debug menu?
Yes, was testing a thing. Turns out the game does not like it when you assign a negative nutrition value.
I Wonder What The Other Potions Do…
Also, Holy Crap! -2147483648 Nutrition!? Yeah, “Taxes Your Body To Do So” But Honestly, That Much? Jesus…
Then Again, I’m Not The One Modding Magical Items…
Numbness, strength, speed, healing. All have side effects.
I got bored of my current survivor, who at this point has become walking death.
So I decided to start with a new survivor in a new world, I decided to make the city size 16 for extra suffering challenge…surprisingly I’ve survived for 4 days so far, for obvious reasons I only go out at night in order to get glorious food and other necessities.
I saw a shocker brute during one of my night raids, thankfully it didn’t see me, there is absolutely no way I’d survive a fight with that thing.
I don’t expect to survive much longer but ya never know.
Well, I find it amusing how, at point blank range, firing at a Mi-Go with a M249 on full auto I can somehow miss 100 rounds in a row.
Quitting the bottle is hard when you’re a bandit.
No, go away cheese fries. You’re not helping.
Finally getting back around to playing the game (hi again forum folks! been posting in the art thread again, haha), and it seems like whenever I’m -not- recording the game I get all the lucky breaks, haha. I just found a Rivtech RM42 Fighting Knife shortly after leaving the evac shelter, so I’m gonna have a better chance fighting things! I should probably keep my cudgel on hand though, I need something to whack skeletons and shocker zombies with.
Am I seriously the only one here that knows that skeletons on Catalcysm do NOT operate on D&D logic? You can stab them just fine, it’s SHOOTING them that’s the problem. Unless the cudgel has a higher to-hit than that knife…
EDIT: Okay, they do actually have 16 armor against cutting damage. Weird, I could’ve sworn their dodge skill was the bigger problem.
Yeah, I’ve just found that it’s super hard to stab skeletons, so I tend to switch to bashing weapons when dealing with them. More than that though, I just have the cudgel on hand because it’s a Rapid Strike weapon with no metal, so I can use it against Shocker zombies without worrying about being zapped.
Of course, having said this, I looked just now and the RM42 knife is made of ceramic and plastic, meaning I can also safely stab shockers with it no problem. Awesome! Rivtech is the best.
Weird. I’m guessing you’re in early enough that killing them is hard in general. Usually once I’m able to reliably deal with enemies in general, 16 armor means surprisingly little.
Meanwhile, my bandit is raiding a FEMA camp for enough supplies to weather his withdrawal. I’d be screwed trying to do this without Mundane Zombies on. As it is, I’m burning 9x18mm ammo fast.
Also, you mean it’s a Rivtech-brand Ginsu knife? Should’ve known those maniacs would sell the military a knife that can’t be sharpened never needs sharpening.
EDIT: This camp has 3 bloody corpse pits. Who even NEEDS that many?
I’m fine with special zombies, so I keep 'em around. Hell, Shocker Zombies and Zombie Technicians are basically what I’ve been trying to hunt down the past few times I’ve played - I want to enhance myself CBMs and I don’t know where else to reliably find them other than carving them out of zombie corpses - I was pretty bummed out when not a single zombie technician had any usable bionics in this Large Power Substation I just cleared out.
That said, I do have Slow Zombies on just because it gives me a bit more breathing room. I’d still love a mod that lets me get rid of nether creatures without getting rid of all monsters, though. Or at the very least a mod that lets me get rid of Mi-Gos, the leading cause of my early deaths in the game!
And yeah, as a low-strength character (ChazMoth is a pathetic dork and I’d like to keep him that way until he can upgrade himself with technology), melee combat with -anything- is a little tricky, but Skeletons in particular tend to require a different approach!
I’ve played low-int and low-perception character, but low strength sounds hilarious.
And yeah, I tend to be a wimp about special zombies. Thing is, technicans aren’t special. Neither are scientist zombies or bio-operators, so the only bionic zeds you’d be missing out on are shockers and shocker brutes.
EDIT: Aw yeah, I got a KSG now. If only I had shotshells…
EDIT 2: Zombie soldier just randomly dropped an M3 rocket. Oookaaay.
Interesting. I’m sort of curious about what zombies the Mundane Zombies mod kicks out. I still kind of want to keep Special Zombies around, because having a Strength 4 mothman fleeing for his life from a Zombie Brute or Zombie Hulk is always pretty fun.
However, having certain zombies taken out of the equation might improve my survivability just enough to make a recorded playthrough viable again. (That said, Slow Zombies has already made stuff easy enough, and I don’t want to make the game -too- easy for me!)
Let me grab the list…
},{
“type”: “MONSTER_BLACKLIST”,
“monsters”: [
“mon_bear_smoky”,
“mon_boomer_fungus”,
“mon_zombie_tough”,
“mon_zombie_grenadier”,
“mon_zombie_grenadier_elite”,
“mon_zombie_runner”,
“mon_zombie_predator”,
“mon_zombie_hollow”,
“mon_zombie_armored”,
“mon_zombie_rot”,
“mon_zombie_hunter”,
“mon_zombie_smoker”,
“mon_zombie_gasbag”,
“mon_zombie_shrieker”,
“mon_zombie_spitter”,
“mon_zombie_corrosive”,
“mon_zombie_acidic”,
“mon_zombie_electric”,
“mon_zombie_necro”,
“mon_boomer”,
“mon_boomer_huge”,
“mon_zombie_brute”,
“mon_zombie_hulk”,
“mon_zombie_master”,
“mon_zombie_brute_shocker”,
“mon_zombie_grabber”,
“mon_zombie_grappler”,
“mon_zombie_swimmer”
]
}
Ah, thank you! Yeah, this might be interesting to check out sometime - as I said before Special Zombies are fun - but considering a Zombie Necromancer prematurely ended one of the better runs I’ve had on Youtube, having a game with Mundane zombies may be a tad more survivable!
Hrm, That’s the list to remove special monsters? I could make my own for the nether creatures… But I’ll Do That Tomorrow, It’s getting quite late, I’ll possibly make it either when I wake up or later.
The last FEMA camp I went to before I found this mine had some sledge creature. It cleared most of the camp zombies, even the brute I let out of the cage… I had to use one of my precious incendiary grenades to keep it on fire, and then stand close to the fence with a shotgun (and earplugs), and keep it going to get past the regen. I wasn’t about to try and melee it. Which is my best combat stat.
Also that mine had 2 CBM’s. Sonic wave, and Hydraulic Muscles… Fun fun.
Right after cursing the name of the Mi-gos, I got killed by one. Granted, it was mostly my fault - I thought I could take it with the knife, but I couldn’t land a single hit on the bastard, and it pulped my head in two shots.
I ended up making a really quick mod (Using Rivet’s “No Joke Monsters” mod as a basis) to blacklist Mi-Gos and ONLY mi-gos - most other Nether creatures are fine and/or I don’t encounter them nearly as frequently as mi-gos to justify blacklisting them - As a result I’m gonna try running a game with my new mod, appropriately titled “Mi-Gone”!
I will be glad to see that. If I were you, I’d go the whole hog and add vortex stones to that blacklist, or at least add an overwrite that removes their use action. Same way I was more…thorough in editing out as much Mycus-related stuff as possible for the No Fungal Monsters mod.
EDIT: …mi-gone. I oughta eat ya for that pun.