I think quick is still worthwhile. 20% speed increase to every action is nice, especially when combined with any fast attacking weapon.
It’s 10%.
Can be nice, but it costs 3 points.
Though it can be still worth the 3 points in some playstyles, but it’s not anywhere near a no-brainer now.
One thing that might be worth noting: stamina regenerates independently from speed. Above 142 speed, you will not regenerate stamina while walking.
is stamina regen deactivated while runing or do we use up stam per tile moved and lose it due to the extra movement draining it faster then it regens only?
If thats true … Would that mean that if i am slow (like -30% movement mutation)id use up less stam for running?
[quote=“Valpo, post:1963, topic:5570”]is stamina regen deactivated while runing or do we use up stam per tile moved and lose it due to the extra movement draining it faster then it regens only?
If thats true … Would that mean that if i am slow (like -30% movement mutation)id use up less stam for running?[/quote]
It’s per tile, but scaling with the tile cost. So charging through rubble will cost you 4 times as much as running on flat ground, fleet-footed will lose less stamina per tile (but same amount per turn) etc.
At 50 speed, you can run all the time, because you only lose as much stamina as you gain. You regen 10 per turn, lose 7 when walking and 20 when running.
This also means that your stamina regen/drain does not depend on your current stamina. Even when you’re so tired your running speed is as slow as your regular walking speed, your stamina will keep draining at 10 per turn because you’re still running.
all the talking dolls I found are 20% charged. Always.
All the flashlights are 100% always.
I suggest to spawn all the chargeable devices with random(0…max) charge. It is VERY tiny improvement but makes a game a bit more realistic
Restaurant sized cans of food would be interesting. More food in per volume/weight than normal cans, and useful as a makeshift pot.
A strange and funny thing called looting
I don’t like going ‘whoopass’ on just about everything there is to be seen in CataDDA.
I mean, it’s already obvious you aren’t supposed to kill each and every Z there is in the game. There are bears doing it for you, and turrets are just perfect for the job. Zombies are clumsy, thrashing cars and pretty glass panels.
We should not be “the real zombies of CataDDA”.
There are things to remember when entering the world of Cataclysm. For instance, there is a rock to be found, and a locker to be whacked in that shelter. And for a better cause - you just need that sort-of-crowbar. However, there’s an alternative.
Crowbars (and mulligans) are just perfect for the “entry job”, but there are other, maybe even more common items, that are just as good if you’re stranded in a world of brain-feeders and you need a place to lay low for a while.
I found this old window with exceptionally hard and heavy glass in midst some old boards. They needed to be removed, and I wanted to be careful and save the glass from breaking. I found this (heavy-duty, large and flat) screwdriver and a good hammer for punching / removing nails. I figured that it would be even easier if the window had been mounted on a frame…
I’ve done it with as little noise (and damage to the boards) as possible.
The thing to be learned here is plain & simple - in order to open windows (resulting with a whole sheet of glass on the very tile you’re standing on) from the outside, you’d need a good (stock) hammer and just about any screwdriver you can get your hands on.
A notice on a gaspump tellin how full it is.
If you have a hammer and screwdriver, you can use the deconstruct furniture/terrain option in the construction menu to do exactly this.
A Bad Bionics attack on Broken Cyborgs, that causes them to periodically spew geysers of acid, crackles of lightning, or clouds of radioactive gas. Not targeted or anything, just something that makes it so you can’t just stand next to them and hold the wait button to grind up three levels of Dodge (or grind any other skills on them for that matter). Right now, you can pretty much make yourself immune to Broken Cyborgs by wearing clothing. Not even a massive number of layers, just a shirt and a jacket will do the trick.
that just means that the dmg and armor system isn t balanced yet. Fixing that will solve this problem too.
Is there some pressing reason that you shouldn’t be able to practise dodging by dodging something that is actively attacking you, even if it is ineffectual if it actually hits? If it cannot hit, then sure, you can’t dodge something that can’t hit, but if it is hitting but doing no damage, then it is still possible to avoid those hits and gain experiences of doing so… Still, this may be a gameplay thing, and perhaps there should be a limited skill that you can grind to based on the skill of the attack that you are dodging. That way there would be things that you could learn from dodging the thousand flailing arms of a Jabberwock that you just couldn’t ever learn from a bisected zombie swinging a single unsteady limb at you.
Evert Rite-Aid and CVS and Walgreens and Walmart I’ve ever been in are chock filled with solar powered outdoor nightlites. You stick the ‘stake’ end in the ground and they light up at night. They are especially popular in ‘rural suburbia’ (if that makes any sense - not the country, but the more suburban part of the country) - old ladies line their houses with them so they can see at night.
Might serve two purposes.
- Provide more spots where the zombies could see you at night walking around.
- Provide a realistic, plausible way to have light in interior spaces, as long as you are willing to micromanage. (which is annoying but realistic for this case).
berries that look like edible berries to survivors with low level survival skill. Perhaps just label berries by color and maybe small description like segmented, shiny etc. Some berries are poisonous, but low level survivors don’t know how to tell the difference, all survivors can “sample” the berries by eating very small amount…results may vary. Higher level survivors, and survivors that read a certain survival book of some kind, can “test” uncertain berries by smashing one and smearing a little juice on their lip. Swelling indicates dangerous berry. (This is a real life survival technique)
*this would help with overabundance of food in forest areas as well, in a way that makes sense. Later survivors would have no problem but early game players would have too take (normally) small risks if they wanted to know if they could use a berry bush safely.
Nightshade IS indigenous to PA at least…but pretty much everyone over the age of 10 knows red berries are poison
Not all red berries are poison >.>
[quote=“secretfire, post:1973, topic:5570”]Evert Rite-Aid and CVS and Walgreens and Walmart I’ve ever been in are chock filled with solar powered outdoor nightlites. You stick the ‘stake’ end in the ground and they light up at night. They are especially popular in ‘rural suburbia’ (if that makes any sense - not the country, but the more suburban part of the country) - old ladies line their houses with them so they can see at night.
Might serve two purposes.
- Provide more spots where the zombies could see you at night walking around.
- Provide a realistic, plausible way to have light in interior spaces, as long as you are willing to micromanage. (which is annoying but realistic for this case).[/quote]
How do they work if they’re solar powered and it’s night? O_o
Might have something to do with the battery they charge up during the day…
there needs to be lazer cats riding flying toasters that shoot out flaming toast at people.
Guess I’ve gotten a bit too verbose, thus carried away throughout all the digression.
I’m well aware about the decon_furniture option through the Construction menu; I was merely suggesting that there was a sort of a “shortcut” via the (!VERY! useful) Action menu (not binded by default, btw).
The thing is - those less-experienced players should be allowed such “cross-references” in order to kick in the second gear (and up) so to explore the game even more. The term “pry” should be allowed for such trivial construction exploits.