What's Happening in YOUR Randomly-generated Apocalypse?

I’m not sure if any of the generic loiterers in the refugee center do, but failing that if a random NPC spawns friendly, they might have a similar random quest.

Odd though, so long as you have static NPCs on, your starter should spawn no matter where you spawn. D:

Oh wait. I think I put Static NPCs off so I’m just getting the dynamic ones.

Kind of regretting having them at all because I’ve yet to work out how to stop them being thieving assholes.

Other than by befriending all of them and telling them not to pick stuff up, anyway.

With random NPCs, there is no viable solution except a shotgun. >.o

EDIT: Meanwhile…I swear. 17 beavers are now dead because they blitzkrieg’d facefirst into my crossbow.

Sounds like some alpha beavers. Are you sure you’re playing the right game and not stuck on some rim world? ;D

EVERY beaver ever encountered is apparently an alpha.

Thing is, it’s not like with moose. Moose are unrealistically aggressive, but also realistically dangerous. Beavers are basically just an annoyance, but also just as psychotic. The fact that a single crossbow bolt kills them instantly, and GIBS them half the time at this point, would make them comical except they keep interrupting my crafting. >w>

LOL!

How does one deal with a jabberwock, especially early game? Even with my robust characters they always seem to get chased down and slaughtered by the things.

The funny thing is I dunno if that quest has any way to verify whether you rendered the zombie incapable of reviving. >_>

[quote=“Random_dragon, post:8807, topic:47”]The funny thing is I dunno if that quest has any way to verify whether you rendered the zombie incapable of reviving. >_>[/quote] You guys ought to make it so you can lock doors somehow
Also it would be amazing if there was a way to order friendly NPCs guarding the base to fire upon any intruders within ___ X ___ tiles, which would eliminate the need to lock doors

Ye olde shotgun, ideally. I recall having a bandit character modded in with 1 shotgun skill, 2 marksmanship, and a sawed-off double-barrel shotty. Despite a bit of mauling due to having to reload, it worked rather well.

I haven’t played in some time, but I remember that, Mr giggles, Hearing explosions, and again I have no idea why, but found another fucking bank burning down.(Seriously Every time I find a bank, It always on fire, and I am lead to it by explosions. I Assume this is just bad luck on my part, and not weird RNG, as I do update to newer Builds.) Anyway, I had Wander spawns, on, and I was surprise when No zombies Came to the random explosion. Then I found out why.

There was a Moose that was Aggro-ed in the horde, just killing zombies.

I Fear No man, but that thing, scares me.

Ye olde shotgun, ideally. I recall having a bandit character modded in with 1 shotgun skill, 2 marksmanship, and a sawed-off double-barrel shotty. Despite a bit of mauling due to having to reload, it worked rather well.[/quote]
I had a slightly cleaner success with a new character that had found a Remington 870 in a basement. I think it took me 8 or 9 shot shells to down the thing. Have also managed with a 1911 and a small pile of .45JHP. Just have to be judicious with the run toggle.

Shotguns win again. o3o

Meanwhile in my latest adventure…wow. I really need to assemble a composite screenshot showing how far along the river I’ve been.

Can you imagine the glorious moment when someone just so happens to be carrying the crafted 6 barrel gatling shotgun and they fire all six barrels point blank into the face of a jabberwock and splatter it all over the map?

^.^ Oh. That was such a nice thought. Thank you for sharing that.

Guys im trying the lab challenge.

Is it possible to get the fuck out of that horrid place without any starting skills?
I get my pc skillz to lvl 3 and keep getting electroshocked. Not good for bidness.

I’m making a new run and drawing an actual map this time, just hope the Gods of RNG will be willing.

Also, do turrets die from molotovs?

[quote=“Graphical, post:8815, topic:47”]Guys im trying the lab challenge.

Is it possible to get the fuck out of that horrid place without any starting skills?
I get my pc skillz to lvl 3 and keep getting electroshocked. Not good for bidness.

I’m making a new run and drawing an actual map this time, just hope the Gods of RNG will be willing.

Also, do turrets die from molotovs?[/quote]

Turrets don’t die from molotovs, and sadly you can’t burn down the above ground shelter either. However, you can get lucky and find a teleporter to escape from the area.
You can find the way out by going on your map and go to the surface, then where the lab entrance is you just mark the same path using notes all the way down.

Explosives can kill turrets, a grenade or two will suffice. You can get your computer skills up and unlock a prison cell area, which has an arms room with weapons and explosives, enough to kill turrets but maybe not enough to destroy the walls.

It’s best to get cooking to a high level then find advanced physical chemistry then learn the recipe for dynamite. Will make your lab significantly more lax as long as you find the book and assorted materials to make dynamite.

The magazine (as the game calls the room with guns) in labs has the computer on the other side of a reinforced window. You need a high strength and a homewrecker to get at it.

I start every lab character with 14 str, 14 dex, 14 int and 4 per because I like getting hit by dissectors. I also put a point in cooking (I don’t think there’s any way to get cooking from 1 to 2 in labs without a super lucky find) computers I put to 4, and I give first aid and mechanics a point so I can put in cbms straight away.

[quote=“Graphical, post:8815, topic:47”]Guys im trying the lab challenge.

Is it possible to get the fuck out of that horrid place without any starting skills?
I get my pc skillz to lvl 3 and keep getting electroshocked. Not good for bidness.

I’m making a new run and drawing an actual map this time, just hope the Gods of RNG will be willing.

Also, do turrets die from molotovs?[/quote]

Here’s my post on the topic from a couple of weeks ago: http://smf.cataclysmdda.com/index.php?topic=11338.msg250409#msg250409

I like lab challenge a lot… in fact, I’m currently playing a broken cyborg start with no skills, and I got out just fine (in fact, I just got the last broken bionic out yesterday, yay!).

As to the map, I personally just annotate the crap out of the map - any room with Up stairs I mark with U:, down stairs gets D:, up and down gets B:, and none gets b;L: (so the note matches the color and letter of the lab and doesn’t blink at me all the time).

Then I put the directions that I can go from there (in case I haven’t gotten them to show on the map yet) - <^>v

Then I puts stairs and direction (so I can see it in the note) - “stairs UD”

Then I put what’s in there and where “beds TL - vats TR - turret BL” stuff like that.

And generally, I don’t worry about turrets… except the one at the top. Usually, I deal with it by either A)going up the stairs and teleporting, or B)going up the stairs and using goo canisters to give it other stuff to shoot at.

Managed to survive for nine days so far on a semi-random character.
Currently augmenting my pickup truck with parts from a solar car.

Speaking of random characters, I remember when it was possible to escape the tutorial room