific major bugs and features that needed to be added to be called "0.D", defined a while back. When some of the big ones were finished off, a 'feature freeze' was declared and for a few months only bugfix related changes were added to the project. Then when the biggest bugs were squashed, 0.D was released.

As for features in the last year... I've only been around since October and in that time we've had very big changes to map generation, cities in particular becoming more realistic; NPCs, with tons more added and a lot more background to random generated ones, as well as a lot better AI with features like 'run away' and 'investigate noises' making NPCs behave playably intelligent now although still pretty dumb; better Z-levels with roofs on most buildings that you can climb to and take refuge from; tons of useful features like the ability to drag stuff on the ground, zone management that lets you automatically sort items or do most farming in autopilot mode; waaaay more content and more on the way.

For context, I am a pretty active contributor and after missing a week I needed an update on all the things that had happened in one week to NPC dialogue infrastructure so that I could use those changes in my additions. And the update was long. It's actually getting tough to keep up with how fast stuff is getting added.

this is a good thing as more contributors have stepped up to the plate, reducing kevins insistence on certain thing, or facilitating a quicker development profile towards 0.E ?  Ive also noticed a couple of forks getting some dev time seperatley as well.

Remain cautiously optimistic. He didn't hesitate to find excuses to ban notable contributors who made PRs he didn't like from the git in the past, and I doubt it'll never happen again.

Really the best hope is that someone with time and energy to spare will pick up a fork and stick with it, since that's the only thing that will give us a tolerable up-to-date build/light enough of a fire under the chore-list-as-gameplay clique's collective ass to shit the game up less and make more of the good new content additions that have been trickling along.
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Cake
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Eschar

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6370 on: May 02, 2019, 06:17:27 pm »

Hey, doesn't OP need to change the post title to reference 0.D?
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Flying Dice

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6371 on: May 02, 2019, 09:08:51 pm »

i2amroy hasn't been online for over a month, so good luck on that.
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Cake
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Gentlefish

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6372 on: May 03, 2019, 11:47:17 am »

didn't i2amroy have a falling-out with Kevin? I remember some bad blood there and then his activity sorta fell off a cliff.

Erk

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6373 on: May 03, 2019, 01:17:00 pm »

this is a good thing as more contributors have stepped up to the plate, reducing kevins insistence on certain thing, or facilitating a quicker development profile towards 0.E ?  Ive also noticed a couple of forks getting some dev time seperatley as well.
It's a very good thing, although it's a bit exhausting. I think you'll find though that the majority of very active contributors tend to share a pretty consistent vision... Kevin and I might disagree on things like whether or not the game should state month-day or season-day dates, but we have a very similar concept of where things are going, and that holds true of a lot of the new folks.

It does mean 0.E is rocketing along pretty quickly. We've already been kind of wondering when we should start thinking about another feature freeze/bugfix/release cycle, although there remain a few big changes to finish first. If i2amroy isn't around anymore maybe I'll make a new thread, since I seem to be the main dev that still posts here and this thread is just going to get more and more out of date.
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Flying Dice

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Re: Cataclysm: Dark Days Ahead - 0.C is out! Our monsters fight each other!
« Reply #6374 on: May 03, 2019, 05:06:46 pm »

didn't i2amroy have a falling-out with Kevin? I remember some bad blood there and then his activity sorta fell off a cliff.
I honestly couldn't say, given that basically every single person even remotely involved with the original DDA project had a falling out with him.

this is a good thing as more contributors have stepped up to the plate, reducing kevins insistence on certain thing, or facilitating a quicker development profile towards 0.E ?  Ive also noticed a couple of forks getting some dev time seperatley as well.
It's a very good thing, although it's a bit exhausting. I think you'll find though that the majority of very active contributors tend to share a pretty consistent vision... Kevin and I might disagree on things like whether or not the game should state month-day or season-day dates, but we have a very similar concept of where things are going, and that holds true of a lot of the new folks.

It does mean 0.E is rocketing along pretty quickly. We've already been kind of wondering when we should start thinking about another feature freeze/bugfix/release cycle, although there remain a few big changes to finish first. If i2amroy isn't around anymore maybe I'll make a new thread, since I seem to be the main dev that still posts here and this thread is just going to get more and more out of date.

This isn't very reassuring, given that where he seems to want to take the game is both diametrically opposed to what Cataclysm and DDA were conceived as and to what a whole big chunk of the playerbase want.

I can't speak for anyone else, but I suspect trying to start a new thread would not work very well. Most of us still posting here are posting here because we can't stomach kevin's police state pattern of managing all the other active channels of communication. More than that, I'm still holding out hope that one of the other original team leads will find the time and energy to get back into it, either to fork off an active branch for all of us who don't want to play a twisted, diminished chore list, or to provide a saner focal point for development on the main branch.

Not intending to be blunt about it, but a thread run by someone who has blindly defended kevin with little/no knowledge of project history or the reasons why he's disliked and distrusted isn't the best choice for the one concentration of active players that isn't under his thumb. You seem like a decent dude, but this thread remaining wholly independent of the active development team for so long as it's still just kevin and people below kevin is desirable in my book.
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Cake
Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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