I wonder what happens if you store a dead (but still “active”) zombie in a locker…
You know, you also can wield that zombie for a long time, if you’re strong enough. (:
What should happen is that they revive (which would probably allow them to stand on top of the locker until they move). IIRC there might be a bug right now where the game doesn’t properly check them if they are in storage (though this might only apply to vehicle storage, which is where this first showed up).
And what about wielding a body?
I think you get a special message if a zombie revives while in your inventory and then it revives next to you (or potentially on top of you, I’m not sure).
You do, and it gets a memorial entry too.
I came to this thread to ask a question about the new functionality of the V menu, but I figured it out, so I’ll just leave this here: use < and > to switch between viewing monsters and items.
How exactly do martial arts work in the current version? The wiki is rather out of date. Do they still have an effect when using a melee weapon (It still shows them next to what you’re wielding) and how are the shaolin and viper thingy styles changed/not in character creation now?
Depends on the style. Most current ones don’t let you do the Cool Things when using melee weapons…except Ninjutsu, where the bonus gets better for cutting damage.
Krav Maga’s Grab Break and some of the defensive/feints in the KF styles let you kick them in whilst armed.
The kung fu traits are out ATM. I’ll be after NaturesWitness to PR them back ASAP. (Lizard, Viper, and Toad Styles are pretty much broken though. Scorpion is significantly different. Venom Mob styles are on the metaphoric rocks. I’ll be looking into it.)
You can also use ‘unarmed’ weapons with martial arts, stuff like brass knuckles and the punch dagger are basically just damage upgrades for your martial arts.
Can guns be repaired when damaged? If so, what tool(s) do I use?
Smashing cleanbots in the hazardous waste sarcophagus’es makes them explode into your face and kill you.
You could try with a soldering iron but I don’t think it will work. Anyway the performance of the gun is unaffected
the only way I’ve managed to damage a gun is by leaving it out in acid rain. item damage as it currently lies, isn’t completely implemented, despite the extensibility for it to affect all items
This is something that only figured out recently, despite playing CDDA for at least 60 hours:
You can store up to two knives in your boot by [a]ctivating your boot. This keeps the knives from taking up your storage volume, and can be quickly drawn by [a]ctivating the boot again. Knives drawn in this way are automatically wielded, and make you feel like a badass.
The downside is that you’ll need to draw them to use them for butchering and such, as the game currently checks for cutting tools in your inventory but not your boot.
I find that the boot knife thing isn’t as useful as it seems, first because you have to take them in and out every time you want to use it, but also because for most cutting tasks I use the pocket knife because it has zero volume, so I don’t save any inventory space by using the boot knife, although if I can I’ll often put a combat knife there if I find a spare in case I lose my primary melee weapon for some reason.
I wish you could still use it to butcher while still in the boot, even if it made the action take longer.
I also wish I could tape the knife to my boot and start kicking people.
It’s probably been posted a few times in the thread, and I have been told this a couple times already, but just to reiterate the point:
There is no shame in setting your starting points to the maximum amount allowed (Currently this is 25 points). If you feel like you want more of a challenge you can give yourself less points, but personally I have only been able to make it past day one once, even with the full 25 point allocation, so I’ll be staying at this amount for a while until I can actually become competent at the game. I haven’t figured out a character build I’m comfortable with yet, but one day I will be able to make it to day 3!
[quote=“Chaz, post:1798, topic:42”]It’s probably been posted a few times in the thread, and I have been told this a couple times already, but just to reiterate the point:
There is no shame in setting your starting points to the maximum amount allowed (Currently this is 25 points). If you feel like you want more of a challenge you can give yourself less points, but personally I have only been able to make it past day one once, even with the full 25 point allocation, so I’ll be staying at this amount for a while until I can actually become competent at the game. I haven’t figured out a character build I’m comfortable with yet, but one day I will be able to make it to day 3![/quote]
My first character to make it an extended period of time was a naked Karate student with 12 strength and all 10s for other base attributes and the trait that gives you a free bionic.
I got lucky on that one, got a muscle enhancer. 14 strength right off the bat did quite a bit for my survivability.
So did finding arm and leg guards and spawning near a hospital. Sure, more zombies were a problem, but they’re easy to kite through hallways and besides, craploads of medical supplies never hurt anybody.
Well, unless you overdose, I guess.
Anybody know what fey eyes and fey vision do? Are they an upgrade to the night vision they replaced?
Edit: I seem to be able to read in the dark. They are damn good by the looks