[quote=“Anonymous, post:59, topic:3870”]anonymous@anonymous-Aspire-X3400G:~/Downloads/Cataclysm-DDA$ ./cataclysm-tiles
./cataclysm-tiles: error while loading shared libraries: libSDL_image-1.2.so.0: cannot open shared object file: No such file or directory[/size][/quote]
Cataclysm binary package do not provide libraries, relying on your distro to have them. You can use ldd to check which libraries needed by cataclysm-tiles are not found on your system. You may try using your package manager to install the libraries if you don’t have them. If you do have them, but different versions, you can try to update them. Or, you might get lucky if the ABI didn’t change by copying (or symlinking) the version of libSDL_image that you have (you can typically find it in /usr/lib) as libSDL_image-1.2.so.0. That however requires root privileges. If you don’t want to mess around your system, you can also copy it to the Cataclysm folder and use LD_LIBRARY_PATH like so:
Not a bug, but a recent change. We nerfed zombie scent ability, so they often can’t smell you through doors now. If they can’t see you and can’t hear you, they will eventually forget where you are and wander off*. They don’t wander in any particular direction, so unless you get really lucky that brute is going to stay in the area indefinitely, but at least he’s not beating down the door.
Also doors are a lot tougher than they used to be, so unless it’s a hulk or a pile of zombies**, a door has a decent chance of stopping them for long enough that they forget what they’re doing.
*I’m a little surprised that the sound of pounding on the door isn’t keeping the brute interested, maybe it only triggers on the destination being on the other side of the door. Either way, notabug.
**Multiple zombies trying to get through the same door now “pile on” and add their strength together for the purposes of smashing down the door.
Not a bug, but a recent change. We nerfed zombie scent ability, so they often can’t smell you through doors now. If they can’t see you and can’t hear you, they will eventually forget where you are and wander off*. They don’t wander in any particular direction, so unless you get really lucky that brute is going to stay in the area indefinitely, but at least he’s not beating down the door.
Also doors are a lot tougher than they used to be, so unless it’s a hulk or a pile of zombies**, a door has a decent chance of stopping them for long enough that they forget what they’re doing.
*I’m a little surprised that the sound of pounding on the door isn’t keeping the brute interested, maybe it only triggers on the destination being on the other side of the door. Either way, notabug.
**Multiple zombies trying to get through the same door now “pile on” and add their strength together for the purposes of smashing down the door.[/quote]
I never thought that scent was really that dangerous… were people having problems with it. you just made the game easier… your turning into a big softy. ok half kidding. were people having issues with scent? I never thought it was that big of a deal. I think this change makes the game a whole lot easier. So doesn’t this mean that I can get chased by zombies, run into a building. run into the back of a building. close the door .wait and zombies just go away? this makes the bad trait where you are smellier an automatic pickup now since smell doesn’t really matter.
I have been working alot of hours and I work at a computer, so I have not really be up for playing computer games lately, so have not actually tested it. so if im wrong, I apologize.
I asked this earlier and I dont think it got answered. What is meant by the console version?
[quote=“youtoo, post:63, topic:3870”]I never thought that scent was really that dangerous… were people having problems with it. you just made the game easier… your turning into a big softy. ok half kidding. were people having issues with scent? I never thought it was that big of a deal. I think this change makes the game a whole lot easier. So doesn’t this mean that I can get chased by zombies, run into a building. run into the back of a building. close the door .wait and zombies just go away? this makes the bad trait where you are smellier an automatic pickup now since smell doesn’t really matter.
I have been working alot of hours and I work at a computer, so I have not really be up for playing computer games lately, so have not actually tested it. so if im wrong, I apologize.
I asked this earlier and I dont think it got answered. What is meant by the console version?[/quote]
It didn’t seem like this, but the majority of tracking zombies actually did in the old scent system was actually scent based. It was literally impossible for a zombie to lose your trail once it had caught your scent, and made sneaking past zombies in the dark virtually impossible (you needed to give them at least a 12 or so space gap between the two of you).
Smelly still has an effect, making it easier for zombies to track you down. Also as we add in more long-reaching scent effects smelly will make you lay down a stronger trail, allowing for more long-term tracking by monsters.
In that post “standard” = tiles/SDL, “console” = curses.
Not a bug, but a recent change. We nerfed zombie scent ability, so they often can’t smell you through doors now. If they can’t see you and can’t hear you, they will eventually forget where you are and wander off*. They don’t wander in any particular direction, so unless you get really lucky that brute is going to stay in the area indefinitely, but at least he’s not beating down the door.
Also doors are a lot tougher than they used to be, so unless it’s a hulk or a pile of zombies**, a door has a decent chance of stopping them for long enough that they forget what they’re doing.
*I’m a little surprised that the sound of pounding on the door isn’t keeping the brute interested, maybe it only triggers on the destination being on the other side of the door. Either way, notabug.
**Multiple zombies trying to get through the same door now “pile on” and add their strength together for the purposes of smashing down the door.[/quote]
I never thought that scent was really that dangerous… were people having problems with it. you just made the game easier… your turning into a big softy. ok half kidding. were people having issues with scent? I never thought it was that big of a deal. I think this change makes the game a whole lot easier. So doesn’t this mean that I can get chased by zombies, run into a building. run into the back of a building. close the door .wait and zombies just go away? this makes the bad trait where you are smellier an automatic pickup now since smell doesn’t really matter.[/quote]I wouldn’t say it made the game easier, but more balanced. In the past zombies were bloodhounds they never lose you even when you close several doors behind which is unrealistic. It was as i2amroy said impossible to sneak and hide.
zombies coming up to me were not noticeable. it really was not a big deal… i considered it part of the game. this makes the game alot easier in my opinion.
Not a gamebreaker, but because the limit on materials you get from disassembling clothing is based on volume of the item, some will disassemble into more than they take to craft. Trenchcoats, specifically, take 11 rags and cut into 17; hoodies, as well. This works both ways; socks, for example, take 2 rags to make and cut into 1, because of their volume.
If it wouldn’t break anything else by changing the amounts in recipes.json, I could create a pull request so they match their respective volume.
Similarly, I just noticed that by chaining the crafts for acid water → concentrated acid → batteries → acid water, you get a massive net gain in batteries, or if so inclined, acid. It seems inconsistent with the other concentrated acid recipe that requires 125 batteries. Wasn’t sure if this was intended or not.
[quote=“Kyzak, post:67, topic:3870”]Not a gamebreaker, but because the limit on materials you get from disassembling clothing is based on volume of the item, some will disassemble into more than they take to craft. Trenchcoats, specifically, take 11 rags and cut into 17; hoodies, as well. This works both ways; socks, for example, take 2 rags to make and cut into 1, because of their volume.
If it wouldn’t break anything else by changing the amounts in recipes.json, I could create a pull request so they match their respective volume.[/quote]
The sock sounds logical to me actually, when disassembling an item, you can expect that you will waste or lost a few bits of material in the process, those missing material are wasted bits.
On the other hand, trenchcoats and hoodies are weird cases indeed, disassembling them should only yield material equal or lower than the original amount went to crafting.