What's Happening in YOUR Randomly-generated Apocalypse?

…what am I doing with my life?

Because it was in the way, clearing out a freaking second necropolis. The game would’ve forgiven me if I had lowered the spawn rate before getting near, but nope, going at it on 5x spawn. Around 12k more irridated wanderers expected, and currently around 2k killed. Agh.

Plus, rapiers don’t seem to do the stop thrust counter as much anymore, so no point in using that as a rest move. Just relying on dodging while reloading the MP5. Having silat chosen as the martial art seems to provide the silat stance passive buff to dodge, at least.

Nail rifle isn’t reliable here. Too many enemies, and reloading is a pain since it’s like 7 in-game minutes to fully load a magazine, and the lag is too much.

Next time for sure. Any necropolis I come across I lower the spawn rate to just 1x or 0.5.

[quote=“Azrad, post:13161, topic:47”]…what am I doing with my life?

Because it was in the way, clearing out a freaking second necropolis. The game would’ve forgiven me if I had lowered the spawn rate before getting near, but nope, going at it on 5x spawn. Around 12k more irridated wanderers expected, and currently around 2k killed. Agh.

Plus, rapiers don’t seem to do the stop thrust counter as much anymore, so no point in using that as a rest move. Just relying on dodging while reloading the MP5. Having silat chosen as the martial art seems to provide the silat stance passive buff to dodge, at least.

Nail rifle isn’t reliable here. Too many enemies, and reloading is a pain since it’s like 7 in-game minutes to fully load a magazine, and the lag is too much.

Next time for sure. Any necropolis I come across I lower the spawn rate to just 1x or 0.5.[/quote]

Fire is your friend - throw some two-by-fours out into the hallway-ish area, toss a molotov, and let them wander through it coming to you. They don’t drop anything explosive (IIRC) or anything of any value, there’s enough of them to keep the fire going a LONG time… that should help a good bit, I would think. Well, once you actually get into the main area. Before that… yeah, snooze.

True. I am rather iffy about using fire, only really resorting to it against the Mycus, or if I want to make a shortcut through a forest.

Decided to use another main weapon of my survivor instead: the AR-15. Haven’t been using it for a long while, since mainly I stick to .308 ammo rifles, or .50 against armored zombies of shoggoths. Have a very nice amount of .223 ammo, and so far it’s working quite fine. Most of the time one shot is a kill shot against the wanderers, and when reloading is required just burrow to a jackhammered wall and reload.

Bit of a waste of .223 ammo, but again since I mostly use .308 ammo the .223s are only collecting dust if I don’t use them here.

Decided on a more simple solution on the necropolis. Simply jamming the tab button for auto-attack, while wielding an awl pike. Low stamina doesn’t matter since about a little over 95% of the hits from the wanderers are either dodged or blocked. Since the awl pike can do reach attacks while autoattacking, there’s less instances of nothing happening when there’s no adjacent enemy.

So, time to go into autopilot when playing this while listening to tunes or podcasts. Cleared out around half of the first necropolis level. Second level is still full, and sewers I haven’t touched much yet aside from clearing a path to the vault entrance. Gonna be a long ride here.

12-13k more kills later, and the second necropolis is more or less cleared.

Next time, if a necropolis is spotted on the map, I’ll set the monster spawn rate low, 'cause I ain’t doing that tedium ever again. For realsies this time.

[quote=“Azrad, post:13165, topic:47”]12-13k more kills later, and the second necropolis is more or less cleared.

Next time, if a necropolis is spotted on the map, I’ll set the monster spawn rate low, 'cause I ain’t doing that tedium ever again. For realsies this time.[/quote]
The ONLY either interesting or useful things that I have found from the necropolis itself is a couple and I mean only a couple of advanced books and the minigun and that is it. Albiet to be fair I did find some hazmat equipment a couple of pistols and ammo from killing the wanderers themselves.

Yeah. For those kinds of loot, you’re better off finding them elsewhere. Hell, some zombie soldiers drop miniguns, so it’s really not worth the effort. Only did this again for horribly dumb RP reasons. My survivor is on a mission to empty every place she comes across of zombies, so why should the necropolis be any different?

That said, this helped her achieve four more levels in dodge, going from 13 to 17. Once 17 was hit, no more progress in dodge.

Dr. Rosalie Boyce has survived until the first day of summer. And OH BOY, what she has survived. The highlight was around Day 10-12 when a skeletal dog that I couldn’t hit in melee or with my pistols gnawed off both of her legs and brought me up to Pain 200 before I finally somehow killed it with a lucky headshot (it’s the first time in Cataclysm I can think of the RNG miraculously saving me instead of anti-miraculously fucking me). I didn’t have the Strength or volume to carry two weapons at once, so I had to drop the gun to pick up my makeshift machete and butcher it. She was left panting on a kitchen floor with two broken legs and her pants and backpack destroyed, STR, DEX, and PER of 0 from the pain, no painkillers stronger than Aspirin, and waiting for the crystal meth to wear off. Somehow she managed to build splints out of the curtain rods from the kitchen windows, splint her broken legs, drag herself into the next room, dismantle the bed, board up the windows, and sustain herself on a small cache of orange soda and root beer while waiting several days for her shattered bones to set. It is the only time EVER in Cataclysm that I have hit 200 pain and two missing limbs and actually somehow survived it. This came after: a day one that involved running through a road-clogging gauntlet of giant ants that unexpectedly turned hostile midway through, a day one run-in with a giant wasp that I really shouldn’t have survived, the wasp sting transitioned directly into the common cold which I was able to hole up in someone’s panic room and wait out (although I came very close to dying from dehydration). And was followed by: detoxifying from acquired alcoholism.

Good job on surviving… but a doctor doing meth, for shame! FEEL SHAME, SHAMEFUL DOCTOR!

But seriously, good job. It’s generally better to rest it off to lower the pain than risk it with drugs. Years ago, discovered that pumping too much morphine on a survivor brings a quick case of dead, so I ended up avoiding drugs in the game ever since. All that cocaine and meth is only for collecting, like a dragon like Tony Montana hoarding drugs.

I don’t know the buffs from meth are REALLY good. Same with cocaine. But yeah I can’t imagine Dr. Boyce was very happy about her meth usage. In general as a player I hoard coke and meth as panic buttons of last resort in case I really need to get away from a brute or hulk or I get trapped and I need to fight my way out of a scary hoard. Whereas I just casually use cannabis all the time that I’m not in imminent danger because

that is what I do in real life.

Also after the third or fourth time I MY CHARACTER snorted crystal, she started getting the uncontrollable itching of abcesses and the “You feel paranoid, they’re watching you” messages and I was shit scared that she was going through Meth Addiction/Meth Withdrawal. But even though she managed to catch alcoholism, Dr. Boyce hasn’t become a methhead. And probably won’t. Clearly she hasn’t followed the “not even once” rule, but I don’t think she’s gonna push it to snorting meth for a fifth time.

Something I’ve always wondered: the game specifies that all the meth you find is “low-grade methamphetamine”. Were there plans to include “high grade methamphetamine” at some point? Hell, is it in the game now?

Finally figured out how to sort the clothing store I’ll be constructing in my survivor’s town.

Basically, just put chosen items on display, while pile up stuff that’s too low on stock or too miscellaneous on crates, like some sort of bargain bin.

Low grade meth is low grade because its like buying your pot from a random street vendor.

Yea, itll get you high, but who knows if theres lysol in that shit.

Most of the meth in the game is that nasty gunk you find on a random hustler WHO WAS WILLING TO PEDDLE HIS DRUGS TO ZOMBIES.

If you think about it, he may not have even realized they were zombies until they bit his nose off. And even then, he probs thought they were just really, really trippin balls.

Pondering if I should get my survivor hitched to the Medical mutation line. It doesn’t have stat boosting mutations, which I want since I got StatsThroughSkills on, and as an added bonus it has acidproof post-threshold which can help assist me in picking armor, since so far she’s still bound to her survivor wetsuit and fireboots.

Yeah-uh! Got past Medical, and good most of the good traits and none of the bad ones. Basically had her nom serums until she hit acidproof, then had her down purifiers until I lost most of the bad stuff. More or less, since acidproof got removed three times, I had to hit up some more serums until I got what I wanted.

In the end, it all lined up. Acidproof, acid blood, cenobite and deadeaned, plus immunity to parasites and infections and resistant to diseases. Radiogenic and pain resistant too. Had acquired strong and very strong at one point, but they got purified out, and I’d have sought to purify them if they remained.

None of the bad mutations. No schizophrenia, no mood swings nor chemical imbalance. No vomiting, no fast metabolism nor heavy sleeper.

On the other hand, sacrificed a couple of good mutations from medical; no poison resistance, very quick pain recovery got demoted to just quick pain recovery (still a plus), not really important but self aware was gained and removed. Resilient was also gained, but the last round of purifier removed that… on the other hand, it canceled the glass jaw trait and it didn’t return, so it’s all good!

Also lost high night vision, but at this point my survivor uses a flashlight at night anyway so no big deal. Somehow kept the two fey traits which I got from early dabbling in mutagen (or mutated limbs, I think): fey eyes and phelloderm, though beautiful went back to pretty. Might dabble in some elf-a mutagen and see if I get some extra fey-ness on her.

Still, goal reached. Still somewhat few, and so my survivor is now the somewhat psycho elf gal she was meant to be.

When it storms in very early morning, it suddenly makes the day as dark as midnight.

This happened when I was driving at 7 o’clock across a town full of car wreck.

Day 53, autumn, year 2. Time to begin construction yet again. Most likely will just build the walls of two buildings, the library and clothing storage. Decided to go and use steel platings for simple metal roofs, and for that I need to take a trip to a nearby pump station and feed the trash compactor there some steel frames to make lots of steel lumps to turn into steel platings.

No matter how much progress has been done, I’ll start preparing for a winter exploration by day 80-85 of autumn. There’s an apple orchard somewhat close by the base, so I’ll make a visit there before winter starts. Want fresh apples.

Why, I wonder, did I include a section for a café/coffee shop with the library? Partially to provide a relaxing area in the library, but mostly because I seem to take a masochistic pleasure in overcomplicating things. Sigh.

So far, coffee area, reading area, and the place with the bookshelves and books.

More dumb thoughts that offer more potential to complicate things. While it’s a library, and as such can be a place to learn, RP-wise should I create a restricted section holding some books with potentially dangerous recipes? Like books that have recipes for explosives, mutagen and whatnot. Or should visitors of the library be free to learn everything the library offers?

Also, the library section, which has the section where the books are and the study, is 22x22 tiles big. 484 tiles, so 968 steel platings. Making one tile into a simple steel roof takes 36 minutes with two helpers, so roughly that’s 17,424 minutes, or 290.4 hours/12.1 days.

'course, that doesn’t take into account food breaks. Sleep breaks not really needed since my survivor and her companions will be wired on atomic coffee, at least until supplies last. Also have to take into account that time has to be spent gathering the lumps of steel to make the steel plating, and the time it takes crafting it. 20 steel platings take two hours and 23 minutes. So making 980 steel would take around 116-ish hours, I think.

Blagh.

Unless I missed a change, steel frames and be disassembled for steel lumps… is there some advantage to running them through that machine?