Cataclysm, classic Zombie Survival. In progress

Cats and dogs spawn with the same rule the zombies do ? I’ve just found a car with a new toon, it’s 08:40 AM first day, and now i’m surronded by c and d, like +15 of each.

On day 1, between the infamous amount of zombies, I found a Blank Body … It’s normal?

The level of difficulty (thanks to the zombie child packs, inmense zombie spawn, bleeding) has become ridiculously hard, at least for me, 17 games that failed to survive the first 12 hours…

All the cities that I find are very small, you changed it??? In these small towns almost no supplys, ammo, food… and manny many childrens…

Thanks anyway

[quote=“nadia911, post:162, topic:156”]On day 1, between the infamous amount of zombies, I found a Blank Body … It’s normal?

The level of difficulty (thanks to the zombie child packs, inmense zombie spawn, bleeding) has become ridiculously hard, at least for me, 17 games that failed to survive the first 12 hours…

All the cities that I find are very small, you changed it??? In these small towns almost no supplys, ammo, food… and manny many childrens…

Thanks anyway[/quote]

Child packs have been nerfed for next update, and the cities are exactly the same as DDA in size and loot spawn.

Anywho, expect some balancing with the upcoming update.

A few things is, yes i nerfed child zombies, and less of them spawn, but a few adults will spawn around them now.

Also bleeding is going to be incremental, making it less harsh.

Zombies will get a new bite attack, and you will have a chance of infected bite wounds.

Also, kevin has been working on static zombie spawns which might be a good update to roll in.

My bad :stuck_out_tongue:

I made a preset, 8/8/14/8 with Fleet Footed, Fast Healer, Night Vision, Light Step // Heavy Sleeper, Glass Jaw, Thruth Teller, Ugly .

At first I figured it was because my guy was so smart he got bionics. But I didn’t want any.
So I tried a few:

7/8/8/8 with Fleet Footed, Fast Healer, Night Vision and Light Step: Got bionics
8/8/8/8 with Parkour, Fast Healer, Night Vision and Light Step: No bionics
9/9/8/8 with Fast Healer, Night Vision and Light Step: No bionics
8/8/8/8 with Fleet Footed, Fast Healer and Light Step: Got bionics
9/9/9/8 with Fleet Footed: Got bionics

So you get bionics if you select Fleet Footed.

So, New character → select Fleet Footed → spawn → ‘p’ → free bionics

You get 2 bionics but you dont actually get the trait (doesnt show in the character window)

My bad :stuck_out_tongue:

I made a preset, 8/8/14/8 with Fleet Footed, Fast Healer, Night Vision, Light Step // Heavy Sleeper, Glass Jaw, Thruth Teller, Ugly .

At first I figured it was because my guy was so smart he got bionics. But I didn’t want any.
So I tried a few:

7/8/8/8 with Fleet Footed, Fast Healer, Night Vision and Light Step: Got bionics
8/8/8/8 with Parkour, Fast Healer, Night Vision and Light Step: No bionics
9/9/8/8 with Fast Healer, Night Vision and Light Step: No bionics
8/8/8/8 with Fleet Footed, Fast Healer and Light Step: Got bionics
9/9/9/8 with Fleet Footed: Got bionics

So you get bionics if you select Fleet Footed.

So, New character → select Fleet Footed → spawn → ‘p’ → free bionics

You get 2 bionics but you dont actually get the trait (doesnt show in the character window)[/quote]

Alrighty, I will check it out later tonight. If i can repeat the issue I will attempt a fix.

Also, cat and dog spawns have been lowered. This is going to be in next update, for whomever has been asking about there being a lot of them.

The general thing is though, if zombies havent spawned yet, the game will spawn whatever is available at that time period, so you will see a lot of them at start.

It’s me again.

I built b9b3237 on windows and when I try to sleep it says “You’re blinded!” and aborts the sleep.

I just tested it out on a fresh character and you can’t sleep D:

New character -> $ -> Y -> “You’re blinded!”

I’dd help out with these bugs but it’s been too long since I’ve developed in C++ under linux/win.Too much C# >_>

[quote=“Tase, post:167, topic:156”]It’s me again.

I built b9b3237 on windows and when I try to sleep it says “You’re blinded!” and aborts the sleep.

I just tested it out on a fresh character and you can’t sleep D:

New character -> $ -> Y -> “You’re blinded!”

I’dd help out with these bugs but it’s been too long since I’ve developed in C++ under linux/win.Too much C# >_>[/quote]

Honestly, Tase, i dont know what to say man, me and several Devs have not been able to re-create any of your bugs… not the bionics one, or this recent one, so, I dont really know what to tell you, it has to be something on your end, useing old templates? Old data folder, old save folder?

Hm, well unless Cataclysm stores data outside it’s folder, I’m using a clean version.

Just downloaded the CataclysmCZSBuild6-4 you have linked in the main post, did a 9-9-9-8 Fleet-Footed and I got 2 bionics.

I’m running Windows 7 (64 bit) and I executed the .exe straight out of the .7z, so it’s as fresh as it can be.

Sleeping works in CataclysmCZSBuild6-4 thought.

I could try it out on Ubuntu this weekend.

You’re not alone, Tase.

I have a “Rambo” template I like to mess around with in each version. Quick, Fleet-footed, Fast healing and light eater are always my go-to. Standard negative traits (Wool allergy, glass jaw, ugly, truth teller, trigger happy). I began the game with 2 passive bionics, a targeting system and the one that let’s you eat less.

This was with a clean 6-4 build install. If I knew how to crawl through code I’d help more, all I can offer is “this is what happened to me” type of anecdotes unfortunately.

Some more stangeness with the latest build.

I left the initial evac shelter and started heading south on Day 2. Near a FEMA camp I encountered a Flaming Eye. I also investigated a mine entrance and beneath it found a dark wyrm. I am also running across the odd wolf spider.

I wasn’t sure how many of these critters you had altered or removed.

watch out for flaming eyes. if they give you teleportation sickness you are SCREWED.
i have a dead guy thanks to it. IT LASTED FOR THE REST OF THE GAME.

[quote=“whw4, post:170, topic:156”]You’re not alone, Tase.

I have a “Rambo” template I like to mess around with in each version. Quick, Fleet-footed, Fast healing and light eater are always my go-to. Standard negative traits (Wool allergy, glass jaw, ugly, truth teller, trigger happy). I began the game with 2 passive bionics, a targeting system and the one that let’s you eat less.

This was with a clean 6-4 build install. If I knew how to crawl through code I’d help more, all I can offer is “this is what happened to me” type of anecdotes unfortunately.[/quote]

Hrmm, I’m going to keep digging and see whats up. I mean, I can “Revert” the trait changes, and see if that fixes it, but if I cant re-create the issue its hard for me to tell if something is fixed.

I could help out but my “fix” would involve removing all the code related to PF_ANDROID, which might not be what you want if you’re planning on adding it back in eventually (or don’t want to see a merge conflict there everytime you merge DDA).

But the issue might be an underlying problem with has_trait, since has_trait(PF_ANDROID) is returning true when I don’t have the trait.

I’ll do some debugging later and see if I can pinpoint the problem.

[quote=“Tase, post:174, topic:156”]I could help out but my “fix” would involve removing all the code related to PF_ANDROID, which might not be what you want if you’re planning on adding it back in eventually (or don’t want to see a merge conflict there everytime you merge DDA).

But the issue might be an underlying problem with has_trait, since has_trait(PF_ANDROID) is returning true when I don’t have the trait.

I’ll do some debugging later and see if I can pinpoint the problem.[/quote]

The only thing that I did was move PF_ANDROID and the other one to AFTER PF_MAX2 which is suppose to eliminate it from the list when you create a character.

I was trying to avoid remving it because its hard to keep merging with DDA for bug fixes and new features when you have a lot of code conflicts like that.

The problem stems from the fact that has_trait uses my_traits which is an array of bools initialized with the size PF_MAX2, and PF_ANDROID is beyond that.

So doing my_traits[PF_ANDROID] returns true because PF_ANDROID > PF_MAX2

Code to reproduce the error:

// Sandbox.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"
#include <iostream>

using namespace std;

enum pl_flag {
    PF_NULL = 0,
    PF_FIRST,
    PF_SECOND,
    PF_MAX,
    PF_ANDROID
};

bool my_traits[PF_MAX];
bool has_trait(int flag);

int main(int argc)
{
    int in;
    cout << "Is an android? : " << (has_trait(PF_ANDROID) ? "true" : "false");
    cin >> in;
    return 0;
}

bool has_trait(int flag)
{
    if (flag == PF_NULL) return true;
    return my_traits[flag];
}

Output:

Unsurprisingly, this might be an OS/system thing, because this reports as false: http://codepad.org/GYlMVYVy

Potential solutions would be to move those two traits right before PF_MAX2, but it might make them available for mutations?
Otherwise, make a check in has_trait to see if flag >= PF_MAX2.

Ive posted a new test build. Its got some issued to be sorted out, but has a lot of new stuff.

SPecifically latest merge with DDA has happened.

As for CZS Specific features;

You can be sneaky now and try to slip around mobs and such, if they dont detect you.

Zombies now have a bite attack. You can get a bad bite wound and get infected.

Other things, Im to tired to remember right now, but minor fixes and tweaks here and there…

Hey look, my(?) zombie bite idea was implemented. Does the Zombie Bite deal cutting damage? If so, I have a damn good reason to stay stealthy…

Hehe, it can do a lot worse than cutting damage.

infection time!