In some sub-prime planes, the local biosphere generates lots of ethanol as a byproduct. Thus, some of the wild portals may ooze out these unusual biological byproducts, forming a deposit of alcoholic substances around it. These ‘booze lakes’ of dubious sources may or may not be safe to drink.
In some sub-prime planes, the local biosphere generates lots of ethanol as a byproduct. Thus, some of the wild portals may ooze out these unusual biological byproducts, forming a deposit of alcoholic substances around it. These ‘booze lakes’ of dubious sources may or may not be safe to drink.[/quote]
Smelling gently of raspberry/rum.
I think this game really, really needs for containers like backpacks to contain it’s storage space in items. By this I mean, that if you are wearing a dufflebag and it gets destroyed, the items it would’ve been carrying should be dropped on the pavement. Same with backpacks, clothes, everything really.
It’d come with drawbacks, storage would be less effective since you couldn’t carry a sledgehammer in your hoodie and cargo pants but really that makes sense. It would be some more management and you’d need the ability to move objects around, but it’d have a few really good benefits.
One, it’d let you organize your shit into bags, and then take only the one you need for your current task. This would be such a headache saver. Two, it’d stop the rather disastrous event of your backpack getting wrecked by a bunch of zombies only to stack you with a ridiculous encumbrance penalty, making the situation you are already in much worse. Dropping shit isn’t an option unless you are carrying something big, so if you just looted a pantry you are going to have to seperately drop 8 items, which is another several attack you’ll take. It’s a situation that shouldn’t happen thematically that can easily end early game characters. There’s also something distinctly cinematic about running from a horde of zombies, having one wreck your pack dumping the contents onto the ground, maybe breaking your only glass flask of purifier.
[quote=“Ruttiger, post:1503, topic:5570”]I think this game really, really needs for containers like backpacks to contain it’s storage space in items. By this I mean, that if you are wearing a dufflebag and it gets destroyed, the items it would’ve been carrying should be dropped on the pavement. Same with backpacks, clothes, everything really.
It’d come with drawbacks, storage would be less effective since you couldn’t carry a sledgehammer in your hoodie and cargo pants but really that makes sense. It would be some more management and you’d need the ability to move objects around, but it’d have a few really good benefits.
One, it’d let you organize your shit into bags, and then take only the one you need for your current task. This would be such a headache saver. Two, it’d stop the rather disastrous event of your backpack getting wrecked by a bunch of zombies only to stack you with a ridiculous encumbrance penalty, making the situation you are already in much worse. Dropping shit isn’t an option unless you are carrying something big, so if you just looted a pantry you are going to have to seperately drop 8 items, which is another several attack you’ll take. It’s a situation that shouldn’t happen thematically that can easily end early game characters. There’s also something distinctly cinematic about running from a horde of zombies, having one wreck your pack dumping the contents onto the ground, maybe breaking your only glass flask of purifier.[/quote]
I think there’s a rag tunic that uses a sheet (granted, sheets in this game are really curtains, not bedsheets) and a long string. Can’t find it on the item browser right now, though; it seems to be broken in a few places for whatever reason.
Zombie endurance: Upon death, there is a chance that a zombie will spawn a “crawling zombie” instead to represent its legs being blown off.
Undead Playing Dead: A perception trap - there is a chance that a random Human corpse or skeletal remains actually will reanimate as an undead zombie/skeleton if the player steps adjacent and get a free attack. If identified, can be attacked by any ranged weapon but they cannot be disarmed for obvious reasons.
Graffiti: Random rambles of the long-dead, giving warnings or information.
Undead Playing Dead should be subject to manually aiming at them with a huge bonus to critical chance. Ideally melee would have some means of cautiously approaching a tile too…
Throw it. It’s got different hitchance calculation and throwing your weapon as a result is brutally effective against anything like spores or squirrels.
Sheets spawning on beds? Seems like it would make sense; so much so that I’m almost certain it’s already been suggested. Right now though it’s only blankets and pillows - unless it’s changed in the last couple of weeks.
Sleeping next to a cat will trigger the messages, “You cuddle with your pet cat” and slightly increase warmth.
Small chance of getting attacked instead and the cat moving one space away from you, chance increases if the cat is not placed on a “comfortable to sleep” surface.
//Blankets, your other friend//
Add ABSORBANT tag to them. Wet blankets provide no warmth for sleeping purposes.
I guess I always assumed that those were part of the mattress, since generally sheets aren’t grafted to beds. Though I suppose on that note, neither are mattresses themselves…
Come to think of it, I’m surprised bed de/construction doesn’t include springs for the mattress.
Speaking of new enemies, we could really use more armored enemies, otherwise what’s the use of all those armor-piercing rounds? Carapaced zombies perhaps? Bringing up memories of Terror from the Deep lobstermen.
Also, maybe let some of the heavier armor-piercing rounds shoot through walls?
[quote=“Murphy, post:1513, topic:5570”]Speaking of new enemies, we could really use more armored enemies, otherwise what’s the use of all those armor-piercing rounds? Carapaced zombies perhaps? Bringing up memories of Terror from the Deep lobstermen.
Also, maybe let some of the heavier armor-piercing rounds shoot through walls?[/quote]
AK ammo can already shoot trough sandstone bricks. American cardboard walls shouldn’t be a match.
Maybe enemy piercing rounds? Implementing it would be very easy.
I did it in like 15 minutes, but didn’t PR it because I didn’t know how to balance it.
[quote=“Rookie, post:1514, topic:5570”][quote=“Murphy, post:1513, topic:5570”]Speaking of new enemies, we could really use more armored enemies, otherwise what’s the use of all those armor-piercing rounds? Carapaced zombies perhaps? Bringing up memories of Terror from the Deep lobstermen.
Also, maybe let some of the heavier armor-piercing rounds shoot through walls?[/quote]
AK ammo can already shoot trough sandstone bricks. American cardboard walls shouldn’t be a match.[/quote]
Most regular rounds except for 5.45 will generally tear through a wall, albeit with a greatly decreased lethality. If you’re using full sized 7.62 NATO rounds you’re reasonably capable of doing lethal damage through most kinds of housing wall. Brick and wooden logs are still pretty hard to shoot through outside of sustained fire though.
It still sharply conflicts with my experience of both mechanical machinery and computerized machinery (the latter routinely taking the abuse of educating new workers and still only needing maintenance, not repair). But that’s Soviet Union building quality, I guess. Perhaps other countries built their machines to have them repaired instead of used. Or they’re machines I’ve never seen, and thus can’t speak about.[/quote]
When soviets built something it either broke almost immediately or is still working to this day. Capitalism encourages manufactures to build stuff with small flaws in them so they can sell replacement parts.