What's Happening in YOUR Randomly-generated Apocalypse?

I woke up in the front seat of my Generic Rolling Fortress after a long night of blissful sleep to discover like 4-5 sludge crawlers oozing around outside, trying their damnedest to break in and kill me. I was parked in the middle of a bridge, and the entire freaking bridge was covered in sludge crawler slime. Apparently while I had slept the sludge crawlers had been oozing around outside, coating everything with their slimy black stuff.

I prepared for what was going to an epic mini-boss fight. Machete? Check. RM99 Revolver loaded with fancy green bullets? Check. Elephant Gun? Check. $77000 Sable coat reinforced with Kevlar??? Check.

I then jumped into my vehicles seat and hit the gas- my intention was to begin the battle by slamming into my foes at 100mph. This is gonna be totally awesome!

And right after I floored the accelerator, this is how the battle went:

[size=12pt]Cataclysm.exe has stopped working.[/size]

lolwut.

[quote=“ChiliFriez, post:6018, topic:47”]Well, in 0.C at least, Prime stat mutations don’t work like the wiki says they do. I had 13 base perception, got the smart mutation, then jumped to Prime Intelligence, which raised it to only 15. I was under the impression that I’d get the Very Smart mutation first as a prereq, and this score would be used for calculating my post-prime intelligence, which I figured would wind up being 18.

With a little more checking in the debug menu, the “Very” mutations are prereqs for prime perception and strength, but Prime dex and int only require “Smart” and “Dextrous”. Still, giving myself “Prime Strength” through the menu definitely gave me “Very Strong” first and I still only wound up with 15 strength at the end. Using purifier to get rid of the mutations also reduces my strength to 8 instead of my base strength of 13. I don’t know if I want to just edit my stats up to where I thought they’d be or just reset them to base values and pick a different threshold.[/quote]

It must be a bug

[quote=“Arek_PL, post:6022, topic:47”][quote=“ChiliFriez, post:6018, topic:47”]I was under the impression that I’d get the Very Smart mutation first as a prereq, and this score would be used for calculating my post-prime intelligence, which I figured would wind up being 18.

With a little more checking in the debug menu, the “Very” mutations are prereqs for prime perception and strength, but Prime dex and int only require “Smart” and “Dextrous”. Still, giving myself “Prime Strength” through the menu definitely gave me “Very Strong” first and I still only wound up with 15 strength at the end. Using purifier to get rid of the mutations also reduces my strength to 8 instead of my base strength of 13. I don’t know if I want to just edit my stats up to where I thought they’d be or just reset them to base values and pick a different threshold.[/quote]

It must be a bug[/quote]
Not a bug, prime stat boosts replace other stat boosts instead of adding to them, and repeated mutation/purifier cycles don’t work well with prime, both of these effects are intended.

I uncovered an artifact in a middle of the field on the first day of my newest character. Truly, this must a sign of the RNG’s blessing. This character must be the Chosen One.

Thanks for clearing that up, man. I’ll try to change entries that say otherwise on the wiki sometime this week if I can find time between exams.

Doing a lot of lab runs, mostly so I can get ammonia and bleach. Have settled with going to labs on a vehicle, and bringing along one steel frame and one cargo carrier along. Set up a makeshift wheelbarrow using those items underground… I guess wheels aren’t really needed that much since no point in making noise or being too hasty about it. So far it certainly beats going back and forth above ground when I reach the volume limit on the inventory.

As for ice labs, settled with some winter gear and those no encumbrance stuff. Wool socks, glove liners, helmet nettings and whatnot. So far, it’s enough to go down two floors, three with internal climate control. I reckon I should just get some more no encumbrance clothing and line them with fur.

Started a black belt character plus Krav Maga, shelter has a fuckload of good stuff in it, but a lot of it is wool. Cue regretting taking the wool allergy trait. Still managed to sew a few things to warm me up more than my martial arts uniform could. o3o

Cleared out a minefield so I can drive through. Did not notice that there was a second minefield up north, because I didn’t want to use the floodlights. Got pretty badly damaged after I sped through around four mines, and my trainmobile got a bit damaged as well.

Everything turns green! Its Fluclysm!

Two bio spec-ops zombies stunlocked me and nearly killed me. Barely got away by trapping them inside a truck.

My boarded-up house/base accidentally had a nearby gracken wander inside. I think grackens are pretty cool, so I’m just going to leave Gracken inside to keep my char company.

Haven’t made any shocker brute slaves lately, since wandering NPCs have a tendency to kill them. Would have been funny if I could slave up Shia LaBeouf. Would have been a weird ass sitcom like thing.

If this were a thing, I would watch the shit out of it. :smiley:

Found a gun basement full of survivor zombies. Black belt character, plus Krav Maga, equals whoopass.

Should’ve tried neutering all the survivor zombies. Do they lose their scream ability if you do thst?

Yeah. The only zombie that doesn’t completely lose their ability are shockers. They can no longer shoot out electricity, and they still emit light, but if you attack them they can still shock you. Well, spitters as well. If you accidentally kill your spitter slave, some leakage will occur.

I’m assuming that neutering them would ruin the vocal chords, right.

Now, the eternal quest…maximum storage for 0 encumbrance. Just to be a derp, I’ll see if I can get away with having everything except my head unencumbered.

finished my solar powered truck with 20000 space of volume
only to find out that every zombies see me if i start to turn my car even if its with opaque doors and without windows (just cameras) guess i need to make second layer of armor

Day 2 in Jenkville: Craft! Craft more things! Enjoy the subfreezing temps that kept that looted milk fresh while I can.

Night 2 in Jenkville: Loot more stuff. Wait a second…that’s a light. Wait a second…
“The Tank Drone shocks the Zombie Soldier”

…Well. Forget that town then.

Shifting my ass a bit away from the nearby town, and farther from the fungal thingy near my starting shelter. Build an isolated camp in the woods yet near a road, so I have a quick route into town for raids while being less vulnerable to mobs of undead.

EDIT: Ooh, a randomly-spawned NPC that isn’t hostile, and I recruited him. Andre’s gettin’ a posse.

Checking my lab-assisted map, I see at least 10 different fungal zones, and a couple of triffid groves.

Currently crafting napalm. A lot of napalm. Lots and lots of napalm. Burn burn everything will burn. Wish I had something better than the simple flamethrower, but I can’t be picky. Once I get at least three steel jerrycans full of napalm, I shall begin my purge of all fungals. Maybe set up more routes through the forest by clearing out some trees as well.

Found a beehive. Since bees keep rushing me whenever I try to move through forests and open fields, I retaliate by stealing all the honeycomb and royal jelly, killing all the bees I see, and setting the hive on fire.