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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1260265 times)

Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6540 on: October 04, 2011, 02:11:10 pm »

Hm. Seeing much larger zombie groups than normal post-update. Formerly I didn't run into more than 7-8 onscreen at once, and no more than 20 before they stopped coming. Now I'm seeing 15+ zombies onscreen within the first half hour-hour of game time. Was this intended?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6541 on: October 04, 2011, 04:06:45 pm »

Hm. Seeing much larger zombie groups than normal post-update. Formerly I didn't run into more than 7-8 onscreen at once, and no more than 20 before they stopped coming. Now I'm seeing 15+ zombies onscreen within the first half hour-hour of game time. Was this intended?

I haven't touched any of that stuff, though the calendar may have messed up the timing a little bit.  15+ zombies onscreen isn't that unlikely though, even before the update.

Big update coming in the next day or two.
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Bitoru

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6542 on: October 04, 2011, 04:24:54 pm »

Big update coming in the next day or two.

How big?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6543 on: October 04, 2011, 05:33:34 pm »

Big update coming in the next day or two.

How big?

So big.  No big new features, though world map generation has been altered to make the wilderness more interesting.  Some new features/buildings to discover and explore.  A few new monsters.
« Last Edit: October 04, 2011, 05:56:08 pm by Whales »
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Mr.Person

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6544 on: October 04, 2011, 06:37:18 pm »

Sounds interesting. Make sure to bump this thread and possibly provide more details when the update goes live.

Once again, thanks for being so active, Whales.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6545 on: October 05, 2011, 01:37:56 am »

New Update!  And it's a good-sized one!

Clean build required.  Old saves are NOT compatible.

Features:
  • Overmap generation retooled.  The wilderness is now more interesting, and that will only grow.
  • New map tile: sewage treatment plants, extends underground.
  • New map tile: trap door spider lair, extends underground.
  • New map tile: crater
  • New map tile: fungal bloom
  • NPC settlements removed entirely.
  • New computer functions for pumping sewage, used in the sewage treatment plant.
  • New item: concentrated sewage.  More or less useless for now; maybe it'll become a crafting item.
  • New construction: Clean Window.  Converts a broken window to an empty window in 8 minutes, no tools or materials required.
  • New monsters: wolf spider, jumping spider, trapdoor spider, black widow, yellow web spider.
  • Houses have a chance of being a black widow nest; similar to wasp nests.
  • New field: web, entangles and slows the player
  • New disease: severe poison
  • Killing ant queens causes the ant population to slowly die out.

Bug fixes:
  • Crafting item use fixed somewhat, not sure if 100%
  • Scratching due to bugs under skin interrupts activities.
  • Recoil resets upon wielding a new weapon.
  • Food that never goes bad stacks properly.
  • Stabbing weapons cannot get a bashing critical unless they are also a bashing weapon.
  • Crash on using sewing kit / scissors on a non-existant item fixed.

Tweaks:
  • Chances of scratching due to bugs under skin reduced sharply.
  • Portals in spawn monsters much faster.
  • Caffeine pills nerfed.
  • Silencer nerfed.
  • Effects of caffeine from any source capped at a low value.
  • Items are considered "born" at midnight (8 hours before the game statrs).  You'll likely notice this first in milk; all milk is rotten by the time you find it.

Code Refactors
  • calendar.h and calendar.cpp rewritten.  Windows compatible.
  • game::turn is now a calendar; it should be mostly backwards-compatible.
  • New data for overmaps, overmap_special; allows for easier placement of random special finds.  See the bottom of omdata.h
« Last Edit: October 05, 2011, 01:52:45 am by Whales »
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6546 on: October 05, 2011, 05:42:15 am »

You've just earn yourself another donation.  :) Thanks.
...now just painfully waiting for windows build.
« Last Edit: October 05, 2011, 06:06:16 am by kulik »
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6547 on: October 05, 2011, 07:31:11 am »

Would it be possible to have fire tiles also cause smoke inhalation? The problem is that since smoke and fire can't both be on the same tile, standing in fires will allow you to avoid inhaling smoke, which is pretty odd. This makes a difference if you have Thermal Dissipation on.
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6548 on: October 05, 2011, 07:36:47 am »

All those nerfs and the only things that bothers me is that milk lasts just 8 hours? Sounds horribly low for milk, even unrefrigerated. I generally buy all my real milk for a week on real mondays and never got it spoiled by real weekend. Then again it's tetra-brick packed milk, instead of bottled, not sure how much of a difference that makes.
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6549 on: October 05, 2011, 07:58:08 am »

All those nerfs and the only things that bothers me is that milk lasts just 8 hours? Sounds horribly low for milk, even unrefrigerated. I generally buy all my real milk for a week on real mondays and never got it spoiled by real weekend. Then again it's tetra-brick packed milk, instead of bottled, not sure how much of a difference that makes.

You also presumably have power...
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6550 on: October 05, 2011, 08:09:02 am »

Thing is, how long has the world in-game been without electricity? Presumably, the disaster didn't happen instantaneously and at the previous midnight. So the milk's probably been sitting there for quite a while.
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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6551 on: October 05, 2011, 09:04:14 am »

wish please - cooking off of fires, and firepits. those hotpads are getting kind of silly.
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Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6552 on: October 05, 2011, 10:29:09 am »

wish please - cooking off of fires, and firepits. those hotpads are getting kind of silly.

The cheapest way to do this is to alter the inventory::form_from_map function and add a check inside the loop do see if (g->m.field_at(x, y).type == fd_fire). If it is just add a fake hotplate to the inventory stack. A one line hack :)

A nicer way would be to add a new fire item type and alter the recipes but that looks like effort.
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6553 on: October 05, 2011, 12:22:12 pm »

Any word on the windows port?
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6554 on: October 05, 2011, 12:33:16 pm »

Yeah, I'm waiting for Windows update so I can play.
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