Cataclysm DDA Version 0.2

Isn’t that a good thing, though? Having to take on a town tactically can be much more fun than just rushing in and killing shit then getting out. With the old spawn system you can get half of the basic gear you need from one early raid with backpacks.

Don’t get me wrong, it is. I’m on day 7 now about to go to 8, and I didn’t need to cheat once, thank Darkling for the changes to the temperature system. My melee and bashing skill levels are at 6 and 5 respectively, and most zombies can barely take a shot from my nail bat, but still, if it wasn’t for the lava pit outside the town (which I only use on the hulks), I’d be dead from the hulks, since they move faster than you, smash through walls, and they have enormous amounts of HP and damage resistance; pretty much impossible to deal with at level 0 if you don’t have a shotgun. Same with the brutes, but to a lesser extent; at least you can outrun them, even slightly.

Bodytemp at the moment is deactivated. What were the problems you were running into? As far as I know, after changing my temp scale from 0 - 1000 to 0 - 10 000, saves and old templates start at the old bodytemp value, which is “freezing”. Were your problems different?

The problem was posted in another thread that I can’t find, for some reason, by another user. Basically your character started freezing at around 50°F, to the point of experiencing frostbite and receiving pain every step until it capped at 40, despite being hermetically sealed in several inches worth of clothing. It made sleeping impossible because the cold kept waking him up, and that by extension started affecting everything else.

Yeah. I’ve lost two characters to early-game crap like this. It actually means you can’t just go straight for the cities, which is kinda cool. I’ve been killed by hulks both times (although I gave the second one a good beating in a window) but that just adds to the challenge! You have to choose between a careful creep into town, or some kind of mad rush to a gun store (or, as I mentioned before, extensive exploration outside of the cities first!)

The amount of special zombies spawning on the outskirts is being reduced.

I do have to agree. The only way to really get into a town right now, is to lure all the special zombies into spitter zombie acid. While it certainly is an option, the epic length of the campaigns to gain a single bottle of water makes the dramatic dehydration and starvation systems look quite ridiculous.

What i’m trying to say, is that cities can have all the zombies they want - we will manage - but having to drink a bottle of water every 5 hours is painfully annoying! Can the rate be adjusted - by the player - in any option’ey way?

Oh man! NOW I really can’t wait to get off work!

Great work, guys!

Are save games from 0.1 compatible with 0.2?

Probably not.

[quote=“Tad30s, post:27, topic:346”]I do have to agree. The only way to really get into a town right now, is to lure all the special zombies into spitter zombie acid. While it certainly is an option, the epic length of the campaigns to gain a single bottle of water makes the dramatic dehydration and starvation systems look quite ridiculous.

What i’m trying to say, is that cities can have all the zombies they want - we will manage - but having to drink a bottle of water every 5 hours is painfully annoying! Can the rate be adjusted - by the player - in any option’ey way?[/quote]

Foraging in fields is a very good option at the start. You can collect strawberries, apples and blueberries pretty easily.

It’s also probably worth looking for an out-of-town car park. They usually have vehicles, these days, and a mad rush to a gun store is always an option.

If you’re really struggling for water, you can also try finding a river.

Farms, FEMA camps and LMOE bunkers are generally pretty good for supplies, although FEMA camps can have a fair few zombies, farms generally only have a handful.

Next release will see a lot more survivalcraft stuff, so you won’t rely on the city as much for the early game.

Is development going to go forwards with the old spawn system in mind, or will you be focussing on the new one?

I know it’s probably a little early to decide, yet, but the new version is so immensely satisfying compared to how it used to be. I can perhaps envisage a small spawn counter to make sure that clearing an area doesn’t just become a formality in the late game, but by and large this sense of the city being a death-zone is just perfect in every way!

Is it safe to assume that I’m not supposed to wake up from the cold, regardless of temperature, in this release? I have no frostbite, but I can’t ever sleep.

can’t sleep at all in new version, tons of clothes + 20C inside + Internal Climate Control - “cold wakes you up”

Maybe the game just doesn’t count some places as “inside”? I had no trouble sleeping, including a 13C night on a counter. (Windows)

well, i tried to sleep outside on the ground (right beside fire too), inside building on bed, inside car on sit, always too cold

I had this problem in 0.1, but not at all in this version. I woke up from the cold once, but just fell back asleep and wasn’t bothered from it again.
Maybe it’s because I usually keep a couple sweaters/blazers/cargo pants/gloves etc in my safehouse just in case this does happen, but sometimes I’d forget to put most of them on and still won’t be bothered.

Looking forward to this :), especially with the static spawns

Insert nail rifle rant here. So when are we adding new weapons made out of simple things? Construction tools ect.
Or did you already and I am just stupid.