What's Happening in YOUR Randomly-generated Apocalypse?

[quote=“Azrad, post:7280, topic:47”]Lately I’ve noticed something interesting with spider basements. Due to zombie evolution, eventually I’ll encounter spider basements where the usually dead zombies rallied and won against sheer numbers. There was one with a dead hulk that pretty much decimated nearly every spider before going down. Another had all spiders dead with a necromancer and a brute killing everything.

Seriously, necromancers revive things like crazy. Quite fun since before that they just seemed to stand around doing nothing at all.[/quote]

In my spider basements the spiders win. For some reason there is a never ending supply of them. two and a half wheelbarrows filled with meat, stomachs, and spider eggs came out of one.

Other basements are just as crazy filled with hulks, survivors, smoke etc.

Setting up a slum area outside my base made of tents for my NPCs to guard, because I ain’t trusting them to stand around and not steal my stuff.

Hah. Even better.

Got my char killed by another anti-materiel turret. Shame, I had just found another 4 crates full of MREs.

Decided to do a bionic sniper run. Comfy it seemed to be, particularly with Packmule trait. The description did overstate things quite a bit though, the promised ‘great’ distances to pick enemies from proved to be a tad more than those of a shotgun.

Anyway I raided three gun stores, a mil. surplus store, stabbed a dozen of zeds or so, made it to the refugee centre. Only to get surrounded by a pack of wolves, two shocker brutes and another dozen of regular zeds.

At least the mininuke explosion was beautiful.

So far, trying to set up a plan on clearing out areas like megamalls.

Scouting is first. In particular, finding where the zombie necromancers are if possible. One can revive lots, and it’s especially problematic if a hulk revives and smashes me through a wall - which happens quite a lot. Two close to each other is a nightmare. Grappler zombies alongside corrosives are also problematic, since the last thing I want is to be swimming in a pool of acid and not be able to get out.

After that, it’s a matter of picking out the targets one by one. It’s suicide to get surrounded in melee.

Plotting to clear out a megastore on my laptop save, eventually. Not right now as I’m at home.

Shotgun plus slugs is the solution. At least, with Mundane Zombies on. My attempt to clear out a refugee camp on the desktop save, WITHOUT Mundane Zombies on, was a lot more !!FUN!! thanks to those fucking zombie masters. No zombie necromancers though, but then again I had reviving off so they wouldn’t have been as Fun even if they were present.

Seriously, the reviving zombies can be trouble, since I think zombie evolution play is in effect. Killed a spitter, then it turned into a corrosive.

Derp? I thought corrosives evolved into spitters? O.o

EDIT: Doh, I got it wrong. I’m gonna need to add that to the list of tileset changes, since I make the corrosive zombies in-between acidic and spitter zombies in terms of fugliness.

Lately the spitter has been pretty blind with it’s aim. As long as I see it, I can run towards it and close the distance to stop it from spitting. If I don’t the spitter seems to be pretty inaccurate now anyways. Also, decent armor coverage seems to stop most of the acid from doing any damage.

Acid has been nerfed but version annoying. But yeah, it seems like spitters have massive AoE in exchange for being shorter ranged and less spammy that corrosives.

[quote=“Azrad, post:7280, topic:47”]Lately I’ve noticed something interesting with spider basements. Due to zombie evolution, eventually I’ll encounter spider basements where the usually dead zombies rallied and won against sheer numbers. There was one with a dead hulk that pretty much decimated nearly every spider before going down. Another had all spiders dead with a necromancer and a brute killing everything.

Seriously, necromancers revive things like crazy. Quite fun since before that they just seemed to stand around doing nothing at all.[/quote]

When it comes to spider basements, I just brush aside the webs immediately near me and torch the rest.

Spider basements can hold some pretty sweet loot though. Sometimes you’d find a power armor helmet, a portal generator; basically some rare stuff.

Or, alternatively, it could have the same contents of the messed up basement layout. Spiders don’t break down doors, so you can easily take on the first wave one at a time.

  1. Acquire a doorway.
  2. Smash doorway until dirt remains.
  3. Acquire rocks, string, and a 2x4 to make a stone shovel, if possible.
    3.5. Or acquire a normal shovel, if possible.
  4. Dig a deep pit where the doorway used to be.
  5. Acquire more string, and cut wood into skewers, to make a fire drill, if possible.
  6. ???
  7. PROFIT![/quote]

Hah, rocks? Kids these days think they’re all MacGyver. The bookshelf in the starting house had a fletcher’s friend and 101 crafts so now I’m all longbowed up and ready to face the world. The withdrawal passed faster than I had thought it would but that might just be because I sat there spamming sleep until his stats went back to normal. And now let the silent massacre via bow proceed. The mansion next door had enough gear to get me started and thanks to a soldier’s molle pack I think this guy might actually survive. Things were pretty easy once I got out because his stats are all 12 from the Really Bad Day.

Oh, that makes sense. I was wondering why I didn’t have to repair my boots every ten seconds in this version.

I’ve given up playing on my laptop. I can’t live without the numpad, apparently.

I use the page up, page down, and related keys for diagonal movement on the laptop, as they’re right above the arrow keys. :V

I use the page up, page down, and related keys for diagonal movement on the laptop, as they’re right above the arrow keys. :V[/quote]

Makes sense. Mine are arranged vertically on my laptop, so it’d be an exercise in carpal tunnel to use them that way.

Hmm. o.o

Either way, there’s always a way for roguelike addicts.

What cold-hearted monster added zombie grenadiers?

Someone eager to give me a lot more spriting work. owo

EDIT: Meanwhile in Cataclysm, I risk horrible mutations and raid a toxic waste dump…for a 55 gallon barrel.

EDIT 2: “The 55 gallon drum of water (825) is too heavy!” Fuck yeah, makeshift funnel and snow.

Found probably the most useless artifact on the cataclysm. An itchy sphere… the name alone didn’t bode well. It caused pain on activation… and made blood appear around the player. Nothing else.

I suppose I could use it for certain interior decorations.

[quote=“Azrad, post:7298, topic:47”]Found probably the most useless artifact on the cataclysm. An itchy sphere… the name alone didn’t bode well. It caused pain on activation… and made blood appear around the player. Nothing else.

I suppose I could use it for certain interior decorations.[/quote]

I remember once looting a artifact named the “Cube of Unspeakable Death” (or maybe it was the “Cube of Unspeakable Suffering”, one of the two)

When I activated it (yes I decided to activate it despite the ominous name), it flashbanged my character, surrounded him with a cloud of burning radioactive gas, and topped it off with a ring of fire around him.

[quote=“Eric, post:7299, topic:47”][quote=“Azrad, post:7298, topic:47”]Found probably the most useless artifact on the cataclysm. An itchy sphere… the name alone didn’t bode well. It caused pain on activation… and made blood appear around the player. Nothing else.

I suppose I could use it for certain interior decorations.[/quote]

I remember once looting a artifact named the “Cube of Unspeakable Death” (or maybe it was the “Cube of Unspeakable Suffering”, one of the two)

When I activated it (yes I decided to activate it despite the ominous name), it flashbanged my character, surrounded him with a cloud of burning radioactive gas, and topped it off with a ring of fire around him.[/quote]

Holy shit both of these are hilarious GOLD.