Added a compiled package for those of you that want it.
[size=14pt]OK, EVERY TIME there is an update, you will need to make a brand new install of CZS. That means delete EVERYTHING, yes even your templates. This stuff is not going to be backwards compatible with all the big changes that are happening with the game.[/size]
Unstable test build with new Mob AI and perception etc;
[size=18pt]What is Cataclysm CZS?[/size]
The ultimate goal of CZS is to take the awesome cataclysm roguelike and turn it into a Zombie survival roguelike with all the great features of cataclysm, plus some new features of my own, and not have all the weird Sci-Fi stuff. Your main enemy will be Zombies of different types(Except weird spitter/boomer L4D ones), wildlife, and other humans.
The goal is to survive as long as possible. You will have to scavenge for food and drinks, you will have to worry about temperature, and you will have to worry about things like disease and psychosis(mental).
This game will probably always be easier than Cataclysm DDA.
DDA loves to kill you.
CZS loves to kill you when you are stupid.
You can expect to face a lot more zombies in CZS however than DDA. I will adjust this as time goes on until I find what I feel is a happy medium.
The types of zombies you encounter may be vastly different than their DDA counterparts, OR entirely new creatures.
The Zombies in CZS as of right now are;
Fast Zombie(Less Decayed)
Decayed Zombie(Slow, easy kill)
“Brute” Zombie(Not as tough as DDA Brute, think more like an athlete who died and was zombified)
And of course some specials, specifically zombies from their old normal jobs ie;
Scientist Zombie(Without weird acid attack and manhacks)
Cop Zombie(Tough because he is wearing Riot gear)
Soldier Zombie(Same as above but even tougher because of military style gear)
I will continue to add new zombie types, and sometimes it will be merely for flavor, and not so much for stats.
I can say my ultimate goal is that your average zombies will not always be exactly the same, some might be slower, some might be faster etc.
I also have already and plan to continue to add a little more variety to the wildlife in CZS. I know DDA is suppose to take place in Europe, but think of CZS as being in “Generic wooded area where ever”
Some of the wildlife will maybe be harmful, or HELPFUL, some of it may even be just for flavor and serve no other purpose.
Basically if you wouldn’t see it in the “real” zombie apocalypse, you probably wont see it in CZS.
CZS also added many new areas to make up for the lack of DDA “Sci-Fi” areas. DDA has even adopted some of these.
The following areas were added to CZS(And some of them rolled over to DDA);
LMOE Bunker(Think preppers, survivalist nuts)
New Cabins in the woods.
I plan to add others as well. Top on my list is;
And probably others as time allows.
As time goes on I will continue to phase out weird sci-fi elements and replace them with more survival related aspects.
Many new items have been made just for CZS, and many more will be made in the future.
I have also added more strict survival mechanics than DDA, the first of which was bleeding.(Which DDA also adopted) I plan on adding more of these features, or using DDA survival specific features
such as SHoes Temp/Survival Mod, or DinoCat’s foraging.
Many of my original goals were already met by the DDA team, so thankfully a lot of that has been rolled into CZS as well, and you will continue to see that as I go along, where feasible.
I primarily support windows for CZS, and do a lot of the fixing for DDA windows as well. SOmetimes I might even break from CZS to help with DDA because ultimately, everything that improves DDA improves CZS as well.
There are also many, many balance changes between DDA and CZS, and general Cataclysm enhancements and bug fixes I have been working on from things related to npcs, all the way to random map generation.
Please feel free to add suggestions to this thread, and report bugs.
And remember, the rule of CZS is;
“Stay smart, stay alive.” (And also pray a wolf or cougar doesn’t get you right after spawn)