you bench press the zombie child
you bench press the zombie child
you bench press the zombie child, you are starting to get a little tired
zombie child corpse reanimates mid bench press, adrenaline rushes your system as you move to react…
You roll to the side holding the child’s clothes smashing its face into the ground and snapping its neck
you bench press the zombie child
[quote=“Litppunk, post:6902, topic:42”]>you bench press the zombie child
you bench press the zombie child
you bench press the zombie child, you are starting to get a little tired
zombie child corpse reanimates mid bench press, adrenaline rushes your system as you move to react…
You roll to the side holding the child’s clothes smashing its face into the ground and snapping its neck
you bench press the zombie child[/quote]
What? new mechanic what allow train str?
[quote=“troll from behind, post:6900, topic:42”]Maybe attributes could also grow like skills to a certain limit, which could be crossed with perks/mutations?
Coding on the other hand…[/quote]
It’s actually something I’ve been fiddling with in my spare time. Balancing is a bitch though, and I keep having other things pop up that I’d like to get done first (or conflict enough that it starts to really break things) so I’ve never managed to get it to a PR level though.
The big thing is that the progression should be successful survivor -> get better stats, not get better stats -> successful survivor. It’s very easy to slip into a design that changes the entire early game into “and then grind STR growth for the first week”, and it shouldn’t be that way.
Humans have a certain potential for strength and dexterity.
But how would you possibly justify raising them to that point w/o grinding? I mean if its suposed to be a natural progress… its just how you do it ~
Stat training -> pain, exhaustion, can only grow at some maximum rate at maximum such that constant training is suboptimal.
Like vitamins?
Is there any point in having more than the required amount of wheels?
You can still drive if a redundant wheel breaks off.
While checking the debug menu to see what monsters exsisted, I noticed that an evil multicooker and Shia Labeouf are two enemies that appear.
-Can these two actually spawn, or are they hallucinations caused by drugs / Schizophrenia trait?
The multicooker is a hallucination, but Shia is a totally valid joke enemy that you can sometimes find in forests.
I’ve been experimenting slightly with Mutations in my free time to see what they do…
So I do have a few questions on what’s the difference between a handful of them etc…
Spoilers for Mutations below.
What’s the difference between having Pre-Threshold Slimy and then getting Post Threshold Viscous?
Is Broad Paws/Paws a good or bad thing to have? I'm assuming bad.Thanks if you can clear this up for me.
Viscous grants somewhat higher wet morale bonuses and leaves bigger patches of slime. Paws/Broad Paws are classified as a “mixed” mutation, as in they have both some good and some bad effects.
Does Viscous stay around longer/permanently? I’ve noticed the trails staying for quite a while.
Most post-thresh traits are not purifiable, yeah.
I know that, I’m asking if the puddles from the Viscous mutation stay around longer then the Slimy mutation.
I know that, I’m asking if the puddles from the Viscous mutation stay around longer then the Slimy mutation.[/quote]
They would because they’re higher density: you’re leaving larger amounts of slime behind you.
Is there a complete (up to date) list of different vehicle components that explains what each part does and also gives some info like how much it drains energy or how much weight it can support for example.
Hi everyone, I’ve just settled in an evac shelter near a big forest/swamp (no triffids or fungals in sight luckily). I’m half a year into the Cataclysm now, and I’m scarce on nothing, except food. I go hunting everyday with my homemade and personalized reflex recurve bow and it’s been weeks since I starved. The problem is that now my area is completely cleared of edible animals, and it is pretty annoying having to go far to get a warm chunk of meat. How do you guys get food in a long term survival (I’m looking specifically food with long preservation)? Does agriculture makes sense in this game (never tried it)? In Dynamic Spawn do the animals get back to an area after a while?
Can’t say much for staying in place, I tend to do the nomad thing personally. I would like to know the same information though, as one of my characters is in the middle of the wilderness, again.
You can preserve meat by making it into jerky. It takes 3 cooking, meat and salt. Swamps have salt water tiles, so it’s cheap.
Agriculture is good, but only if you intend to stay in one spot for long and have a way to preserve the results. Some plants never rot (cotton, wheat), some can be dried, others can’t be preserved (I think potatoes are like this).
Until you get agriculture up, harvest oaks for acorns and cook those.
Wasn’t wilderness suppoused to be dynamic spawn meaning wildlife shouldn’t run out?