Tips, Tricks, and Newb Questions!

I got one:

Do the different types of walls/doors have different levels of durability as far as resisting monster attacks? Is there a chart or somewhere in the code I can read it?

Terrain.json lists the minimum and maximum strengths needed to bash terrain, doors included.

[quote=“Random_dragon, post:8961, topic:42”]Also, full external gas tank, some tinder, and a flaregun will take care of the flaregun even better than a mininuke would.

EDIT: And now, a question. Do artifacts have item IDs that could be referenced, perhaps to allow fixed spawns of certain combinations of abilities?[/quote]

Not so much in the recent experimentals, I think.

Such sad dragon, they nerfed the kaboom? ;w;

Was playing around with guns because I found a whole bunch of them. I know what dispersion, recoil and reloading speed mean, but what exactly does sight dispersion and aimspeed mean?

I just noticed that after slaughtering so many zombie children, my character no longer seems to be bothered by it.

I’m not sure if this is present in recent experimentals or if it’s a mod.

How safe is having an all-alcohol diet for drinks? Will it eventually make my character go kaput like taking too much morphine?

I think in the long term it will negatively affect your health. So you’ll be more susceptible to disease and eventually stop healing when you sleep. Just augment it with a regime of healthy food/vitamins and you’ll be fine.

[quote=“Rot, post:8967, topic:42”]I just noticed that after slaughtering so many zombie children, my character no longer seems to be bothered by it.

I’m not sure if this is present in recent experimentals or if it’s a mod.

[/quote]
This is present in the latest Stable (0.C) version. After you kill one hundred zombie children you don’t take a morale penalty for doing it anymore.

What exactly does the intelligence crafting bonus do?

A higher Intelligence increases the chance of success when crafting and disassembling items. I don’t know by how much or if it’s all that useful (Skills and Tools probably weigh in far more then Int does) but a high Int unskilled survivor would probably notice increased early success when crafting compared to a similar lower Int survivor.

Thank you.

If I am reading this right “str_min” is the minimum amount of damage you need to damage the terrain. What is “str_max” for?

Assuming the diet is even viable. Most alcohol actually dehydrates (increases thirst), and that is modelled in the game, too. Simply examine various alcoholic beverages and you’ll find negative numbers for thirst. And the ones that provide positive hydration, the amounts are so small that you probably won’t be able to drink enough AND stay conscious. Puking probably becomes a problem before the loss of consciousness.

But what do I know, really. I haven’t drank more than reasonable amounts (in CDDA at least).

I’m assuming all portions of alcohol in CDDA provide the same alcohol content. The $1000 question is how much hydration should a portion of alcohol provide before you’d be able to live off of alcohol (considering thirst only).

not sure what str_max is for in terrain.json that seems odd. But on your character you have a max and min, the min is what your current is, because it can be reduced from the max if your sick or have other degrading issues.

As for alcohol, you can also get addicted to alcohol consumption when you drink it a lot. I have 2 barrels of single malt whiskey my character has found. Once I complete my vehicle build, I plan on a long drunken drive through the country until they are empty. Then I find more.

Resistance roll per smash is rolled from str_min to str_max. Bash power is player’s str + weapons base (non-reinforced, non-damaged) bashing damage.

Stuff with high str_max has a higher chance of resisting bashing, but it does nothing to prevent a dedicated player from bashing it down eventually.

Ah, I see. o.o

Also, still wish I could reference artifacts via item ID. Oh well, I can create The Sigil using weapon stats I guess. But no way to reload it using health…

[quote=“Rot, post:8967, topic:42”]I just noticed that after slaughtering so many zombie children, my character no longer seems to be bothered by it.

I’m not sure if this is present in recent experimentals or if it’s a mod.

[/quote]
This is present in the latest Stable (0.C) version. After you kill one hundred zombie children you don’t take a morale penalty for doing it anymore.
[/quote]

Ah, thanks for clearing that up.

So what are the actual in-game effects of the “SHOT” flag for ammo? Don’t know if it affects didperson or allows winging multiple targets at extreme ranges, or what.

Doesn’t seem to do anything, last I tried. Shotgun in a horde of zombies from several distances didn’t do anything but hurt 1 single zombie.
From what I know, the ‘shot’ just tells you that it’s shotgun ammo and therefore useless for long range. The only interesting part is, that the ammo has 0 dispersion, with a range of 5-6 ; Slugs, which are basically 1 big bullet like in a normal gun has double the range, but a dispersion of 60, telling us, that shotguns aren’t really made for long range :stuck_out_tongue:

The dispersion is the mirror the fact that shot spread makes it easier to score at least one hit one a target at the right range. But yeah, no effect on firing into crowds at the edge of its effective range.

AFAIK the “shot” flag means that critters with “hard_to_shoot” cannot automagically nope the projectile.