What's Happening in YOUR Randomly-generated Apocalypse?

I just found out there are brute version of shady zombies. Except I apparently can’t see them even if they are directly adjacent to me. This could have been pretty damn nasty if I didnt have the infrared vision bionic. That let me see their location at which point I spammed them with lawn darts. Was a little worrying for a sec there though.

they have a ranged attack. 2 tiles.

and you’re welcome for them. but also thank coolthulu for nerfing them from my original template. thanks

[quote=“pisskop, post:12722, topic:47”]they have a ranged attack. 2 tiles.

and you’re welcome for them. but also thank coolthulu for nerfing them from my original template. thanks[/quote]

Wait, they’re shady, AND they’re brutes, AND they can use the brute slam from two tiles away? AND that’s the “nerfed” version?!? Wow, you’re a masochist!

I mean, sure, the late game needs threats, but it needs to be fixed where the early game doesn’t start with that crazy stuff WAY too often, like it does now (especially if you have a high spawn setting).

They smash from 1 tile away. they range attack from 2.

Theyre also the rarest critter normally-spawning zed in the game, iirc. About as rare as the biter or hollow in coregame, if not rarer.

btw, speaking of Hollows and Biters, what’s their schtick? I saw some of both types a while back when dealing with a horde, but shot both before they got close. Are they just generically tougher Zs or do they have special surprises a la shady brutes?

surprise is surprising. let it be that way

NPC must be running really fast.

I was biking in countryside in the serene autumn afternoon, when Willard emerged from forest, asking me to kill a J. I sheathed sword, took the awlpike from basket, and rode to the beast which was about 100 meters ahead. I rode by and poked it. J was charging, leaping, and rolling with all legs and claws behind the wheel, but could only closely follow, while my awlpike calmly stabbed and stabbed.

It only need a few more hits, when Willard caught up with us! And he began to shoot with nailgun! Then I didn’t kill the J faster than it killed Willard.

Fought a slavering biter in melee. Still not sure what it does, beyond having a nastier bite attack than most Zs. ended up letting it kill itself to counterattacks.

I do note the bite was infected though. Perhaps an increased chance of infection in addition to a more powerful bite?

[quote=“Haerdalas, post:12728, topic:47”]Fought a slavering biter in melee. Still not sure what it does, beyond having a nastier bite attack than most Zs. ended up letting it kill itself to counterattacks.

I do note the bite was infected though. Perhaps an increased chance of infection in addition to a more powerful bite?[/quote]

Yeah, slavering biters are basically interestingly-named zombies.

Now, Hollows (which you mentioned earlier) are quite interesting.

I JUST PUNCHED A TANK DRONE TO DEATH. No time dilation

I am SO fucking hyped right now. Every limb is broken, my torso and head HP are both /, and I am on fire, but DAMN IT IT WAS WORTH IT

WOO!

Now to work out if there is any way to actually survive this. I haven’t dared take another turn since I took it down.

Got two runs going right now.

One is for a text LP in a different forum. Nothing amazing. Slow progress, just finished first night raid, and playing a very cautious style.

Since writing an LP takes a heck of a long time, like I said not much progress is done. To get my fix of progress, I did another run where I can play without having to narrate what’s going on.

On that run, encountered the military outpost with raiders at night. They can’t see me, but in general I can’t really fight them. Just wearing the clothes my character started off with, and the supplies in the shopping cart I got are mostly food and books. From what I saw while sneaking around, all the raiders guarding the outpost use melee weapons.

So, with no way to fight them, I leave in another direction in search of somewhere to sleep.

Then by a stroke of luck I bump into it on an empty field. Several crates. Lost the makeshift crowbar I had, but I had a rock, so I smashed up the boxes and found a couple of dynamite and C-4.

Go back to the base, toss the bombs and run the heck away.

After I finish up, now my survivor has an army helmet, two army pants, an armored leather jacket, two spare leather jackets, two combat boots, an army jacket, a kevlar and MBR vest, and for the weapons side an aluminum bat, a quarterstaff, and a knife spear. Of course, several chunks of human flesh and bones for later consumption.

Hail explosives. A pack of coyotes earlier wounded my character quite a bit, but my survivor gets out of day 2 a more protected, a more warm, and better armed woman. Still need to find a place to sleep, though.

a shame we cant dig foxholes or use pits as ‘restricted los’ areas to hide in

Well. This is a bug I’m surprised hasn’t been fixed since the year or so I last had it happen. You know that moment when the “become a marshal and kill the bandit leader” quest decides to bug out and spawn the bastard in the refugee center? That bug that evidently has been around since back when I was a contributor?

I’m pissed off, and in full Roman legionary gear. He has a dinky little .22.

A metric fuckload of stabbing ensued. Most of that missing HP was from the trip back from the ranch camp. I only took an 18-damage hit to the right leg, a 2-damage hit to the right leg, and a 22-damage hit to the head. He used up ALL his ammo futilely while I gave him the Julius Caesar treatment.

Now I bet good odds that ballistic resistance of armor is more likely to be nerfed before we ever see this “can’t find bandit locations” bug gets fixed. Had the same thing happen with the bandit cabin mission.

I liked how youve completely destroyed his shirt with stabbings.

On the one hand, I’m kinda salty about it because I mounted a 120mm cannon on my deathmobile and have been saving up ammo for it. On the other hand, I feel like a badass now. :V

[quote=“Random_dragon, post:12733, topic:47”]Well. This is a bug I’m surprised hasn’t been fixed since the year or so I last had it happen. You know that moment when the “become a marshal and kill the bandit leader” quest decides to bug out and spawn the bastard in the refugee center? That bug that evidently has been around since back when I was a contributor?
-snip-
Now I bet good odds that ballistic resistance of armor is more likely to be nerfed before we ever see this “can’t find bandit locations” bug gets fixed. Had the same thing happen with the bandit cabin mission.[/quote]

That bug is actually quite a bit more general than that specific quest (as you mention with the bandit cabin thingy) - I strongly suspect it has to do with the mapgen and search distance issues that occasionally fail to find you a spawn location for certain starting locations - search an area, fail to find it (it simply didn’t generate in this particular random chunk of map), bail out to some generic “just stick it whereever you happen to be” location.

Getting mapgen to accept as many tiles types as are added by whatever mods AND manage to randomly create everything you could possibly need in a given area is a hard-bordering-on-impossible task. That’s not to say that it couldn’t be improved on (what couldn’t?), but that it’s simply very difficult and, for a great many things, it’s “close enough”. This particular bug is the most visible and common symptom, but the solution would likely involve tremendous effort, still not be perfect (because it depends on how many additional tiles of each type are added as choices and allowed on any given map), and also manage to leave a significant minority saying the “old” system was better. That’s not the kind of risk/reward scenario that people tend to like to pick up and spend their time on…

Yeah, now that I understand - there just aren’t that many scenarios where that monster is useful, and taking out a bandit camp is really the main one. (I think it would be GREAT for taking on all the irradiated wanderers in the vault, but how in the world would you get it down there?!?)

You put it on a shopping cart?

Really pretty easy to get a light steel frame, a cannon, and a welder together and got spelunking into the vaults. 'Specially for me, since I often take extra bags into the dungeons that big and set up a temporary ‘base camp’ complete with a little tent and fire pit for foods.

Since they did a decent job with 2-3 tile pulled vehicles you could even make a small bike or a electric bike or w.e.

Ive wanted to experiment with using vehicle boards and play with LOS mechanics in dungeons at some point …

The thing is, I eventually found the bandit cabin that the earlier mission failed to find. It was literally due west of the cabin I started in, through a bit of forest. I found it purely by accident on the way to revisit the starter NPC I left there.

It’s also where I first discovered (the fun way) that Romans are immune to .22 LR.

If I randomly find that damn bandit camp (most likely somewhere the mission should’ve found it, like with the cabin), I’m definitely going to hammer that building into rubble. I spent ages trying to get enough mechanics skill to slap that fucking cannon on.

That reminds me, I should’ve added foldable tank guns so you CAN set up in a vault and have a party.

When I made the folding parts pack, one of the things I considered was making EVERYTHING foldable, with most parts simply folding to their part value or their storage volume, whichever was large (so a floor trunk would be large, but an aisle would be small, even though they both came from sheet metal, which is small), just to simulate the ability “itemize” (pick up) any sufficiently small vehicle (a shopping cart with a tank gun on it, for instance), but I’m fairly sure that it would never have been put in mainline that way.

Problem is that for your mod to enable a folding tank gun, you’d need a mod to be able to edit mod content, and to not break if you don’t use the other mod, because tank cannons are in Tanks and Other Vehicles mod. :V