[quote=“secretfire, post:7340, topic:42”]Has anyone had experience with a decreasing return on investment in mutagenic seurm post threshold? It seems to be increasingly hard to get the last few mutations in a category. I’m assuming this is WAD, but I just want to see what experience others have. Trying to get the shell mutation for my post-threshold cephalopod, and its getting kinda frustrating. I’ve had plenty of instances where … just nothing happens at all.
Edit: I finally got it. Holy cow I never really thought I’d ever drink so much mutagen and have nothing happen though. Its usually more of a crapshoot. Then again, I’ve never really gotten almost every mutation in a category and kept drinking mutagen of that category before.[/quote]
Yes its the same for me as well.
When the game can t give you the mutation it wants to give you… aparently it gives you nothing.
So if you have lots the chance of this happening increases… or so i think.
latest mele tip:
if you are used to playing as mele god better practice old ways of fighting by using hard terrain and moving back and waiting for zombie to hit him
backup firearm is now more than usefull
try fighting zombies one by one
Also? Even if you aren’t a melee god, Krav Maga will make you pretty close to one if you play smart. Tag the enemy with a couple quick-punches. If you don’t get a critical hit, back away before they can take their turn. If you do, lather rinse repeat.
“Pull Request”; it’s a request by somebody that their particular piece of code is incorporated into the current experimental version. After the dev’s have looked it over, and if it meets their quality and implementation standards then it gets “merged”, at which point it will officially be in the latest experimental versions.
A “PR being up” means that a PR that does something has been submitted for review by the dev’s, and it’s just waiting on their stamp of approval (and any changes that they deem need to be made being made).
For how long it takes to get in depends a lot on the exact content, size, and a bevy of other factors. On the short end little tiny fixes (like typo fixes) can go in in hours sometimes, while we have some other things (like mechanic reworks) that have taken weeks or never even made it in at all!
If you are willing to attempt to filter through dev talk and whatnot a good place for seeing what is happening with current development of the experimentals is the github repository itself (Issues and Pull Requests on the right side are the interesting parts). If, on the other hand, you just want to see what is being merged into each experimental in a more general sort of sense you should probably be watching this instead. It’s still gonna have a fair number of changes that don’t make sense to non-coders (“Replace usage of game::inv_type(…, IC_GUN) with lambda filter” mean anything to any of you? No? :P) but it’s probably the easiest way to see what is actually going into each experimental version.
another good way is alslo looking for new thing while playing (it was interesing when i got few heat rounds into my car after downloading latest experimental when roadblock was added)
[quote=“Azrad, post:7300, topic:42”]Is there a type of house that’s just radioactive? As I was exploring through a city, I entered a house filled with zombies. Inside was filled with rubble, so I guessed the zombies swarmed the place and caved the inside in. I kinda found it strange that none of the outer walls and the door was broken into… and the room with the rubble didn’t have broken windows.
Anyways, I explore the building much later, once I found a radiation scrubber and a hazmat suit. As it turns out, some of the spots in the house are radioactive. Dug through the place to see why it’s radioactive, but found nothing. No broken atomic thingy leaking radiation. Just a bunch of nails and splintered wood.
So… is there any reason why the place is radioactive? Like a few houses that are filled with traps and a lot of loot? There was a crater nearby, but it was a few streets away and that area in-between the house and crater didn’t have radiation at all.[/quote]
Crater was hot: those little ones that don’t show on the map almost always are, bomb results and all that. Sorry you got radiated.
I don’t think I quite understand fishing traps. I would appreciate a detailed explanation.
I’m pretty new to trying fishing in general. I would like to create traps so I can “Set it and forget it.” I have even tried fishing with a pro fishing rod, but every single time that I try to fish I get the message “There are no fish around. Try another spot.”
I’ve walked along a river, trying a new spot every so often. I’ve tried it in shallow water, I’ve tried it in deep water. I’ve tried swimming out and placing traps. Nothing seems to work.
My survival skill is decent (5). I’m using a recent experimental version. I’m trying it on a river, and I’m on the outskirts of a town, if any of that matters.
Fishing requires actual spawned fish. Fish monsters. You can sometimes see those in the shallow water.
When there are fish mons, you can both fish and set traps. Fishing with the rod will nail you down to the spot for a while, then either fetch a fish and kill it or tell you you failed.
Trap will trigger after (exactly) 3 hours. If it succeeds, it will select a fish (possibly more than one), despawn it and spawn its corpse on the trap. Has better chances if there are fish in range, but can “fetch” a fish that isn’t currently in game (low chance, though). Regardless of success, it wastes some charges (bait).
[quote=“Coolthulhu, post:7355, topic:42”]Fishing requires actual spawned fish. Fish monsters. You can sometimes see those in the shallow water.
When there are fish mons, you can both fish and set traps. Fishing with the rod will nail you down to the spot for a while, then either fetch a fish and kill it or tell you you failed.
Trap will trigger after (exactly) 3 hours. If it succeeds, it will select a fish (possibly more than one), despawn it and spawn its corpse on the trap. Has better chances if there are fish in range, but can “fetch” a fish that isn’t currently in game (low chance, though). Regardless of success, it wastes some charges (bait).
tl;dr Find fish monsters, fish near them.[/quote]
Wow. Okay. When you say monster, you mean that they are under the category of “Monsters” instead of wildlife. Is that correct? I’ve been playing with classic zombies only–too much frustration with having a mi-go and flaming eye spawn near my starting points has made me select this other option. So, that means to fish, I must have all monsters/creatures available.
[quote=“indigorain, post:7356, topic:42”][quote=“Coolthulhu, post:7355, topic:42”]Fishing requires actual spawned fish. Fish monsters. You can sometimes see those in the shallow water.
When there are fish mons, you can both fish and set traps. Fishing with the rod will nail you down to the spot for a while, then either fetch a fish and kill it or tell you you failed.
Trap will trigger after (exactly) 3 hours. If it succeeds, it will select a fish (possibly more than one), despawn it and spawn its corpse on the trap. Has better chances if there are fish in range, but can “fetch” a fish that isn’t currently in game (low chance, though). Regardless of success, it wastes some charges (bait).
tl;dr Find fish monsters, fish near them.[/quote]
Wow. Okay. When you say monster, you mean that they are under the category of “Monsters” instead of wildlife. Is that correct? I’ve been playing with classic zombies only–too much frustration with having a mi-go and flaming eye spawn near my starting points has made me select this other option. So, that means to fish, I must have all monsters/creatures available.
Or are fish creatures just extremely rare?[/quote]
They should have the WILDLIFE tag and therefore be included in Classic; conversely, there’s nothing preventing others in the world from killing 'em. Try not to lead the zeds to your fishing spot.
Are music intsruments spawns only in Z’s or random houses, or I can find some specialized builing for it in cities? I’m trying to find acoustic guitar, but still no luck with it.