Armageddon MUD General Discussion Board

Non-Armageddon Discussion => Non-Armageddon Discussion => Topic started by: Marauder Moe on November 08, 2017, 06:36:04 PM

Title: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 08, 2017, 06:36:04 PM
New start.  Amazingly lucky find of empty farmhouse nearby.  Lots of clothes and containers.  Matches.  Water purification tablets.

Nice tools in neighboring shed.  Barn is all boarded up and something making noise inside.

Turns out noise is a cow and some dogs.  Two dead zombies too, trampled by the cow I guess.  More tools in the barn.  Consolidate the tools from the shed.  Fend off pesky wild dogs.  Feeling kind of slow lately.

Realize I don't have any pots or other cookware, so I use one of my water purification tablets.  Even though it's still day, I decide to go into the woods and scout out nearby mansion.  See zombies playing with local wildlife.  Watch coyotes kill some zombies.  Coyotes have taste for human flesh, come after me too.  Beat them up with crowbar.  Enter mansion.

Find fancy straw hat.  Mansion seems fairly empty, though see more zombies outside tangling with wild dogs and coyotes.  Grab choicest of loot.  Find antibiotics.  Find some interesting books.  Find a frying pan.  Decide not to push my luck and head back to the farm.  Boil some water and cook some dog meat.

Feeling good.  For first time this game have pretty much stable food and water source.

Night time now.  Not sleepy, so heading back to mansion for another loot raid.  Find more zombies.  Getting good and killing them.  Find a revolver.  Find some other goodies, but mostly cleaned the place out.

Do a little light reading in the morning.  Sleep most of the day.  Wake up feeling ugly, but otherwise healthy.  Bundle up and head off to scout nearby hospital.

Find mobile meth lab outside hospital.  Not sure if it runs, don't understand vehicle controls yet.  Grab some drugs and ammonia (mainly for the gallon jug).  See boomer.  Kill it with gun, takes 5 shots.  Lots of noise.  Run away.

Go off scouting elsewhere.  Find wreckage and some nice army pants.  Find a building, can't tell what it is but hear noise within.  Decide to leave it alone.  Find another building.  Think it's a science lab.  BOOO!  Leave it alone too.

Find an RV.  Try to drive it, fail miserably, attract zombies.  Get out and run away.  Decide to go home and see if that mobile meth lab can be snagged during the daytime.  Unfortunately, it's crawling with Z's.  I do find a bus (not operational) with a sweet baseball bat in it, though.

Find a town.  Go raiding a mansion at the edge of town.  Baseball bat very effective against standard zombies.  No longer fear them. 

Stop by that RV on the way back home.  Easier to figure out in the daylight, actually get it moving!  Drive all the way back home and park it in the barn!  WOOHOO!  It's just about out of gas, though.

Meanwhile, I've developed a very pronounced snout...
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 08, 2017, 07:00:53 PM
Congrats! I've never found a farm with living animals other than dogs. If you keep the cow fed (I think there is a recipe for cattle feed), you should be able to milk it regularly.

My mutant has (mostly) repaired her armored van and built a kitchen and minifridge, a bed, and some storage trunks into it. But I generated a new world to try out a new concept: a broken cyborg. Plus I decided I wanted to try playing with hordes enabled.

Brandon Head is literally a metal body with a human head. He woke up in a forest with snowflakes falling on his face, remembering little to nothing of his past life, though he has hazy recollection of a lab and experiments. His body is steel-plated, but what remains of his humanity has been crammed full of bionics that don't work and hinder him more than anything. One of the broken bionics keeps generating noise that the zombies are just going to love. Plus, his head was badly wounded and his starting intelligence has suffered (it's at 7 now).

On the plus side, he's largely immune to infection from zombie bites (as well as poison) and most common enemies won't make a dent in his steel limbs. He's tough and pain resistant and also starts with a number of fairly advanced skills (at 4), things he somehow knows, but doesn't remember learning. All of the skills required to remove and install bionics are already at 4. Handling bionics ALSO requires the kind of intelligence Brandon lacks, sooooo that could make things.... interesting. xD

Even though his own humanity is too far gone to ever be regained, Brandon will dedicate what remains of his life to finding and protecting any human survivors he can - basically, I'll try to do the quests of anyone I meet ASAP and try to get them together in a shelter I prepare for them. This is going to be tough because, well, Brandon isn't just a walking hunk of metal with a human head, he's also kind of... ugly. Most NPCs will dislike him from the start and it will take some effort to convince anyone to join him. Which is sad, because he really, really wants to protect anyone he can.

By the way, you can siphon gas from other vehicle tanks with a rubber hose. Try it  :)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 08, 2017, 08:08:15 PM
Juli was born in a lab.  Her mother a test-tube, her father a knife. 

She was told she was special, that she would help people through the things done to her.  They were painful and she didn't like them, but good girls didn't complain and always listened to the researchers so she kept her tears inside.  She would be good, she would help people and they would like her.

She never knew what changed her mind.  Maybe after one of the endless rounds of experiments performed on her.  Maybe while she recovered, floating in a cylinder of fluid and watching the television the staff brought in for her to pass the time and she witnessed the casual cruelties the people she was made to help did to one another.  She didn't know..and didn't care.  What she wanted, now, was out.

Her wish was fulfilled when the world ended.  The earth shook, the researchers panicked and fled save for one decent man who went through the lab and released the least dangerous of the experiments.  Juli was the last released and the two of them only made it part-way to the entrance before the power went out and trapped them in darkness with no visible way out...

14 days later, she has a humvee with an Atomic reactor, a trunk with a mobile kitchen and mini fridge waiting for installation, powerful solar panels, extra military-grade plating, the contents of several libraries and the life-saving toolbox she found in a home on her first night out of the lab.

She wields a katana given to her by the kind-hearted researcher who let her out after she found some antibiotics for a festering wound he took.  She's learned the basics of Judo, Fencing and Pankration.  She's stripped down to just a pair of boots, the tattered remains of a dress shirt and her ratty underwear but doesn't worry about modesty as she's absolutely covered in packs, duffel bags and pouches.  But the best thing she's collected, sitting in her trunk in all it's dented and zombie-filth covered glory, is a complete set of power armor.

Now..she just needs to find a place to call home.

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 08, 2017, 10:56:14 PM
Congrats! I've never found a farm with living animals other than dogs. If you keep the cow fed (I think there is a recipe for cattle feed), you should be able to milk it regularly.
I've actually lost the cow.  I thought I was good about keeping the barn door closed, but somehow it is gone.

Quote
By the way, you can siphon gas from other vehicle tanks with a rubber hose. Try it  :)
It's on my very long shopping list.   ;D

Anyway... back to the apocalypse.  Slept in late.

Oh lord.  I'm definitely turning into some sort of cow-cat hybrid creature.

Never mind that, probably need to spend the rest of the day gathering firewood and doing other chores around the house. (LOL this game...)

In proper zombie apocalypse style, I upgrade the baseball bat:
(http://www.nerdinfinite.com/wp-content/uploads/bfi_thumb/Negan-Lucille-Walking-Dead-mvr2794cvthxe9fxzv9awzig8ayh8kz7ytkf0sfy7s.jpg)

With my new toy, time to go back to town.

Looted a few houses and a grocery store.  Finally got a cart.  Hit up hardware store and book store.  Got attacked by like 6 shady zombies, had to use new bottle of hydrogen peroxide.  Got attacked by necromancer.  Lucille to the face!  SPLAT!

Heading back home with my cart of goodies.  New nighttime danger: walking into a landmine field.  Fortunately I spotted a bunch and didn't step on any.  Made a note on my map.

Got home a bit after midnight, cold and unhappy.  Lit the stove and treated myself to a nice bowl of spaghetti and read books by the fire.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 09, 2017, 02:45:00 AM
The last two loot runs were disastrously cut short by zombie encounters.  I'm pretty formidable with Lucille, but groups of 5 with specials included are probably too much.

Running low on food.  My metabolism seems higher than normal.  Fortunately, my wilderness survival books have shown me how to forage food from the forest right outside my house.  Very convenient.

Meanwhile, I continue to evolve into a bestial creature.  I have the face of a cow, ears like a wolf, and scales.  Not very pretty, and I stink to boot.  However, my smell seems to put mammals more at ease.  I can also see perfectly at night, which is good because sunlight is uncomfortable.

Day 10.  I'm reading a dry but informative book on archery when I hear some noise outside.  I peek out the door and it's a bear nosing around my barn!  It looks injured.  I think I can take it.  Just in case, I step back inside and grab my gun.  One bullet left, but this thing could possibly hurt me a lot.  I approach.  It doesn't react much, possibly thanks to me pheromones.  I take aim.... BLAM!  Right on target.

I get to butchering the animal, just like how the books showed me.  I get a lot of usable stuff.   Cook the meat and offal.  Cure the hide.  Gorged on bear, I become dead tired and go to bed.  Have dreams about running with a pack and killing wild game with my bare teeth.  Wake up.  Face feels decidedly less bovine. 

I eat some leftover bear.  Out of firewood.  Go chop some more.

Bear meat disappears quite fast.  Spend three days trying to build a bow.  Finally got it right.  Hunting time!

Stalk a deer.  Get close, start plinking arrows at it.  Not doing a lot of damage.  Took like 15 shots but I finally killed it.  I am a hunter!  Eat well tonight.  Sleep well too.  Woke up with face back in old shape, but somehow all the more terrifying.  Definitely my DNA has wolf-like tendencies.

Trying to decide what to do next.  I have enough books to teach me technology way above what my available materials can become.  Gather materials for leather tanning and make armor?  Raid a hospital for rubber tubes and see if I can get my RV rolling again?  Scout on foot for more tools and materials?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 09, 2017, 06:34:26 AM
My new character poses the biggest challenge yet - mostly because of the parameters I used for world generation. Cities are large, but a factor of 8 (instead of the standard 4) apart. Meaning - it takes several restarts to even find a road, even more to find shelter from the cold. And to make things worse, poor Brandon is so plagued by faulty bionics that he can't even sleep. They keep waking him right back up, and he's unlikely to find the tools he needs to surgically remove his own bionics in a huge, freezing forest. Plus, being limited to one inventory space (because of the lack of starting gear such as clothes) is kind of crippling when there are no houses to loot anywhere in sight.

I haven't given up yet, but I think I might have to adjust my parameters at some point.

On the plus side, Brandon single-handedly scared a moose and two wolves off. With his bare, bionically altered hands.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 09, 2017, 02:57:07 PM
Day 14.

Went off into the woods for a two-part mission.  Part 1, take the shopping cart to the old mansion and loot more thoroughly.  Part 2, go to nearby swamp and bring back a few gallons of salt water.

Dragging cart through the woods is a pain.  See some bears, but they are distracted playing with zombies.  Leave them be, still have lots of deer meat left.  Scour the mansion for goodies I left behind last time.  Have a revelation inside a kitchen that zombies smashed up last time: breaking apart larger appliances yields more high tech materials!  Fill shopping cart to the brim with pieces of sheet metal, copper, and rubber tubing.

Go off to nearby swamp.  Find a military backpack in the woods.  Filthy, but mostly intact. 

See the biggest bee I have ever seen.  Hear terrifying roar as well.  Hurry up and get my salt water.  High tail it out of there.

Go hunting and foraging on the way back, fill new backpack with food.  Get back home, realize swamp water isn't salty?  Ugh.  Well, book says hickory root can also be a source of salt.  Go out and look for hickory trees.  Come back with a bunch.  Make salt.  Make lots of delicious food!  Make a lot more preserved food.  Fall asleep gorged and happy.

Wake up.  Make more salt.  Start tanning hides.  Takes all day.  Feel more sluggish.  Grow claws.  Vegetables lose their appeal.  (Ugh.  Carnivore AGAIN?)  Go to sleep.

Wake up.  Argh, the sun, we hates it!  Out of firewood.  Go chop some down.  Ate the last of the meat.  Need to go hunt.

Hard to get close to game.  They're less docile around me.  See a moose.  Hungry enough to fight a moose.  Tough fight, but moose is no match for Lucille.  Take it home, cook up the offal.  Preserve the meat.  Cure the hide.  Tired again, but really need to get on nocturnal sleep cycle.

Stay up reading a book about trapping.  Informative stuff.  Dawn before I realize it.  Feel an innate empathy for animals, thought still want to eat them.  Also now covered in fur.  Hungry enough to, once again, eat the last of the meat. Seriously, in one day I ate an entire moose.  WTF.

Get ready for bed.  Annoying crow has gotten into my bedroom.  Try to shoot it with bow. Miss and break a window.  Crow flies away.  Window lets sun and draft in.  Sleep until late in the day.  Already very hungry and need to go hunt.  Being a high-metabolism carnivore sucks.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 09, 2017, 03:20:36 PM
Yeah, getting carnivore kind of sucks. :(

You could try breaking into a lab and finding some purifier, then hope you get lucky with whatever trait(s) it removes.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 09, 2017, 03:22:02 PM
I don't have time to break into a lab.  I have to spend all day hunting and cooking.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 09, 2017, 03:23:28 PM
To be fair, you're probably wasting a lot of meat by not being very good at butchering. Once your survival goes up, you'll get way, WAY more meat from each carcass.

And I think foraged eggs count as meat.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 09, 2017, 03:29:30 PM
How high do skills go?  I have survival 6.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 09, 2017, 03:46:23 PM
Over 10, I think? 6 is good, though. You must be one hungry mutant!

You should be able to find some eggs and boil them. I THINK they count as meat. Fingers crossed.

There's also a chance that the carnivore mutation will just go away on its own.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 09, 2017, 04:25:35 PM
Skills can go as high as 16 I think.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Seeker on November 09, 2017, 06:11:37 PM
Dani is a 13 year old near-sighted Girl Scout.  She is wearing her Scout Uniform today.  Even has the safety whistle she earned last year at camp from the Inter-Regional All Girl's Safety Patrol.

She was in a counselling session at school about whether she is to be going to an AP public High School or to continue in the local parochial system next year.  She was so excited and she had so many questions that the meeting was running long and her dad had to leave.  Outside the door of the counselor's office he was met by a pack of ravenous fifth through seventh grader zombie children and was torn into bloody bite-sized bits, screaming.

Dani peed her pants a little, then she dove through the second story window in a shower of glass shards.  She left her guidance counselor to her own grizzly fate.

Zombie-kinder poured out of the gym doors and charged towards her while she lay upon the grass until they came up hard against the protective fence surrounding the school recess yard.  Once there were about sixty snarling, snapping horrors pushing and piling up against it, that last protective barrier gave way.  Dani got up and ran.  Then she ran back to get her glasses.  Looking up with her glasses now in place, she shrieked at what she saw.  Her hands clenched in tight, hysterical fists, she ran again for all she was worth.


Dani is off to a rough start.  She was able to get nothing from the school at all. She as a little survival, first aid and cooking skill. She earned a public speaking merit badge.  She's a quick reader and pretty damn clever.  She has a bit of cash from her baby-sitting jobs but not much else.  Her skirt is already torn.  I don't see a happy ending to this story.

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 09, 2017, 06:24:37 PM
Another day(night) hunting.  Strangely, though, found a bunch of crates sitting out in a field full of military tech.  Most of it isn't immediately useful, but there is a mini nuke.  Went home to cook my kill.  Ate a giant rattlesnake and a few other critters.  So hungry.

Ranging pretty far from the farm.  No game.  Dragging my cart through the woods and suddenly I hear "Hello?"

Is it a person?  I haven't seen another living soul since this mess started!

Hear lots of alarmed talking.  Don't see anything yet, my night vision has deteriorated lately.

Stay quiet, get closer.  Hear beeping noises and possibly sounds of combat.  Closer still... uh oh.  They're not men.  Mi-go.  I turn around and head back.  Unfortunately, their night vision is at least as good as mine.  Fuck.  I grab Lucille and get ready for a fight.  I retreat further into the brush hoping for favorable terrain.  Then, somehow, I lose them.

Find a dog in the dark.  I've killed and eaten dogs before, usually in self defense.  This one isn't hostile, though, and I can't bring myself to attack.

Come across a spider nest.  Eat the eggs raw.  Attacked by a wolf.  Kill it but bleeding badly.  Use of two bandages to stop it.  Got meat now, though.  Spot a deer on the way back but it's too quick and escapes into the woods.

Get home, start cooking.  Ache all over.  Not sure if blood loss or illness.  Take medicines just in case.

Definitely have a fever.  Seeing things.  I strip off all my clothes but am covered in fur so can't get cool.  Consume the entire wolf, still very hungry.  Go to sleep.

Wake up.  Feel awful.  Start boiling bones because there's nothing else to eat.  Sleep on and off.  Drink bone broth.  A few days later, feeling better but still very hungry.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 09, 2017, 06:53:27 PM
With a survival skill of 6, you should be able to find a good number of bird and lizard eggs in forest bushes. I've always found a bunch in spring and summer, they're decently filling if you boil them  :)

And yeah, certain creatures like Mi-Go learned how to imitate humans. Creepy. I'm glad you got away!

Did you turn NPCs (static and random) on during worldgen? If not, that could explain why you haven't seen another living person yet.

Also take multivitamins if you have any. Unless you turned simplified nutrition on, vitamin deficiency will affect you in various not so good ways (like, vitamin A deficiency affects eyesight)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 09, 2017, 08:52:15 PM
Okay, so... playing anything other than fast running mutants is HARD.  >:(
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 09, 2017, 11:09:00 PM
I never seem to get many eggs.  Mostly disgusting vegetables.

Anyway, went out hunting again.  Killed a giant spider.  Ate it's nest again.  Attacked by a pack of wild dogs and then coyotes.  They're all dinner now.  Hopefully it will last me a few days.

Feeling ill again, though.  Maybe I should stop eating raw spider eggs.  Still, manage to preserve a LOT of meat.

Wake up after sleeping all day.  Feel better aside from some stomach issues.  Maybe I need to be better about taking my multi-vitamin.  Tan hides all night.  Do some household chores in the morning.  Can't sleep, not sure what to do with myself.  Try to go raiding.  Attacked by coyotes instead.  They become dinner.  Manage to scatter some zombies out of the hospital, but it's still a bit too hot to raid.  Lots of boomers.  Scouted another nearby town but didn't approach since it was day.  Went back home to cook up the coyotes.

Have paws now. 

Read a book until morning, go to sleep.  Wake up.  Feel rough again.  Definitely need to stop eating spider eggs.  Well enough to go on a supply raid.  Start with doctors office.  Lots of good medicines.  Hear explosions nearby while looting.

Go across the street.  Fairly standard looking house.  Check out basement... is tunnel leading to... some sort of bunker?  Nice.  Guns.  A screwdriver!  Food, though mostly inedible vegetable matter.

Loot hardware store next door.  Power tools woo!  Hear more explosions towards the center of town.  Decide not to investigate.

Try to get into a gun store instead.  Set of alarm... oh shit.  RUNNING! 

No matter, has been a good raid regardless.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 10, 2017, 10:08:03 AM
I've given up on trying to play a cyborg. I love the concept, but... this is ridiculous. You start with FOURTEEN (!!!) seriously awful broken bionics. One of them will randomly cause minor damage to all limbs and wake your character up when trying to sleep. Another causes irregular, sudden visual impairment and drops three stats by 4 (!), 2 and 1. Yet another can randomly knock you to the ground in mid combat. Then there's the one that causes loud noise when you just move around, attracting zombies.

I mean... seriously. 14 of these faulty bionics, and even if you invest a lot of your initial points into the skills needed to remove them, you can only remove one at a time and the failure chance is like 70%, causing severe damage. This is not even funny.

Add to this the fact that I dropped the item spawn rate by 50% during world gen...

I'll try a cyborg again at some point, but I'll modify it with the console so it's not completely unplayable. Maybe 4 faulty bionics instead of 14. Hell, the 'Really Bad Day' scenario is easier than this, and that one at least gives 8 bonus points... not 2.  :o

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Seeker on November 10, 2017, 11:18:21 AM
Dani, amazingly, is still alive at day 7.  More than a bit traumatized, but still feisty and undeterred.

She found what appears to be research hospital next to a forest as her base of operations.  She forages in the woods for food and holes up in a bunkerized patient room piled up with down blankets and pillows at night.

She had two tremendous strokes of luck:  the hospital itself is very secure with only access at the front of the building.  No exterior windows.  It has been hard for her to clear out the Zed, but every section of the building she has cleared remains cleared.  She has a small stash of medical supplies including pain-killers, antibiotics, and first-aid gear.

The second stroke of luck actually came first:  An abandoned fire engine complete with fire-fighters' gear.  None of it fits properly on a thirteen-year old, but the helmet and turn-out coat are remarkably protective against zombie teeth!  She is clumping around in clothes five sizes too large, but it has saved her life more than once.  She has attached a homemade miner's light to her bright red helmet and painted colorful images of prancing mongooses about its shell.

She has done a few necessary raids at night.  To the library of course.  Dani is all about the books.  She is reading furiously. The second raid was to a local dojo on the outskirts of town.  Girl is learning how to kick!

Dani carries a Glock now, too.  She has a rainwater harvesting nook set up and she just disassembled an abandoned lawnmower and is in the process of turning its cutting blades into her next survival weapon.

She eats dogs, coyotes and takes her vitamins and runs away a LOT.
 
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 10, 2017, 01:04:14 PM
Fleeing from battle is a time-honored and completely acceptable tactic.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 10, 2017, 02:07:00 PM
So, Brandon Head MK 2.0 is finally getting somewhere. This time, he didn't come to in a forest - when he regained a semblance of senses, the metal-man found himself on the floor of a small house on the fringes of a large town, being dissected by a man in a lab coat. Or so Brandon thought. The NEXT time he woke up, most of his painful, cumbersome and completely disfunctional scrapmetal bionics had been removed and the wounds cleanly stitched back together.

Brandon has hazy recollections of fiddling with security terminals in a very deep, dark place - a laboratory of some sort - while his companion in the lab coat urged him on. Brandon could easily communicate with the security computers, but lab coat man - who later identified himself as Woodrow Roy - could not, and needed the cyborg's help to escape the lab.

Once the two of them reached a dark, cold forest, Roy told Brandon he knew of a place that was still somewhat safe - for now. He seemed afraid of the cyborg for some reason, but once again needed a bodyguard to reach his destination, so the two of them ended up on the outskirts of Athens. Not exactly a safe place, but when the curtains are drawn, the zombies stay out. Mostly. And because Brandon's faulty bionics kept overloading and generating noise, Roy agreed to remove as many of them as he could. Somehow, he seemed to know exactly what they were, and how they could be deactivated, though he kept an anxious eye on the cyborg the whole time. It's as if he's afraid Brandon will remember something... and kill him for it.

A good half dozen annoying, useless and cumbersome bionics remain. But the ones that turned Brandon into a walking time bomb with a pre-determined death sentence are gone.

So, the two of them never truly became 'friends' and Roy never agreed to travel with Brandon. But when the cyborg volunteered to search nearby buildings for supplies at night, Roy seemed happy enough to agree.

At first, the lack of clothing was the biggest challenge Brandon has been facing. The cold bites deeper than the zombies, and the ones he couldn't avoid ripped what little clothing he had right off him. The first couple runs involved grabbing sheets and down-filled blankets from nearby houses and carrying them back so at least the bed would be warm. The house is surrounded by pizza parlors, grocery stores and butcher's shops, so food isn't an issue for now. But Brandon has a feeling he and Roy can't stay in that place much longer. The zombie hordes, led by mysterious and frightening 'masters', keep growing and shuffling within close proximity of the house. There's an office tower to the northeast, a bit apart from the rest of the city. Maybe it will make a good new base?

Brandon has secured some basic clothing by now, and learned how to make a makeshift satchel to carry stuff in. Huzzah, the days of having 0 inventory space, and wielding every little thing that had to be moved are over!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 10, 2017, 04:43:22 PM
It is getting late in the summer.  Have a few day's worth of preserved food, but still feel this lifestyle is not sustainable.  Decide I have to go back to the one place I never wanted to see the inside of again: the laboratory.  Maybe they have something there that can fix me.

Load up trusty shopping card with food, water, medical supplies, and explosives.  Strap a metal pot to my head as a crude helmet.  Look ridiculous.

Head down to the lab.  Find a pack of wolves at war with a pack of dogs.  Really don't want to get into a fight before the main event.  Stand back and watch.  Pack of coyotes join the fray.  Dogs win.  I scare off the survivors.

There is a lot of meat just laying around.  Decide that the meat will rot, the lab will not.  Get to work.  Half of the kills are already rotten, so don't end up with all that much meat.  Decide to stick around and go ahead with the plan.  Just waiting for night anyway.

Night falls.  Park the cart a bit away, get out the C-4.  Figure good stuff would be kept near the back of the building.  Set timer to 300.  Drop it next to the wall.  Run away.  Wait.  Not quite sure how long 300 is.

Turns out it's like half an hour.  Explosion much louder than I thought it would be.  Ears ring.  Wonder if any zombies heard it.

Creep up to check out the hole.  There is none.  What.  Very disappointed.  Decide to leave the scene before any zombies (or security?) show up.  Oh well, still have a load of meat to take home.


See an interesting car on the way back.  Solar-powered.  Only needs it's controls fixed and it should run.

Get home.  Cook up and eat the offal.  Preserve the meat as aspic.  Make lard and cracklins.  Read book about auto mechanics.  Go to sleep late in the morning.

Sleep a LONG time.  Wake up way early the NEXT morning.  Hard to get up.  Feel like I smell differently.  Also feel hungry enough to eat a zombie.  Eat some more food.  Some of the meat has spoiled.  Fee like eating it anyway.  Read more about mechanics.

Grab some tools, toss them in the cart, and then go off vehicle scavenging.  Attacked by more dogs on the way.  They become dinner.  They also distract and kill some zombies hanging around the bus I want to loot.  Kill some more dogs, pulp the zombies, and then get to work removing the control system.  Comes out pretty easily.

Take it back to the solar car.  Smash some zombies on the way.  Hmm, requires welding to install.  I think I have a book that will show me how to make a welder.  I leave the controls in the trunk of the car.  Go home and cook dinner.  Read about welding.

Feel the season change in my bones.  Feel extra sleepy.

Morning comes.  Go to my workshop and try to make a welder. out of a flashlight.  First attempt fails.  Damn.  Wonder if I have another flashlight.  I don't but I have a mess kit I don't really need.  Break that down.  Decide I should read up more carefully before trying again.  Get tired while reading, go to bed.

Wake up near midnight.  Feel sick again.  Huddle by the oven fire and read all night.  Back to the workshop in the morning.  Have another go at the welder.  Damn, messed it up again.  Need to find a source of copper wire.  Need to smash up some more stoves for heating elements too.

I head back to the old mansion in the woods.  Kill and butcher a cougar on the way.  With tools, I can be much smarter about scavenging.  I take apart all the computer terminals in the mansion as well as the last intact stove.  My cart is filled to the brim with electronic junk.

Get back.  Cook.  Go to workshop.  Damn, still need more heating elements.  Guess I'll have to go into town and raid the other mansion soon.  Read more about mechanics, then go to sleep.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 10, 2017, 07:23:01 PM
Creep up to check out the hole.  There is none.  What.  Very disappointed.  Decide to leave the scene before any zombies (or security?) show up.  Oh well, still have a load of meat to take home.

That's odd, explosives tend to do the job in this game.  :o If you get more, maybe try it on the door instead?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 10, 2017, 07:41:45 PM
Subject Zeta spent three days exploring the confines of the lab she was kept in, gathering supplies and looking for the stairs that will lead her out.

Once she found the top floor, she didn't bother putting any of the few explosives she found to use.  She knew her strengths and she was never taught out to properly pitch.  The point was to survive, not die to a grenade she managed to bounce off a wall and back at herself.

Instead, she pulled out one of the two very strange and unsettling tools she found in a locked portion of the lab.  The scientists had called it a "teleporter," and it was time to see if it lived up to it's name.

She stood next to what she thought was the out-most wall and started pushing buttons on the thing.  She bipped out of existence..and bipped back into existence in a different room of the lab.  It took five tries to finally make it outside.

Freedom! ..Why does freedom taste like mushrooms, she thought?  No matter, she was out and she still had the ID card taken from the strange machine at the bottom of the facility.  She knew it would open science-y doors and one of the computers she'd accessed had given her a map of the immediate area above ground, showing a town and several more labs in the area.

The miles it took hiking across country gave her plenty of time to marvel at the outside world..and really understand what mushrooms tasted like.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Seeker on November 10, 2017, 07:52:29 PM
Protip:  giant wasps r the badass.  RIP bloated, poisoned, stung-to-paste Dani.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 10, 2017, 08:09:28 PM
Freedom! ..Why does freedom taste like mushrooms, she thought?

Why indeed...

Protip:  giant wasps r the badass.  RIP bloated, poisoned, stung-to-paste Dani.

Yup. Found out the hard way, too. And more than once. I never learn.  :-\
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 10, 2017, 08:38:52 PM
It was while on the hike towards one of the mansions she saw on her map that Zeta began to do something she was pretty sure was not normal for one to do..even someone as "different" as herself.  When she coughed, bits of mushroom spores floating out of her mouth and into the air.  Sometimes, the spores were so thick she had to vomit them out in a disgusting pile of grey goo.

Antibiotics weren't helping and she couldn't figure out how to use a first aid on something on the inside of her, so she took a chance and ate some of the anti-fungal meds she'd kept from the lab.  She immediate felt something crawling beneath her skin and once it was done she no longer felt the need to cough and she no longer tasted morel.

Frightening experience over with, Zeta now knows that teleporters = bad-mushroom-related-stuff-she-doesn't-want-to-think-to-deeply-about.

She trudged across a bridge and found the most beautiful thing she's seen: a working solar car.  She dumps everything she has into the trunk and very, very carefully continues down the road in her new ride (only occasionally making road kill).

A quick pop into a lab and a look at a computer reveals more of the surrounding area, and her day only continues to get better when she digs through the first mansion: A library's worth of useful reading materials, the knowledge of things she's never imagined, and on display in the front hall of the manor: armor.  Suits of chain mail and ancient weaponry..and one of the suits could have been tailored for her exact measurements.

Decked out from head to foot in metal and wielding a diamond coated machete she got from a machine in the lab, she boldly took her vehicle down to the nearby town.  She knew about Zed by this time, having met him in the lab, and she was disappointed to see that he was infesting the homes and businesses of Sherborn.

She's all but immune to zombie teeth and claws and only has to worry about damage when she's surrounded and pinned by numbers.  With her shinning machete and her suit of armor, though, she's struck down the abominations around the Fire station on the edge of town and made it her castle.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 10, 2017, 09:41:22 PM
On day 4, it finally happened: Brandon woke up to the sound of a tough zombie gnawing on his metal leg. He dispatched the zombie easily enough, but realized with a startling clarity that the move out of Ray's house couldn't wait. Too many windows had been broken and too many curtains ripped down. They couldn't stay there anymore.

Surprisingly, even though Roy and Brandon never warmed up to each other and their alliance is shaky at best, Roy finally agreed to move out of the house with his cyborg 'bodyguard' (17% chance of success on the persuasion roll, go me!). They waited for nightfall, then packed their most important belongings (mostly food, some spare clothes, a sewing kit and a couple books) into a shopping cart and made their way east to the office tower, giving the roads and other buildings a wide berth. They encountered a handful of the lesser zombie forms, and Roy impressed Brandon by proving to be quite a beast in combat. Now that they were forced to actually talk to each other for any length of time, Brandon learned that Roy is still a novice at combat, but is using quite an impressive melee weapon. I haven't yet figured out how to check what weapon he's using.

Brandon already knew that Roy specialized in the field of medicine, but now that he was hearing more about it, his respect for his fellow lab escapee grew. No wonder Roy managed to do what Brandon himself could not: remove most of the cyborg's broken bionics without causing lasting harm. (Roy has 9 in first aid, which is an insane value for a new-ish NPC).

The pair arrived at the office tower and discovered it wasn't as zombie infested as they'd feared. They also discovered a vast underground parking area, but didn't take the time to explore it. They chose the first reasonably secure, windowless room for their new home and dragged some swivel chairs there to serve as beds. Belatedly, they realized they'd forgotten something very important at the old home: the down-filled pillows and bedsheets, their only means of staying warm at night!

So they had no choice but to make another trip across the field back to that house, killing a few more zombies along the way and trembling so hard their legs were shaking. Not even all of the clothes Brandon had looted from nearby buildings protected him from being chilled to the bone. Fortunately, they managed to retrieve the bedding and make their way back to the tower, where they eventually warmed up a bit, wrapped in bedsheets and still shivering on their swivel chairs. I'm not yet sure where and how they're going to make a cooking fire without burning the building down, but they've only explored a few rooms on the first floor so far. (click to enlarge!)

(http://i68.tinypic.com/xmlqmg.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 10, 2017, 09:59:37 PM
I think I did indeed make a world without NPCs.   :(

What world settings do you guys use?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 10, 2017, 10:06:12 PM
I typically run with size 16 cities, being setting 6 apart.  Sometimes I put things into an Eternal Season, but only if I want an easier game experience.

If you are using the latest experimental builds, static NPCs are turned on by default.  You won't really see any random wanderers with static, but you'll find some buildings that have inhabitants; more if you are using some of the extra buildings and location option mods.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 11, 2017, 06:35:20 AM
I typically run with size 16 cities, being setting 6 apart.  Sometimes I put things into an Eternal Season, but only if I want an easier game experience.

If you are using the latest experimental builds, static NPCs are turned on by default.  You won't really see any random wanderers with static, but you'll find some buildings that have inhabitants; more if you are using some of the extra buildings and location option mods.

Size 6 cities, 6 apart. I put them 8 apart at first but discovered that it made the early game superbly hard, especially if you were starting in a forest in early spring. So 6 / 6 it is.

I reduce item spawns to 0.5 of the default 1, and zombie spawns to 0.7 though the difference isn't really noticeable. There's still a LOT of zombies. Static and random NPCs are both on (I remember having to turn both of them on in the settings), season length I recently changed to 30 days. The NPC spawn rate I doubled to 0.20 from the original 0.10. Hordes are now on for the first time, I had them off before. The zombie evolution factor is at 8.0.

I also use a LOT of mods including merchants and bandits. Simplified nutrition is off, worrying about a balanced diet is fun(tm). Once I feel daring enough to run PK's rebalance with the acid rain and the 'Demons from Doom' faction, it supposedly turns Cataclysm into a whole new game. Looking forward to it.  ;D

Moe, if you turn static NPCs on you'll start with an NPC (who's there with you, but not necessarily an ally who will travel with you) in every new game, which makes the early game a bit more manageable because you can bring zombies back to where you first appeared and whack them together with the NPC. They also tend to have a lighter you can trade for if you don't find one. Had to do this in my current game, couldn't find a lighter or matchbook so Brandon is using Roy's.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 11, 2017, 06:40:19 AM
My failure to penetrate the cursed laboratory still weighs heavily on me.  Constant hunger for flesh is a terrible burden, but have been managing.  These damned paws, though, are making it impossible to build the tools needed to fix up the solar car and the RV.  I need to fix up myself first.  Time for drastic measures.

Load up tools, food, and war supplies.  Step outside, have trouble seeing.  Somehow became near-sighted.  One more reason I need to find a way to manage these mutations better.  Fortunately, remember looting some glasses.  Grab them from the junk pile in workshop.  Much better.  Head on down to the lab.  Don't even bother waiting for night.  Want to be able to see this one anyway.

"FUCK YOU, SCIENCE!"

Arm the mini-nuke.

Pull back to a hopefully safe distance, next to my broken down solar car.  Sit against the bumper and have a snack while waiting for thermonuclear explosive to do its thing.

BOOOOOOOOOOOM!!!!!!  Ears ring.

Go closer to check out handy work.  That certainly did the trick.  Front of the building caved in.

Rush into the building and start scoping it out.  See some security bots but duck out of the way before they see me.  Not much in the way of supplies.  Find a bottle of denatured alcohol.  Find stairway.  Find patient cells.  Full of bad memories.  Also manhacks, but those are easier to smash.

Place is WAY bigger underground.  See dead zombies.  Guess the infection got in.  Hear talking.  Not sure if people or robots.  Avoid voices in any case.  Not finding a lot of stuff.  It's really cold in here.  Search forever.  Place is huge and SERIOUSLY creepy.  Zombies.  Voices.  Killer robots.  Find some useful stuff but nothing that seems like advanced genetic medicine.  Decide I've had enough, find way back to entrance.

Take some meds for the fallout and for zombie bite suffered inside.  Feel terrible going back home.  Feel like I have radiation sickness, infected bite wound, AND a cold.  Take more meds then go to sleep.

Spend the next few days throwing up all over house.  Radiation sucks, even if you're already a super-mutant.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 11, 2017, 06:48:39 AM
Holy cow, where'd you find a mini-nuke?  :o

Yes, labs are freaking huge, but so far I've always found at least one purifier somewhere in there.

Oh, and for the future - if you find a scientist ID card, you can use it to unlock the lab and shut the turrets down.  8)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 11, 2017, 06:59:17 AM
It was in one of those random crates of military tech I found near the farm.

I did see one science ID card but it was guarded by a turret.

Hopefully the fallout will dissipate and my next trip won't end with days of puking.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 11, 2017, 09:21:44 AM
You'll know when you've gotten to the bottom of a lab if you find a large room filled with Security Robots.  Typically they'll be guarding some sort of device or cache of items and if you look closely there will be a discarded science ID card laying on the ground...in the middle of robot territory.

The things are armed, aggressive and have fairly long range so don't stand in the light.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 11, 2017, 10:19:00 AM
Hopefully the fallout will dissipate and my next trip won't end with days of puking.

Like many other things, nuclear fallout in this game is handled in a pretty realistic way and lasts a long while. You might be able to find a protective suit and tablets, though. Or a different lab.

I forgot to mention I also use the 'stats through skills' mod, which is why Brandon's intelligence went up to 8 from 5. He has a lot of int based skills. The way I interpret it, he regains more and more of his old strength (and smarts) as he survives and learns new things. He'll never be a genius, though. 10 should be the maximum int he can ever have.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 11, 2017, 10:21:19 AM
Oh and Moe, turrets aren't invincible. You CAN shoot them down with a decent firearm  :)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 11, 2017, 12:15:12 PM
I fear bullets.  I basically walk around naked (with a bunch of storage stuff strapped to me) and rely on natural armor, which comes and goes.  Currently I have chitin.  No idea how good it is against bullets, and no idea what I have next time I feel up to raiding this place.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 11, 2017, 12:38:10 PM
Speaking of bullets, a hostile NPC showed up outside Roy and Brandon's office tower and appears to be camping there. Uh oh.

We also haven't found any stairs up anywhere  :-\ though there is an elevator that doesn't work, and an area shut off by metal doors and more broken consoles that we can't get into.

The underground parking lot has a working motorbike  ;D but it's almost out of gas. Still, the idea of this massive, hulking cyborg possibly riding around on a motorbike at some point cracks me up.

If you haven't figured it out yet, you can - with X - peek around corners and through open doors without stepping through. Helps with turrets and other nasty surprises.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 11, 2017, 12:49:18 PM
In other news, Brandon is now fighting pantless in boxer shorts.  :o His very last pair of pants is about to fall apart and he doesn't want to risk losing it. He has metal legs, so whatever. It's slightly chilly to go out like that, but it works... Roy doesn't seem to mind, but always stays at the very edge of Brandon's FoV, eyeing him warily.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 11, 2017, 05:22:57 PM
Still feel sick, but have to go out and chop fire wood.

Boil water, eat jerky, but can't keep it down.  Read a bit, then go to bed.

Woken up in the middle of the night by a noise.  Peek outside.  It's a deer.  Grab bow, shoot it dead.  Very convenient; almost out of jerky.  Literally eat the entire deer.  Still hungry.

Literally puke up the entire deer.  Go sleep more.

Finish all of the food.  Boil all of the bones.  Still famished.  Have to go out and find something to eat.  Anything.  Except fruits, vegetables or grains.  Gross.

Come across a zombie corpse.  Am actually that desperate.  Scavenge other corpses.  Fill cart with meat.  Fresh meat.  Rotten meat.  An animal like me doesn't care.  Though decide not to go as far as to eat the zombie meat.  Yet.

None of it stays down.

Two days later, have to go out again.  Kill a few more dogs.  Stop by the lab.  Radioactive cloud seems to be dissipating.

See a dead Z on the way back, go over to smash it up properly and it suddenly get up!  Have quick fight, but in weakened state take a deep bite.  Don't have disinfectant on me, but have antibiotics.

Go home.  Cook some.  Eat some.  Throw up some.  Sleep some.  Repeat.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 11, 2017, 05:25:52 PM
I suspect that most survivors end up running about in the nude for an extended amount of time.

Zeta has been fortunate enough to hold onto her dignity.  She fashioned herself a sturdy set of leather underthings and an undershirt to fit beneath her suit of chainmail (she never knew how chaffing and pinching the stuff really was until she spent a day in it) and has only needed the occasional stitch to keep going.

She has had to replace her footwear, however.  Hubris almost got the best of her when she took herself to the town hospital and thought she could easily fend off Zed's infestation and make out with all the wonderful, wonderful medications and drugs left laying about.  Turns out that while chainmail was nearly immune to the acid some of the changed spewed, her leggings and combat boots were not.  Her, now, extensive knowledge in Ninjitsu saved her life as she dragged her two-broken-legged self into an acid-free corner of the building and beat down anything that got close.

Her desperate search for pain meds and hopefully some medical gauze yielded up a boon, though.  She found a what looked like a working terminal in one of the rooms and hacked the password.  Computers had always been her friends, but when this one instructed her to lean forward and place her chin on a metal stand it stuck a needle into her eye and pumped her system full of something excruciatingly painful.

After the needle withdrew and her quick scream was done, she dropped onto the nearby bed and tried waiting for whatever it was inside of her to either finish her off or work its way out of her system.  It was almost like being back in the lab undergoing experimentation as she felt her bones shift inside her muscle and skin.  After a few minutes, however, she noticed that her legs were working far better than they had been...
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 11, 2017, 05:41:34 PM
I suspect that most survivors end up running about in the nude for an extended amount of time.

It's possible to make MOST pieces of clothing at fairly modest tailoring skill level (3), but not pants or shoes. At tailoring 4, still no pant or shoe recipes (except cargo shorts). And repairing cargo pants is still impossibly difficult. Then again, Brandon Head isn't the most delicately inclined cyborg in the world and that little sewing needle feels very strange in his big hand of steel.

Sadly, Roy was critically wounded during a recent outing - he had his left leg nearly melted off by a spitter's acid. Brandon helped him limp home, gathered everything needed, and made a splint for his protégé. Left him at the base to recover and went out the following night, only to find poor Roy bleeding on the floor and being very nearly clawed to death by a zombie child. Bandages and the two remaining first aid kits saved the scientist's life, but the poor guy now has both of his arms broken - in addition to his leg. OUCH. Teaches me to pay attention to broken windows that can spread the scent of any survivors inside...

So now Brandon has to make two arm splints and Roy won't do anything or go anywhere for a month or two. Their roles have become reversed - at the beginning, the cyborg was the helpless one, needing the scientist's help to remove the broken bionics that would have killed him. Now he's nursing the man in the tattered lab coat. Since he's literally programmed to help and protect humans, he'll be DEVASTATED if Roy dies. Other survivors are too scared of him to even talk to him, or even outright hostile.

If only he could find a way to cure / remove his deformities and appear more human. Or at least find one of those books that teach cyborgs how to talk to people...

Moe, radiation in Cataclysm is as invisible as it is in real life. Even if the dust settles, you won't know how badly irradiated the area is unless you find a Geiger counter or irradiation badge.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 11, 2017, 05:59:47 PM
Yeah but in real life radioactive dust in the air after an event is WAY more dangerous than contamination on the ground.

I think I may have gotten a pretty huge dose.  It's been a week since expose and still really sick.  If I'm understanding the number on the UI right, I probably have to endure another week before I'm cured.  The Prussian blue tablet isn't helping much.  (Or maybe it's the reason I'm not straight up dead.)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 11, 2017, 06:31:21 PM
Yeah but in real life radioactive dust in the air after an event is WAY more dangerous than contamination on the ground.

I think I may have gotten a pretty huge dose.  It's been a week since expose and still really sick.  If I'm understanding the number on the UI right, I probably have to endure another week before I'm cured.  The Prussian blue tablet isn't helping much.  (Or maybe it's the reason I'm not straight up dead.)

From my own observations, one tablet cures one point of radiation if taken daily.

I've had survivors take upwards of 20 rads and live, in past games.  Barely.  And it was only with those who had managed to build up a stockpile of essentials.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Veselka on November 12, 2017, 12:10:41 AM
Guys, I want to try to give this game a chance, but i'm terribly bad at it. Please give me tips beyond the key commands.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 12, 2017, 01:37:40 AM
Guys, I want to try to give this game a chance, but i'm terribly bad at it. Please give me tips beyond the key commands.

Tip #1:
You will die.  You will die often.  It's Armageddon, without PCs to either hinder or help.  Get used to it.

Tip #2:
When making a character, think about what you want to do.  Do you want to fight things?  Do you want to make things?  Do you want to just go nuts, do whatever?  Depending on what you want to do, focus on the appropriate stats and skills.
If you want to fight, do you want to fight at range or in melee?  Sooner or later you will HAVE to fight something, so investing a little into combat stats and skills is good for any character.  Strength is a must, as well as Dexterity.  8-9 points in either is doable but 10 is a solid number.  For ranged combatants, you'll also want higher Perception.  This will also let you notice things you would not normally notice, such as traps and landmines.  Once again, 8-9 is doable with 10 being the target number.
Pick a fighting style from the beginning.  Unarmed combat may get you right into the thick of things and thus far more likely to die very, very fast but it is also a life saver at the same time.  You can rely on simply picking something up and using it as a weapon or resorting to good ol' fisticuffs, but having a trained combat style is far more effective.
Setting said style is done by use of the "_" key.
Ranged combat is by far the safer method of combat, but it is more resource intensive.  Finding guns and ammunition for your specific gun type can be a trial..and guns are noisy.  Zed hates noise and will swarm the are they heard it in.  Bows and arrows are almost silent but they do less damage and have less range.  They do have the benefit of being easily attainable through crafting.

Tip #3
Food and water and shelter.  The three things that, besides not dying to Zed, will be your primary goals.
Water can be obtained through rivers, swamps, collected rain and the toilets of abandoned buildings.  There are also plenty of other drinking options, like soda and beer, that can be found while scavenging, but they are not as thirst quenching as good ol' H2O.  Take care when drinking plain "water" instead of "clean water."  You run the risk of getting food poisoning.
Food is a bit trickier.  There are many ways to get it, but getting a steady source or a vast stockpile is every survivor's dream.  Scavenging homes and buildings for what is left can net you some immediate needs, but much of it is prone to spoilage.  As pointed out in earlier posts, foraging through brush in the forests is a renewable source of easily attainable food at the beginning, provided you have a Survival skill of 3 or higher.  You can collect things like berries, eggs, wild vegetables, etc, that can be cooked or eaten raw.  Cooked food is better for you.

Tip #4
Read the guides on the wiki: http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Main_Page
Specifically the beginner guides.  They still have very relevant information despite the lack of updating that has been done on them: http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Category:Guides
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 12, 2017, 01:56:24 AM
Guys, I want to try to give this game a chance, but i'm terribly bad at it. Please give me tips beyond the key commands.

My personal tips:

I like having characters rely on Unarmed/Melee combat.  It makes it so that I always have a weapon when I need it, be it my fists-of-fury or a convenient two-by-four I can use to bash in Zed heads.  You can get an Unarmed style with a new character by picking the traits "martial arts training," "self-defense training," etc, during character creation.  These will give you a list of options to choose from when you actually put your character into play.  Ninjitsu and Krav Maga are my go-to's, but I have enormous amounts of fun with the Scorpion style from the Five Deadly Venoms and Dragon style of Kung-Fu.  Both have power attacks that stun and knock-back those who are hit by them.  Bear in mind, though, that all unarmed moves are not controllable.

I try setting up my base/camping spots next to a source of water, such as swamps or rivers.  Swamp water is mostly undrinkable salt water and has dangerous beasts in them, but you can boil salt into clean water and there's brush through which you can search for edibles, as well as cattails which are edible after cooking (also a source of plant fiber).  Rivers have drinkable water, fish and less monsters to worry about but fishing is a difficult survival check, even after you've managed to get a fishing rod.

Farming is my preferred method of getting food.  You can get seeds from the things you scavenge from bushes or find different varieties in gardening stores in towns and cities.  It's a long-term, prep intensive method, however.  You need the seeds, you need a digging implement, you need to till the soil you want to plant a single seed in, the weather has to be warm enough to plant, plants don't grow in winter, and you have to wait until your food grows, harvest it and THEN (depending on what you planted), cook it.  My favorite crops are oats, buckwheat and wheat as you can turn all of those into some form of flour (which doesn't perish) and make bread out of them.  This way you can plant a massive amount and stockpile enough food to feed yourself for weeks and, later, years.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 12, 2017, 06:28:03 AM
My really, really condensed advice: Watch a Let's Play for Cataclysm or two. It's easier and more fun to learn from someone who is playing on-screen than from some dry wiki.

I recommend Sabouts or Rycon Roleplays. I myself learned from them.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 12, 2017, 09:10:18 AM
1) You will die.
2) Seriously, you will die.
3) Playe latest experimental version.  0.C is missing some key features.
4) Have a strength of 11-12.  Put a point into melee and a point into dodging.  Take the night vision trait.
5) Play like you're a real person in the apocalypse, not a movie star.  Zombies are scary and dangerous.  Avoid fighting one when possible.  When confronted by groups, run ( " key).
6) No joke.  You will die.
7) Looting towns at night is way safer than during the day.  Zombies have pretty good vision.
8) Boil all your water.
9) If starting in the survivor shelter, go outside and find a rock.  Bring it back, smash all the lockers.  Make a crowbar.  Tear down the curtains, (D)disassemble, make rag clothing (if you don't start with enough).  Smash everything and craft as much as you can.
10) And lastly... you will die.  A lot.  Like most of your guys won't survive the first loot run.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 12, 2017, 09:32:38 AM
Keep torso encumbrance down. This is seriously a huge issue for new characters.

Press @ to check encumbrance. Each 10 units of torso  encumbrance on the experimental version roughly cancels out a level of melee  and dodge skill. Items you wear are layered. CombinING multiple types of clothing that cover the same layer will skyrocket encumbrance. Have one that fits close to skin. Have one that is the normal layer, one outer layer and possibly one strapped.

Never engage in melee with a backpack or any volume enhancing strapped item on your torso until your combat skills in meLee improve. JuSt drop them if you are going to stand and fight.

Clothes that fit are less encumbering. Practice that tailoring. It's red storm all day in cataclysm dda. Heh.

Press + I believe it is to adjust what clothes are on the outside layer, these take damage first, so make sure your leather jacket is on the outside soaking damage instead of your precious backpack that doesn't really reduce damage.

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 12, 2017, 09:42:29 AM
I started a new game with wander spawns on and turned down spawn rate a bit to compensate. Started as an av club member with no melee skills but 3 dodge. First house I looted had a go bag with army clothes and helmet in it. I'm so lucky. The jacket doesn't fit though so I am using a leather jacket instead that fits.

I generally do a 2 part loot run. As I approach my destination I drop my shopping cart, duffel bag, or backpack in a semi secure location and go in as unencumbered as possible. I then melee kill zombies to secure the area enough for proper looting and grab the loot I can't live without, limited of course because I don't have my pack. Then I grab my pack or cart and come back for the serious looting. This can all be done in one day. You can clear and loot two houses easily if you are conservative enough to only take out the zombies that need to die to get the looting done.

If a place is too dangerous, just avoid it. You only want to take on a zombie or two at a time. Also try to lead zombies onto obstacles like shrubs, tables, chairs, or windows that cause slow down. As they are clambering over this obstacle, you can often get a free shot in.

As you are looting, close curtains on windows to keep out prying zed eyes. You'll know they're coming through by the sound of glass breaking. You seeing them before they get there is not very important, you should have secured your exit before you entered the house, so be prepared to go out the way you came in.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: KittenLicks on November 12, 2017, 10:06:20 AM
So, inspired by all the cataclysm fun in here, I decided to do a challenge run. I randomized all the world settings, using the tried-and-true method of telling my girlfriend the name of the setting and asking for a value.

If you don't think that's technically random, then I'd like to see you intuit what "Spawn rate scaling factor" is supposed to mean without playing the game. :p

Notable features of this world:

400% monster speed
963% monster resilience
600 times the normal random NPC spawns.

This hell hole was dubbed "Buttsville", because my girlfriend has the maturity of a thirteen year old. :3

So, my randomized character, a psychopathic albino hoarder cyclist, named Robin, steps out of their shelter into this bold new world, and is promptly confronted by six NPC's, all clamoring for her attention. One of them clamoured a little louder than the others, by means of holding a shotgun.

They then took all her stuff, and shot her in the face anyway.

Welcome to Cataclysm! ^_^
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 12, 2017, 10:24:20 AM
They then took all her stuff, and shot her in the face anyway.

Welcome to Cataclysm! ^_^

It's kind of like Armageddon MUD, isn't it  ;D
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 12, 2017, 10:52:17 AM
Has anyone figured how to attach gun mods to guns? Activating them doesn't do anything... help!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 12, 2017, 12:36:16 PM
Has anyone figured how to attach gun mods to guns? Activating them doesn't do anything... help!

You activate the mod and select the gun you want to modify.

The gun has to be capable of both receiving mods and the type of mod you want to attach.

My current character, Zeta, has a crossbow with an attached shoulder strap, adjustable stock and a sword bayonet, still leaving room for 4 mechanism, 1 sight, 1 rail and one grip mod.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 12, 2017, 12:43:25 PM
If activating the mod does nothing, what does this mean? The mod and gun show green in my inventory, and from experience this appears to mean they're fit for each other (matching ammo also shows green). Is my handguns skill too low? It's at 1.

In case it matters, the mod in question is a magazine.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 12, 2017, 12:45:00 PM
My character has fast metabolism. Man, does having to eat so much suck in the early game.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 12, 2017, 01:27:23 PM
If activating the mod does nothing, what does this mean? The mod and gun show green in my inventory, and from experience this appears to mean they're fit for each other (matching ammo also shows green). Is my handguns skill too low? It's at 1.

In case it matters, the mod in question is a magazine.

Oh.

Magazines aren't mods.  They're the update to the ammo system.  They make it so you can load/unload quicker than manually plugging in bullets.

Fill the magazine.  Load it into your gun.  Also makes the ammo pouches you can find useful items.  You can put loaded magazines into them for quick access/storage.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 12, 2017, 01:47:01 PM
I soooo have no clue about guns.  :P

anyway, Roy got better (yay) and since Brandon knows how awesome full body plating is, he made a pair of metal arm guards for Roy. Hopefully the poor guy won't go and get both of his arms broken again.

We also made a new friend: Anthony, who happened to be passing by our office tower. He was in dire need of a certain medical item and Brandon just so happened to have some on him, so he gave it to the guy. When asked what he wanted as payment, the cyborg's response was 'nothing'. Anthony is now a huge fan and, unlike Roy, an ACTUAL friend. He's also pretty damn good with shotguns. So we gave him one, plus a bunch of ammo.

Our nightly excursions into the unknown are now more, um, exciting and more... noisy.

Here's another piece of newbie advice: Turn both static and random NPCs on and make friends, maybe take 'pretty' as a trait or some speaking skill for better chances at recruiting people. NPC buddies make the early game way, way more manageable.

(http://i67.tinypic.com/x3ejoj.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 12, 2017, 06:07:34 PM
Autumn, day 9

Wake up.  Still feel rough.  Not out of food yet.  Try to push through the rads and get something done.

Board up broken window in bedroom.  Move sewing supplies and leather into the workshop.  Organized the workshop a little better.  Generally cleaned up my entire house.

Try to read some.  Puke.  Read some more.  Get tired, go to sleep.  Wake up.  Have a tail again.  Feel like I am starving.  Low on food, decide to go hunt while there is still yet strength in me.

Weather is terrible.  Caught in thunderstorm.  Still manage to get a dog, a coyote, and some rabbits.  Cook stuff.  Read some.  Sleep.

Wake up.  Still hungry as ever, but feeling rested.  Decide to go out and get some more hickory root.  Maybe find eggs or something to hunt too.

See giant rattlesnake.  Decide not to mess with it.  Find a whole pack of coyotes.  Kill and butcher all of them.  Go home and cook/tan results.  Sleep.

Feel like it's been easier to keep food down.  Still feel very weak from hunger, though.  Do some crafting, mostly make a mess of things.  Damned paws.  Sleep.

Tail gone again in the morning.  Don't seem to have puked in a long while.  Optimistically start eating more heavily. 

See snow outside.  Very pretty.  Also very cold, despite my furry self.  Bundle up plenty.  Read about an anti-parasitic drug.  Wonder if maybe a parasite has been adding to my eating problems.  Go look for plant needed for the recipe, but it's not in season.  Will have to wait for spring I guess.  Meanwhile, I've developed some sort of tic where I randomly shout out.  Good thing I don't live near the town.

Go chopping firewood instead.  Gets dark/cold after I get a bunch inside.  About to go to bed when hear noise against the wall.  Grab Lucille, go investigate.  It's a deer stuck between house and barb wire fence of the farm.  Kill and butcher it.  Really enjoy the convenient delivery service.  Cook as much as I can be get really tired.  Leave the rest outside in the cart hoping the cold will preserve it while I sleep.

Wake up.  Cook and eat the rest of the deer.  Pretty sure I've gotten over the radiation, but have a cold now instead.  It sucks, but it's something I know how to treat at least.  Almost out of food again, though.  hopefully I can get over this cold before I have to go out.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 12, 2017, 08:11:40 PM
Spring, day 14: the Trio embarks on a quest to find food, this time back to the sprawling streets of Athens.

After a walk of one hour, we spot a shocker brute.  :o You've probably seen the shocker zombies by now? The brutes are the bigger, badder version. Yes, they have lightning. Lots of it. They glow, so they're pretty easy to see in the dark, and fortunately this one appears to be chasing after something other than us. We pass it by, it continues north. Then, suddenly, it turns around and comes in our direction. Holy cow THIS THING IS FAST. Brandon, who always struggles with his enormous weight and low stamina, can't keep running. The Trio makes a stand.

The brute's very first attack sends Brandon flying 5 tiles away, but his two companions hold their ground. Roy strikes the beast several times and is shocked with each hit. Anthony gets a couple shotgun shots off, but one misses. He's pretty good with shotguns, but must be pissing his pants at the sight of that thing.

Mid fight, a spitter and shady zombie join into the fray. Oh god. Brandon dispatches the shadowy zombie and rushes back in to help his friends. Somehow, the combination of shotgun shots and unarmed strikes takes all the zombies down, but every member of the Trio is hurt badly. If Brandon hadn't made new armor for Roy two days before, the guy would probably be toast. So they decide to limp back home to lick their wounds, unfortunately without anything to show for it. They barely managed to reach the courtyard of the first building they'd intended to loot.  :-\

Aftertought: Roy is quite a badass for someone who started with a lab coat...

Update: they got some loot after all. On the way back, they stumbled over some dead soldiers with a nice shotgun and some basic, but still useful army gear.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 13, 2017, 01:24:59 PM
Winter, day 3.

Still have a cold, but starting to pull back from the brink of starvation.  Out of food, though.  Need to get over the cold before I go hunting out in the snow again.

Go over to workshop.  Poke around piles of junk.  Think I can build a crude suit of armor out of scrap, though maybe if my hands weren't so clumsy.  Poke around the RV.  Getting a better feel for mechanics, see a lot of repairs and upgrades that could be done if only I had a welder.  Take some cough medicine and go to sleep.

Wake up, feel better, though starving again.  Time to go hunting for sure.

Go out, kill a dog.  Find a rotten wolf corpse, butcher it anyway.  Come across a dog fighting a spider.  Kill spider, but then out of nowhere a mi-go attacks!  Bash it pretty hard and it seems to run off, but still harassing me.  It's a rough battle and I take a serious blow to the head.  Adrenaline surges and I smash the mi-go as hard as I can.  It decides, finally, to leave me alone.  Head back home with what little food I got, in severe pain.

Sleep.  Wake up.  Eat all the food.  Even the rotten stuff.  Metabolism is even higher than before.  Seem to have grown larger too.  The hunger feels eternal.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 13, 2017, 02:24:45 PM
You're having ALL the bad luck with your random mutations  :'(

If you ever manage to lose carnivore, try not to eat meat unless you have to. I'm preeeetty sure the mutations are influenced by your diet. Did you eat mostly meat before becoming carnivorous?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 13, 2017, 02:44:48 PM
Mutation direction is also determined by "thresholds."

When you take mutagens (or have them pop up from other mutagenic effects) you have a chance to pick up a random mutation.  However, after you've collected a number of mutations in a specific path you cross a "threshold" and are far more likely to develop mutations specific to a singular path.

Example: You randomly mutate a snout, web walkers, leaves, bark, night vision and lightweight.  Each of those carry a certain weight towards one of the mutation paths and when you collect enough points, you pass the appropriate threshold which for this example we'll say was the generic "beast" path as snout, web walker and nightvision are all associated with some sort of animal, giving 3 points, while leaves and bark count for 2 points into plant and lightweight is not associated with anything (for this example).  From here on forward, you still have a chance of picking up mutations out of your "path" but you have a far higher chance of picking up ones that follow it.

This could explain why you keep getting stuck with carnivore, since you seem to be going down the Ursine path.

Edit: Pay attention to your dreams.  They often indicate what path you are on or into what you are most likely to turn.  If you're dreaming of webs, for example, you are either on or most likely to develop mutations from the spider path.  If you dream of hunting, there's a number of beast and other carnivore and animalistic paths you could be following.  If you get a mixture of dream messages, you haven't settled into a single path but you more likely to develop mutations from the ones about which you are dreaming.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 13, 2017, 02:58:45 PM
No, in my early game I was eating mostly vegetables, since I had a field full of them.   :(

I dream of killing prey with my teeth, and sometimes running with a pack.  I guess I'm mostly beast/lupine.

I have no idea how I'm going to get out of this starvation hole at this point, though.  Extreme Metabolism means I need 3x as much food.

The only hope for this character is producing a large supply of genetic purifier.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 13, 2017, 03:21:01 PM
No, in my early game I was eating mostly vegetables, since I had a field full of them.   :(

I dream of killing prey with my teeth, and sometimes running with a pack.  I guess I'm mostly beast/lupine.

I have no idea how I'm going to get out of this starvation hole at this point, though.  Extreme Metabolism means I need 3x as much food.

The only hope for this character is producing a large supply of genetic purifier.

If you can find a chemistry textbook, I think there's a recipe for purifier in it.  It requires a high cooking skill and, of course, the ingredients to make.

If it's not in that book, there's a number of lab books which do carry it.  You might get lucky and find some scientists' corpses laying around and one may have a book on them as a random spawn.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 13, 2017, 03:32:20 PM
If it's not in that book, there's a number of lab books which do carry it.  You might get lucky and find some scientists' corpses laying around and one may have a book on them as a random spawn.

The recipe requires like 8 or 9 cooking skill, though... and a chemistry set, which Moe's character might not have.

The Trio has had too many near death experiences for my liking so far. Playing with hordes enabled really is much more difficult! But also more thrilling... this is NOT the kind of game I play to relax. Without his companions, my character would already be dead. The shocker brute and spitter combination would have done him in for sure... and just last night we had a run-in with a small horde (about 7-8 zombies) including one of those **** smokers. Brandon nearly coughed his lungs out and got out of there with 1 bar of torso health left. OUCH. His buddies couldn't see a thing in the smoke, so they couldn't help.

I started this game because playing my mutant was beginning to feel a bit too easy. I sure got the excitement I wanted! I'll hop back to my mutant for a bit if I ever want to relax...
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 13, 2017, 03:48:15 PM
Man I wish playing my mutant was too easy.  I've acquired so much stuff, skills and tech but I'm shackled by this constant hunger.  I even have a chemistry set!  Also cooking 6.

The choice before me is:
1) Keep on hunting like I have been and hope I can slowly gain ground on my hunger.
2) Make a desperate raid on the lab while there's still life in me in the hopes of finding purifier.
3) See if I can repair the solar car and range out in source of other food supplies.  (A butcher shop?  A river for fishing?)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 13, 2017, 04:02:43 PM
My current mutant (not Zeta, she's taking a rest), has been fortunate with how her mutations have taken her.  She's got:

Accomplished Sleeper - Sleep anywhere, on anything.
Bad Back - 35% less carry weight.
Bark - minor armor, fire resistance and good wet penalty protection.
Chemical Imbalance - random minor status effects pop up..randomly.
Extremely Perceptive - +4 to the stat
Extremely Strong - +4 to the stat
Fast Metabolism - Requires more food and slightly better stamina regen.
Fast Reader - read faster..like it says.
Fey Eyes - green eyes that constantly shift in shade.
Fey Nightsight - almost perfect night vision.
Genetic Chaos - random mutations show up fairly regularly.
Heavy Sleeper - noise isn't likely to wake me up
High Thirst - requires more water than most.
Leaves - I no longer have hair.  It's now thin, grass-like leaf blades.  Minor wet penalty reduction and I can photosynthesize minor nutrition in sunlight.
Less Sleep - require less sleep than normal.
Light Step - sneaky, sneaky.
Lightweight - can't hold a drink to save my life.
Masochist - hit me, baby, one more time!
Parkour Expert - obstacles?  what obstacles?
Robust Genetics - better chance of getting a beneficial mutation when mutating.
Smart - +1 to the stat
Weakening - constantly taking minor amounts of pain and damage while awake; slower healing while sleeping.

Once again, another mutant is turning into an Elf/Dryad.

Edit: Correction.  After posting this, her Fast Metabolism turned into a VERY Fast Metabolism.  Thankfully, she's not restricted in her diet (sorry, Moe).
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 13, 2017, 04:44:26 PM
If you get to the point of making a new character, maybe pick 'light eater' and 'hates meat' at the start. I'm 90% sure your starting traits never go away (or if they do they come back to you pretty quickly), though they might become stronger and mutate more. You might get 'herbivore' if you hate meat, but it's much more manageable than carnivore.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 13, 2017, 04:47:35 PM
Or I just won't play a mutant anymore, heh.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 13, 2017, 04:53:26 PM
They're so fun, though! You just got super unlucky :( Or you could play a 'normal mutant' who isn't genetically unstable and doesn't get random new mutations - only if you eat things with mutagenic properties.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 13, 2017, 05:20:39 PM
If I start another save I probably won't come back.  I still want to try and save this character.  I think it can be done!  Frustrating, though, as playing is.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 13, 2017, 06:18:30 PM
Okay..my current mutant, Alice, is officially a badass.

She took down a T-Rex, unharmed, with her fists!

Martial Arts styles with counter attacks are awesome.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 13, 2017, 08:16:29 PM
Alice has spent about a week roaming the desolate roads in her converted R/V.  The lessons in computing and mechanics she was taught in the lab have allowed her to thrive where others have failed (she knows because she's seen the bodies).  She's skirted the edges of a truly huge and forbidding ruined city, driven across a number of bridges and a small town before she stumbled upon a small place called "Codyville Plantation," or so says one of the maps she's managed to find.

The place is as infested with Zed as any she's seen, but the map indicates a hospital, an evac shelter right next to a mega-mall, a river separating the two from the town on the east and an office tower to the south, as she's coming up in her rig.  If she can keep the Walkers out, this could be a nice place to settle in to.

Alice drove her R/V around the western side of town and immediately spotted two things: the indented ground and blackened wreckage indicating missile strikes, and the sickly-green glow of massively irradiated towns-folk.  She put the brakes on and made her stand.  She knew this place..

Sure enough, once she was able to eliminate enough of the walking dead above, she lifted a sewer grate and confirmed her suspicion:  There were walkways and gated entrances all through the underground.

She'd heard of such places through scraps of conversation overheard between scientists and technicians back in her birthing lab.

This was a Vault.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 13, 2017, 08:59:39 PM
Sweeet. I didn't know Fallout style vaults were in the game  ;D

I need to check the underground more.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 13, 2017, 09:57:38 PM
Sweeet. I didn't know Fallout style vaults were in the game  ;D

I need to check the underground more.

They only have a chance of popping up underneath certain towns, and then not always.

You'll know which towns those are; they all have roughly the same building types, always have craters and have irradiated wanderers.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 14, 2017, 12:50:55 AM
Winter, night 5

Going to do something I haven't done in a while: a town run.  I am, of course, very interested in food.  Also looking for things to help raid the lab.  Armor, weapons, tools.  If I can find tools to fix the solar car that might also let me travel further and find fresh game or other opportunities for survival.

Visit grocery store first.  Hear explosions again in the town.  Whatever battle or calamity was happening is somehow still going on.  Grocery store filled with nothing but inedible vegetable garbage.

Despite the noises, head deeper into town.  Hit up a restaurant.  More vegetarian crap.  Also hear zombies in the back, so don't stick around long.

Deeper into town.  Hear a sign that says... minefield?  In the middle of town?  Explains the explosions, though.

Hope into sporting goods store.  Find some stuff.  Suddenly see smoke outside.  Shit.  Try to make a quick exit but there's a Z.  And then a boomer explodes.  And then smoke billows.  Kill the regular zombie, then sprint away, cart in tow.  Make a clean escape somehow. 

Find a butcher shop!  My kind of store!  Some of the meat is still good.  Take a break to warm up some and munch on a big bag of bologna.  Hear some noises in the back.  Hungry enough to risk some Z fighting.  Open the door and immediately BOOM!  Face full of toxic exploding zombie.  Run away in a panic, right into a group of more Z's!

Let my cart go and make a mad dash for my life.  Take hits.  There's a runner that I can't shake so I stop briefly to clobber it's face in.  Keep running with a tough zombie right on my tail.  Get bogged down, they're all over me!  The monsters pile on.

Feel a surge of adrenaline and break free!  Scramble away towards a nearby car.  Turn the corner and I see... another pack of five Z's.  The two groups converge on me.

Is this the end?  I've survived so much; the initial attacks, moose, monsters, my own genes turning against me.  Is this how I die?  Over my lust for another pack of bologna???








Yes, it is.

RIP.   :'(
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 14, 2017, 12:56:55 AM
What I was dealing with at the end:
(https://i.imgur.com/hVWIkZj.png) (https://i.imgur.com/hVWIkZj.png)

Kills:
(https://i.imgur.com/suC5m1f.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 14, 2017, 05:16:26 AM
RIP poor Moe mutant.  :'( Your stats were waaaay down from hunger - hard to escape like that.

(now make a world with NPCs!)

As an aside, I saw the coolest thing on a Let's Play I'm watching: buggy jousting! The LP'er built a buggy with 3 seats from scratch, completely open, no roof or doors. And one of the two NPCs who's riding along with him carries a long awlpike. If he drives past zombies on the road, his NPC will literally drive-by-impale them for massive damage.  8)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 14, 2017, 10:47:53 AM
Well at that point my stats were way down from being beaten to death by zombies.  I was at like -3 from hunger which still left me at 13 strength.

I've been trying some Really Bad Day builds.  I had one where I actually got the infection cleared and kited a moose into killing about 20 zombies.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 14, 2017, 01:39:30 PM
Heh, the "Out Of Time" scenario (Churl profession) could be a displaced Zalanthan.  Wouldn't be too hard to mod in a profession for like a Bynner who fell into a magick portal.  The game has both chitin and bone armor.  Glass daggers.  I think I saw a recipe for a macuahuitl in there too.
(http://rationalfaiths.com/wp-content/uploads/2012/06/macuahuitllm5.jpg)

The only problem is that illiteracy is a really harsh penalty in this game.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 14, 2017, 02:18:32 PM
You could always replace Bynner with 'Tor noble' - there you go, a combat ready displaced Zalanthan who can read.  ;D
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 14, 2017, 04:24:38 PM
Vaults, Alice decided, may not be worth the trouble.

After confirming that the small town she found as situated above a vault, she spent the next week preparing for the descent.  She read most of the books she had scrounged up, improving her understanding of electronics and first aid.  She then spread a few scavenged sheets over her R/V's bed and sleeping bag, pulled a box full of the 40+ CBMs she'd cut and cleaned out of dead zombies and plundered from science labs, wrapped a rubber tube around her forearm and injected herself with two syringes full of morphine.  After a half hour and feeling veeeeery numb and pleasant and with memories of laying in a similar position with someone else standing above, she took a deep breath and picked up a scalpel..

She must have been more clear headed than she had originally thought because the numerous self-surgeries she performed, aided as they were by the ready-installation capabilities in each CBM, went off without a single complication.  It was a good thing she was never fully human to begin with because she would have been feeling far less so after cutting open her own body and installing bionic and cybernetic hardware.  She now had hands and fingers filled with a plethora of tools, a flamethrower built into each index finger, and an third stomach and synthetic intestines that really helped out with her increased need for nutrients, among many other things.  There were a few left over that she was not comfortable in putting into her body quite yet..especially the ones dealing with her eyes and one that made some sort of promise of boosting her ability to think..but she had to let it dig through her skull and into her brain.  Yeah..like that was going to be pleasant.

Once healed up and stripped down to the essentials (chain mail armor, a couple packs, lots of grenades, medical equipment and a punch dagger), Alice snuck back through the down during the night and made her way back to the entrance to the Vault through the sewers, taking down glowing wanderers as she came upon them.  The elevators were out but fortunately stairwells don't run on power.  Inside, the Vault was an endless series of chambers and massive, metal halls.

And every one was filled with the irradiated inhabitants.  She got barely a squeak of fear out of her after rounding a corner and coming face to face with a glowing wall of Zed before they charged.  She ran back down the hallway she came from, Vault-zeds in hot pursuit, and ducked into the only bottleneck she could see: a bathroom.  One with only a single entrance/exit.  There was a pair of lockers flanking the door which made it so that only a single enemy could get through to her at a time, so she put set herself and prepared to go down fighting.

220+ Wanderers later (I shit you not: I'd only killed 20 of the things before coming down into the Vault and my kill count now says I've gotten 248 of the suckers), 7 grenades tossed, 5 codeine tablets chewed in haste, 3 water bottles quickly guzzled, a can of clam chowder she managed to wolf down when she had a four second reprieve and jittery from the amounts of magical military healing-juice she shot herself full of (found a full RX12 injector in a crate in a field!), Alice now pokes her head out of the bathroom and wonders if this was really worth it, after all.

Rounding another corner on her way forward, there's another hall with even more Wanderers.

No, she finally decides.  This was certainly NOT worth it.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 14, 2017, 04:44:15 PM
Okay, now I feel bad talking about my horde-killing exploits. Compared to 200+ irradiated wanderers, this is nothing...

But still, there could be power armor down there!

Anyway. Spring, day 19: the Trio tried fighting its way through a horde to support a guy called Stanford Polk, who they had talked to before. He asked someone to take care of his mother, and the Trio did manage to help him out. But they didn't find him again afterward - until today, when he was spotted near a Gun shop, wading through zombies on his way to his mother's old house. Armed with only a handgun, and without armor.

Stanford's gun had attracted about 15-20 zombies at that point. The Trio charged in with the intention to help, and managed to ask Stanford if he wanted to join up with them. He did not. The loss of his mother must have caused something to snap inside him. Why else would he refuse to join up with other survivors, and stubbornly press on in the direction of his former home?

Needless to say, Stanford died before the Trio's eyes, leaving them to deal with the hordes his gunshots had attracted.

The Trio came through in the end, but Brandon blames himself for Stanford's refusal to join up. If he looked human, or if he was better at talking... maybe Stanford would still be alive.

(http://i68.tinypic.com/ykmjk.png)

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 14, 2017, 05:00:48 PM
Don't feel bad.  Irradiated Wanderers may as well be made of paper and their attacks on me don't deal enough damage to get through the chainmail Alice is wearing, save for the occasional crit or heavy hit.  Alice also has Dragon Style kung-fu, a 5 in Unarmed Combat, a 3 in Dodge and with the StatsthroughSkills addition and her extremely fortunate mutations, her stats are through the roof.

I also already have a suite of Power Armor Mk I, but the stuff has a lot of draw backs.  No helmet, needs power to properly function (with a helmet), needs to have skin contact with the wearer so no other clothing can be worn and you can't wear any packs over the it except for a power armor hauling frame, which is as difficult to find as the armor it's self.

Edit: Now that I think about it, I may just have Alice run back to the surface, dump everything she's got and climb into the suite.  Surviving clearing out the Vault is more important than running in and scavenging as I go.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 14, 2017, 05:38:31 PM
Akaramu, your words must have brought me luck.

Alice ran back up to the surface, dumped all her stuff and shimmied into her power armor.  She strode back into the Vault..and almost immediately found a power armor helmet she somehow walked right past the first time she came inside.

Damned good thing she did, too.  She ran out of stamina trying to get away from yet another horde of Wanderers and got swarmed under a pile of them.  Dragon style kung-fu allows for counter attacks even while exhausted so my screen kept flashing with combat messages despite the game locking up from all the attack, counter-attack, attack, etc.  Two IG hours later, she finally had put down the last wanderer (through auto-counters), and I got control back.

She was completely unharmed and her power armor unscratched.  Her kill count of Wanderers has gone up from 248 to 496.  And that's after avoiding an area where she saw yet another horde of Zed assaulting a chicken walker that had spent it's entire ordinance against the tide of green horrors.  Since they couldn't hurt the thing with physical attacks, and the robot never tired, they seemed doomed to be locked in epic battle until Judgment Day and trumpets sound.

There's also shell casings, blood spatter and robot parts everywhere in some sections of this place.  Getting the power armor was a God-send, as I think I'm going to turn a corner and run into a friggin' automatic tank any moment now.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 14, 2017, 05:41:10 PM
Lesson of the day: don't build campfire against the wall of emergency shelter.  Shelter is highly flammable.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 14, 2017, 07:47:44 PM
Survivors!

After 2,404 slain Irradiated Wanderers and several holes blown into immobile metal doorways, Alice worked her way through the control center of the Vault and stumbled upon five men and women in the last room.  A quick glance shows that they're the last of the Vault's security personnel.  Alice can't tell if they're grateful that someone has come upon them or shaken that someone has come through the hordes of undead, apparently unscathed.  For once, she's glad her armor and helmet completely obscures her inhuman appearance.

All of the soldiers are tight lipped and don't care for chatter.  A few let her know that she'd be safer if they stuck it out with them in the room but none volunteer any information about the Vault, themselves or what might be useful.

Seeing as how they aren't the friendly sorts, Alice just bids them a good day and leaves.  She's still on the hunt for straggling Zeds before she can say she's secured the Vault.  There's a few places where dirt peeks through the metal flooring, there's lights everywhere and she's eager to see if perhaps she can get something to grow down here...
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 14, 2017, 08:05:33 PM
Do manholes / other entrances to the underground (that aren't basement stairs) show on the map? Because... I'm walking through this settlement without manholes anywhere, and stuff keeps getting smacked and blown up underground. Some explosions are so huge they're deafening.  But... I don't see how to get down there! (Not sure I want to, but would be nice to have the option for a later time...)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 14, 2017, 08:28:37 PM
Do manholes / other entrances to the underground (that aren't basement stairs) show on the map? Because... I'm walking through this settlement without manholes anywhere, and stuff keeps getting smacked and blown up underground. Some explosions are so huge they're deafening.  But... I don't see how to get down there! (Not sure I want to, but would be nice to have the option for a later time...)

Some do, some don't.

On the overhead map, if you see a yellow crossroads in a town, that's an indication of a manhole/sewer entrance.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 14, 2017, 10:22:27 PM
Ugh.  Game hard.  Can't seem to catch a break.  Though I have had some pretty fun naked rampages doing Really Bad Day.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 15, 2017, 12:26:13 AM
I havent been able to play in quite some time, but I have an idea for a camp I will be doing once I can play again.

Essentially, I am going to build a huge fuck-off base, Rimworld style, with a killbox and everything. Get some crops sorted and a power source, the whole nine yards for survival in the long term.

Last time I played, I found it rather 'easy' to create a small base out of a cave I sectioned off with log walls, so my thinking is that a good, solid base of operations will make long-term survival easier.

On the other hand, getting the parts together for it all will be the difficult bit all things considered.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Harmless on November 15, 2017, 12:35:49 AM
I am enjoying this game, and wouldn't have given it a second try if it weren't for some of the cool posts here. Gotta say, this game is brutal. Somehow my current playthrough is lasting. I'm at day 7 or so; this is the first time I survived more than one night without awful frostbite and other debilitating problems. Currently I can reliably get food and clean water, which I need to boil into herbal tea to help with my nutrition as currently I need to recover from a broken right arm. It took forever to get the materials to make the splint due to strange difficulty even finding withered plants for the first 500 or so bushes I searched. Eventually I got it and now I just need to be very cautious in these woods between two towns so as not to get attacked by something I can't fend off with a broken arm. For whatever reason the playthrough that survived is a medieval peasant. I am not too pleased that it forces illiteracy but it's a good playthrough to learn the survival basics.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 10:48:43 AM
I am enjoying this game, and wouldn't have given it a second try if it weren't for some of the cool posts here. Gotta say, this game is brutal. Somehow my current playthrough is lasting. I'm at day 7 or so; this is the first time I survived more than one night without awful frostbite and other debilitating problems. Currently I can reliably get food and clean water, which I need to boil into herbal tea to help with my nutrition as currently I need to recover from a broken right arm. It took forever to get the materials to make the splint due to strange difficulty even finding withered plants for the first 500 or so bushes I searched. Eventually I got it and now I just need to be very cautious in these woods between two towns so as not to get attacked by something I can't fend off with a broken arm. For whatever reason the playthrough that survived is a medieval peasant. I am not too pleased that it forces illiteracy but it's a good playthrough to learn the survival basics.

Glad to see you were inspired to play.  Cataclysm DDA is one of those games that never leaves my hard drive.

As for splints and materials, getting together 500 withered plants sounds brutal.  If you break apart windows that have curtains attached to them by using "s," they often times leave behind part of the materials that made them up, like sheets and long strings.  You need far, far less long strings to create a splint than you do withered plants.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 15, 2017, 11:09:22 AM
As for splints and materials, getting together 500 withered plants sounds brutal.  If you break apart windows that have curtains attached to them by using "s," they often times leave behind part of the materials that made them up, like sheets and long strings.  You need far, far less long strings to create a splint than you do withered plants.

This. I don't craft with withered plants at all, it's so much easier to get long strings from broken windows that had curtains. And getting rags from those curtain sheets (by butchering them with B) is even easier.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 15, 2017, 11:10:56 AM
Btw the Youtuber I'm watching found the One Ring.  :o

It makes him invisible... sort of. I won't spoil the fun(tm) side effects.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: KittenLicks on November 15, 2017, 11:28:29 AM
I am enjoying this game, and wouldn't have given it a second try if it weren't for some of the cool posts here. Gotta say, this game is brutal. Somehow my current playthrough is lasting. I'm at day 7 or so; this is the first time I survived more than one night without awful frostbite and other debilitating problems. Currently I can reliably get food and clean water, which I need to boil into herbal tea to help with my nutrition as currently I need to recover from a broken right arm. It took forever to get the materials to make the splint due to strange difficulty even finding withered plants for the first 500 or so bushes I searched. Eventually I got it and now I just need to be very cautious in these woods between two towns so as not to get attacked by something I can't fend off with a broken arm. For whatever reason the playthrough that survived is a medieval peasant. I am not too pleased that it forces illiteracy but it's a good playthrough to learn the survival basics.
A thing I found out recently, while trying out living in the wilderness, is that you sometimes get withered plants if you smash bushes. It does destroy the bush, though. I'm not sure what the odds are, but they're definitely way easier than running around foraging for them. :)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 15, 2017, 12:35:20 PM
So my poor science student had some adventures yesterday. He is living in a home near his starting evac shelter on the outskirts of moscow. He has fortified the house but there are so many zombies further into the city he can't loot too much.

He did, however, get a bite wound that required disifectant. Something he did not have. I ran closer to the city to swipe some hard liquor from a liqour store to make an improvised first aid kit, then ran like he'll and killed the few zombies that were able to follow.

With that resolved I went and stealthily broke a pawn shop window, sounding an alarm, but got a sweet halberd that wrecks zombies and has a reach attack.

With loot able supplies low, literally just can't get into the city because of so many roaming zombies, I took to foraging and starting farming. I was setting up a new row of wild veggies when suddenly a zombie hulk emerged from the woods and was close enough it was immediately after me.

I sprinted to a wooden cart I had built out of salvaged tables and benches from a nearby restaurant. I had a beretta 9mm in there with a full clip I had found on a zombie. I dropped the halberd and benny hill must have been playing as I ran in a wide circle in the nearby field and emptied my clip slowly and precisely into the huge zombie. It's near death, so I think it won't take much to finish off. I run back to my trust halberd.

I am standing near the nw corner of my house and stab the hulk as it approaches for a lot of damage I go to defend myself but get smacked, launched through one boarded window on the west side of the house and hilariously through another on the north side and into the street beyond.

Crawl to my feet, hack the zombie again as it approaches. I'm one again flung down the road. Half dead, I stand and finally down the beast as it comes to finish me off.

So lucky

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 12:48:35 PM
Ah, hulks.  So much fun...

..if you find getting thrown through windows, walls and various trees like in an anime or superhero fight..and you don't have the 10 gallons of blood that those other fictional characters all seem to possess.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 12:59:33 PM
Alice has now sprouted vines from her shoulders.  They are as yet not very useful and only get in the way of what scant clothing she wears, but she's fully on the path towards becoming a Dryad (elf/plant mutation hybrid.  Not an actual thing IG, just what I like calling it).

Her kill count is 3028, with over 2k of those being Irradiated Wanderers from that single Vault.  While she was able to pull out some interesting loot, she feels that raiding a science laboratory is more rewarding..and far, far less dangerous.

One of those kills was almost another survivor whom she helped out..and who then promptly stole from her.  Fool ran off into a nearby zombie horde afterwards so she was able to get her stuff back from his corpse.

Her body continues to mutate favorably.  She's gained a huge increase to disease resistance, briefly becoming fully immune to airborne infections, but then lost it the next day.  That wasn't too upsetting as she also had her disintegrating mutation downgrade back to weakening, so she's no longer effectively suffering from leprosy.  All her stats altering mutations have also turned into the "extreme" versions of themselves so she's got +4 to everything which has brought her up to 18 and 19 for each.

She still has a bad back, but at least she's also lost her hollow bones.  Having your carry weight capacity on an 18 strength character be a 50 pound max was..frustrating.  The upside to all that was that she was preternaturally fast on foot and on the attack.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 15, 2017, 01:18:07 PM
The solar car comes to a stop on the farmhouse's roundabout driveway.  The whir of its engine cuts out and the driver's side door opens.  A woman steps out dressed in a tattered and stained military uniform.  She lifts a hand to shield her unnaturally pale face from the afternoon sun and surveys the scene before her.  All seems quiet.  The The house is dark.  The barn has been boarded up. 

She tries the doorknob of the house.  It is unlocked.  Leading with her survival knife, she opens the door.  There are makeshift beds in the front of the house.  She peeks around the corner to a room in the back.  More beds and a few survival supplies and implements are scattered about.  She steps inside to inventory her good fortune.

A shadow lunges from the corner.  It claws at her!  She quickly realizes it's one of the Infected she was warned about during her escape.  She plunges the blade into the figure again and again until she realizes it has stopped moving.  A solid stomp of her combat boot pulps the thing's skull.

She gathers her senses.  There's a wound on her left arm, deep and bloody.  There's no time to properly tend it, however.  Outside there's a loud CRASH!

She rushes to the front door and sees that the barn has collapsed in on itself!  Human figures emerge from the rubble and dust clouds.  They stagger towards her.  Then a strange blue light courses over the broken planks and a hulking form emerges.  It roars and charges, trailing electricity.

The woman has but a moment to swallow her fear.  She braces herself against the corner of the shed.  The infected practically line up against the wall to greet her, or probably eat her.  The large brute rudely shoves his way to the front of the line.  That's when she pulled the trigger of her STEN submachine gun.

BRRRAP BRRRAP BRRRRAP!

Shell casings and bits of flesh go flying.  The brute is hit solidly but still it lumbers forwards and takes a swipe at her.  She barely ducks out of the way and squeezes the trigger again.  Bullets pierce the soft rotting belly of the creature, as well as a few of his regular-sized companions lines up behind.  The hulk crashes to the ground.  None of them stir further.

That was the end of Patient Phi's first day of the apocalypse.

(https://i.imgur.com/yCsL8W2.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 03:04:25 PM
At first, Alice thought she was crazy for dragging armfuls of wood and nails down into the subways of Thornton, but as she pulled the makeshift cart down the tunnel, stacked full of the sheer treasures she'd plundered from the various hardware stores, sports outlets, jewelry shops, bookstores and a museum she'd hit over the last few days, she knew it had totally been worth it.

Alice's haul:
3 electric forges
3 acetylene torches
20+ pieces of gold, copper, pearl, silver, jade and diamond jewelry.
Many, many books
1 Jackhammer
1 anvil (scoooooore!)
1 katana
1 suit of platemail
1 nasal helmet
2 gambeson suits
1 cloak
800 pieces of copper wire
2 metal working chisels
2 cans of white paint
1 paint chipper
1 paintbrush
1 canvas bag of thermite (!)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 04:55:18 PM
Alice paused her work tilling up the soil at the river's edge to warily eye the latest visitor to her campsite.  The woman swimming up to shore hadn't yet made any threatening moves, and the last person to do the same had taken a look at her inhumanity and bluntly told her to get out of their territory before turning and quickly getting themselves out of the area.  Between such charming company as that threatening man and the curtness of the soldiers in the Vault, Alice had decided that being normal apparently meant you could be as rude to another as you wanted.

Fortunately violence was not on the mind of her guest, at least not violence between the two of them.  Jenny Pagan, as she called herself (an actual introduction!  Alice liked her already) was tracking something horrific in the nearby woods and was surprised at finding someone living so near but eager to request help in taking it down.  Our Dryad accepted the offer (almost as eagerly as it was requested) and as Jenny slunk along the banks, Alice stepped into the woods and almost came face to face with the monstrosity that had apparently been watching them this whole time.

The amalgamate of limbs, faces and other human parts let loose a titanic roar and charged.  Alice, having faced horrors just as nasty and numbers far greater than this single beast, immediately tripped the thing with a side swing of her foot, sending it tumbling into a nearby tree.  When it picked it's self up and swung around with an extended claw, she caught it and promptly threw it back into the tree trunk, it having apparently missed whatever it was she wanted it to see the first time.  The thing being a slow learner, it turned around one more time before she used it as a giant and squishy ball in an impromptu game of paddle-ball between her fists, feet and the tree.  It did managed to get a good swipe on her left arm before expiring, but she'd taken worse falling off the ledge of a motel, dodging Zed.

Jenny Pagan, who had stood at the river bed readying a crossbow, was apparently enormously impressed with Alice's work as she'd killed the thing in less than a minute with her fists.  She thanked her profusely and offered to teach Alice a thing or two as payment.  Seeing a chance to end her pangs of loneliness, Alice offered the hunter her companionship and a place to stay (Don't mind the vines, they're harmless!  The bark?  It's just a skin condition, not contagious).  To her joy, Jenny accepted.

Alice, for the first time in her life, now has a friend.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 15, 2017, 05:22:53 PM
I... I think I need to move out of this area soon.  :o

Each 'Z' on the map stands for a zombie horde...

But my escapemobile isn't ready yet! I found a car with 2 working solar panels and a large electric motor and installed all of these on an RV with a fridge and kitchen already built in. The batteries are now charging up nicely, but slowly. Summer is just around the corner, so that should help with the recharge rate. I hope I'll have time to at least install reinforced windshields before the horde claims the entire bloody area. Fortunately, Brandon is quite skilled in electronics and managed to make some nifty stuff like a makeshift welder and a battery recharger that runs off the escapemobile's solar panels. Got 2 rechargeable batteries, too. The former gasoline tanks now hold water for cooking.

(http://i63.tinypic.com/svo0wj.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 15, 2017, 06:55:44 PM
I found a hippie van I am Going to modify. Have had a lot of luck with them before. I stashed it in a nearby house's garage. While I easily had the parts to make a makeshift welder I can't find any goggles and am missing the eclipse glasses or 3 pairs of tinted glass(what is this???) To make my own.

Help? I haven't played experimental until now.
I need some goggles and no garages in sight that may have them.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 07:22:56 PM
I found a hippie van I am Going to modify. Have had a lot of luck with them before. I stashed it in a nearby house's garage. While I easily had the parts to make a makeshift welder I can't find any goggles and am missing the eclipse glasses or 3 pairs of tinted glass(what is this???) To make my own.

Help? I haven't played experimental until now.
I need some goggles and no garages in sight that may have them.

Tinted glass = bust out a church window.  Some bars and restaurants also have stained glass in them in place of normal windows.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 15, 2017, 07:23:55 PM
Sweet. Hope I can find a church.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 07:30:31 PM
What the hell else where these scientists up to, besides Alice?

I have a "stabilized portal" I can craft from the stuff I've got laying around after raiding the lab.

And I can craft a solar array?!  And an upgraded solar array?!  I just built a 6 frame "vehicle" to mount all the solar panels I had to get the same effect!

A vortex engine?  A vortex generator?  From the description it offers pretty much limitless clean energy..but potentially could wipe civilization (what's left of it) off the map...

I can make and grow my own blobs?  Different types of blobs?  Vehicle part blobs?

...Alice was always a bit leery of "science"..but there's this thing called temptation....
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 15, 2017, 07:33:57 PM
I have a tailoring (difficulty 1) recipe for safety glasses: 1 long string, 1 plastic bottle. Not sure if everyone gets the recipe by default, though.

Try searching your recipe book with F!

In other news, I left my battery charger on for days and now my electric vehicle is almost out of power AAAAARGH
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Harmless on November 15, 2017, 09:08:32 PM
Camp life is fun, I have to admit. Even though a goddamned giant wolf spider jumped me and re-broke my mending arm (now it has to heal from scratch, jesus), and being 1-armed means I can't use my shortbow, I am basically forced to stay here where it is definitely safest.

My current goal, while I sit around growing wild veggies, farming and cooking cattails when needed (btw, cooking cattails provides a good amount of plant fiber, and thank you Akaramu for the slashing brush trick which worked like a charm), is to get cooking to level 4 so I can make Dog Food and tame a few dogs to be my camp bodyguards.

Another useful tip I might share is that if you're living out of a tent like I am, you can greatly simplify sleepy-time by putting a wool cloak or any pile of clothes down on the tent floor and sleeping on it, and by making yourself a balaclava. My medieval time-planted survivor gets good quality sleep now with that, surprisingly, giving me many daylight hours for work.

Heh...that was easy. Already at cooking 4. Amazing how far you can get with the basic resources of a field/swamp/forest environment. I made teas and processed cattail rhizomes into starch--> flour to grind cooking to 3, then made salted meat and fish for a while to get to cooking 4. next will be finding some way to fortify this camp against possible attack...I am open to suggestions for how to fortify this place that don't involve going into cities, I am still just not combat capable with this damn broken limb. I was thinking building walls or fences or a shitload of pit traps or nailboard traps or things of that sort.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 15, 2017, 09:43:32 PM
First encounter with a zombie hulk: Roy was a total badass (chain crits with his shiv, he was the only guy who did significant damage), Brandon kept getting knocked away and forgot to draw his dual blades in the heat of things, and Anthony... died.  :( He didn't use his shotgun as there were hordes nearby. If he had, he might still be alive... but the attracted hordes would probably have killed someone else, or even all of us. Brandon was in pretty bad shape after that fight. And all of this ONLY happened because the escapemobile-in-the-making almost ran out of power because of the battery recharger - the team was siphoning gasoline from nearby vehicles so Brandon could temporarily put the old motor back in and charge the batteries with gas.

We're still a trio thanks to a new guy (Michel), but as a former pizza delivery boy Michel doesn't really have any skills whatsoever. He had good perception and is using a wooden crossbow for now. Anthony had 6 shotgun skill... daaaamn. He also was closest to the cyborg (best friend) and used to teach him all sorts of skills.

Hulks suck  >:( After digging out a shallow grave for his fallen friend, Brandon (super depressed) just sat in the pouring rain for a few hours, staring at the grave. Then he made all the armor he possibly could for his remaining two companions. Used something like 35 kevlar and 30+ leather patches, plus a bunch of metal scraps.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 15, 2017, 10:12:43 PM
So the safety glasses I had. Just needed the tinted part.

Luck was with me. As I skirted around town, just beyond the liquor store I spotted a garage just beyond my previous scouting range. Found a factory welder and goggles.

Now I would make a vehicle welding rig but only have one solar panel mounted...and It rains every damn day.

Need vinegar for batteries, but not out of those just yet. I am trying to decide what all to cram in my van. Found a mobile meth lab with a chemistry station.  Going to mount that tomorrow, it's my science student's dream come true. Heh
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 15, 2017, 10:36:05 PM
Alice has an anvil.

She has a charcoal kiln.

She has a rock forge.

She has a hammer, crucible, metal tongs and a cybernetic tool-set built into her hands.

She has plenty of metal scrap, chunks and lumps and after her jackhammer ran out of fuel while she was digging out a cellar for her camp, she has now forged herself a pickaxe.

...diggy, diggy hole time.

She needs more limestone.  Combined with the source of sand and clay she found next to the river, she is mixing up homemade cement, with which she plans on building walls.  She'll make trips into town to break apart vehicles and haul back their precious metal for further work, as she now has the know-how, the tools and the reference materials for forging her own medieval armor and weaponry.

She has two other survivors standing guard at her camp for whom she has promised safety.  Jenny Pagan, as mentioned before.  They were joined by another wandering woman named Lawanda Rodriguez who, if judging by her stats and skills, was your average woman-about-town before The End happened.  Alice will forge them both armor with which they can remain safe from Zed, and arms to better defend their new home.  She has built primitive accommodations for both, and has plans on giving them proper places in which to live.

The reclamation of the land from Zed begins now.

Edit: With the Zombie hordes randomly wandering around, Alice has had a bright idea.  She's used the subways and sewers to her advantage many, many times..so why not do the same for her new home?  A guarded tunnel running from the camp to the nearby town!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 16, 2017, 02:02:47 AM
It was bound to happen eventually.

One night, Alice woke and immediately felt..different.

Something had..stabilized.  Some undefinable part of herself had settled, had solidified.

Her Genetic Unstable mutation mutated it's self away.  She's left with the following, if she doesn't take any mutagen or purifiers (a "D" means it's a "defect" mutation):

Accomplished Sleeper
Bad Back (D)
Chemical Imbalance (D)
Disease Resistance
Extremely Dexterous, Perceptive, Smart, Strong
Fast Metabolism (D)
Fast Reader
Fey Eyes
Fey Nightvision
Glorious
Heavy Sleeper (D)
High Thirst (D)
Hollow Bones (It's a defect with some strong benefits)
Infection Resistant
Leaves
Less Sleep
Light Step
Lightweight (D)
Masochist
Parasite Immune
Parkour Expert
Phelloderm
Robust Genetics
Vine Limbs
Weak Stomach (D)
Weakening (D)

Robust Genetics are a serious boon, this time around.  My character seems to be a mix of several of the best/my favorite mutant lines and none of her defects are too debilitating (except the combo of Bad Back and Hollow Bones..serious, Alice now has 19 strength and she can't carry more than 76 pounds.  I have stuff inside her vehicle that I can't ever get out, now!)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 16, 2017, 06:19:50 AM
Alice now has 19 strength and she can't carry more than 76 pounds.  I have stuff inside her vehicle that I can't ever get out, now!)

Dude! The last time I got bad back with a character, I couldn't carry more than 20 pounds. 20!  :P Not everyone has 19 strength, you know.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 16, 2017, 07:13:19 AM
Here's another piece of advice: if you find any kind of clothing, pay attention to the materials it's made from. If it's made from something other than cotton, you'll want to cut it apart and save the material patches for your own crafting, especially leather and kevlar. Survivor armor, for instance, is really good and needs a lot of leather and kevlar to be made.

Nomex and neoprene are also rare materials and worth keeping an eye out for.

I didn't realize this for the longest time, but you can modify armor with a high enough tailoring skill! For instance, you can sew kevlar into it to make it even more protective. Definitely save those material patches!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 16, 2017, 09:33:12 AM
Many pieces of clothing that don't fit can be made to to so through tailoring, as well.

Simply continue to "fix" the piece of clothing after it's been fully repaired to attempted to size it for your body.

Reading the description of the piece will reveal whether or not it can be refitted.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 16, 2017, 10:47:32 AM
Craft washboard and grab soap or detergent to clean filthy clothing.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 16, 2017, 12:16:11 PM
Rude awakening...

Fortunately, no one got seriously hurt (and Roy was off somewhere, missing the fight). Brandon managed to wield his badass dual taser blades this time, so the shocker brute (and other uninvited guests) went down fast. A solar panel got damaged, though. I now have 6 of them installed and it really makes a difference over having 2!

(http://i63.tinypic.com/104kgtd.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 16, 2017, 01:10:55 PM
Damnit.  Patient Phi was looting a mansion but zombies tore up all her packs so she had to stash a bunch of loot there and come back form it later.  When she gets back, what does she see?  Suzan Dowdy snatching up half her hard-earned loot and running off with it. 

Fucking Suzan.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 17, 2017, 01:17:35 PM
Good lord, the solar cars sure are poop in this game aren't they?  I let the thing sit outside for a week and then it only goes about 7 map tiles before the batteries died.

Meanwhile, Patient Phi is doing well.  Still living at the farmhouse, which is tortuously far away from the nearest two towns.  It has a pretty nice collection of tools and parts now, though.

She's turned into an albino lizard person, but it's a nice contrast from my other mutant that between "light eater" and "heat dependent" she barely eats.

She has a friend named Thad who follows her around lately.  He's a bit weird (obsessing over some corporate conspiracy) but decent in a scrap and good with a crossbow.

Current objective is to try to fix the "advanced" solar car I found.  Just needs some new wheels, which I have.  It seems way to flimsy to be a mode of transportation but all those advanced solar panels would probably be useful eventually.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 17, 2017, 02:43:00 PM
Good lord, the solar cars sure are poop in this game aren't they?  I let the thing sit outside for a week and then it only goes about 7 map tiles before the batteries died.

Meanwhile, Patient Phi is doing well.  Still living at the farmhouse, which is tortuously far away from the nearest two towns.  It has a pretty nice collection of tools and parts now, though.

She's turned into an albino lizard person, but it's a nice contrast from my other mutant that between "light eater" and "heat dependent" she barely eats.

She has a friend named Thad who follows her around lately.  He's a bit weird (obsessing over some corporate conspiracy) but decent in a scrap and good with a crossbow.

Current objective is to try to fix the "advanced" solar car I found.  Just needs some new wheels, which I have.  It seems way to flimsy to be a mode of transportation but all those advanced solar panels would probably be useful eventually.

Solar panels were nerfed during one of the previous releases.  They were godly efficient, before.  Upgraded panels are more efficient than the regular ones but there's a reason those cars with the upgraded panels have a lot of them.

There's also the question of weight.  If you have the panels on a car that is made from normal materials, it'll run through power fairly quickly.  If your vehicle is made from the extra-light frames and materials, you'll get more power out of it.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 17, 2017, 02:49:20 PM
And then I lost like 3 days of good looting due to a freak crash.  Disheartening.   >:(
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 17, 2017, 02:58:29 PM
Solar panels were nerfed during one of the previous releases.  They were godly efficient, before.  Upgraded panels are more efficient than the regular ones but there's a reason those cars with the upgraded panels have a lot of them.

There's also the question of weight.  If you have the panels on a car that is made from normal materials, it'll run through power fairly quickly.  If your vehicle is made from the extra-light frames and materials, you'll get more power out of it.

This. I have 6 solar panels on my refitted armored van, and they work well enough to keep the minifridge running in summer and accumulate a bit of extra energy. I have a lot of storage batteries on it, though, and when I need to fill them all I basically put the old gas-powered motor back in, and use the electric motor as a generator. It fills up those storage batteries pretty damn fast.

But when the batteries are full, I put the electric motor back in because it's much more quiet. I don't drive super long distances, though - mainly just some 50ish map tiles at a time before I stop for several days, or weeks, to explore and loot the new neighborhood before the Trio drives off again.

Currently we're sitting near a mansion which is surrounded by a LOT of labs and a prison. Can't get into the labs yet, so I'm experimenting with homemade explosives. The prison we couldn't explore because the security bots in there do NOT joke around. The mansion might become a future long term base for all the survivors we manage to pick up along the way - it has everything, even a nearby river.

The current goal is to upgrade le cyborg as much as possible (skills, gear, bionics) so he can better protect other survivors. Also need to get rid of those scrap bionics that make him deformed and even more ugly than he already is. Too many NPCs turn hostile after seeing him from up close. Raising speaking to 3 didn't help a whole lot. :(

Found a book called something like 'guide to self-combustion' containing recipes for things like flaming katanas. Hell yeah. Unfortunately I can't forge katanas yet, but someday... this is Brandon's kinda recipe book. ;)

Also, enable autosaves! And quicksave after important discoveries for good measure.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 17, 2017, 03:43:49 PM
Tip:

1. Build a new vehicle with one frame.
2. Install an alternator, a car battery, foot-peddles, controls and a seat.
3. Sit on the seat and use the controls to set your vehicle to a decent speed (30 to 40 mph)
4. Keep peddling.  You'll charge up the battery without going anywhere.
5. Uninstall the now full battery and use as you wish.

Not sure if this works on storage batteries or not, but it's possible.  There's also this thing called a folded-frame which, if I'm right, can be folded up and stored somewhere so it may be possible actually take your new peddle-powered generator with you.  I've not used it, myself, so I can't say if this is true.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 17, 2017, 04:17:54 PM
Nevermind the explosives part. Just found a science ID card on a dead scientist near a gas station  :D

There are no less than six(!!!) labs within close proximity of the mansion. Hell yeah. My precious bionic upgrades, I'm coming!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: JustAnotherGuy on November 17, 2017, 04:42:16 PM
So if I wanted to get into CDDA again, what is a recommended getting started guide, video, etc?  I remember playing it before, but it was a long awhile ago.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 17, 2017, 05:36:04 PM
I'm sure there are tutorials on youtube that can help you out. Just search for "Cataclysm DDA tutorial" and you should find a few.

Now also found a full-body electric thermal suit that covers everything and fits to boot. Should be able to handle ice labs with this + military winter equipment.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 18, 2017, 12:36:22 AM
So I updated my game with the latest experimental build and lost all my saves.  Sometimes they transfer, sometimes not.

My new character, Zala, an unwilling lab experiment recently escaped from the lab by the grace of the kind help of a scientist, has gotten off to an amazing start despite nearly dying.

She started in the woods near a town and immediately spotted a sporting goods store at the very end of the road leading out of town.  She pilfered bundles of arrows, crossbow bolts and some aspirin.  She was able to easily take down several zombies that ran her way due to getting lucky and finding a firemen's axe in a nearby abandoned truck and going to town.  The house to the north was completely empty, void of all items and furniture so she decided to check on the neighboring house and nearly lost the game right there when a zombie soldier shattered a window, jumped through and attacked her.

Due to the utterly freezing temperature (coldest I've EVER seen the game start out in), her speed had been reduced to 10 and the soldier kicked her ass from one side of the street to the other before she got a lucky crit and ended him.  Deeply wounded, she drug herself into the house the soldier-zed jumped out from and saw some stairs leading down.  She drug her battered and freezing body into the cellar, getting out of the worst of the cold and propped herself up against a wall next to a closed door and tried to get her breath.

A knocking on the door turned rapidly into breaking and before she could move, a survivor-zed leaped through at her.  By this time I was thinking that I just got a shitty start and that I was going to have to hang up this poor woman after her inevitable demise.  She managed to beat down the new zed threat after taking severe damage, though.  Inside the dark basement she found true wonders.  A sword, warhammer, books on religion and some strange gear of iron with gold gilding.  The basement was a sort of shrine/chapel to some strange cult of mage hunters called "The Cleansing Flame." (Arcana mod required)

After spending the day resting up, Zala looted the next house down the line and found a food processor, a pasta extruder, lots of food and a parked R/V that still had wheels, power and fuel.

Things are looking up.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 18, 2017, 07:57:55 AM
I love my scottish recipe book. Haggis is awesome! Finally a good use for all those offals and stomachs, plus it stays fresh much longer than cooked meat or offal.

Also, Brandon found a book that teaches him to make remote controllers for cars and robots. The robot controlling device requires a laptop, hopefully one of the labs will have one of these, though they are super rare with 0.5 of the standard item spawns. In all my games so far I only ever found one, and that was before I turned down the item spawn rate. If I do manage to make the remote hacking device, I think that will be my win condition for this playthrough. Because realistically it should be possible to defeat the cataclysm with an army of robots, and there's a lot of the things out there. The nearby prison already has a bunch of security bots.

Do I want to try clearing a city with a pet chicken walker at my side? Hell yeah I do.  8)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 18, 2017, 11:22:21 AM
Found mechanical mastery. Decided to fix up the mobile meth lab instead. Theres so much more room to put all my stuff for my mobile base. Hooked up a welding rig to it and so the fun begins.

Found a vehicle nearby with military composite armor. So I'm going to strip it to armor up the mobile meth lab. I plan on keeping the v6, which I had to fix because it had a faulty fuel and water pump, and add some solar panels to run lights, the welder, and kitchen equipment.

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 18, 2017, 03:08:58 PM
Blaaargh. Opened a place that looked interesting and got showered with bullets from a whole bunch of turrets. Roy died before Brandon did, in a lab he wasn't supposed to tag along for (Brandon snuck off alone when Roy was sleeping) but he came along anyway, surprisingly finding his way down to the cyborg.

Two survivors remain - Brandon had decided to leave them at a nice mansion away from all dangers so Lara (a gal with a wide array of skills) could teach Michel - who should have been named Jon Snow because he knows nothing - some skills. I think the two of them will do fine even though their cyborg protector never returns.

I will not spoil the place I opened up so y'all can die, too.  8)

My next game will feature an elementary school kid who knows magic. I'll also be using PK's rebalance mod, which is a massive overhaul of the base game. Gimme that acid rain!

Update: nevermind, I still can't get the PK rebalance mod to work even though it's supposedly been updated for the latest experimental. AAAAAH I want to play it so bad! Have any of you managed to get it working somehow?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 18, 2017, 03:29:42 PM
Oh, and for anyone interested - I'll post my last game's stats and special rules / win conditions in case anyone is interested and wants to do games with special roleplay rules, too.

Time alive: 64 days

Stats / traits: I don't remember all of these, but it was something like...

Broken cyborg (modified at start to make the broken bionics less game-ending)

Stats

10 str
8 dex
5 int (this went up a bit thanks to the stats through skills mod, and a +int bionic implant
8 per

Traits (as far as I remember them):

Positive

-Infection resistant
-Poison resistant
-Night vision (I considered this a tech gimmick rather than a mutation)
-Pain resistant
-Tough

Negative

-High thirst
-Clumsy
-Animal discord
-Others I don't remember

I don't remember all of the traits, but basically Brandon Head was really slow and noisy (and bad at running away) and really tanky. He also had reduced stamina regeneration due to his metal body's massive weight and his broken bionics.

Skills

Computers 3
First aid 4
Mechanics 4
Electronics 4
Melee 2
Unarmed combat 2

Special roleplay rules and win condition

-Genuinely unskilled at survival. Will not forage from bushes ever, though he can pick fruit from trees.
-Will not use any mutagens because he's a cyborg. I always use this rule - I don't mix bionics and mutagens ever. Doing so seems unrealistic to me.
-Robot empathy: will not attack robotic or cyborg enemies for any reason, not even for self defense. This got Roy killed - Brandon was going to sneak past the lab's security bots instead of killing them.
-Values humanity: will try to talk to any NPC and do their quests / recruit them if possible. Gameplay is strongly driven by the desire to help and protect human survivors.

Upon reaching 8 in electronics, first aid AND mechanics, I would have upgraded his night vision, infection resistant and poison resistant traits to high night vision, poison immune & infection immune using the console (basically because he would have mastered these skills enough to upgrade his integrated gadgets).

Win condition:

Build a remote hacking device and take it to a radio tower to transmit the hacking signal across a large range, thus attracting and 'recruiting' robots and cyborgs wide and far into a massive army to defeat the cataclysm.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 18, 2017, 03:56:42 PM
Alas, poor Brandon.  Reduced to scrap.

Was it one of the new locations added by the "more locations" mod?  I love finding all these new (and deadly) areas.

Zala is still skulking about the edges of the city, which she has learned was called Greene.  She's made some forays into some (barely) deeper sections to raid gardening centers for seeds and loots what buildings look decent from there.

She's set up base in the basement chapel of the house the soldier-zed from before busted out from.  The weaponry inside has proven very useful and though she's mostly fond of the broadsword she picked up, the "hammer of the hunter" she carries with her is amazingly powerful. 

She's not too sure about the neighborhood she's set up shop in, though.  The neighboring home had an underground cannabis farm which she's taken over and turned it a vegetable patch, and after clearing the rubble out from the collapsed ceiling above, she's made another little plot there.  She's even dug an underground tunnel connecting her garden to her basement-chapel home.  However, she's discovered a second underground chapel and the basement of another nearby home held a profane chamber with disfigured, undead cultists and a hulking figure that was similar to but not quite the same as the brutish zed she's seen every so often.  It nearly did her in before she was able to kite it through a fire and burn it to death.

She's got two survivors she's tasked with guard duty over their base.  Peter Valle, the female scientist who lead her from the lab (don't ask her about her name, she's touchy about it), and Carmelo Ladd, a random man whom she traded with and convinced to join her *ahem* coven.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 18, 2017, 04:51:30 PM
Was it one of the new locations added by the "more locations" mod?  I love finding all these new (and deadly) areas.

I actually don't know! I've never played the base game without a ton of mods, and haven't yet played the game that much overall. Lots of things are still new to me.  :)

Oh, and I got PK's rebalance to work after all. Wooo.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 18, 2017, 05:43:20 PM
Despite there being 4 beds in the house, Thad likes to sleep in my character's.  I can only assume there's something going on between them.  I guess he digs the white scales and forked tongue.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 18, 2017, 06:25:30 PM
Despite there being 4 beds in the house, Thad likes to sleep in my character's.  I can only assume there's something going on between them.  I guess he digs the white scales and forked tongue.

Get your lovin' where you can, I guess.  When the world's gone to shit, if you can swing a bat, fire a gun or provide food no one comments much about your kinks.

Have you progressed far enough to develop carnivore or cannibalistic-like traits?  If so, I say you eat him.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 18, 2017, 07:19:28 PM
Carnivore again.  Just now.

Ugh.  At least I'm still a "Light Eater".
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 18, 2017, 07:45:06 PM
Adrian Holt had the most interesting first day experience so far.

He's just a kid, ten years old, and doesn't know anything about fighting or outdoors survival. Back when the world was normal, he enjoyed working with computers and taking apart electronic appliances (much to the dismay of his mother). He studied some dusty old book that claimed to hold the secret to real magic, though he never believed strongly enough to actually try any of the recipes inside. He still remembers a couple of them, though. He's an exceptionally smart kid who could grow to be an exceptional person in this post-apocalyptic world - if he lives long anough.

When the cataclysm happened, Adrian was separated from his parents and snatched the last spot on an evac van heading to one of the government shelters. His neighbor - a gruff Greek doctor named Atomos Andreadis - happened to be sitting in the same van. Since she was the only person he knew, and he is quite a well-mannered and adorable kid, she became his protector. He soon found out that doctor Andreadis had various fields of expertise including but not limited to the use of a woodchopping axe.

Eventually, it was just the two of them left at the evac shelter. Everyone else had already gone to check on their homes or to look for supplies. Knowing that they had run out of food, Atomos took Adrian by the hand (her trusty axe gripped in the other) and led him to a nearby building, where they hit the jackpot: a big bag of stuff someone had packed for a journey they never embarked on. The contents included a full set of army gear for Atomos, a bunch of socks, a raincoat and hood to keep Adrian a little warmer, and an insulation mat with a sleeping bag. Knowing he wouldn't be any use in combat, Adrian took the backpack and volunteered himself as doctor Andreadis' pack mule. Clearly amused by the idea, the woman smirked, turned back around, and stepped back outside to chop some zombies with her axe. Whenever they encountered one of the creatures, Atomos would step forward and take care of the problem while Adrian hid behind her back, loaded down by the backpack and raincoat that were too large for him.

Eventually, they managed to collect a bit of food and drink and decided to hole up in a basement to wait for nightfall. 'There's a big refugee shelter on the other side of the city,' Atomos told Adrian. 'Once it gets dark, we go around the city through the meadows, avoiding the roads. We'll be safe at the shelter. They have guards and supplies.'

It was a cold, moonless night when Adrian and Atomos emerged from the basement. The boy could barely see his hand before his face, and even though he had two flashlights with batteries, he didn't dare use them. 'If you see one of the creatures,' Atomos said, 'just run. I'll take care of it. If we get separated, keep running until you reach the shelter.'

Unsurprisingly, it didn't take long for Adrian to trip over the first walking dead in the nightly gloom. Then another, and another. Every time they came, he ran. He couldn't tell how much time he spent running - his lungs felt as if they were on fire - but by the time he heard the huge explosions to the northeast, he could no longer hear Atomos' footsteps behind him. He didn't know what had happened to her - he didn't believe she was dead, the woman had been fine moments ago. As instructed, he kept going despite the fire and the explosions that lit up the sky ahead of him, hoping that his protector would eventually catch up.

Fortunately, the explosions were not coming from the refugee shelter. The burning buildings seemed to belong to some kind of police hub on the north end of town. Adrian didn't dare approach it for a closer look, but the flickering fires revealed a huge battle between walking dead and a number of formerly police-employed cyborgs. All that noise kept the nearby zombies distracted, so Adrian managed to run past the chain link fence and make a dash for the refugee center without any more trouble. His hands and feet troubled him, though. They felt like they were made of ice, and he could tell he had slowed down considerably since leaving the basement.

The center was nothing like what he had expected. The people there turned him away, telling him they had already taken in too many and couldn't feed them all. A couple folks were kind of shady-looking and he avoided making eye contact with them. As he explored the fortified buildings in search of help, Adrian met a kindly trader who gave him a warm trenchcoat and a pair of boots in exchange for one of his flashlights. No one had food or water to spare, though. Adrian realized he'd have to find supplies on his own, at least until Atomos joined him. Would she, though? Hours had passed, and there was no sign of the woman...

He's just an elementary school kid. What's he going to do without Atomos, his protector?

There is a mercenary at the shelter, a man who could act as a bodyguard - for a price. Adrian can't afford to pay him right now. The man who appears to be in charge of the place mentioned he needs help, too, and he sometimes lets people join if they prove useful enough. But he doesn't have any jobs for a 10 year old kid. Adrian will have to look elsewhere for allies, and if he finds any - maybe they'll agree to work in exchange for a permanent place at the shelter.

Random fun fact: Adrian's favorite item is the Guy Fawkes mask he picked up at one of the houses he and Atomos searched for supplies. It makes him feel like a badass, and helps him be a little less afraid.

((Note for newer players: there is a bunch of story stuff going on at this particular location, I'm not going to spoil it so others can still discover it)).

Also, PK's rebalance mod is awesome. This is like a whole new game! Even the basic buildings are designed differently, I've seen some new zombie types on day 1, and there are far more 'normal' houses in cities. This feels much more realistic. No more 24 shops for 6 homes.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 18, 2017, 08:25:53 PM
Man it's amazing how fast I can pile up non-perishable meat when I don't have to eat an entire pack of coyotes every day.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 18, 2017, 08:35:17 PM
HOLY SHIT BANANAS

I just have to post this update because this is crazy. Since no one told him to leave, Adrian holed up in a tiny little room with a door (between two empty display racks), put his insulation mat on the floor, and the sleeping bag on top. The sleeping bag was surprisingly cozy. Finally, a chance to warm up his hurting hands and feet!

But... he couldn't sleep. Huge explosions kept waking him up. Surely they must have happened somewhere far away? The shelter was safe, after all. It had those strong barricades, and various guards with guns. Capable adults who knew what they were doing. So the boy tried going back to sleep.

Until, at some point, I realized the quest given to me by the place's leader was flagged as 'failed'. After just a few hours. Anxious, Adrian opened the door of his tiny little one-tile hideout... to see massive destruction. The horde was coming, and it was coming in force. Note: Somewhere in that gory mess on the left side is the former guy in charge. I do NOT think the 'story stuff' was meant to pan out like this. This is Cataclysm at its best.

Now the poor kid is on the run again. He can't even rely on adults with guns anymore...

(http://i64.tinypic.com/mr629z.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 18, 2017, 09:13:06 PM
You guys are all playing the experimental version right?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 18, 2017, 09:37:51 PM
You guys are all playing the experimental version right?

Yup.  There's just been too much added since the last official release.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 18, 2017, 10:38:54 PM
I used to play pks rebalance mod. Just forgot before I started this one. I'll start on that if this guy dies.

His chemistry skills allowed him to make disinfectant which saved him from infection a couple of times.

Fixing up the car is slow work. Got upgraded solar panels installed now. Looted from a car. I can actually weld a lot now and can also cook all my food in the meth mobile thanks to my new kitchen unit.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: valeria on November 18, 2017, 10:46:25 PM
Tasia Kenyon was a police detective with a bunch of bad habits and no fucks to give when the bombs dropped.  Shorty after that, the zombies came, but since no hardboiled detective has family to give a damn about, Tasia continued to give no damns.  She started fortifying her house on the edge of town, boarding up the doors and windows like any sensible person.  After she scavenged enough wood, she even built bookcases the lean in front of the windows, so that anyone is going to make serious noise if they break in.  She doesn't have any trouble sleeping at night (Accomplished Sleeper) and she's managed to keep good hygiene practices (Weak Scent).  Tasia's main complaint about the apocalypse?

No cigarettes.  It's still spring, though summer is coming on, and several times, Tasia has been forced to tear a book apart for paper and pull the tobacco out of cigarette butts to get through the day.

Tasia recently burned down the house across the street because she needed the rocky rubble from the foundation to fix one area of her house that had been lacking, that it had no interior fireplace.  She got it built just in time.  Three days of thunderstorms would have outright dehydrated her if Tasia was still relying on a pile of wood on the concrete road out front to boil her water clean.  And a recent run to the local museum netted Tasia a morningstar, which is just awesome.

Oh, and the burned out house netted insane quantities of nails for Tasia's home-brewed grenade production.  Also awesome.  Not even that zombie brute she ran across on the way to the museum stood a chance.  Tasia has this whole apocalypse thing DOWN.

As soon as she can find a hacksaw and a jack, building a car from scratch is on Tasia's to-do list.  All the nearby cars and motorcycles are FUBAR.  But there has to be tobacco somewhere in her podunk town.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 18, 2017, 11:51:17 PM
Yay, more stories!

Zala's small coven has grown to four individuals beyond herself and a dog affectionately named "Scrap," who loves greeting everyone as they come up and down the stairs leading into the basement chapel.

As dearly as Zala loves her little flock, she has felt a growing seedling in her heart of hearts.  The seed whispers to her at night and during the lonely treks into the city, telling her that there is more to the world than the ruins of Greene.

Numerous working vehicles litter the street in front of her home, found and brought there during her wanderings.  Once she feels her people are able to fend for themselves, she'll follow the dreams in her head and words in her heart and begin working on a suitable vehicle to carry her to new places, to find new faces and bind them together just as she did for her first friends.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 19, 2017, 12:49:35 AM
Earl Johnson, Bionic doomsday prepper redneck extraordinare (with a little console modding because a proper redneck prepper likely has a shotgun or seven, giving me some very basic supplies and tools a prepper would have)

Started out nicely and went hunting because food is a pretty important thing to have, shotgunned a deer and hauled it back home to cut and butcher. Next thing Earl knows, there is a pair of zombies fast approaching, but his trusty combat knife has been lightly practiced with (3 in piercing weapons), two zombies is easy enough.

Drag them outside and go looking for a funnel and some gallon jugs, found a bunch and made some trips to bring them back so I can have a limitless supply of clean water.

Next task, find a pot. Houses have those, but oooooh, look at that sheet I could tear up and use to fix my shir- DAMMIT THAT WAS THE MATCHES NOT THE GET BUTTON.
House burns down -super- fast since I lit the bed on fire.

RIP Earl Johnson, Bionic doomsday prepper redneck extraordinare.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 19, 2017, 08:42:12 PM
Phi and Thad found a neat mansion with two stories and a basement.  Loaded the wheelbarrow with all kinds of good stuff.  Also found a pair of pike awls.  With those, the duo are a veritable zombie-killing machine.

Meanwhile, the apocalypse is only a few weeks old and already people have forgotten basic manners, like knocking first before climbing in your window and asking for help killing his zombified mother.

No matter, it wasn't a difficult task.  Phi and Thad were heading that way already to check out a ranch.  After doing the deed, this other fellow agreed to pal around for a while.  Good thing too because he knows a few things about mechanics, a knowledge sorely lacked.

The ranch had a few goodies but most importantly a functioning excavator.  The machine itself isn't that useful, but the engine should be strong enough to power the army transport Phi spotted shortly after being freed from the lab.  It probably needs to have a can of gas hauled over to make it all the way back to the stalled transport.

On the way back from the ranch they saw another survivor (Danilo Singleton, who aptly seems to prefer being on his own) battling some zombie scientists.  The scientists yielded some more Science ID cards as well as a few CBMs.

Phi continues to evolve into a white reptilian creature, with impressive stats, heat vision, and tough scaly armor.  Thad still digs the look.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 19, 2017, 09:15:30 PM
The machine itself isn't that useful, but the engine should be strong enough to power the army transport Phi spotted shortly after being freed from the lab.

There are no useless items or vehicles in this game.

Cool update! I was wondering how Phi (and everyone else) is doing.

Valeria, your character and mine should meet up! Too bad there's no multiplayer. Oh well.

Adrian Holt's life continues to be strange and exciting. Never before have I been so scared just passing time in a windowless videogame room, staring anxiously at the closed door and waiting for nightfall while uninvited visitors come knocking.

Soon after Adrian's desperate from the burning, zombie-infested refugee center, he holed up in a tea shop's small, windowless kitchen, staying very quiet as he heard noise coming from the left, right, down and probably from up, too. The door was bashed twice before whatever was outside gave up. Fortunately, the night came without his head being chomped off, so he made his way around the city again - now in the opposite direction, spending a night in the woods before he ended up back at the shelter he had started from. Safety wasn't to be found anywhere. Adrian shares a special bond with animals and gets along well with most of them, but even so, the woods were far from safe. Time and time again he had to fight off a small starving animal with his pocket knife.

Whenever he broke into a house to catch his breath for a little while, Adrian would find some not so useful books and magazines and use them to light a fire in an oven. He had run out of orange juice and needed water to drink, and he's too weak (5) to break furniture to use as firewood, so books were his only option. No one really needs the Time magazine anymore, right? For a little while, there was a pigeon trapped in the same house as him to keep him company. Unfortunately he couldn't stay long enough to befriend it.

The third night, Adrian decided to abandon the city altogether and follow the one road that was leading west through the woods. Roads usually lead someplace, right? Hopefully this one would lead him to a place he could call home, a place where zombies didn't roam in packs of hundreds. Fortunately for him, he was still carrying most of the stuff he and Atomos had found together, plus a few other things that would help him make a new start away from the city. Namely...

-An outdoors survival magazine with information about edible plants, and how to prepare them. One of the luckiest finds. Without this, wilderness survival would have been hard to justify.
-A magazine teaching clueless beginners how to sew and mend clothing (from 0 to 1) - another lucky find since some of the boy's stuff had already fallen apart, and the only thing protecting him from animal bites and the relentless cold were layers upon layers of clothes.
-A chemistry textbook - he doesn't understand this one yet, but he will in time
-A book about glassblowing, also too difficult to understand for now
-A book with his favorite fairytales, stories he loves that used to be read to him by his mother. He refused to leave this book behind even as he kept running out of backpack space and had to constantly re-evaluate what to keep and what to leave behind.

-A Guy Fawkes mask (important!!!)
-Enough clothing (though most of it torn) to stay reasonably warm
-Three plastic bottles for clean water and stuff.
-A pocket knife
-Three flashlights with batteries, plus extra batteries
-A pot for cooking
-A cell phone to keep track of time
-The same insulation mat and sleeping bag he and Atomos found in the very first house they searched
-A gallon jug of milk
-Two cans with curry rice
-A bunch of uncooked eggs
-Two lighters and a matchbook

After a long trek following the road through the woods, Adrian finally discovered something: a shelter similar to the one he left, built but never put to use. The main difference being that this one was in the middle of nowhere. The only zombie in sight had already been killed by a moose, so all Adrian had to do was bash its skull to a pulp with a stick. He had seen Atomos do this on the first day. It seemed important to keep doing it.

There was absolutely nothing in the shelter apart from a pair of hiking boots (?), but its windows and curtains were intact and it had a basement. Adrian soon discovered that the adjacent swamp had some puddles with drinkable water, not only salt water, and of course there was plenty of forest to scour for food and twigs. A little ways to the south, there was a decrepit barn containing a plow (hooray?) without a tractor to pull it. Also a pitchfork, which makes a decent weapon, and some rocks and scrap metal. The adjacent parking lot had no vehicles of any sort, unless a shopping cart counts? Adrian spent hours zipping around the empty parking lot with his shopping cart, wearing his Guy Fawkes mask and pretending to be a badass superhero who saves the world. Alternatively, he wouldn't mind his parents showing up with a car to come pick him up... or Atomos. He still doesn't know if the woman is alive somewhere out there.

It's not much, but there are no zombies anywhere nearby. There is food and water to be found. God willing (the kid is devout!) he'll be able to stay here for a while, and learn to fend for himself in the woods.

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 19, 2017, 09:20:27 PM
Well it's not very useful for hauling stuff or people.  Tiny cab.  Like I said, I intend to strip it for parts to get the army transport rolling.


Can NPCs do stuff around your base?  Or do they just have "guard mode" and "follow mode"?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 19, 2017, 09:26:23 PM
Well it's not very useful for hauling stuff or people.  Tiny cab.  Like I said, I intend to strip it for parts to get the army transport rolling.


Can NPCs do stuff around your base?  Or do they just have "guard mode" and "follow mode"?

If it can actually dig, then it's useful. There is stuff like mining in this game - and places where digging can net nice rewards.  ;) Or monsters that were previously buried...

NPCs can help with crafting and construction (by speeding it up, I think) if they have the skill you're using, and they'll learn from books with you if they're nearby and fulfill the requirements of the book. Some of their quests also branch into long story arcs, though NPCs are still work in progress and some of the follow-up quests aren't coded in yet.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 19, 2017, 09:31:25 PM
Oh, something else about NPCs - you can assign 'zones', I forget the assigned key, that they're not allowed to pick up stuff from. You can apparently also craft bulletin boards with NPC assignments, but that feature is very work in progress right now. I don't think you can anything really useful with bulletin boards just yet.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 19, 2017, 11:34:14 PM
Team Phi had a very bold day.  First they went to a town and basically cleared out all the zombies.  Boomers are easy when you can pop them from 3 tiles away.

Next they robbed a bank.  Thad was supposedly interested in one of the safe deposit boxes, but seemed to have forgotten about it.  (Quest bugged?)  One of the vaults had a power armor helmet in it, though.  That might be fun some day.

After that they went about siphoning diesel out of a few vehicles.  While doing this they found a house that looked kind of weird and misshapen.  It was also surrounded by giant wasps.  Were they building a nest?  Phi decided that the safest course of action would be to light it on fire and run away.

Then they went back to the ranch and filled up the excavator.  The battery had died so they had to make a quick stop back in town to get a new one.  Everyone also decided they were tired and a bit beat up from the day's events, so they had a nap in the ranch house.

Refreshed, they went back to the garage and tried the starter.  The machine roared to life and they hopped aboard.  The trip back home was otherwise uneventful.  The town is fairly well tapped out, though Phi may go back to retrieve the wheelbarrow, since there was no way to get it into the excavator.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 20, 2017, 12:42:44 AM
Zala had spent the better part of two months salvaging vehicle parts, reading mechanical manuals and searching for batteries to power the one precious welder found during a long ago scavenging run.  Many long nights were spent welding armor to the outside of a firetruck, pulling out the interior to make room for cargo storage, a full kitchen unit, extra seating and several beds.  The days grew colder, the crops no longer grew and falling snow obscured the surrounding and left enough of a coating on the ground for the feet of the coven's leader to leave a trail from the street into the nearby, broken home.

Finally, on the first day of winter, all the supplies were transferred, all the armor was applied, the batteries of the now electrically powered firetruck were humming with full power and Zala decided it was time to go.  The seed in her heart had bloomed in the cold and she needed to take to the road.  And despite her initial plans, her entire troupe would come with her.

Everyone took seats and as the leader (and only one with any sort of driving skill), Zala took her place behind the wheel, her wyrmskin armor creaking and slithering across the seat, turned the key to bring the engine to life and plowed through the remains of the cannibalized cars surrounding their once-home and took of into the plains to the west of Greene.  There was a river not that far away and they needed to top off their tanks.  After that...There was a large city to the south of Greene.  There was also a camp of bandits Zala had spotted during a run made to the river.  There were...things to do.  She just needed to find out, exactly, what the seed inside of her was telling her she should do.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 20, 2017, 01:36:21 PM
Does anyone (like the wise PH) know it it's possible to make your own screwdriver if you don't have duct tape? This is what I'm lacking the most so far, and looting towns for one isn't an option anytime soon.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: HavokBlue on November 20, 2017, 04:01:22 PM
Convinced I saw one of your Cataclysm characters last night in San Francisco.

Dude was wearing a kimono and a mask and roller blading through an intersection with a wakizashi at his hip.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 20, 2017, 04:30:11 PM
Convinced I saw one of your Cataclysm characters last night in San Francisco.

Dude was wearing a kimono and a mask and roller blading through an intersection with a wakizashi at his hip.
Thats more than slightly wierd.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 20, 2017, 04:33:47 PM
Did he have a motorcycle helmet? A proper Cataclysm character needs a motorcycle helmet.  8)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 20, 2017, 04:53:58 PM
So playing pks rebalance mod now. I left my old save and will go back to it later.

Had a couple of bad starts and died horribly, so I turned down spawn rate a little. I just couldn't survive, though one characer did do some pretty bad ass stuff where he stabbed a zombie to death with a screwdriver whIle sprinting from the surrounded evac shelter(was inside the city) to a swatvan, where he found a pistol and proceeded to run over hordes until the gas ran out and went out in a blaze of glory.

I started a new game with Cesar, the last firefighter in his firehouse left alive. Stuck on the southwest side of a huge city, Cesar spoke with an optimistic scientist sort whose name he can't remember. As the zombies approached, Cesar invited him to come along into the firehouse proper, but he liked his chances. Cesar ducked into the firehouse aND shut the metal gate behind him. A lot of glass breaking and the sounds of combat distracted him for only a second before he was forced to take on some of his former comrades.
Armed with his trusty Halligan bar, and then a fire axe, Cesar secured the station. He then went to check on the office area and found nothing but boomer smoke. He donned his mask and made short work of the zombies. He started feeling sick though (irradiated??? How?)

He fought for nearly the full day just to clear the front of the firehouse and took a terrible bite. Luckily he had a first aid kit handy.

He hates junk food and is having a really hard time finding real food, but has thus far been able to keep fed, though sewer rats are not what he was hoping for when he thought of "real food".

PSA fire axes are awesome
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 20, 2017, 04:56:07 PM
Did get some potassium iodide tabs off the scientist guy.

Cesar really needs a mop though, the area in front of the firehouse is practically one big blood slick
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 20, 2017, 05:25:46 PM
So playing pks rebalance mod now. I left my old save and will go back to it later.

Had a couple of bad starts and died horribly, so I turned down spawn rate a little. I just couldn't survive, though one characer did do some pretty bad ass stuff where he stabbed a zombie to death with a screwdriver whIle sprinting from the surrounded evac shelter(was inside the city) to a swatvan, where he found a pistol and proceeded to run over hordes until the gas ran out and went out in a blaze of glory.

I'll straight up admit that I save scum for the first few days, otherwise only like 1 out of 50 games would last more than 5 days. The thing is, I use mods and settings (and challenging character concepts) for the sake of having a more difficult mid and late game experience, but the side effect of all this is that the early game becomes almost impossible to survive. So I treat the first 5 days as a very challenging turn based strategy where I try to find the one action / one direction to walk in that won't get my character killed.

As an example of just how hard I make the game for myself - I really treat my current character as a kid. He can't drive cars, fell trees, or use firearms other than handguns. Can't even use bows other than shortbows. He could do some of those things like fell trees if an allied NPC was present (the NPC would do the felling or driving), but I'm not having much luck with NPCs so far. Really hoped my starting companion would last a bit longer...

I never save scum after that initial phase, though. Because it really does ruin the fun later on.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: valeria on November 20, 2017, 05:28:10 PM
Tasia's highlights from the end of spring included finding some wheat seeds and getting those fuckers in the ground so that she isn't surviving on junk food and cooked meat alone.  She also netted an aluminum keg from someone's trash bin, which now sits under her funnel collecting water for the brand new water cask next to her brand new fireplace.  Hopefully by the time the rains stop and it transitions into summer, she will have enough to last.  If not, it's back to toilet water.

Tasia has had a mixed experience with grenades.  On the one hand, there is no way that shocker zombie would have been so easy without grenades, or that zombie brute.  On the other hand... while attempting to pick the lock on a house, Tasia also accidentally pulled a pin on a grenade and didn't realize it.  That leather armor helmet she made herself to replace her fedora (sad face) really saved her bacon, but recovery took three days.  So that was fun too.  It gave her time to make a full suit of leather armor.  The fancy jacket and thin tie have perhaps been put away for good.

A wrench was found.  A hacksaw will hopefully be found soon, because Tasia is down to chewing tobacco, nicotine gum, and hand-rolled cigarettes again, and she's really not digging the chew life.

So far, Tasia has seen no one but herself moving around in the apocalypse, but maybe that will change when she gets mobile.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 20, 2017, 06:33:59 PM
Does anyone (like the wise PH) know it it's possible to make your own screwdriver if you don't have duct tape? This is what I'm lacking the most so far, and looting towns for one isn't an option anytime soon.

Negative.  Screwdrivers require duct tape and there isn't, unhappily, a recipe for a makeshift screwdriver.

However, you can make your own duct tape.  You'll need the following:

Fabrication skill: 6
1 cutting tool of value 1 or greater
1 cooking tool of value 2 or greater
A fire or implement of cooking (hotplate, charcoal stove, etc)
50 units of sinew, yarn, thread or plant fiber
1 superglue
6 rags
1 plastic chunk

To make the superglue, you'll need:

Cooking skill: 6
1 cooking tool of value 1 or greater
A fire or implement of cooking (hotplate, charcoal stove, etc)
1 unit of water or clean water
Various binding ingredients, but the easiest to get are: 10 pine boughs or 20 bones or 20 handfuls of dandelions or 2 cured hides or 1 unit of bleach
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 20, 2017, 06:43:24 PM
Daaamn. Poor Adrian won't be able to build his little castle (inside the evac shelter, with walls painted the colors of the rainbow) for a long, long time. Maybe by the time he can, he'll be too grown up to want his own castle anymore...
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 20, 2017, 07:11:28 PM
I'll try a new world at 1.00 spawns with a firefighter. It is probably going to be impossible. But...

I may have to hack in a couple of first aid kits to make it ...what fire station has no first aid kit? Srsly.

I onky played 3 days on that character.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 20, 2017, 07:18:03 PM
First aid kits are far less mandatory than a knife and a lighter. Or a couple lighters, for good measure.

You know you can cauterize bite wounds with a knife and a lighter, right?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 20, 2017, 07:26:15 PM
First aid kits are far less mandatory than a knife and a lighter. Or a couple lighters, for good measure.

You know you can cauterize bite wounds with a knife and a lighter, right?

Be warned: it might cleanse the wound (also works to cauterize bleeding wounds), and it may actually make it infected.

Better have some antibiotics ready.

Conversely, if you ever manage to last long enough to grow crops or get a high enough survivor skill, you can turn thyme into disinfectant.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 20, 2017, 07:36:03 PM
Integrated tool kit OP!
At least if you have a steady power source, eg solar panels and joint torsion ratchet.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 20, 2017, 07:59:53 PM
Integrated tool kit OP!
At least if you have a steady power source, eg solar panels and joint torsion ratchet.

Yeah! You can even use it as a self-rechargable welder for your vehicle  8)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 20, 2017, 08:03:13 PM
Integrated tool kit OP!
At least if you have a steady power source, eg solar panels and joint torsion ratchet.

Integrated Tool Kits give a huge boost to surviving so long as you can get a source of power, yes.

Update on Zala and her followers.

The group successfully moved into a new town, one boarding a swamp that has access to water both potable and salt.  They set up shop above ground at the last house on the right that directly boarders the glades and Zala spent most of the winter scavenging scrap and working on a unified workbench that included forging capability, chemistry workstations and a full kitchen set up.  She managed to pull apart a horde of solar panels and now has the whole station hooked up to two solar arrays, which provide the power collecting abilities of 20 solar panels into two spaces that are also elevated away from suffering casual damage from creatures on the ground.

There is an anvil and a still set up and Zala was quickly on the way to being able to provide the oldest form of cheer and merrymaking known to human kind (that didn't involve bed sheets) and brew some alcohol for her followers when their little group suffered two casualties.  One was some random asthmatic she'd helped out and brought to base, but whom promptly ran back to the edge of the swamp where he'd first been recruited and refused to spend time in the actual camp.  During the night he was swarmed by the hordes of the undead that frequently crawl out of the bog and Zala came across his body in the early morning.  Want not waste not, she put his stubborn carcass to use as protein (Cannibal trait with the cook book "To Serve Man").  No sooner had she prepared the dish (not discussing exactly where she got the meat with anyone else) when she heard a commotion at the front door and discovered to her horror that her oldest friend, the oddly named female scientist Peter Valle, had died to a single zombie.

The Zed was swiftly dispatched and Zala set about with further preparations.  A ring of ditches are now being prepared around the home, with the intent to double up on their width and build a combination of walls and spike-filled pits as a means to keep the beasts at bay.  First, though, she made a proper resting place for the body of her friend and a sealed coffin now sits in a place of honor in the now much more lonely home.  Peter had been far too loyal to be turned into a meal.  Such a fate is reserved for the disloyal and cowardly, instead.

She's left with Carmello Ladd, the talker and "purser" for the group, and Alphai, some random punk that attempted to once hold Zala at knife-point and whom was quickly intimidated into compliance.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 20, 2017, 08:42:25 PM
Yea cauterizing is fine until it gets infected. I haven't found antibiotics at all lately. In any of my runs actuallt. So first aid kits have been my only cure for when cauterization fails.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 20, 2017, 09:30:06 PM
I've slain zombie hulks, shockers, mi-gos, spitters, dinosaurs, robots and a host of other things the Cataclysm has thrown my way.

Through thick and thin, my group of 4 has stood by my side.

Now they are all dead.  Two have gone into the pot, two have been given a final rest in satin-lined coffins and sent off into the afterlife with a droning dirge played on Zala's bagpipes.

She is alone, now.

FFS, though, every single one of my followers died to a damned fat zombie.  They killed shockers and dinosaurs with their bare hands and even after I gave them all weapons, a single fat zombie was enough to kill them all.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 20, 2017, 11:25:38 PM
So, after downloading the experimental graphical version, I have modded up a brand new character, -complete- custom job.

Patient 137-745 that used to be his name, that was the name given to him by the Master in The Lab. When the cataclysm struck, the patient was just finishing the extensive body modification that was being done. The experiment, was to create an unkillable, unflinching ally for the war, and they tried their damnedest, installing a wide array of armor plating, and then further modifying the 'creature' to give it hard, armored flesh and massive muscle beneath a heavily augmentend exterior, they gave it claws, and regenerative powers, the ability to go into a semi-controlled berserker rage (hydraulic muscles and rped as rage).

Essentially, they had created an unthinking, unkillable beast... Or so they thought, as the undead broke into the lab,killing everyone, Patient 137-745 leapt from his enclosure when it was opened, and decimated everything within, humans, zombies, everything.

Now, a few weeks later, our patient has been calmed by a woman, he does not know her name, just that she is kind, and sweet to him. He swears internally to defend her to the death and follows her, traveling from town to town, killing everything that comes close to harming her.

He is named Danny Tubbs, by the woman.



So, havent done anything except add the bionics and mutations, guy actually has very little in the way of skill and but is absurdly ripped, and -should- be capable of surviving naked and unarmed given all the modifications he has recieved. Will probably forgo all kinds of crafting, or treat it as the woman as doing the crafting instead of me, not sure yet.

Suggestions?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 20, 2017, 11:51:50 PM
HULK SMASH!: Destroy an entire town with your bare fists (not sure if it's possible, even with hydraulic muscles and mutation fueled strength).

From Beast to Banner: Tame the beast within by maxing out your intelligence and every skill you'd consider essential for a scientist.

I am become Death, destroyer of Worlds:  Launch a nuclear missile.

Empire from Ashes: Rebuild and repopulate a city.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 21, 2017, 12:34:01 AM
It totally is possible to smash things with enough strength, so far, 47 strength is enough to one punch a door down.


I actually like the Beast to Banner idea, with the skills to stats mod it seems doable, considering I gave him a starting int of 2 its going to take a looooong time to get anywhere really, but with buffing items I can probably shift his int up enough to read and gain some minimum amount of regular int.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 21, 2017, 02:53:50 AM
With a demented cackle Danny Tubbs lurches into motion, sprinting across the field with an inhuman speed, meeting the hulk with a vicious pair of punches before taking one in retaliation straight to the chest sending him flying a good way back.

Katlyn, that was the name of the woman, she lines up her winchester and takes a few shots as Danny makes his way back to his feet, and with a loud HISS his muscles swell up and he charges the hulk once more,  tackling bodily into the creature, ducking fists and limbs as they come in until finally it goes down.

"Uh oh..." Katlyn murmurs as she thumbs a few more rounds into her rifle, gazing out at an incoming horde of the undead. Ever the stalwart defender, Danny hurls himself into the oncoming horde, chest sparking and oozing blood from the previous battle, fists flying and feet kicking against incoming limbs as bullets fly into flesh, his own and the zombies alike since apparently Katlyn is a terrible shot.

The horde dealt with and Danny having taken on dozens of tiny, but adding up, wounds. The pair return home empty handed.



Side note, Tae kwando is absolutely BROKEN with this guy. He can take a hulk blow to the arm and block nearly all of the damage when using his rage (hyrdaulic muscles) what does get through doesnt get through his natural armor. Hordes, they kind of add up though seeing as they have special damage types that actually do hurt him since his armor is all physical.

I actually wonder how he would stand up to bullets, might need to steer clear of gun guys until I know how dangerous they are to his body.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: JustAnotherGuy on November 21, 2017, 12:29:15 PM
So I have started playing again, getting the hang of it and learning how to do things.  Mainly right now it is finding other interface items that might help me and learning to get some basic survival done.  Had a great character that was doing well, even got away from some giant black window spiders.... until the poor guy couldn't out run a moose.

On the topic of mods, what are some good mods to start out with?  Any suggestions?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 21, 2017, 12:37:18 PM
So I have started playing again, getting the hang of it and learning how to do things.  Mainly right now it is finding other interface items that might help me and learning to get some basic survival done.  Had a great character that was doing well, even got away from some giant black window spiders.... until the poor guy couldn't out run a moose.

On the topic of mods, what are some good mods to start out with?  Any suggestions?

The game comes packaged with a number of mods.  You activate them during world generation.

The only extra mods I use are the Arcana mod and, now, PKs rebalance mod..which I'm of two minds about.  It does indeed up the difficulty (which is nice), but it completely renders several of the scenarios unplayable (Lab starts, for example).
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 21, 2017, 12:38:25 PM
For starters, I'd use a selection (your preference) of mods that are included in the latest experimental build, just select them when you create a new world. They're all good and worth adding, though I wouldn't add more than 1-2 weapon mods. NOTE: some mods are only visible if you switch to the 'balance' tab, which is a bit hidden on the right side and easy to overlook.

Other downloadable mods I like...

Cataclysm++
Ruguelike classes / professions
Bandits (though I've yet to see any in most of my playthroughs...)
Arcana
Merchants, though this one also requires the 'braziers as traps' patch a guy posted on Reddit. It'll get a critical error without the patch. I can dig up the link if anyone needs it.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 21, 2017, 12:41:08 PM
PKs rebalance mod..which I'm of two minds about.  It does indeed up the difficulty (which is nice), but it completely renders several of the scenarios unplayable (Lab starts, for example).

What has happened to lab starts with PKs rebalance? I've only played wilderness so far... and holy cow @ all those vines and vine monsters along the road.  :o

By the way, the creator of the Chesthole graphics tileset is almost done with the update that adds the missing PK rebalance sprites.  8)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 21, 2017, 01:16:38 PM
PKs rebalance mod..which I'm of two minds about.  It does indeed up the difficulty (which is nice), but it completely renders several of the scenarios unplayable (Lab starts, for example).

What has happened to lab starts with PKs rebalance? I've only played wilderness so far... and holy cow @ all those vines and vine monsters along the road.  :o

By the way, the creator of the Chesthole graphics tileset is almost done with the update that adds the missing PK rebalance sprites.  8)

Getting out of a lab was always difficult and ended mostly in death, but when the changes to certain mobs gave them perfect night-sight, fusion weaponry, flamethrowers and more?

There are still ways to get out, but it's taken the probability from a 5% to a .01% without exceeding luck.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 21, 2017, 01:42:35 PM
There are still ways to get out, but it's taken the probability from a 5% to a .01% without exceeding luck.

Yeah, I can see how the monster upgrades would have that effect... then again, I've had labs nearly end my 40+ day character with security bots before I even downloaded PK rebalance.

I'd like to mention the Chesthole soundpack which goes nicely with the tileset. I HIGHLY recommend the sounds. They're awesome and atmospheric. Drop them into data / sounds, then select the pack ingame from the options.

https://www.reddit.com/r/cataclysmdda/comments/3vu7zx/chesthole_soundpack/
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 21, 2017, 03:19:19 PM
Got new wheels on the "advanced" solar car, but the damned thing's motor burnt out only halfway home.  Man, cars of the near future really suck.  I think the next step is just to wheel the cart out there and strip all the good bits off (solar panels and batteries).
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 21, 2017, 04:54:15 PM
Moe, could it be the motor was damaged? When you inspect a vehicle, all the dark red parts are about to be completely gone unless you repair them. Some vehicle engines are in terribly bad shape to begin with.

Brandon's Escapemobile (dubbed Mary Sue) was half a wreck when he found it, and he had to spent like a full season fixing the thing. Never drove it around until it was in pretty good shape. Even had to swap one of the batteries because it kept losing its charge. But after all the fixes, it performed perfectly.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 21, 2017, 05:53:27 PM
So, a little early morning Cataclysm went quite poorly.

Katlyn and Danny Tubbs walk the roads northward together, they get about halfway to a new city when *click* Katlyns foot falls onto a mine, it blows her to smithereens and sends blood spraying all over Danny, and then half a second later the remaining shrapnel digs into his flesh too, but his armor negates most of the damage and thankfully it didnt hit anywhere dangerous, fucked his leg pretty good considering his armor.


So, our crazed, and now very angry Danny Tubbs buries his ex-master and continues on down the road.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 21, 2017, 08:46:26 PM
This game is messing with my mind.  I was about to toss out an empty gallon jug when my brain went: "Wait, no!  You can stick that outside with a funnel to get free clean water!"
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 21, 2017, 08:56:58 PM
This game is messing with my mind.  I was about to toss out an empty gallon jug when my brain went: "Wait, no!  You can stick that outside with a funnel to get free clean water!"

It brings out the doomsday preper in all of us.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 21, 2017, 09:53:49 PM
Day # 1, Cesar (the second), defended his firehouse. Killing 100 zombies before a shocker brute ended his life with such ease it sickens me.  :'(
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 21, 2017, 10:04:58 PM
Day # 1, Cesar (the second), defended his firehouse. Killing 100 zombies before a shocker brute ended his life with such ease it sickens me.  :'(

Hordes are why I've started keeping a single grenade or other explosive device on me at all times.

Not to toss it into the mob, no, no.

It's to pull the pin on and go out in a delightful Starship Troopers death, taking as many of my enemies with me.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 22, 2017, 02:06:58 AM
After a little bit of experimentation, to find out just how tough Danny Tubbs is, he can survive a C-4 blast from 2 tiles away, taking about 60 damage across the board and 193 pain. (I thought 2 fuse length would be enough)

To be fair, he will die to pain before he dies to hp damage, seeing as he has 220 hp across all limbs.


Aaaand otherwise a rather boring, uneventful play session.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Melkor on November 22, 2017, 03:22:00 AM
Where can I find documentation on commands and general how-to? The wiki on the website seems to be down. http://wiki.cataclysmdda.com
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 22, 2017, 04:04:54 AM
This is the one you want.

http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Main_Page (http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Main_Page)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 22, 2017, 06:23:18 AM
Where can I find documentation on commands and general how-to? The wiki on the website seems to be down. http://wiki.cataclysmdda.com

I hear Rogueliker has a great tutorial on youtube.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 22, 2017, 10:31:43 AM
New game, new character, using the rebalance mod...

..and you have no idea how nostalgic and pleased I am to finally see acid rain again.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 22, 2017, 11:41:29 AM
New game, new character, using the rebalance mod...

What happened to the previous character?

Speaking of mods, I finally got the bandits mod working - I didn't see that you have to choose a spawn list and copy that into the right folder, then move only THAT one into the mods section. Oops. Anyway, looking forward to seeing how the poor bandits fare vs against the hordes. Adrian will watch from the distance and give both a wide berth.

Character update!

After figuring out that nighttime visibility is really good on clear full moon nights (clear skies are common enough in summer), and that with his pitchfork he can poke most slower zombies without getting bitten, Adrian summoned up all of his courage and made several trips back to the sprawling city of Rindge, as well to a wilderness hotel and a tiny village (4 houses) that is some ways away. On his first outing he found two awesome things: duct tape (for making a screwdriver) and a brand new bicycle from a bicycle shop. Finally a vehicle he can use! This is huge because his base is so deep in the wilderness it takes 4-5 hours to go pretty much anywhere on foot. With the bike it only takes 90 minutes, plus he can finally outrun mi-gos and other aggressive critters along the way.

It's day 11 of summer now. Construction on Adrian's castle-inside-a-castle is still underway (he even found paint and colored carpet), and despite all his full moon trips to various places he's still struggling to collect fairly basic tools and resources such as a wrench or a toolbox. Making magic scrolls remains a 'far in the future' project. He did get disinfectant and a first aid kit from two doctor's offices, though, so potential bites are no longer a life-threatening problem. One time he was backed into a corner and swarmed by 4 shady zombies, but somehow survived with minor damage and only one bite wound that had to be disinfected. His leather trenchcoat - the one he traded for at the Refugee Center before zombies swarmed the place - did a decent job at protecting him.

The biggest news, though, is that he found Atomos on his most recent trip back to Rindge. She's alive! She was severely dehydrated, however, and both of her arms are in terrible shape. Fortunately she managed to ride along on Adrian's bike and, like a total badass, drive-by-axed a huge spider along the way. Adrian helped her out with food and drink and made two splints for her arms. The poor exhausted woman collapsed on the floor the instant she and Adrian made it back to his wilderness shelter.

Alone no more! This is awesome. Besides, Atomos is quite knowledgeable and can teach Adrian a lot of things. Hopefully the increased need for food (as a kid, Adrian by himself doesn't eat much) won't be too much of a problem come winter...

I've yet to see any random NPCs other than her. Every other game I met tons of them, but not this time.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 22, 2017, 11:54:44 AM

What happened to the previous character?


Still very much alive (and alone).  I just wanted to experience the rebalance mod.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 22, 2017, 05:09:04 PM
I forgot to copy my save before I headed home for Thanksgiving.  What's a good scenario for this PK mod thing?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 22, 2017, 05:37:40 PM
Uh, I don't recommend last firefighter, though I am definitely trying to make it work.

Found an entry suit, and it's been keeping me alive. Day 1, night and just now able to leave the firehouse parking lot.

Drank mayonnaise off a corpse for sustenance throughout the day. Have quivering bowels. Have not eaten anything to give me parasites so I am confused.

Will update later.

Way back when .b was out I enjoyed playing a survivalist start in the wilderness.

Now I am not so sure. Starting in evac shelters has meant death by riot bots roaming the wilderness and creeping vines.

Pretty rough.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 22, 2017, 05:41:48 PM
I forgot to copy my save before I headed home for Thanksgiving.  What's a good scenario for this PK mod thing?

Anything that doesn't start you in a locked location (such as a lab) and doesn't force you to stay in the cities should work. I'm doing okay in the wilderness, but Adrian has animal empathy which works so-so. PK's rebalance makes animals more aggressive and dangerous, so be mindful of that. Even normal wolves can give you deep bites.

ALSO, I'd recommend turning mobile zombie hordes on in the base game options if you haven't already.

Might also want to add the bandits mod for good measure, just keep in mind you have to copy a spawn list into the folder before you move it to data / mods. I didn't do this and was wondering why I never spotted any bandits  :P

PK has a lot of additional FUN. My starting city had (still has) a full-blown DEMON FORTRESS. Yeah. That's a thing.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 22, 2017, 06:01:56 PM
Yeah I have wander spawns on in my other game.  Zombies haven't been much of a threat there lately, though, heh.

Meanwhile with PK's the starting spawns seem REALLY thick.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 22, 2017, 06:30:39 PM
Yeah I have wander spawns on in my other game.  Zombies haven't been much of a threat there lately, though, heh.

Meanwhile with PK's the starting spawns seem REALLY thick.

PK's mod ups the spawn rate considerably.  Makes the gradual mutation rate a bit higher as well.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 23, 2017, 11:21:29 AM
I love how dynamic the game world is. I tried going back to a place I searched previously because there was a full-body wolf suit I couldn't carry with me the first time. When I returned to the same house in summer, the place was wrecked. The roof collapsed in places, rubble everywhere, splinters and rags where the furniture used to be. And a half dozen dead zombies inside. The wolf suit must have turned into one of those rag piles  :( So people, if you see something awesome, take it with you right away!

I'm afraid to discover what state the humvee will be in the next time I see it...
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 23, 2017, 12:35:56 PM
So, my latest run is turning into the end of a very bad movie.

Tula left her lab with a feeling of confidence.  She'd braved the dangers successfully and even found a good map of the surrounding area from one of the researchers' computer.  There was a refugee center not too far away, as well as a small town she could raid for supplies.  Across the river to the east was apparently a massive hive of some sort, but really.  Who's afraid of bees?  Even a world-naive experiment like herself scoffed at the idea.

Hours later, surrounded by piles of zed, downed by many puncture wounds, and cowering inside a police car with ruptured wheels while dog-sized, buzzing monstrosities of yellow and black stripes swarm the vehicle, their dagger-sized stingers "crkkking" and "scrrrrtching" against the metal and glass in a vain attempt to end her life, Tula is quickly turning into a melissaphobe.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: valeria on November 23, 2017, 04:46:12 PM
While searching cars in the nearby wilderness for cigarettes, Tasia was surprised to see a zombear chasing a squirrel.  Tasia tried to flee the area before the zombear caught sight of her.  'Tried' is the operative word.  RIP Tasia.

Enter Babalot "it's a mononym," a teenager with a troubled childhood and a penchant for a switchblade (Scoundrel).  She's also pretty quick on her feet (12 dex, 4 starting dodge).  She enjoys good food (gourmand) but tends to really like the things she likes (addictive personality) and isn't the brightest crayon in the box.

Babs, as she prefers to be called, had a rough start to her apocalypse.  Her starting shelter had ants nearby, which meant moving on fairly quickly.  The gas station up the road was a bust, she almost ran into some raiders, and by the time it was getting dark, she barely scrambled into an open hotel room to spend the night huddled up on the farthest corner from the windows.  Explosions and gunfire sounded all night from the nearby military base, surrounded by minefields.

Babs woke up in the morning, butchered some of the surrounding ant bodies for meat, and cooked herself up some water from the hotel pool.  She did eventually find a town nearby, only to be set upon by two zombie brutes.  Much to her surprise, Babs survived, thanks to being so damn fast on her feet.  She's presently converting a house on the edge of town into a workable base.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 23, 2017, 09:08:00 PM
I can't seem to gain any traction with these thick PK zombie spawns.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 23, 2017, 10:10:20 PM
I can't seem to gain any traction with these thick PK zombie spawns.

You probably keep running straight into hordes. I actually find the spawns less dense (now that I'm playing with hordes) in many places, for instance on the outskirts of towns - hordes tend to bunch together in and around the centers of towns, which means the outskirts are (mostly) zombie free, especially if you spend extended amounts of time in the area. If you have decent vision (like on a clear moonlit night) I've found them pretty easy to avoid. Plus you can often see them as a green Z on the overhead map. But when visibility is bad, well... looting becomes far more dangerous.

What sucks is when the weather changes to 'cloudy' without warning and suddenly you're deep inside a city and can't see more than 1 tile ahead of you. BAD

My kingdom for night vision goggles!

Adrian and Atomos are done with the big city for now. Driving all the way there only to have the weather change on them is a pain. Fortunately, they did finally find a wrench (YAY), still no metal saw but oh well. The wrench was more important. Since autumn weather is superbly unpredictable they'll probably spend the rest of it, as well as winter reading and doing home improvement.

You can make a hacksaw with a forge, but NEED a hacksaw to make the forge in the first place  ::)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 24, 2017, 06:32:25 PM
Killed so many zombies with my firefighter. (170 plus and it's morning of day 2) that I have a full set of tools from random drops.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 24, 2017, 07:09:55 PM
You can make a hacksaw with a forge, but NEED a hacksaw to make the forge in the first place  ::)

Rock forge.  Requires 40 rocks, a fabrication skill of 5, and tools with a hammering and a digging quality of 2.

Runs off of charcoal.

Found under the construction menu "*," and the "furniture" tab.

Edit: You can build a charcoal kiln with the same requirements as the rock forge but you only need a fabrication skill of 3.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 24, 2017, 07:46:10 PM
You can make a hacksaw with a forge, but NEED a hacksaw to make the forge in the first place  ::)

Rock forge.  Requires 40 rocks, a fabrication skill of 5, and tools with a hammering and a digging quality of 2.

Runs off of charcoal.

Found under the construction menu "*," and the "furniture" tab.

Edit: You can build a charcoal kiln with the same requirements as the rock forge but you only need a fabrication skill of 3.

There is no rock forge in my recipe book  :-\ Fabrication is at 6. Does this require a book or any other skills?

Finally realized this is in the construction menu, duh!  :-[

Btw, of course now that I play a character who will NEVER USE BIONICS I find a fusion arm blaster CBM. I hate you, game. That thing is so badass. My cyborg would have loved it.

I wonder if you can make NPCs use bionics? I guess probably not... Atomos would be the type of gal might agree to it, methinks.

Still waiting to find a hacksaw and chemistry set. Then again, Adrian still isn't anywhere near ready to take on the Big Scary (tm) so he's still very cautious, working on his castle more than anything. Found a nice handgun but the noise and 0 handguns skill aren't worth it.

Win condition for this playthrough: become a Greenseer (post-threshold Elf-A mutation, 8+ Arcana skill) and heal the world with druid magic. Not that I'll ever make it that far, hah.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 24, 2017, 08:01:53 PM
Thats a pretty good win condition.

Im thinking my win condition for Danny Tubbs is a two part one, well and either or case at least.

Cage the beast:
Get 8 in every crafting skill and build a working village of sorts.

Or.

Release the beast :
Get 10 in every melee combat skill and mutate beyond being a mere mortal.
Not sure how far that would need to be though.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 24, 2017, 09:03:19 PM
Okay, seriously?  Fuck PK's mod and hordes turned on at the same time.  I just had 40+ zombies drop outside of my wilderness camp in the middle of nowhere.

My character is decked out in great armor so it's more a matter of irritation and frustration as I have to yet again rebuild my base due to Zed's inconsideration for tromping all over my stuff, leaving their smelly clothing laying around and not moving unless I push them myself.

Seriously, it's just as bad as having a roommate.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 24, 2017, 10:16:36 PM
Okay, seriously?  Fuck PK's mod and hordes turned on at the same time.  I just had 40+ zombies drop outside of my wilderness camp in the middle of nowhere.

My character is decked out in great armor so it's more a matter of irritation and frustration as I have to yet again rebuild my base due to Zed's inconsideration for tromping all over my stuff, leaving their smelly clothing laying around and not moving unless I push them myself.

Seriously, it's just as bad as having a roommate.

Huh. My wilderness base has never seen more than 1-2 lone stragglers (always naked...) at a time. The closest horde I've ever seen was like 15 map tiles to the north. I did see a tiny village (4 houses) with a huge horde, though. It was ridiculous. 4 buildings and like 100ish zombies... there must have been a music festival or something when the apocalypse hit. I SO turned my bike around and never returned to that place.

That said, I realized the rock forge isn't enough... I still need an anvil AND crucible to make those dumb metal tongs so I can make one hacksaw. I hope I can remove the mandatory steel frame from a vehicle without needing a hacksaw... AAAAAAH
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 24, 2017, 10:40:18 PM
Ugh.  Moose'd again just as I was starting to get a guy stable.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 25, 2017, 03:19:57 AM
Danny Tubbs shuffles his way into the town of Greendale, or so thats what the road sign says.

The map says there are two of these things called museums, four gas stations and a pair of electronics store. Interesting combination of things and sparsely dotted with houses and a few clothing stores.

After smashing his way through the front door in a pair of punches, Danny glances around. The room is filled to the very -brim- with medieval pieces, a stone Adze by the door, a full set of oriental plate mail in the back. And the crowning jewel of the curators collection appears to be a massive sword hung in a case of reinforced glass and set with alarms.

Throwing caution to the wind, Danny engages his muscles and punches his way through the glass to grab the huge weapon, which according to the name plate, appears to be a Zweihander that was used in the early sixteenth century by a general. Now armed with a weapon his size, Danny turns around to see the Zeds filing in, a quick headcount reveals twelve in the immediate area and his ears tell of many more outside.

With a quick pair of lunges into the oncoming horde, Danny slices the first clean in half, and then another, and then another until he makes it outside. Outside the real fun begins with the following:
A shocker brute and 2 shocker zombies.
A smoker zombie.
A pair of those bile spewing zombies.
And a dozen more regular zombies.

He killed them all but sustained heavy injuries and limped home in pain. The suit of armor can stay there for a day or two.


Fun fact, with 40 cut damage on the weapon, and 46 strength, I was able to critical the brute for 130 damage.

I also removed some of his natural armor because it was a little ridiculous to be able to withstand C4 blasts naked.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 25, 2017, 05:55:50 AM
Zwei Hander in hand and a fully healed body, Danny Tubbs sets off for the lab he escaped.

He tears the walls down with a jackhammer he found in a hardware store, and is immediately confronted by a Turret, no matter, he quickly charges it and rips the gun off, sustaining several wounds in the process, so he takes an hour long rest, during which his regeneration takes care of the most grievous of wounds.

Now inside, Danny finds many bodies and horrible things, the most horrible, which is a -pair- of turrets in the room he just bumped into, he manages to break one, before the second sends a pair of rounds into his brain.

RIP Danny Tubbs, your name was the wussies thing about you.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 25, 2017, 07:00:20 AM

Fun fact, with 40 cut damage on the weapon, and 46 strength, I was able to critical the brute for 130 damage.

I also removed some of his natural armor because it was a little ridiculous to be able to withstand C4 blasts naked.

Heh, my companion NPC is using an inferior version of these - 36 cut and like 10 bash, but I think the recipe for the good quality Zweihänder is in the Scottish recipe book. Adrian won't be able to use it, but his friend and guardian will be happy to.

No natural armor, regeneration or anything like that where I come from. We still run away a lot over here  :P

Fun fact: if I hadn't been enforcing animal empathy using the console from the start (because PK's makes it near pointless otherwise, you might as well choose animal discord for all the difference it makes), I would have been Moose'd twice already. But nope, Adrian will not die to mammal type animals. Just nope. He's a Greenseer in the making. There are still plenty of critters that can kill him fine, though, so he's paranoid careful and taking 0 risks.

I almost want to start a secondary game for a throaway character just so I can take risks while exploring.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 25, 2017, 10:26:30 AM
RIP Danny Tubbs.  You need some extremely high damage resistance to be able to survive taking hits from turrets, and even then a lucky crit on your head will end your life pretty much every time.

Adrian has his work cut out for him.  The animals of the apocalypse are anything but friendly, where even the mild-mannered sheep and goat will leap at the chance to end your life.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Harmless on November 25, 2017, 10:31:19 AM
Ugh.  Moose'd again just as I was starting to get a guy stable.

Yeah. It takes a lot of vigilance with those damn meese. This game reminds me a lot of Arm in that you can easily let your familiarity get the better of you esp. with the routine tasks of building your survival plan, kit, base, whatever, and then make simple mistakes that turn deadly fast.

Since my last post I already went through a slew of characters. I realized sadly with one that I had hordes off and so had no trouble to expect really so I got bored. I then made a world with hordes on and holy shit, the difficulty is a whole other level with wander spawns. Now I have this kind of hopelessness about the game. If only the wander spawns weren't so dense and frequent and far reaching (they show miles from the cities, constantly...). I cannot seem to find a mod for DDA that tones down the wander spawns a bit so I can have something to defend my forts against without complete zombie chaos 24/7.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 25, 2017, 10:42:48 AM
Harmless, you could always turn the zombie spawn rate down in the options - I have mine at 0.7, down from 1. And item spawns reduced to 0.5 to compensate.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 25, 2017, 12:48:35 PM
So fireman died surrounded by so many zombies he couldn't move on a loot run.

Next guy is a baseball player. Got the trusty nail bat and had to abandon the shelter due to zed. Stayed in woods for a night, slept on straw I found by a basin. Drank water, got sick, puked, drank more water.

Small town nearby. Snuck into a house under cover of darkness. It has a fireplace and seems promising.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 25, 2017, 03:24:43 PM
So I'm finding that most of my "successful" runs have had a common element: the farmhouse.  Mainly it's the easy access to water (pump well) that is SO important.

How exactly does one survive without that?  Funnels and materials to make funnels are not easy to come by.  AFAIK, I can't just sit a pot bucket outside to collect rainwater either.

PK's makes it even more complicated that sometimes the rain is acid rain, which I assume is not safe to drink.

So, where does your water come from?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 25, 2017, 03:37:24 PM
Pools, sometimes a house has one, or a shallow water thing out the front.

Toilets, a town full of toilets is enough water for a week or so under regular thirst levels.

Swamps and rivers.

Thats all I can think of right now.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 25, 2017, 03:38:01 PM
So, where does your water come from?

Adrian soon discovered that the adjacent swamp had some puddles with drinkable water, not only salt water

 ;)

All swamps have both kinds of water. I'd be screwed if they didn't. Just fill a gallon jug or jerrycan and put it in your cooking storage area.

And, of course, rivers. Also some vehicles (like firefighter trucks) have water in their tanks that you can siphon, bonus points if you put a water tank in your own vehicle, and install a faucet for easy access. Having or making a jerrycan helps.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: infinitehope on November 25, 2017, 03:48:28 PM
So, where does your water come from?

Adrian soon discovered that the adjacent swamp had some puddles with drinkable water, not only salt water

 ;)

All swamps have both kinds of water. I'd be screwed if they didn't. Just fill a gallon jug or jerrycan and put it in your cooking storage area.

And, of course, rivers. Also some vehicles (like firefighter trucks) have water in their tanks that you can siphon, bonus points if you put a water tank in your own vehicle, and install a faucet for easy access. Having or making a jerrycan helps.

Once found a huge aluminum barrel, filled it with water. Was hell bringing it back to base, but after that, running out of water was -hard-.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 25, 2017, 04:04:09 PM
You can construct a rain-trap through the construction menu "*" (good luck finding the needed tarp).

Funnels and rain water.  With PK's mod, this is more of a hassle than it used to be due to acid rain.  You can't just drop and forget and collect later as any amount of acid rain collecting into your container turns all previously accumulated water into acid water, which is not drinkable.

Rivers and swamps.  Endless sources of water.

Swimming pools.  Some houses have them.  Most motels have them.

Through every playthrough I've had, I've never resorted to drinking out of a toilet.

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 25, 2017, 04:17:43 PM
Acid rain is awesome, though. Free acid for homebrewing batteries.  8)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 25, 2017, 04:40:13 PM
Is acid rain in the plain experimental package or is it a thing I need to add if I want to try it out.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 25, 2017, 05:11:00 PM
Is acid rain in the plain experimental package or is it a thing I need to add if I want to try it out.

It's only in the PK rebalance mod at present. It used to be in the main game, though... not sure why it was removed.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 25, 2017, 05:19:30 PM
I would assume because a lot of people complained about it all at once and it was never put back in.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 25, 2017, 05:40:21 PM
I would assume because a lot of people complained about it all at once and it was never put back in.

Could just have made it a selectable option in that case, same as wandering spawns.

By the way, apparently there used to be acid rain that DESTROYED ITEMS and damaged characters. PK's version only causes pain, though the base game also downgraded it to just pain before removing it entirely.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 25, 2017, 05:49:23 PM
Thats pretty gnarly.

It has come to my attention, that fuck fire. That is all.

4 survivors in a row have died to fire because I am an idiot.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 25, 2017, 08:14:17 PM
Acid rain will ruin it yes. Funnels are gated somewhat unrealistically imo but it certainly adds to the challenge. Generally I pray for a small town or base near enough to a forest to train survival. Toilets are my usual early source barring something truly great coming along like a pool.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 26, 2017, 12:20:27 AM
Save summing seems to destroy pks mod.

Just fyi.

I really wanted this guy to live so reloaded after a desperate stand with a shotgun.

The soldier zombies and shocker zombies started duplicating
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 26, 2017, 11:47:17 AM
Well I found a nearby RV with a lot of clean water in it.  That'll hold me for a while I think.  I've been making survival antiseptic but it took like 4 batches to clean a bite.  Found a loaded Glock and AR-15 in a crashed military transport.

Zombies keep wandering into my shelter.  Also it seems the wander spawns can cross rivers.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 26, 2017, 01:22:54 PM
Current character day 1 with 3 blue bites. Bet he doesn't make it. Can't find disinfectant anywhere
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 26, 2017, 01:39:44 PM
I feel weird because I don't have all those zombie swarm issues y'all have. I'm in the second summer now, and still only see 1-2 naked zombies show up VERY RARELY near my base, like one per season or something like that. But my whole map is weird. It should be called 'Nowhereville' because really, apart from the one big town where I started, there isn't anything, anywhere. One of the 'towns' that was marked on the tourist map I read at a hotel was really just ONE GARAGE. And that gets a town name? Duh.

There's a big factory that of course I can't go into yet because of turrets and security bots, a command center for escaped mutants in the middle of nowhere, one single lab, and 3 'towns' with 1-4 buildings each. That's pretty much it. Lots of roads that lead nowhere. And not even the big town seems to have that many zombies anymore... I can go pretty far in before I start to see any hordes. There's an area with some infected survivors that are SUPER DANGEROUS but I can drive through it no problem at max speed. There's also an 'unknown bunker' with a bunch of turrets so again, nope. Staying away.

Not complaining too much, though. It's nice being able to grow and develop skills for now.

Starting to get into magic a bit, and doing things and stuff. Another update soon!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on November 26, 2017, 03:22:21 PM
Actually this run didn't have a huge number of zombies on the outskirts of this city, it was just a series of bad luck on bites. The zombies didn't do much damage overall.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 26, 2017, 04:11:43 PM
So I learned you can strap explosives onto an RV car and remote control it into a zombie horde.

I guess you could also put a security camera on it and use it for scouting? Mind blown.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 26, 2017, 04:39:44 PM
Bet you could also do it with a bicycle and a gas tank.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 26, 2017, 06:15:44 PM
Bet you could also do it with a bicycle and a gas tank.

Many are the tales of survivors building powerful and heavy vehicles for use as improvised battering rams and explosives to deal with the zombie hordes of the Apocalypse.

And I don't just mean directed driving.  I mean building a bullet shaped vehicle out of the heaviest stuff you can find, putting in an 8-cylinder engine or two with just enough power to get up to 200 mph, stuffing a box full of C-4 and mini nukes on timers and leaping out of the moving vehicle before it collides with the latest wall of Zed...or just any wall, really.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 26, 2017, 06:24:27 PM
Is magic stuff in PK's mod?

I think the makeshift antiseptic is. It's a fairly easy recipe: fire, water, pine boughs and paper. Not 100% effective though.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 26, 2017, 06:58:23 PM
No, magic is in the arcana mod.

By the way, where do you see what kind of ammo a vehicle turret uses? And how do you reload it?

-A proud Humvee owner. Humvee is life, Humvee is love.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 26, 2017, 08:16:50 PM
No, magic is in the arcana mod.

By the way, where do you see what kind of ammo a vehicle turret uses? And how do you reload it?

-A proud Humvee owner. Humvee is life, Humvee is love.

Drop the ammo on the same tile that the weapon occupies.

Not sure how to check the ammo type, off the top of my head.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 27, 2017, 11:31:53 AM
I think I figured out why my starting city isn't more densely populated by zombies, and why so many of them are naked respawns.

In between the demon spire and the police hub with its heavily armored broken cyborgs, the zombies get killed again, and again, and again.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 27, 2017, 12:34:01 PM
I think I figured out why my starting city isn't more densely populated by zombies, and why so many of them are naked respawns.

In between the demon spire and the police hub with its heavily armored broken cyborgs, the zombies get killed again, and again, and again.

Such is the case with the town one of my characters has settled next to.

There's a demon spire at the furthest side from my camp and I think a slime spring in the center of town (so I assume; there's two map tiles that are filled from end to end by blobs), and between the two of these they've nearly depopulated the whole area of Zed.  Honestly, I think the only reason there's any zombies at all is because wandering hordes is turned on.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 27, 2017, 05:35:44 PM
So you can search the crafting menu for specific skills used (so you can train those) or for certain materials used.

Copying this from youtube, where I found the info in a comment:

"s:fabrication" to find things that skill fabrication
"c:fat" to find things that use fat in a recipe
"Q:Tree cutting" to find something you can craft that will give you ability to cut trees
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 28, 2017, 07:21:05 AM
The closest Adrian ever was to death was... yesterday. He'd be toast if a zombie brute hadn't unwittingly saved his life.

But let's start at the beginning. After making some new heavy survivor armor for Atomos, the two of them decided to pack their newly crafted jackhammer into the Humvee's trunk and drive back to Rindge to try and break into some banks as well as that police hub Adrian has been curious about for some time. They added a small stash of comestibles and basic cooking ingredients (the Humvee now has a small kitchen unit) and headed out, leaving Lavern Mora - the third member of their group - to guard their food stash back home. Because before joining up, that guy used to camp nearby and steal food with his buddy whenever Atomos & Adrian weren't home. But that's a different story.

Anyway, Atomos and Adrian hit three banks without too much trouble and found some nice things, though they're mostly useless to them - a time manipulation bionic, who's going to use it? No one, that's who. Apart from one bank's ceiling crashing down when they used the jackhammer, and a set off alarm drawing a nearby horde, they didn't encounter too much trouble. Until they hit the police hub.

The place itself was fine, actually. After sneaking around the cyborgs outside, they didn't find anyone inside, though some voices - "please just let me die" - from a certain room convinced them to avoid that very room. These weren't netherworld creatures imitating humans; they sounded different. And mi-gos stopped being an issue a long time ago. The presences in that room sounded... robotic. Like something best avoided.

No, trouble struck on the way back to the Humvee, which was parked in some meadows a short distance from the town. On the way to the hub, Adrian hadn't spotted any zombies anywhere nearby and since this town had been largely free of Zeds for years now, Adrian didn't expect to run into a horde, so he left his night vision goggles (I found a book with a recipe!!!) deactivated. And what a mistake that was. The two of them promptly bumped into a horde of around 25 Zeds, most of which were specials led by a master. To make matters worse, the same area also happened to be infested by trapdoor spiders and Adrian fell into a sinkhole he couldn't get out of. Despite Atomos' best attempts to save him, he was swarmed by zombies who could hit him just fine.

"So this is where it ends", he thought, his life flashing before his eyes. But then... a zombie brute reached down, grabbed him by his arms, and flung the kid a good distance north. "RUN, KID!" Atomos yelled from somewhere in the darkness. And run he did. It was just like back at the very beginning, when he and Atomos tried to reach the Refugee Center in pitch black darkness and he had to dodge zombie after zombie, eventually losing his protector in the dark. Some five of the faster zombies followed them, but thanks to all the combat lessons Atomos had given him over the past one and a half years, he was able to kill these few zombies on his own.

He was hurting, though. Hurting more than ever before, and closer to death than he'd ever been. Nothing moved in the darkness around him, so he took the time to swallow the strongest painkiller he had on him, and treated his chest and leg with supplies from his first aid kid. After waiting a little while, the pain became manageable. He could move again. He limped back to the car, hoping to find something - anything - in the trunk he could use to help Atomos, if she was even still alive. Just like back then, he didn't know where she was, or whether she had survived.

Upon reaching the car, he was flabberghasted to see the woman already leaning against it, covered in zombie goo from head to toe and smoking a cigarette without a care in the world. "Took you a while," she said, cracking one of her wolfish little grins. "I've been waiting." The woman barely had a scratch on her.

I could just picture Adrian standing there wide-eyed, bloodied, and completely speechless and Atomos going "What? I killed them all. That's what I'm here for, isn't it?"

She had, indeed, killed the entire freaking horde on her own and barely taken a hit, blocking strikes left and right with her arming sword. She was missing like... 4 hit points. Her head was at 80 instead of 84. Yeah.

The story isn't over just yet - the animated goo that had leaked out of all those dead zombies crept its way to the car to attack Adrian and Atomos while they were talking. Once again, the woman tanked the swarming blobs - and a couple of them were HUGE - while Adrian ran around the car and used his steel spear to support her from a distance. Once again, the woman barely took a hit. And there were plenty of blob globs left afterward, a necessary ingredient for future Adrian to transcend humanity and become an elf. Because that remains the goal. He still needs to improve his knowledge of magic, of course - find places of power and explore them to hopefully learn more about healing the world. The last time he went out to study 'nature magic', this happened...

(http://i64.tinypic.com/16jljs3.png)

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on November 29, 2017, 11:56:31 AM
Back to Team Phi.  Killed half the wander spawns in the other town.  Even beat a shocker brute with no problems.  Looted stuff, including a kitchen set from a broken down RV.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: valeria on November 30, 2017, 03:06:39 PM
Babs died to an inexplicably aggressive NPC. And then so did my next SEVERAL characters, until I turned off random NPC spawning.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 30, 2017, 04:45:42 PM
Babs died to an inexplicably aggressive NPC. And then so did my next SEVERAL characters, until I turned off random NPC spawning.

That's weird. One Youtuber I used to watch said the same thing, and turned them off for the same reason, but personally I've never been attacked by a random NPC (and I play this game WAY too much). A few turned hostile, and one told me to get the f*** away before he changed his mind, but they never attacked if I kept a reasonable distance from them.

I wonder if the issue is related to a certain experimental version.

Meanwhile, Adrian is exploring the world in search of magic, got burned by a Dracolich (survived by jumping into water) and found a Fallen Angel's ring, as well as a book on brewing magic potions. The ring is a protective artifact of sorts. He's fine, but I toy around with another character from time to time. A fiery Latina firefighter with heat control bionics who likes to set houses on fire, then fights zombies inside, cackling like a madwoman while zombies burn to ash all around her. Her bionics keep her from suffering the same fate. At least until her power runs out...  :P
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 30, 2017, 04:49:18 PM
I upgraded my experimental version and lost all my saves (which I knew would happen).

Unfortunately, this version does not like PK's rebalance mod and will not allow play while it's active.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 30, 2017, 04:53:32 PM
Unfortunately, this version does not like PK's rebalance mod and will not allow play while it's active.

What error message are you getting? I used to have this problem and kept getting a critical error when trying to start a game. PK's developer said the message referred to a file he had already fixed, and that I should reinstall the mod. This didn't help, though... the error persisted until I downloaded a new version of the game, and started in a new world with ONLY PK's mod enabled for testing purposes. Afterward I could re-gen with other mods and was fine.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 30, 2017, 04:59:20 PM
DEBUG: Error: data/mods/PKs_Rebalancing-master/pk_overmap_terrain.json: line 519:13: invalid color name
"name": "spider lairs",
"sym": 79,
"color":
           ^


Plus a bit more.  Someone monkied with the color settings for the overmap with the latest version of the experimentals and it doesn't play nice with PKs
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on November 30, 2017, 05:07:51 PM
Could be worth keeping the previous version for the time being. What's new in this one? Any must have changes or additions?

Personally, I never update the game while I still have a save running. Mostly because I don't know how.  :P

You could try contacting Pisskop on Reddit or the forums, he's pretty cool about updating the mod to accomodate new versions.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on November 30, 2017, 05:09:03 PM
Could be worth keeping the previous version for the time being. What's new in this one? Any must have changes or additions?

Personally, I never update the game while I still have a save running. Mostly because I don't know how.  :P

Nothing really new or fantastic.  I just tend to update every so often to see if I've missed something that wasn't reported on the experimental thread.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on November 30, 2017, 10:16:10 PM
Nick 'Havoc' Parker.

After serving 15 years in West Haven Penitentiary for Cannibalism, various murders and many, many felonies as a high ranking Enforcer for Mob Boss Donovan Crowley. The Cataclysm struck and he managed to sneak out of the prison, gathering up a few handguns and a small cache of ammo.

Making his way to the edge of the city, Nick found an Evac shelter (ironically the same one Danny Tubbs used) and a survivors base, it stank and had fecal matter everywhere but seems abandoned at the very least, food and water in a sizable amount but oddly, zero tools of any kind to use the things in there. (Danny never picked up and used external tools)



I did not in any way try to find my way to the old base, but eh, it works right?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 01, 2017, 12:30:38 AM
Scene:  An abandoned farmstead on the edge of town.  An office tower rises over the back pasture, it's windows shattered and a scrap of cloth fluttering in a cold wind from the fifth story window.

A beat up excavater sits out front of the garage built next to the farmstead house.  Next to it is an almost pristine SUV, it's only flaws being the coating of dirt over the paint, the ratty tires and one side of the rear fender being dented in on it's self.  A broken open corner of the house, showing the interior kitchen, is likely the source of the damage.

A pile of canned foods, plastic milk jugs filled with water and several appliances cover a counter and perishable bits of meat and wild vegetables fill the refrigerator standing beside.  A pile of loose electronics, tools, books, half-completed projects and many other items coat the kitchen's table.

Through the kitchen door is the foyer where a figure sits in an armchair, book in hand.  They are covered in military garb that looks as if it had been through several wars, their pants tattered, their jacket just as ragged and the gas mask sitting in their lap dented, scratched and the glass showing a little crack in just the right place to constantly annoy anyone trying to see through it.  The person filling the clothing is a young woman, pleasant looking, of indeterminable ethnic make-up.  Her expression is one of intent interest as she slowly turns the pages of her book, obviously well engrossed in the subject matter.

It would be a placid enough scene, if it were not for several incongruous points.  Through the partially opened backdoor on the opposite side of the foyer from the reader can be seen a body, mostly decomposed, with it's face caved in.  The young woman's uncaring dismissal of the rotten corpse is almost inhuman in it's calmness.  It would be easier to judge her emotions if her eyes were anything other than the twin pools of hypnotically shifting pools of green, pupil-less and impossible to tell exactly where her attention shifts.  A closer inspection of her hands shows her apparently well-kept fingernails are..thicker than normal and come to natural points.  Her choice of reading material completes the disturbing picture.  In her lap beneath the book are pages of notes covered in runic writing and images, detailing the workings of spells and strange concoctions and the study material currently keeping her focus has the words "To Serve Man" written on the leathery cover.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 01, 2017, 06:22:57 AM
That was awesome, PH. I'd love to read more  :-*
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Miradus on December 01, 2017, 10:33:25 AM
   The roar of the 155mm gun shook the hold of the Beast as downrange the automated police turrets disappeared in a flash of fire. The nearest police car caught flame as it rolled into the ditch, but the turrets were silenced for good. Scar looked back over his shoulder, his ears ringing from the blast. Flores was shouting something joyous and some canned food in the cargo carriers of the Beast rattled off the shelf and into an unsorted pile of drugs, food, and useful clothing that was their spoils from the last city run.
   "Fuck the police," MacGains said, looking over at Scar with a gap-toothed grin. A zombie hulk had put him through a wall, costing him his front teeth and a month in a leg splint, but his sense of humor had not been dimmed by the apocalypse.
  Fuck the police indeed, Scar thought. They'd put up these road blocks outside of most major cities, trying to stop the contagion from getting in. What it had really done was limit the mobility of those trying to escape the hordes, and cost the lives of numerous survivors later as the automated turrets decided anything moving in the wasteland was a threat. In front of most road blocks could be found a burnt motorcycle or RV from some other survivor who had driven too fast for their own good and got inside the turret's range.
   But not the Beast nor her motley crew. The Beast was a repurposed battle tank, found in relative working order outside New Hampton. A few shuffling zombie soldiers nearby had not minded terribly when Scar commandeered their former vehicle. Over time he'd gutted the interior, put in cargo carriers and a fridge and kitchen unit from a wrecked RV, and mounted external tanks for water and diesel. Flores he'd picked up outside of Marro Plantation when her lack of an inhaler had overcome her distrust of other human beings in this new and lawless world. MacGains had been recovering from some injuries in a ruined gas station along the road. The trio worked well together, but the Beast was as much of a part of their team as any of them.
   Now they lived on the road, the spiked rams of the Beast shouldering aside lesser vehicles and zombies alike as her three diesel engines roared through the night, taking the crew from mansion to mansion. The cities were death where you could be quickly overwhelmed. Small towns weren't so bad, but there were more dead walking than the living and worse things than zombies lurked in the ruins. Scar recalled the boarded up house whose door he'd kicked in, expecting to find some holdout's cache of food and weapons. Instead he'd found the zombified corpses of over a dozen children who were happy to have some fresh food delivered.
   Gunfire sounded through the open hatch and Scar ducked down briefly before he realized it was coming from the burning police car. Ammunition was cooking off. Flores let out a groan.
   "Damn," she said. "We could have used those bullets."
   She motioned to a pile of assorted guns they'd picked up along the way. Most had a few bullets but it was such a mismatched set that they didn't have anything they could reliably use. Instead they relied on the medieval weaponry they'd scavenged from a museum and of course the bladed ram of the Beast.
   "The road giveth, and the road taketh away," Scar said, clamping his teeth down on a cigar. "Let's go see what's left."
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: valeria on December 01, 2017, 10:51:43 AM
Aka: They would tell me to drop my weapon and leave, which I would do, but as I was leaving they would turn aggressive and chase me down. I wouldn't pick the weapon back up and I'd leave directly (both of which I thought might have contributed to Babs's death) and they would still turn aggro and chase me down.

It was pretty infuriating and felt like a bug. I'm only playing the latest stable version, though.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 01, 2017, 12:15:19 PM
You should play the latest experimentals, valeria. The stable version isn't really much more stable and is missing a lot (and I mean A LOT) of content. Just do a quicksave after important discoveries or after a long walk. Crashes do happen but overall the experimentals aren't too bad, maybe 1 crash per 10 hours or something like that.

The NPCs should give you enough time to run a good distance away. They shouldn't go out of their way to hunt you down afterward - this never happened to me in the experimentals. If I stayed far away from them, they left me alone.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 01, 2017, 12:36:10 PM
I use the experimentals elusively for pretty much the same reasons that Akaramu specified.  There's just been so many changes, additions and tweaks made since the last "stable" release that I feel crippled when trying to play it.

And I can't remember the last time I suffered a crash during gameplay.  It may have to do with my frequent "save & quite" strategy.  The game tends to slow down as more and more information is collected (typically an accumulation of items, mobs and new areas to track) and I've found that by intermittently saving, quitting to the menu and then loading my save back up, I significantly speed everything back up and avoid any possibility of a crash (or so I like to think).
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 01, 2017, 05:52:03 PM
Scene: A lonely stretch of highway cutting a path through dense forest on one side and the spongy ground of a salt-water marsh on the other.  Rain cascades down from an overcast sky thick with deep black clouds that have not yet turned into the storm with which they threaten the broken world below.

Two beams of light cut through the gloom, startling in their mere presence as it's been some time since anyone was seen traveling this abandoned path.  No sound of an engine accompanies the body of a battered and dirty SUV as it rolls down the road, it's electric engine playing a gentle, humming lullaby solely for it's two occupants.  The driver, a young woman wearing ratty clothing that reveals far more skin than even the most "free" of New England's occupants once thought of as acceptable, adjusts a pair of stylish sunglasses (Raeban.  Only the best for her) that hide eyes of shifting green much like the blurred shades made by the passing treeline as she speed on.  Her attention shifts just long enough to glance into the rear-view mirror to check on the vehicle's second occupant.  Their sex was indeterminable, obscured as it was by the diminishing light due to the brewing storm and late hour, the thick trenchcoat they wore and the fact that they clung to the open trunk of the SUV with hands that showed white-knuckled even through the finger-less, plate-backed gloves they wore.

The driver let a momentary curl of her lips to show her satisfaction as the figure was jostled into the frame of her car as she swung it around a curve and passed out of the trees and drove past a forlorn little town on her right, windows broken, lights dark and where the neighbors were the embodiment of the bad joke of inviting someone over for dinner.  A few more miles and the thief that had tried raiding her trunk of scavenged supplies during a horde onslaught might be more amicable to accepting her offer of "friendship."  Or the rain would slicken their grip enough that they'd be flung into the unfriendly night when she next took a bend in the road.  Either way, the problem would be solved.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 01, 2017, 10:02:09 PM
Just wanted to share a thread on the Cataclysm board where someone has done some excellent artwork for their most successful character.  NSFW as there are some concept drawings that flash "teh buubies."

https://discourse.cataclysmdda.org/t/fluffy-tentacled-mutant-art/14179/42
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 02, 2017, 08:10:54 AM
I wish there was a way to change a character's starting items and bionics before they enter the game. Because sometimes I'd like to try a build with just 1-2 bionics instead of the full loadout the bionic starting concepts get, or I'd like to start with a particular item without having to cheat with the console. Also many, many base level mutations can't be picked at the start. Why can't I give a character cephalopod eyes? WHY? Again, you can add it with the console but then you don't pay character points for it and it really feels like dirty, dirty cheating.

Anyway, my firefighter kept running out of bionic power too fast, though that's not the reason she died. She never discovered a way to treat bite wounds (not even a knife!!) and while she downed a number of zombies without problems (they couldn't get past her turnout gear), some rats in a basement gave her so many deep bites it wasn't even funny. Why can rats bite through turnout gear when zombies fail to?  ???

Adrian is still fine, and I started another character just to try something new (and experience what it's like to have a badass character for once). Will post a Horse-style character scene once she's survived for some time.  8)

Just wanted to share a thread on the Cataclysm board where someone has done some excellent artwork for their most successful character.  NSFW as there are some concept drawings that flash "teh buubies."

https://discourse.cataclysmdda.org/t/fluffy-tentacled-mutant-art/14179/42

That's super cool, but really this is NSFW? I had to go looking for the boobies with a magnifying glass... xD

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 02, 2017, 06:14:00 PM
The good news: Team Phi got the APC running and drove it back to the farm house.

Bad news: they ran over the well pump while backing up to the door.  Visibility on that thing is crap, even with the cameras.


So, how exactly can I hook up my makeshift welder to the car battery?  I'm burning through power fast with that thing.  Would love to get it on solar power ASAP.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 02, 2017, 06:37:15 PM
The good news: Team Phi got the APC running and drove it back to the farm house.

Bad news: they ran over the well pump while backing up to the door.  Visibility on that thing is crap, even with the cameras.


So, how exactly can I hook up my makeshift welder to the car battery?  I'm burning through power fast with that thing.  Would love to get it on solar power ASAP.

The "Extra Battery Mod" you can fabricate under "electronics," when attached to the welder, will allow you to make use of car or truck batteries as the power source in place of normal batteries.

This does mean that the vehicle battery must be separate from the vehicle it was installed in before you are able to use it.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 02, 2017, 06:38:44 PM
Ah, cool.  Maybe I can make use of those quick-swap batteries from the shitty solar car.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 02, 2017, 06:50:42 PM
I might be wrong, but I do believe you can use jumper cables on stuff like that, so long as the welder is a fabricated item, as in its part of the map not a simple item. If its an item ignore me.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 02, 2017, 07:34:04 PM
Or you can build a welding rig as a separate draggable mini-vehicle with its own solar-powered battery.

With high skills (not sure which skills - electronics, fabrication, mechanics?) You can also build a vehicle welding rig that fits inside the vehicle. Then there is the survivor station, a vehicle module that does everything you want. Cook, weld, freeze perishable food, brew mutagens and purifiers, whatever. Take a look at your recipe menu to see if it's in there.

As an aside, I LOVE the mind-boggling number of rare, gameplay-altering items you can discover. I've sunk so many hours into this game and still find things (and monsters) I've NEVER seen before. Some of them can completely change your playstyle if you discover them early on.

Like Adrian's sleeping bag and rolling mat. They allowed him a nomadic lifestyle early on, an important reason why he survived past day 1 after he'd lost his bodyguard.

My current character found a kitchen tool that allows her to make her own pasta from raw flour, and a family cookbook with rare recipes. NONE of my other characters had anything like it! Pasta 4ever. <3
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 02, 2017, 07:57:10 PM
Or you can build a welding rig as a separate draggable mini-vehicle with its own solar-powered battery.

With high skills (not sure which skills - electronics, fabrication, mechanics?) You can also build a vehicle welding rig that fits inside the vehicle. Then there is the survivor station, a vehicle module that does everything you want. Cook, weld, freeze perishable food, brew mutagens and purifiers, whatever. Take a look at your recipe menu to see if it's in there.

As an aside, I LOVE the mind-boggling number of rare, gameplay-altering items you can discover. I've sunk so many hours into this game and still find things (and monsters) I've NEVER seen before. Some of them can completely change your playstyle if you discover them early on.

Like Adrian's sleeping bag and rolling mat. They allowed him a nomadic lifestyle early on, an important reason why he survived past day 1 after he'd lost his bodyguard.

My current character found a kitchen tool that allows her to make her own pasta from raw flour, and a family cookbook with rare recipes. NONE of my other characters had anything like it! Pasta 4ever. <3

Pasta for days!  Pasta for life!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 02, 2017, 08:04:03 PM
Btw, the BEST monsters show up if you pick the schizophrenic trait. I dare you to meet the elusive foose! (Yes, foose. Not moose.)

Or, you know, (spoiler) your mom
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 03, 2017, 06:52:51 PM
NO!  Fuck!  AAARGH!  I hate this game!!!

(https://i.imgur.com/IJ40ZHj.png)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 03, 2017, 07:00:52 PM
The Apocalypse giveth (bad things) and taketh away (good things).
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 03, 2017, 07:06:50 PM
It's bad enough to live day in and day out on aspic.  Do you know what aspic even is?  It's fucking MEAT JELL-O.

(https://thumbs.dreamstime.com/z/meat-aspic-23463142.jpg)

EXCEPT MINE IS MADE FROM FUCKING DOG MEAT AND I DON'T GET A LITTLE APPETIZING PIECE OF PARSLEY ON TOP BECAUSE MY MUTANT CARNIVORE STOMACH CAN'T DIGEST FUCKING PARSLEY!!!!!

AND NOW I HAVE TO EAT ABOUT 10 POUNDS OF IT EVERY DAY!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 03, 2017, 07:10:44 PM
Carnivore is probably one of the most hurtful mutations. Until you can get to saprovore at least, then its mostly fine, just go punch some zombies.

Honestly I would rather get stuck being a full on herbivore.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 03, 2017, 10:07:24 PM
Poor Moe.  :( At least this time you won't get radiation sickness if you go search a lab for some purifier... or mutagens / serums of a tree that cancels out carnivore. Did you take genetic chaos instead of genetically unstable? Because that tends to mutate you faster and in worse ways than the genetically unstable version.

Personally, I only ever got carnivore for a short while before RNG decided to switch me over to a different animal and I turned into a herbivore instead. There's a good chance your mutations will change again.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 05, 2017, 01:44:40 AM
The light of a malfunctioning console flickered feebly in the dark laboratory.  The insane ramblings of impossible creatures echoed down the hallways.  A rotting husk in a stained white lab coat stumbles against the wall, his once keen mind now devoid of all sense and intent.  There is a low hiss and then an inhumanly fast creature leaps from a nearby doorway.  A deeply stained wooden baseball bat slams into the walking corpse's skull.  It slumps to the ground.  The lithe figure crouches next to the body.  She stares into the darkness for a brief moment.  The slits of her nose widen as she tastes the air.  Two more figures approach from behind her.  They wear tattered clothing beneath a few pieces of haphazard armor and each carries a medieval-looking spear.

The creature nods to the two men and they take up defensive positions around her.  She sets her bat down and reaches for a butcher's knife sheathed on her belt.  She starts to dissect the decayed corpse.  The cuts seems practiced but exploratory, as though she's not entirely sure what she means to harvest from the body.  She pauses for a moment and sets down the knife.  Her face tightens with a recognizably human cringe of disgust.  Then, after a steadying breath, she reaches into the exposed chest cavity.  Ichor stains the white scales of her hands as she picks through the organs with her elongated fingernails.

Finally, she withdraws something: not meat or an organ but something of metal and plastic.  She grabs a rag and wipes it and her scaly hands clean.  She carefully places the cybernetic module in her pack and gathers her tools and weapon.  She stands and touches one of the men on the shoulder.  He looks back and nods at her.  No verbal commands seemed necessary.  She takes the lead and the trio stalks further into the laboratory.

---

Patient Phi had been feeling unwell lately.  The comforting heat of summer suddenly seemed unbearable as her previously cold-blooded body flushed with a new, raging metabolic fire.  Her appetite rose dramatically and she devoured almost a quarter of her jellied meat stockpile in a single day. 

A horrific thought tormented her mind: come winter, should her meat supplies run out, would her animal instincts turn on one of her own lovers for sustenance?  She was physically much faster and stronger than Thad and Rudolf.  Despite that fact, she depended on them for survival.  They watched her back, taught her skills she lacked, and provided warmth in bed that, until recently at least, her pale reptilian body desperately craved.

To face this apocalypse alone again was unthinkable, but to go on she had to do something equally unthinkable: to go back.

Getting into the laboratory was easy.  She'd found several of the so-called "scientists" that had died in attempts to flee that evil place and had taken their identification cards.  The doors slid right open for her and her team.  Inside was another matter.  The infection had spread among the remaining staff.  Security systems were on full alert.  Worst of all, the more horrible of the horrors kept there were still alive and highly agitated.  They screamed and rambled in their almost-human way.  She avoided those sections when possible.

The trio made quick work of infected and security "manhacks" alike.  They were an efficient team, having worked together to clear out two small towns while scavenging for supplies.  Phi, with enhanced infra-red vision, would scout ahead in the darkness.  If there was a threat, she would lead it back to the other two who could "safely" dispatch it with their long pikes.

She hoped that she might find some sort of cure, some way to reverse what these people had done to her, or at least tame it somewhat.  Unfortunately, scouring the upper level of the facility yielded only something marked as "insect serum".  Though her companions were astonishingly tolerant of her reptilian features, she was sure that adding mandibles or chitinous spikes would severely blunt their attraction.

The lab went deeper underground but security doors, controlled by terminals that thwarted Phi's novice computer, skills barred the way.  Instead, she started searching the lab technicians themselves for a solution.  For some time now she'd been aware that some humans, infected or otherwise, contained electronic enhancements inside their bodies.  "Bionics", she learned they were called from a magazine article.  She'd collected several pieces and had some educated guesses about their function but did not have enough of the technology for a complete system.

She dissected the lab worker corpses carefully, saving every bit not made from putrid flesh or bone.  She team left the lab with a pretty good pile of cybernetics in their loot-cart.  Back at the farm where they lived, Phi carefully sorted the bionic scraps.  She twitched with hope as she examined one particular piece obtained from a dead scientist's bowels.  With help from electronic and medical textbooks in her library, she identified filters and peculiar bio-reactors that seemed purposed to extract nutrients from food in a way far more efficient than nature had devised.

Would this technology be able to repair this latest, grievous mistake of Phi's experimental biology?  She was hopeful, but cautious.  She carefully set aside the recycler unit and started referencing sections of her medical and technological textbooks.  Installation would not be easy, but it might be her only chance.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 05, 2017, 01:15:59 PM
Been too busy to play lately, but that new character post is still planned!

Moe, you might need a power bionic (the kind gives you a basic power pool) to run the digestive system one.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 05, 2017, 01:26:03 PM
The wiki says that the recycler is a "passive" CBM that doesn't draw power, so I shouldn't need anything else.

I've got a whole pile of CBM's now, including lots of batteries and an ethanol burner, though, in case it's outdated/incorrect.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 05, 2017, 02:16:37 PM
Phi spent the next few days and nights in books.  She needed to understand as much as possible about both her own body and the strange technology she intended to implant in it.  All the while, her, her hunger raged. 

During her studies, Phi actually found some texts referencing mutagen and it's antidote: genetic purifier.  Unfortunately, while she was becoming quite well versed in the science of electronics, the chemistry of these books was fairly well beyond both her knowledge and her available tools.  A biological remedy would have to wait.  Her hunger was an immediate problem.  She had already consumed over half of her food preserves, which were previously meant to last through the winter.

Installation day had come.  Phi gathered up the bionic module, a bottle of oxycodone, other medical supplies, and a bottle of vodka just in case.  She laid them out in the farmhouse bathroom, stripped, and then climbed into the tub.  The module was supposed to be largely self-installing, but she had no idea how clean that process might be.  She took two oxy's and waited.

The process was remarkably uncomfortable, but over quickly.  The painkillers seemed to be doing their job.  She briefly considered installing more technology, but decided it was best not to take further risks of injuring herself or worse, damaging the recycler implant.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Harmless on December 05, 2017, 02:21:15 PM
dogs are a survivor's best friend in this game.

Not only are they excellent for training your dodge skill (which only trains with successes, so be sure to be very unencumbered), they are just so gosh darned fun to befriend. Not to mention the way I squealed with joy the first time I found a dairy barn. Except of course if I decided to take lactose intolerance that run.

Also: Bionic prepper is by far the most "casual" mode in this game. If you land next to a large swamp, you can always just mash the cattails into starch-flour for weeks of flatbread. It feels like cheating to start with an entire kit that makes surviving most threats and issues pretty effortless, but the hefty character creation point sinks into skills is a pretty fair balance I feel, forcing you to have pretty average stats.

Also: Ultra-hardcore mode is to make each season 91 days long, but who in the hell could do that? That's a really cool idea though for a simulation of the actual difficulty of this, because racing to gather food would be an issue. You'd clean out a huge swathe of swamp in no time. The only practical way to survive then would be to mutate into tolerating zombie meat (Huzzah for rat-clan), or eating bleak stuff like bone-meal based foods, or having a realistic-sized functioning farm (I had so many thoughts of possibilities when I found a farm that had a tractor/tiller thing spawned in it once, but didn't bother to continue that one and rerolled). Truly this game has depth of possibility for the masochistic. (Much like Arm!)

Finally, I don't like the stats-through-skills mod, and never use it. After all, Armageddon doesn't allow that, right?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 05, 2017, 03:34:22 PM
Phi's shiny new upgraded digestive system certainly did a lot to curb her hunger.  It wasn't quite like before, when it seemed she could subsist off just scraps of food and sunny warmth (a cruel irony, given how easily her pale skin got sunburned), but it was more manageable.

She got back to work on the APC.  It's now upgraded with solar panels, a 60L water tank with funnel, and a bed.  She considers installing a queen-sized bed so the gang can sleep in the manner they've been accustomed to.

One day while stripping some parts off the broken-down solar car out in front of the house, she heard a shout.  "Drop your weapon!"  She peeked around the bumper of the car and saw a man.  She set her bat down where he could see it, hoping maybe he'd be willing to talk.  Instead all she got were demands to leave.  This stranger wanted her to leave this place?  Her home?  With all her accumulated... stuff?  No way.

She drew her pistol, aimed carefully, and fired twice.  The man went down.  She crept over to pat him down.  The man had nearly nothing.  Just clothes, a bottle of booze, and some matches.  Not even a weapon.  Why had he provoked her?  Was he just drunk?  In a world ruled by the dead, she felt awful for ending one of the living.

Phi dragged the body away from the house, took care that it would not rise again.  She tried to get back to work but she was just too shaken.  She dug an old MP3 player out of her pile of electronic junk and just sat down to listen to music for a while, draining precious batteries.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 05, 2017, 03:52:17 PM
Also: Bionic prepper is by far the most "casual" mode in this game. If you land next to a large swamp, you can always just mash the cattails into starch-flour for weeks of flatbread. It feels like cheating to start with an entire kit that makes surviving most threats and issues pretty effortless, but the hefty character creation point sinks into skills is a pretty fair balance I feel, forcing you to have pretty average stats.

I've never tried a bionic prepper, but I think the most powerful (in a combat sense) starting build you can pick is the Bio-Weapon Hunter. It costs 15 points, though, which is why I took all sorts of fun(tm) negative traits to go with it. After several relatively weak characters (even Brandon started as a mechanic, not a fighter) I wanted to try something that can kick ass from day one and take on bigger threats without months of preparation. And, well, I got it.  :o

More on this in the next post, hopefully I'll have some time tomorrow.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 05, 2017, 03:57:30 PM
Oh and PH, something for you - regarding the color change update that broke mods: https://www.reddit.com/r/cataclysmdda/comments/7hl38e/mods_and_new_versions/
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 05, 2017, 05:29:33 PM
Oh and PH, something for you - regarding the color change update that broke mods: https://www.reddit.com/r/cataclysmdda/comments/7hl38e/mods_and_new_versions/

Thank you for that, Akaramu.  If I run into this difficulty during future updates, I'll try this out!


A lot has happened with my unnamed (so far) mutant since I last shared her adventure in the dark and making friends.  I have an adventure she had in mind to share but I want to stew on the description for a bit.

For now, the scene is mid autumn in the New England of the Apocalypse.  Sickly green droplets of rain, gradually clearing to washed-out grey, fall from a sky shrouded with smoke-like, billowing clouds to spatter across the shingles of a farmhouse on the outskirts of a town, a broken office tower standing like a monument to ruin just past the back pasture.

The farmhouse its self looks as if it had seen far better days, but there was an air of..something that surrounded it.  It's roof sagged, it's windows were boarded up, broken bits of wrecked cars and other machinery littered the front yard and drive where stubborn grasses grew through cracks in the concrete to defying the acidic rain and the rot of the cataclysm.  A battered and dented SUV sat in front of the half-opened front door and to the left of a pile of broken glass shards beneath sealed shutters and empty plots of churned earth that never received the expected seedlings for which it had been prepared.

Despite the dilapidation, there were signs of life.  A smoothed and planned series of wood panels and boards connected two exterior kitchen walls, completing a corner that had been destroyed and left open to the elements.  The boarding over the shuttered windows looked freshly done, each two-by-four fitting neatly and snugly against the other.  The battered SUV showed signs of having been repaired numerous times with paneling, several doors and even part of the front hood having been replaced with cannibalized parts from similar but note quite the same models.   The parts were solidly in place and the welding neatly done.  To the left of the repaired wall, raising over the sagging roof of a kitchen like metallic trees were two shafts of welded pipping, draped with wiring on their lower halves that ran into the building through windows that looked as if they had been pulled from a car's windshield.  At the pinnacle of each were a series of reflective yellow panels that clicked and shifted on rotating bearings, constantly facing in the direction of the most direct light that could been seen through the overcast.

Through the half-opened door the foyer showed a conversion.  Lain in a neat row along the furthest wall were a series of mattresses, sleeping bags and blankets, each strewn atop and beside with personal affects of discarded clothing, half-read books and empty plastic bags.  A pile of ratty and filthy clothing was dumped in the corner opposite the bedding and surrounded by boxes of detergent and assorted bottles and bars of scented hand and shower soaps.  Through the foyer's backdoor and past a series of plastic funnels which collected the dripping green rain into cut down gallon jugs was an old-fashioned hand pump, it's iron handle and shaft bright and shinny and a true oddity in the blighted landscape.  Beneath it's spout was a turned over bucket off of which the drizzle popped and cackled before dripping down the side.

Returning into the foyer, a newly built bookshelf opposite the front door on the right showed an eclectic collection of books of all sizes, volume and cover art.  Electronic circuit theories, manuals of mechanical mastery and building repair were jumbled together with an assortment of less educational material that ranged in topic from Penny Westerns to Children's stories, from Fantastic Epics to obvious tawdry Smut.  Flanking the door with the bookshelf was an ominous pile of strangely mixed weaponry.  Gigantic knives hid beneath the longer and larger frames of rifles.  Leaning against the wall were several spears with wickedly sharp spear-heads that shone as newly forged as the water pump outside.  Two small balls, their green paint chipped and worn in places and showing a few dents, sat placidly by the butts of each spear.

Through the third of the four doorways of the foyer-turned-bedroom was a kitchen now turned into something else.  Piles of wood, nails and other fittings occupied the center of the tilled room and set beside the door leading to the exterior was a makeshift metal locker filled with electrical scrap and rows of batteries.  A kitchen table almost groaned beneath the weight of the piles of scrap metal, greasy tools, dog-eared books and plastic containers.  Sight of the car-windowed wall opposite that was mostly blocked by a workbench that ran almost corner to corner.  A gently hissing and frost-coated freezer the size of a walk-in closet dominated the middle of the bench and wiring from the pipe-towers outside connected to a makeshift panel of switches, buttons and tabs before streaming to either side of the storage unit to do the same with other jury-rigged objects.  A kitchen unit from an R/V was hooked up to the freezer and a prep-bench that showed an integrated food processor.  At the far end sat a boxy contraption with an open mouth roughly chest height, filled with rows of thick and thin heating grills and dials and knobs on the exterior listing degrees of heat.  A small but solid anvil sat atop a cut log and next to the make-shift forge.

Surrounding the distressed kitchen table were four chairs and five people, three of whom occupied seats.  One of the two standing was a haggard looking man in dress clothes and a once-white lab coat, now yellowed and dirt stained in places.  A motorcycle helmet was tucked into the crook of an arm and he absently scratched his cheek while watching his four companions from behind.  Next to him, with feet propped up on the kitchen table, arms folded and feigned boredom on their face, was a man a decade or so his younger wearing a tattered trenchcoat, blue jeans and fingerless gloves backed with scrap-metal armor.  Both men faced the backs of two children seated before the last member of the group.

The children were a mixed pair.  One was a girl of an age and wear that left it hard to determine if she were between childhood and adulthood or the early stages of the latter.  Her bare and dirty feet smacked against a wool poncho as she tapped her toes and fiddled with a broken pencil and notes in her cargo-shorts covered lap, bony shoulders shifting inside a too-large t-shirt as she stares intently at the woman in front of her with an expression that barely relaxed out of a hard, sneering glare.  Beside her was a much younger girl wearing a button-down shirt and light-blue denim jacket and shorts.  A motorcycle helmet like the one beneath the arm of the older man served as a foot rest as she, too, stared intently up at the woman and fiddled with pencil and notes like her companion.

The woman facing the four was young and of indeterminable race.  Her eyes were pools of slowly shifting green-hue and her fingers were capped with small but wickedly sharp claws as she gestured through some instruction to the pair of girls in front of her.  A suit of interlocking bands, plates and rust-brown cloth covered her torso and arms while iron greaves were tied to her legs above mossy-green boots of a thick leather and sewn kevlar.  Beneath her arm was an antiquated helmet with plated cheek guards and a rising and tufted crest of the same bloody color as her armor.  The armor, as like other metal objects seen in this place, were untarnished by age but showed some wear and tear having obviously seen use.  Leaning against the wall behind her was a curious weapon, part staff and affixed on both ends with sweeping heads like over-sized and bladed horseshoes that shown with the same new-luster and scuffed wear-marks as her armor.

The woman snapped a sentence, the girls dove to their note-taking, the seated man carefully yawned into a fist to cover a look of interest and the old man wrinkled a closed-lipped and thin smile before stepping away into the foyer to reach out through the back door with one grasping hand and collect a gallon jug of sickly-green water.   Returning to the kitchen, he sat it down next to an opened book and a collection of vials, beakers and hotplates before turning back to the instructions at hand.

Edited for spelling, obvious grammar mistakes and general flow.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 05, 2017, 09:20:59 PM
I did not expect how much murdering someone would affect my poor character.  Like, code-wise, I mean! 

She's been moping around for 2 days now, and no amount of music or light reading seems to cheer her up.  It's really, well, sad.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 05, 2017, 09:47:30 PM
I did not expect how much murdering someone would affect my poor character.  Like, code-wise, I mean! 

She's been moping around for 2 days now, and no amount of music or light reading seems to cheer her up.  It's really, well, sad.

That's one of the reasons I used to always start my characters with the psychopath trait.

When survival is key and some fool is holding you up and willing to murder you without a second thought..why can't you?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 06, 2017, 07:01:58 PM
After a few days, Phi was feeling better enough to get to work again on the APC.  By running the welder off a car battery, charged by solar panels, she was able to patch up all of the structural damage.  Unfortunately, the advanced solar panels were still, well, too advanced for her and she'd have to rely on the slow trickle of power from the 3 standard ones installed.  The trio also went on a few outdoor trips to gather meat, hides, hickory roots for salt, and pine for tanning. 

Despite the renewed stockpiles, Phi was getting worried again about the food supply.  Was the bionic recycler malfunctioning?  Did she miscalculate it's power needs?  Or was the yet increased consumption due to the increased severity of her mutations as of late?  She'd been noticing changes almost daily, including an uncontrollable penchant for loud, inhuman vocalizations.  The worry and the hunger both gnawed at her.

When she couldn't take it anymore, she rigged up a few adjustments, popped some oxycodone, and got to work on herself.  She installed the most advanced of the bionic batteries she'd acquired.  While she was making additions, she also decided to pop in a blood monitoring device, a radiation scrubber, and some glare-reducing eye enhancements.  Lastly, she implanted a small ethanol reactor to charge the bionic battery.

Phi felt a sharp and terrible pain when the bionics clenched unexpectedly!  It was worse than anything she'd ever felt, but soon dulled by the powerful drugs she'd taken.  Unfortunately, the ethanol module was ruined.  Much to the alarm of her men, she dragged herself out of the bathtub, wires still dangling from the open incision.  She lurched to the workshop area in the front of the farmhouse and gathered some electronics.   Amazingly, under pain and painkillers, and with her guts exposed, she cobbled together a port with leads that could be connected to an external power source.

This time, the bionics retracted properly and the procedure was complete, though now with an ugly electronic socket marring her scaly white skin instead of the elegant, internal. ethanol-based system that she had intended.

She removed the battery from a flashlight and plugged it into herself.  The new bionics came to life.  She ran a quick blood diagnostic, which showed nothing unusual.  Phi spent the rest of the day relaxing and doing some light armor-crafting.

That night before going to bed, she checked her battery level.  No change.  The recycler wasn't drawing power.  Very disappointing.  At the rate she was eating, her meat stores would be empty in another two or three days.  She was too tired to think about a solution, though, and went to sleep.

---

Phi awoke and she felt... cold.  She stretched for the warming summer sunlight streaming through the window.  Minutes later, as her skin started to burn, she awoke fully.  Overnight, the horrid metabolic fire had been snuffed out, replaced with a familiar reptilian coolness.  She dressed and went to have some breakfast.  Instead of devouring a pound or two of jellied meat like she'd been doing lately, she felt satisfied after just a single piece of jerky.

Good.  She had time again, hopefully enough to finish the APC and go out searching for the tools she needed to start experimenting with a cure.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 06, 2017, 08:31:16 PM
My adventure today:

Do, dee, do, just raiding an underground special place.  Taking down baddies.  What's behind this doo-

(https://media.giphy.com/media/11c2hRHwmvgFOg/giphy.gif)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 06, 2017, 08:53:06 PM
Warning: the writing of this is going to suck. I can't afford to invest even a third of the time I invest in my books, so please don't expect anything from me. Thanks. xD

Scene: a field near a military bunker, shortly before dawn

A lone soldier crouches in the dewy grass, a young woman intent on defying the apocalypse with the meticulous cleanliness of her uniform and appearance. Except for a few subtle patterns of stitches done with mismatching thread, her army pants and jacket appear flawless, the officer's beret atop her head assumes the perfect angle, and the long rifle in her hands looks new enough to have been commissioned only weeks before. Even the woman's dark blond hair has been bound back in a firm, symmetrical bun. Not a single strand is out of place.

The woman has set her sights on one of the turrets that flank the bunker's position fifty yards ahead. She levels her rifle with obvious expertise, slow and steady, confident in her own abilities. A red light flashes along the barrel, confirming her aim. A similar light pulses within her right eye as she pushes her finger against the trigger. Clearly, this woman is no average soldier. Her the rifle - long, slender and designed in a way that seems otherworldly and futuristic - was clearly not meant to be revealed to the public eye. At least not before the bombs fell, the dead rose and unspeakable horrors escaped from remote science labs.

Surprisingly, the woman hesitates. The rifle barrel wavers and slowly sinks back into the grass. She gazes into what looks to be empty space, blinking away the tears that smudge her carefully done make-up. "Why are you still following me?" she mutters to the shadows surrounding her position. "Look, I'm sorry. I told you I don't have time to babysit civilian amateurs. Why'd you have to look at the fucking map and refuse to hand it back?" Her voice falters and she squeezes her eyes shut, shutting out an unseen presence. "That was US Army property and you fucking knew. It was classified."

The male body that rests on the road some twenty yards behind the woman doesn't respond. It doesn't get back up, either, a fact she most likely appreciates. Unlike the woman, the nameless dead is dressed in civilian garb. He is lying on his back with his eyes closed, arms crossed over a slender chest and cradling a wooden crossbow. His clothing wasn't torn and his skin bears no bite marks. No, this man didn't fall victim to the walking dead. The upper half of his head has been scorched by a source of intense heat that melted half his face away.

Beside him is a large van; its steel plating gleams dully in the moonlight. The trunk was left open. A haphazard pile of items rests within, strewn about in no apparent order.

The woman has fallen silent now, but her rifle remains leveled at the grassy field, the turret-lined bunker seemingly forgotten about. She gazes into the darkness and tenses, a look of horror crossing her face. "Fuck," she mutters. "Fuck, fuck." Rising to her feet with a swift, impossibly graceful motion the soldier adjusts her grip on the rifle and aims at a nearby tree. A flash of blinding red light cuts through the darkness and the tree, leaving a smoldering hole the size of a child's fist. But the woman doesn't look satisfied or reassured. She levels her gun at an unseen target, then another, and yet another. Whoever or whatever they are, they're rushing her with numbers. The soldier has no choice but to retreat.

She whirls around and makes her escape, running with the speed of the wind and the power of a retreating storm. Halfway to the vehicle, the mob of unseen presences hard on her bionic heels, she shoves a gloved hand into her runner's pack, making a desperate effort to pull out a small paper bag without spilling the contents. Two opened packs of drugs drop into the grass. Releasing another barrage of obscenities, the soldier pulls herself to a stop, drops to a crouch, and picks up the packets she dropped. Her face falls; they're both empty. The world's last active super soldier will find no salvation tonight.

"YOU'RE NOT REAL!" She screams into the night, forcing herself to turn back around and face the direction she came from. "NONE OF YOU ARE FUCKING REAL!" Left with no choice but to hold her ground, she adjusts her laser rifle's fire mode and goes all out, unleashing a storm of red lightning on the surrounding darkness. They're coming for her and her emergency supply bag is all out of Sanity. If she screams and shoots at them long enough, they will, eventually, go away. At least for a little while.

And then she'll get in that van and return to her mission. Because boy, does she have her work cut out for her.

Meet Aleen Devine, Bionic Schizophrenic Super Soldier with a mission serious drug problem.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 06, 2017, 09:01:03 PM
Im thinking of creating another experiment similar to Danny Tubbs and going schizophrenic with it, probably heap all of the insanity on and see how long I can survive as a crazy-eyed wierdo.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 06, 2017, 09:03:17 PM
You took THAT to afford bionic sniper?!  Yikes!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 06, 2017, 09:07:21 PM
You took THAT to afford bionic sniper?!  Yikes!

Bionic snipers are nothing compared to the power of a Bio-Weapon hunter. The profession costs 15 points for a reason.  8)

It's seriously the most powerful starting profession imagineable. I'll post more as soon as I get the time.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 06, 2017, 10:07:23 PM
Replaced the APC's engine with a slightly more powerful 6.0L I6 from the excavator.  All the structure is repaired except for the armor plating.  I've started loading in supplies from the farmhouse.  She may actually be ready to launch soon.

Still haven't decided about splurging on a queen sized bed.  I do seem to have the space for it...

I also feel like with all the effort that's gone into this thing it needs a name.  Any suggestions?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 06, 2017, 11:18:38 PM
Replaced the APC's engine with a slightly more powerful 6.0L I6 from the excavator.  All the structure is repaired except for the armor plating.  I've started loading in supplies from the farmhouse.  She may actually be ready to launch soon.

Still haven't decided about splurging on a queen sized bed.  I do seem to have the space for it...

I also feel like with all the effort that's gone into this thing it needs a name.  Any suggestions?

The Love PC
Mad Max's Mystery Machine
Lizard Take the Wheel
The Gila Monster
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 07, 2017, 12:15:18 AM
The closer the military vehicle came to completion, the harder Team Phi worked.  They chose the most useful of their supplies, scavenged technology, and raw materials to load into the cargo sections.  Phi modified the loot cart to fold up and fit inside a compartment.  They'd even started cooking their meals inside the vehicle, since the kitchen's hot plate was more convenient than the wood-fired stove they'd been living on.

On the outside, it looked mostly like the armored personnel carrier that it used to be.  On the inside, a survivors' den.  The aft section was devoted to storage, with a small kitchen set and makeshift lighting.  The cockpit had 3 seats.  The APC's (broken) grenade launcher had been removed and the front window expanded to provide enhanced field of view.  Curtains were hung to block out the view of any nosy zombies.  The controls were stationed on the middle seat.  In the middle of the cabin is a queen sized bed, high off the ground to provide ample storage beneath.  It is covered with a nest of fluffy blankets and pillows.

They didn't have any champagne, but they smashed a small bottle of gin on the armored bumper and christened it: The Awesome People Carrier.

Phi closed the rear hatch and then strapped herself into the driver's seat.  The 6-liter I6 diesel engine roared to life.  Team Phi was mobile.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 07, 2017, 04:13:52 AM
The Awesome People Carrier stank of death.

It was parked at the edge of the small village of Standish.  Team Phi had picked over the place twice already, but it's distance from the farm made it difficult to fully loot.  They scrounged up some choice medical supplies and a few gallons of diesel from the local gas station.  What Phi needed most, however, was "samples" of the remaining undead.

Her research had shown a clear link between the infection and her own mutated state.  Reversing the damage would first require cultivating the infection, and what meant gathering rotting flesh of the undead.  From the dozen or so creatures they encountered, Phi distilled six doses of genetic "purifier" formula.  It was just in time, too.  Her metabolism had spiked again and her food supply was nearly exhausted.

Phi sat down on the bed and drank a bottle of the concoction.  The effect was fast and unpleasant.  She felt weak and slow.  However, she also saw the talons of her hand shortening.  It was working.  She gulped down another dose.  Her vision blurred.  Would this damned potion take all of her gifts but still leave her hideous animal features?  She kept drinking.

When her body settled, Phi felt almost... human.  She was still unnaturally pale, but her scales had shrunk leaving her with rough skin.  Her nails had shrunk.  She had a stub of a tail left, but her face was that of a woman again, not a lizard-like creature.  Her companions were guardedly astonished.

While she recovered, Thad fussed over something at the kitchen station.  "Here, try this."  He handed her something.  It smelled amazing.  It was a cookie.  She wolfed it down without thinking.  It was the first non-meat thing she'd eaten in a long time... but it still upset her stomach.  Too much processed sugar, perhaps?  She tried some of the canned pears and those didn't bother her.  She was back among the omnivores.

The ordeal was bittersweet.  She wondered if she'd lost something powerful and special.  She wondered if her impulsive vanity had hurt the group's chances for survival.  Most of all, though, she was exhausted.  They drew the curtains shut over the windshield and she tried to get some sleep.

Strange dreams were not something new to Phi, but these were different.  She dreamed about a zoo.  When she awoke, there was something on her face.  She tried to wipe it off but it was stuck.  Her stirring woke Rudy and he looked over, then jerked back with a yelp.

"Bfwhat?"  She flipped on the overhead light and looked at her reflection in the window.  It looked like the lower half of her face had melted, leaving flaps over her mouth.  "Fghrawgh!  No!"

Phi stumbled out of the back of the APC.  What had she done?  She'd tampered with something she did not fully understand.  She needed more.  More purifier.  More mutagen.

She spotted a zombie down the street.  Well, half of one anyway.  With a cry, she grabbed her bat and raced towards it.  Thad and Rudy could barely catch up.  She smashed it's head in and then began messily cleaving off chunks of flesh.  The noise attracted a few shades that were still up.  She went and slaughtered those too, stopping only to collect her foul samples.

Ichor dripped behind her as she carried her pile of flesh back to the vehicle.  She immediately got to work boiling and concentrating the foul infection.  To Phi's horror, she realized that she used up all of her ammonia on the batch of mutagen and had none left for the final stage of the purifier.  Again she grabbed her bat and went tearing through the town, rushing through stores and smashing her way through houses.  There was no ammonia cleaner to be found, however.  She returned to the APC and slumped down on the bed in defeat.  Her current form was not acceptable.  She HAD to change it.

Then a dark little thought came to her.  She could just... drink the mutagen.  Just a little.  Maybe it could pull her face into something more acceptable.  With one hand she lifted her mouth flaps, with the other she brought the fresh jug of mutagen to her lips. 

Her tail grew long and lithe and the shadows in her vision receded, but her face was still melted.  She almost took another drink but Thad stopped her.  "That's enough for now.  Sleep."  She did.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: JustAnotherGuy on December 07, 2017, 11:25:59 AM
Which mutation is the face one she got?  Been very cool reading your stories.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 07, 2017, 01:24:13 PM
It's called "mouth flaps".  Literally the face of "I've made a terrible mistake", I suppose.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Miradus on December 07, 2017, 01:47:50 PM

So, how exactly can I hook up my makeshift welder to the car battery?  I'm burning through power fast with that thing.  Would love to get it on solar power ASAP.

There's a "UPS Conversion Mod". I don't remember which book has the recipe. Mechanical mastery, perhaps. If not that, then one of the electronics mods.

The UPS conversion mod turns the batteries in any tool into rechargeable ones.

You can salvage a UPS recharger unit from most any Humvee or APC. Your vehicle base should have solar panels and you leave the UPS recharger on and put your tools with the conversion mod in there.

However you should work towards making a welding rig if you're in a mobile base, or a welding rig on a solar stand you can drag around if in a permanent base. It takes like 4 makeshift welders and some metals to create. (3 welders for the rig, 1 to weld them into the rig.)

Remember, when mounting your welding rig on your vehicle, you can only use it within 6 spaces and requires line of sight. So if you mount it inside your vehicle you need to be inside to use it. I've mounted mine on the outside rear with some cargo carriers but I've had a few issues getting through messy towns. Damage to your vehicle is distributed weirdly sometimes and after a particularly hairy run I'll sometimes look and see that I scraped off a rear cargo carrier or my precious welding rig. We going back to get it? NOPE.



Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 07, 2017, 03:12:03 PM
I think my power generation is a bit too low for a UPS at the moment.  I don't have the recipe for a welding rig.  I've been just pulling out car batteries and using that for my welding.

Speaking of not going back to things, Phi lost her barbed wire bat.  I think she dropped it when rolling a 200L barrel out of a toxic waste dump.  Didn't notice until we'd driven a long way and started looting a mansion.  Diesel is too scarce for a return trip.

Meanwhile...

---

Sunlight streamed into the dark APC between gaps in the front curtains.  Phi groggily rolled out of bed and poured a bowl of breakfast.  Granola.  It was still such a treat, compared to the vast amounts of meat jerky, jellied aspic, and boiled organs that had made up her diet.  The disgusting fleshy flaps around her mouth made eating difficult, however.  She felt like she could smell the jug of mutagen under the bed where she sat, even though she knew it was sealed tightly.  Just one more dose.  Maybe it'll make the fleshy flaps go away.  Maybe it'll make her strong and fast again, or give her other wonderful gifts!  No... she'd wait until she could make purifier again.

The mansion the team looted the day before didn't yield much of interest.  A few books that might be reading one day, a few bits of (edible!) food, and heating elements pried out of the many kitchens serving the structure.  No more cleaning chemicals, however.

The two men stirred, woke, and climbed out of the group's shared bed.  They started readying themselves for the day.  When everyone was fed and geared up, Phi pulled the curtains aside.  She was greeted by a strange sight.

At first she thought it was snow, but it couldn't be.  Yesterday was sweltering.  It was still summer.  She looked closer and it seems to be odd fungal growths.  Strange forms had sprouted up everywhere, encroaching heavily upon the road.  Clearing it ahead of the vehicle would impossible.  If the substance was flammable, the firestorm would surely kill them all. 

"Bwuckle wup bwoys, gwobba dwive fthrough."
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Miradus on December 07, 2017, 03:40:36 PM

Nice writing. :)

When you're traveling around in the beginning, use the N key on your global map to annotate interesting things you can come back for later. Like I record the locations of useful vehicles, book caches, etc. Then later in the game when I'm more mobile I go back for the useful things.

As a rule I try to swap out diesel engines with V12 gasoline ones since gasoline is so freakin' common. I was looking for some in The Beast when I noticed some interesting game updates and clicked 'update' in the launcher. Which of course killed my save game. So back to the beginning.

I saw a bunch of you were complaining about the carnivore mutation. I find it to be complete bullshit and generally remove it. Especially if I've mutated to become a bear or rat thing.

Instructions for removal:

In your save game directory, find your world. Inside that folder will be a file named something like this--

#SGFybGV5IFNjYWxlcw==.sav

Open it in a text editor.

You'll see tags and if you search for the word carnivore you'll find it.

"EATDEAD": { "key": 32, "charge": 0, "powered": false }

That's one for "Eater of the Dead". Remove the whole tag for carnivore and presto ... your bear warrior can now properly eat granola as well as moose and campers.

I use this to start out with a specific loadout of mutations. I almost never use mutations in-game but either start with them or not. I don't know how to create a professions mod so I just hack the save file to add the mutations I want.

If I'm going for city-based play I like to go with the full rat mutation or the spider one. I jack up the city size in worldgen to 16 so I get this giant mega city and set on random spawns so it's always full of zombies then I try to build out an awesome rat-lair in the sewer system and only scavenge at night. That fast metabolism the rat mutation has means you're either searching for food or you're starving ALL THE TIME.

The squid mutation is neat too but there's nothing really to do with it since you can't build an underwater base. Most of the other mutations I don't find very interesting.

Bionics are extremely overpowered. Once I start adding them I can't stop. So on any given playthrough I decide at the beginning whether I'll augment. There's only a few things you can do with bionics that you can't do or mitigate without them, but having the bionics at the start means you're outfitted from day one with some crucial things. You don't spend the first 40 days hunting for a welder and a toolbox.





Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 07, 2017, 04:52:11 PM
That kinda feels like cheating. Brewing purifiers + the serums you want is more fun than cheating.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 07, 2017, 04:54:56 PM
I can never get the required skills for it, my crafting skills always get stuck at like 3.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Miradus on December 07, 2017, 05:36:19 PM
That kinda feels like cheating. Brewing purifiers + the serums you want is more fun than cheating.

I'm a proponent of the "play the way you want to" school.

To me, starting out a certain way or with certain tools is a way to get to the midgame content I like faster. Where some people like to turn zombies off altogether and just dabble in the world's basebuilding.

Your toy. Do what you want.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 07, 2017, 06:15:47 PM
I wonder how close you could get to making an underwater base, because that would be pretty awesome given the fact that you can already build yourself a cave given rnough fabrication skill to make the entrance, and then a pickaxe to make the rooms.

I wonder if, you do the same thing in a pool if it will trickle down and just get deeper water beneath and fill up.

Or perhaps you would need to check the debug menu and spawn deep water because I am pretty sure you might be able to alter room states.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Miradus on December 07, 2017, 06:37:29 PM
There's not any liquid physics except for pouring in and out of containers.

There are large lakes and there's a boat mod, but the boat is just a vehicle that can move on water.

When you're in the water, you can't go up or down z-levels. You're on one plane. And zombies/monsters that see you and have the NOBREATH tag (undead/etc) will just swim out to attack you. Plus, the construction menu doesn't work when you're swimming, even if you are a fish or cephalopod mutation with gills and can't technically drown.

In the PK's rebalancing mod, which is super hard, there are some structures which have water in them you have to swim across, and that seems to protect you from certain things.

As a plug for the rebalancing mod, the monster evolutions and world decay make for a much more challenging game. Buildings are aging and collapsing, item spawn starts dropping (to simulate other survivor's having gotten there before you) and the apocalypse is moving forward with tougher and different types of monsters and zombies.

ETA: Also, stationary base safety sort of becomes a thing of the past because stuff can and will come break down your doors or come through the wall. Sound and scent management become much more problematic. It makes for a very interesting mid and late game. Fortifying a city base is extremely difficult.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 07, 2017, 06:56:10 PM
While you cannot make an underwater base, you can create a floating one if you use the boat mod.

Normally, vehicles will drop and disappear (with everything they had in them) if driven too far into deep water but you attach enough boat boards, you can push, pull or drive it into the water tiles and continue to expand it from there.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 07, 2017, 07:03:49 PM
Pools actually have 2 z-levels. Its an either or case as far I know though, either you can swim and you are on top, or you cant and you drop. Though to be fair, I have not really spent any time experimenting with them.

-If- you can go up and down, you could make an 'underwater base' in that the entrance would be covered by water and you have to swim through it. You could dig a shaft downward, and create your 'door' and then above that make it a river room and it -should- (in theory) stay like that.

Otherwise, a sweet ass boat base would be really cool to have in the middle of a lake or river.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Miradus on December 07, 2017, 07:09:25 PM
Pools actually have 2 z-levels. Its an either or case as far I know though, either you can swim and you are on top, or you cant and you drop. Though to be fair, I have not really spent any time experimenting with them.

-If- you can go up and down, you could make an 'underwater base' in that the entrance would be covered by water and you have to swim through it. You could dig a shaft downward, and create your 'door' and then above that make it a river room and it -should- (in theory) stay like that.

Otherwise, a sweet ass boat base would be really cool to have in the middle of a lake or river.

I've wanted to try a boat base for awhile but I never can find the right spot. It needs a wide river with a bunch of cities or clusters of buildings around it for looting.

Now that I think of it though, you could take your awesome APC and fit it (in addition to the wheels) with the boat boards. I don't think there are any float mechanics. I'm gonna go test.


TEST RESULTS:

I spawned in inflatable boat sections and paddles and a fully functional APC.

I was right by the perfect river so I took the wheels off the APC and added the boat sections. If you have engines and paddles it won't start. So you have to remove the paddles to use engines or remove engines to use paddles. Can't have both. Maybe a boat engine is fine, but regular diesels are not.

The second obstacle was getting the vehicle into the river. If it's a land vehicle, no part of it can be touching deep water. If it's a boat, no part of it can be touching land. You can't push it into the river. So you'd have to find a patch of shallow water large enough to accommodate your land vehicle and convert it there. You also can't start vehicle construction in shallow water, so I'm not sure how you're ever supposed to get a boat started.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 07, 2017, 09:20:54 PM
With enough strength, you could start contrstuction outside the shallow water, then simply drag the frame in.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 07, 2017, 11:32:09 PM
Tip:

There is the action menu brought up by using the "%" key, which lists a number of actions you can perform that are not particularly listed anywhere.  These generally have something to do with extra effects or actions that items you have on your person give to you.

Example:  My other mutant is trying to escape a lab.  My lab apparently was built over a sewer system leading into the nearby city, but there are metal bars blocking passage through the tunnels.  The sledge hammer I found in a crate isn't solid enough to bust through them..but then I found a hacksaw.  Which allows cutting through metal...

Suck it, guard turrets on the first floor!  Suck it, deadly lab-end-creatures-that-are-sure-to-kill-you while you look for a science card!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Miradus on December 08, 2017, 08:56:49 AM

Heh. AND you could then use the bottom of the science lab for a base if you wanted, making excursions in and out of the city using the sewer.

I think the sewers are entirely underrated. There's infinitely respawning rats down there for meat and I've even found ant nests down below. There's cutaways between the subway lines and the sewers which have strong metal doors to set up as a base and if you can dig, you can often find subway walls that can be busted through to get into a basement, giving you an easier way up and down into houses. (Coming up the subway line or a manhole leaves you exposed to view to any zeds which happen to be standing around. Coming up into a house means you are hidden and can creep over to a window and take a sneaky peek.)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 08, 2017, 11:40:55 AM
*SPLAT!!  Schluuuuuuurp THUNK-A-THUNK!*
"What the hell was that!?"
"Mosquito."
"Wow.  Let's not stop here."

---

Looted a military bunker using up two military ID's, which get consumed...?  Very disappointing.  Only got a rifle out of it.

Ran out of road, started driving cross-country.  Ran out of country, had to get out and chop down trees to make a path through forest. 

Found a farmhouse and a new set of roads.  Might stop for a day or so to harvest some yummy vegetables.  Still have flappy face.  Still thinking about taking more mutagen.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 08, 2017, 12:11:21 PM
Looted a military bunker using up two military ID's, which get consumed...?  Very disappointing. 

Yeah, it sucks. Keep in mind you can often bypass card readers with electrohacks, jackhammers, a pickaxe / homewrecker or a good fist punch with 30+ strength (hydraulic muscles CBM ftw)

Plus of course the probability travel CBM. Walk through walls, yo.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 08, 2017, 12:19:52 PM
*SPLAT!!  Schluuuuuuurp THUNK-A-THUNK!*
"What the hell was that!?"
"Mosquito."
"Wow.  Let's not stop here."

---

Looted a military bunker using up two military ID's, which get consumed...?  Very disappointing.  Only got a rifle out of it.

Ran out of road, started driving cross-country.  Ran out of country, had to get out and chop down trees to make a path through forest. 

Found a farmhouse and a new set of roads.  Might stop for a day or so to harvest some yummy vegetables.  Still have flappy face.  Still thinking about taking more mutagen.

Hmm...I've always just lit the forest on fire in strategic locations..but considering that chopping down a tree only takes 30 minutes, while waiting for a forest fire to clear a sufficient path takes a day or more..

I may start listening to ol' Smokey...so long as he's still alive.

I've seen the horror of his gaze in the dark boughs of the forest at night.  The eyes still haunt me.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 08, 2017, 12:50:43 PM
My start with my latest mutant has been flipping fantastic.

(https://i.imgur.com/hkpFh3K.png)

The above image is the level of the lab that had the sewer exit.  It took almost a full day's hike through the tunnel to finally find a manhole cover to crawl out of and into the nearby city.  I can across the bodies of several dead scientists who had apparently thought trying to get out of the lab through the tunnels was also a good idea.  They didn't get far and their science ID cards and some nice equipment became mine.

(https://i.imgur.com/6vYL06w.png)

After hiking back south and getting into the lab through the front door, I got into a turret guarded computer room with a lucky toss from the only EMP grenade I found in a lab crate that fried the guardian.  The map revealed the above.

There's no (safe) water source above, with a tiny swamp edge showing in the lower left hand corner, but a triffid grove has taken root there (pun intended!).  However, the lab has one of those flooded rooms in it just one tile north of the main stairway leading down from which I can draw a good amount of liquid for a long time.  The mansion to the west of the lab in the center also has a basement that butts up against the first level of the lab so when I finally get some digging tools, I'm going to path my way into it.

Which may be for the best.  Being this near a bee hive is not good for my health.  The giant bees have already devastated the local Zed population.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 08, 2017, 01:28:32 PM
NPC can be really dumb.  Got "held up" by some chick with throwing knives.  Didn't even waste a bullet.  Didn't feel that bad about it.

Ran into another woman who's partner was killed by a Jabberwock.  Went and killed the Jabberwock with my new rifle.  Unfortunately, she fled far away before I could let her know or get any sort of reward.

Chemistry book says ammonia can be made from charcoal.  Welded up a charcoal kiln and set it burning.  Looted nearby farms while waiting for it.  Have started posting one of the men to guard the APC door while heading out so no one comes and takes my precious stuff.

Charcoal taking a long time.  Started playing with electronics.  Going to give a UPS system a trial.

Out of granola.  Very sad.  Realized can make more.  Happy again.

Now have UPS soldering iron and UPS welder.

Realized latest batch of loot had lye powder.  Made one batch of purifier and drank immediately.  Face flaps gone.  Yay!

Sleep well for the first time in a while.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 08, 2017, 03:14:12 PM
Phi completed another batch of purifier.  Just in time, too.  Her feet had hardened into hooves, her head was lumpy, and frankly, she smelled bad.  After the purification binge she was human again... almost.  Her hands were still slightly claw-like.  Also, continued shifting of her anatomy confirmed what she was starting to fear: that the purifier is unable to correct her base genetic damage.  She would likely continue changing for the rest of her life.

That left two options.

First, she could manufacture enough purifier to keep her (mostly) human.  She estimated that would require about a dose per day.  It took about an entire zombie's worth of infected tissue to make one dose.

Second, steer her genes towards a form that's more acceptable to live in.  That means either waiting for random chance to do it or figuring out how to develop a more targeted mutagen.  The latter means likely visiting another laboratory.

They were tough choices.  Fortunately, neither need be made immediately nor, it would seem, be irreversible.

Anyway, with the local farms looted, it was time to start up the APC and move on again.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 08, 2017, 03:59:28 PM
Regarding mutations - I THINK you're more likely to gain new mutations of a branch if you already have other mutations from that branch, and even the plain old night vision is associated with certain paths. So for instance if you have bark skin, leaves and feline eyes, you're most likely to get more plant mutations, somewhat likely to become more cat-like, and then there's also a small chance for something completely new.

I SUSPECT you kept getting carnivore because you chose starting mutations that are associated with beast / hunter type carnivorous animals.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 08, 2017, 07:05:23 PM
I know that, indeed, you are more likely to get mutations that match categories most strongly represented by what you currently have.

Though, I actually chose my current starting traits to specifically avoid those types, but I suspect starting traits don't count for your category.  I had a string of mutant characters with the same build and hit a wide variety of categories.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 08, 2017, 08:15:27 PM
I think it depends on if its a trait or a 'mutation' trait. I kean night vision is a 'mutation' trait for example. But something like martial arts training isnt.

I could be wrong though, its a very confusing system sometimes.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 08, 2017, 09:56:18 PM
I think it depends on if its a trait or a 'mutation' trait. I kean night vision is a 'mutation' trait for example. But something like martial arts training isnt.

I could be wrong though, its a very confusing system sometimes.

This is correct. Some traits are 'just' traits, others like night vision are associated with certain mutation branches.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 09, 2017, 01:28:52 PM
Minor updates.  Team Phi has been driving through the country for a few days now.  Found a toxic waste sarcophagus, with promise of cool things inside from what the computer said.  Sadly, I couldn't figure out how to reactivate the elevator and get inside.  Computer said it needed a password, but gave no option for hacking.  After hooking up a few batteries to herself and powering her radiation scrubbers, Phi decided to move on.

Found another farmhouse, stopped for the night and to cook up a pack of wild dogs that attacked them.  There was a military Humvee nearby with a decent amount of diesel and an armored tire to keep as a spare for the APC.

Next stop was a motel with enough zombies, including a shocker brute, that Phi called for guns to be used.  Sadly there was basically nothing of use to be found.

Next stop, another mansion.

---

Despite being waaaay far away, the map still lists these locations as "Northeast of Standish", Standish being one of the two towns near the starting area.  Does this mean I'm not even half way to the next town?  Or does it describe locations this way based on what's revealed?

Also, anyone know if there's a way to have a gas generator installed on a vehicle without it counting as a second engine (and requiring mechanics 8 )?  This mobile base is soooo power hungry.  8 solar panels can't keep up.  The main diesel engine doesn't really put out a lot of spare power while running either.  I've got a lot of spare gasoline, though.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 09, 2017, 02:03:35 PM

Despite being waaaay far away, the map still lists these locations as "Northeast of Standish", Standish being one of the two towns near the starting area.  Does this mean I'm not even half way to the next town?  Or does it describe locations this way based on what's revealed?

Also, anyone know if there's a way to have a gas generator installed on a vehicle without it counting as a second engine (and requiring mechanics 8 )?  This mobile base is soooo power hungry.  8 solar panels can't keep up.  The main diesel engine doesn't really put out a lot of spare power while running either.  I've got a lot of spare gasoline, though.

1. Your map will describe where things are at based on what has been revealed.  You find a nearer town, it will shift everything nearby to be described as "yadda yadda so-far-away from such-and-such place."

2. Sadly, there is no way to install a secondary source of fuel generation in a vehicle that already makes use of an engine type that uses one of them without having an 8 in mechanics.  That said, if you install a mini-reactor (which doesn't count as an engine) it will power up your batteries when fed plutonium cells and turned on.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 09, 2017, 02:19:17 PM
I've had my best loot luck in a military camp that had been taken over by bandits - a couple of them had magical items (!) and the basement level was full of bionic zombies and goodies. Still need to write an update...
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 09, 2017, 05:46:06 PM
Team 1
X-23: Ming
Human Variant: Mutant.  Female.  Early twenties.

The project that produced Ming was a combination of one of the stronger genome sequences and successful serums produced by XEDRA lab technicians.  A mixture of rat and standard mutagens induced rapid learning capabilities, enhanced agility, coordination, functional night vision and a robust psyche able to shrug off the effects of many forms of physical and psychological trauma.  Less satisfactory results were the atavistic mindset and claws of a rodent as well as cannibalistic tendencies.  Decreased physical durability was a side effect of the damage caused by tailored gene therapy and experimentation.

Since having been freed from her cell and escaping the lab in which she was designed and born, Ming has seen only opportunity in the fallen world of post-cataclysmic New England.  She has taken a keen interest in the histories of ancient and militaristic civilizations and currently leads/rules over a group of five survivors in the abandoned Houseman ranch south of Westport.  Ming is aggressive, opportunistic and territorial.  Several would-be bandits have found their way into the woman's cooking pot and their possessions added to the horde of loot her group has accumulated.

Manik DepraSeeve
Human.  Former XEDRA Technician.  Male.  Mid fifties.

Manik was the man responsible for Ming's escape, having complied with her demands to be freed during the panic in the lab when the lights and power were shut off during the first few days of the Cataclysm.  While fumbling through the dark in an attempt to lead them both out of a facility rapidly becoming a nightmare, Manik was bitten and infected by one of his former colleagues.  Ming, being able to navigate the dim halls with ease, was able to find some broad spectrum antibiotics in a nearby room and save him.

Manik is the oldest but last member to join Ming's group, having stayed behind in the building to recuperate and see if he could restore some of the malfunctioning equipment.  His plan a failure, the middle-aged man was secretly overcome with gratitude and joy when Ming returned to pull him out of the dark of the lab and his own growing depression.

James Kenny
Human.  Nightclub Bouncer.  Male.  Early forties.

The second to join Ming's group, James was coming off shift when the Cataclysm hit and destroyed his job, his town and his life.  He grabbed the few things in his apartment in Uxbridge and spent the next few days trying to scavenge food and medical supplies while avoiding the walking dead.  He had finally been driven out of the town and was making his way across the north bridge when he heard gun fire and ducked behind an abandoned car.  From his cover he saw a woman in ratty clothing beside an intact SUV who tossed aside a shotgun and tore into the front of a pack of Zed with a hatchet stained red with crusty blood.  In what was a decision he later came to both regret and be grateful for, and figuring the woman was as good as Zed-feed, James jumped at the chance to loot the trunk of her vehicle where he saw all sorts of scavenged goods.  He spent the next few hours clinging desperately to the open trunk as the woman not only survived the Zed encounter but managed to get back into her SUV and gun it down the road, taking him with and preventing him from getting further inside by swerving sharply to break his grip when it got too advantageous for him.

When the SUV stopped in front of a farmhouse many miles away, James dropped to the ground and scuttled into the treeline with a backwards glance that confirmed that the woman had gotten out and retrieved her shotgun.  It took a day for her to convince him she wouldn't drop him like she had the zombies, and it was only after she pulled and returned some corporate records from his old job that confirmed his former employer had been cheating him on his paychecks that he agreed to join up with her outfit.

TonZa
Human.  Former Gang Member.  Female.  Mid teens.

The first person to follow Ming, TonZa had had a rough time during the first days of the Cataclysm.  Not that all her other days had been a picnic.  A bad attitude, a snarky mouth and some decent skill with a handgun had earned TonZa a place in one of Westports street gangs.  It was also the breaking point for her long-suffering and single mother, who'd had enough of her daughter's drug use, drug running and other intolerable habits and kicked her out of the house.  TonZa shacked up with one of her gang mates and was not-so-happily wasting her life while trying to make up with her parent when the end of the world happened.  She survived what the rest of her gang didn't by being at her former home, trying to work out the differences between herself and her mother.  Tragically, her mother eventually fell victim to and joined the undead hordes, forcing the former ganger to make a break for the outskirts of town.

She first thought she could hide out in one of the farms south of town but was prevented from doing so after spotting a shambling group of farmhands, instead spending the next few days shivering in the backfields and trying to figure out a way to make the handful of rounds for her Glock count enough to get her inside, warm and hopefully with a mouthful of food.  She got all three wishes after a woman drove up to the front of the farmhouse in an SUV and cleared the place of it's Zed infestation with a fucking hatchet!  Seeing a chance, she screwed up some courage, loaded her gun (just in case) and swaggered up to the woman to try to worm her way into her good graces.  When Ming was able to put her mother to rest and seeing how she handled a growing group and smashed Zed head, TonZa figures she's got the best-damned gang leader to follow in the hellhole of post-cataclysm New England.

David Machado
Human.  Delinquent.  Female.  Early teens.

The fourth and youngest member of Ming's cohort, David (who always figured her parents had wanted a boy instead of her) had resentfully followed her parents plans for her life.  She attended the best schools, "befriended" the kids of the important people in town that her parents wanted to impress and generally kept her mouth shut and out of the way at home.  Especially during the times her parents fought which, being most of the time, left her with plenty of opportunities to do her own thing.  That thing was a typical rebellious teen's program: smoking cigarettes and pot, sneaking out of the house late at night and going to parties where the booze and activities were illegal for those attending.

Her world came to a rude awakening when the rest of it fell apart.  She'd been attending a "friend's" sleepover when the sky was ripped apart by bombs and strange rifts that poured out things from every sci-fi book and movie she'd ever secretly watched.  Making a break for home only showed that her parents had become the monsters she always knew them to be and she spent the next week in terrified hiding in the basement, once again a prisoner in her house but knowing that this time her Dad would make good on his previously empty-headed threats to kill her.  Salvation came in the form of a green-eyed woman that cut apart her rotting family and pulled her out of her misery-hole (which stank from spoiled milk she'd been able to grab from the fridge before scrambling to lock the basement door and her own waste since the place didn't have a bathroom installed).  The hormonal attitude David's age normally gave had been nearly extinguished during her days in the dark but it finally shriveled and died under the inhuman gaze Ming leveled at her.  The woman promised her protection, a safe and warm place to sleep and actual food but in exchange, David had to obey.  Seeing that this adult was everything and more than her parents had ever pretended to be, she all but fell over herself in her haste to agree.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 09, 2017, 07:34:26 PM
I wanted to post something, but... now is my only chance to play the game for 90 minutes. I've been editing ALL DAY.

*goes off to play the game instead*
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 09, 2017, 09:32:54 PM
Oh, can anyone tell me how to craft a chemical thrower (for sprayable fungicide?) I'm starting to find the damn mushrooms anywhere. Even on the lower levels of the military outpost I've been raiding for several days now. There's a fungal passage leading from the military base to some underground cave... ew.

Also, now that I actually need sulfur I can't find any at all.  >:(
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 10, 2017, 01:56:52 AM
I tend to just set shit on fire. It mostly works!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Synthesis on December 11, 2017, 01:38:46 PM
Fun game, but the thing that keeps killing it for me is the hostile NPCs that act 100% aggro with zero sense of self-preservation, who spawn in with high-powered rifles or shotguns and start blasting everything in the immediate vicinity with complete disregard for the amount of noise they're making.

That @ pops up, they blast you to the face for no reason, you manage to escape, then they get in a reckless shootout with the ensuing zombie horde, run out of ammo, and die...and it's like..well...that was totally pointless.

Also, the basic zombies are ridiculously difficult to kill if you try to play as a "normal" survivor with no particular weapon skills.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 12, 2017, 05:10:47 PM
This lab was different from the other one.  The main staircase lead into what seemed to be the boiler room of the facility.  Phi went to work prying open all the storage crates.  Found mostly electronic scraps, but one piece of ceramic armor that might work with her military vest.

Hacking into a computer terminal revealed a very useful map of the immediate area.  There were no cities nearby, but several mansions.  There is also what is marked as a "beehive".  The bees Phi had seen lately were all very large and she decided there's no need to visit this place.

After a little more searching, Phi found something interesting.  A bionics lab.  It had two modules: one was a charging system similar to the one she's created based on diagrams from the other lab.  The second was more interesting.  An "integrated toolset".  Phi already had an impressive array of tools in the APC, but this thing seemed like it could place all of those literally in her own hand.  Very interesting indeed.

The team had almost finished exploring the unlocked first floor when they found it.  Another chemical formula workbook.  Phi skimmed it and found a fascinating array of drugs and explosives, but then finally an entry for concentrated purifier.  If she went with the option to suppress her mutations, this would be invaluable.

A small service access lead to the second basement level.  This area seemed even larger.  Phi found a few more interesting bionics and another chemistry formula reference.  This one had recipes for all sorts of bestial mutagens, including lizard.  Maybe Phi could change back?  Or maybe she could keep searching for something better.  The team was getting tired so they headed back up to the surface to rest for the night.

----

The next morning Phi tried to store away their bounty of chemicals and electronics, only to find there was practically no free space in the APC.  In a flurry of work, she hastily welded on new storage tanks and re-arranged the storage areas.

In order to clear more space, Phi decided she needed to process some of these chemicals down.  She lost herself the rest of the afternoon distilling ammonia.  Tired at sore from standing, she stomped her feet and her boots exploded.  Her toes had fused into hooves again.

Might be time to start thinking about another batch of purifier.

---

Phi awoke early the next morning.  She quickly realized she'd once again grown gross mouth flaps.  She flipped on the RV lights and started concentrating some purifier.  When finished, she drew a dose into a syringe and injected her arm.

HOLY HELL.  It hurt worse than anything she'd ever felt.  Far worse than botching a bionic's installation.  Fire spread through her veins.

Somehow the men slept through it.  The pain must have been so great Phi couldn't even scream.  When she could see again, however, she was indeed mostly back to human.  Her fingers still ended in claws, but everything else was normal.

This concentrated formula seemed like a potent physiology "reset" button, but would never work as a regular regimen.

Ravenous after her genetic ordeal, Phi treated herself to a bowl of fancied-up oatmeal.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Synthesis on December 15, 2017, 11:21:58 AM
Does anyone actually play this from defaults?

Even putting all my starting points into combat (5 dodging, 3 bashing, 3 melee) and staying away from the city, I routinely get wrecked by some sort of local wildlife while grebbing around in the bushes.  It seems like the only way to get past the "search underbrush" minigame is to pump up your starting points in the menu.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 15, 2017, 11:28:45 AM
Playing with defaults, yes. This is a typical roguelike where 95% (probably more...) of playthroughs end early. Sometimes very early. Plus there are various survival strategies you eventually pick up - such as raiding / foraging at night only until you don't die to standard zombies anymore, running away a LOT, setting buildings on fire as a distraction, starting on the very outskirts of a town etc. Plus there are many items to help you survive, like rollerblades. Nothing will outrun you when you're wearing rollerblades and stick to paved ground.

This isn't a hack & slash game. Running away and choosing your battles very, very carefully is a valid strategy even in the late game.

I've decided not to write today (going for dinner with le Dad) so I might be able to post something later, YAY!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 15, 2017, 11:43:25 AM
I've used single-pool instead of multiple pools for char points, but I haven't gone over.  For some worlds I've tweaked zombie spawn numbers.  I've thought about save-editing mutations from time to time.   ::)

If you want a head start on gear, try a different scenario/profession.  Firefighter starts off pretty tanky.  Helicopter crash gives you military gear.  Backpacker and A/historical Reenactor give you some stuff that lets you skip early-game boredom.

Or yeah, just go ahead and up your points.  It's your toy, you gotta make your own fun.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Synthesis on December 15, 2017, 12:16:49 PM
Playing with defaults, yes. This is a typical roguelike where 95% (probably more...) of playthroughs end early. Sometimes very early. Plus there are various survival strategies you eventually pick up - such as raiding / foraging at night only until you don't die to standard zombies anymore, running away a LOT, setting buildings on fire as a distraction, starting on the very outskirts of a town etc. Plus there are many items to help you survive, like rollerblades. Nothing will outrun you when you're wearing rollerblades and stick to paved ground.

This isn't a hack & slash game. Running away and choosing your battles very, very carefully is a valid strategy even in the late game.

I've decided not to write today (going for dinner with le Dad) so I might be able to post something later, YAY!

The problem is, you don't -get- to choose your battles.  If a mi-go/giant wasp/aggro cougar/wolf shows up, you're fucked, unless you started with a rifle.  And it's a numbers game...in order to get water and food in the early game, you -have- to get out and move around.  Eventually, even moving around only at night, you're going to run smack-dab into something you can't kill and can't get away from.  Even though the per-move probability is low, given enough moves, P=1.0.

I actually survive longer starting inside the city, because even though there's a shitload of zombies, it's easier to escape by breaking line-of-sight.

I can't imagine a viable way to train combat, either, given that even the survivable encounters end in massive injuries that you have to waste days recovering from.  The only time I ever improved noticeably in a combat skill is when I spawned next to a fungal bloom and twinked up archery shooting at fungal spores during my water runs.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 15, 2017, 02:34:11 PM
The problem is, you don't -get- to choose your battles.  If a mi-go/giant wasp/aggro cougar/wolf shows up, you're fucked, unless you started with a rifle.  And it's a numbers game...in order to get water and food in the early game, you -have- to get out and move around.  Eventually, even moving around only at night, you're going to run smack-dab into something you can't kill and can't get away from.  Even though the per-move probability is low, given enough moves, P=1.0.

I actually survive longer starting inside the city, because even though there's a shitload of zombies, it's easier to escape by breaking line-of-sight.

I can't imagine a viable way to train combat, either, given that even the survivable encounters end in massive injuries that you have to waste days recovering from.  The only time I ever improved noticeably in a combat skill is when I spawned next to a fungal bloom and twinked up archery shooting at fungal spores during my water runs.

True, choosing your battles is tough early on because you -need- to go to certain places for resources. Later on, though, you can travel during the day and change direction the instant a mi-go shows up at the edge of your screen. With halfway decent perception you'll always spot it before it spots you.

There are two GREAT ways to raise combat skills:

1) Books. I don't know how many of these are included in the stable release, though, so play experimental and add some mods for good measure. Cataclysm++ is a good one.

2) Learning from recruited NPCs. My current character has 9 rifle skill, the last 4 points of which she picked up from her companion.

There are traits that help with both skill learning and running away. I used to always pick the skater girl profession for the starter rollerblades, and added parkour. Fleet-footed is also good one for the boosted default speed (there was a time when ALL my character took it), though pain, cold and other effects can decrease speed, which is something to keep in mind.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on December 15, 2017, 03:01:38 PM
My basbeall player # 5 managed to do ok.

Pete has fleet footed and started with melee and dodge skills of about 3. He took some picks but finally got rolling.

Nail bat starting out helps a lot and baseball helmet is damn good.

He is in a suburb and doing well. Has a lot of food stockpiled and slowly cleared out most of the area. Only gets some random wandering ones now.

Didn't find all the books I wanted but got enough to get started.

3 huge finds that made the game for me:

1) survivalist basement- this guy has a wood stove, a bed, and some food. He also had reloaded ammo and two guns. The beretta had ammo, so it got put in a holster I made as quickly as possible. This is now my base and has been since day 2.

2) locksmith kit- found in some guys house. This made getting into a gun store easy. That netted me a cache of weapons I can play with, though to date I have only had to shoot 2 times. Once at a survivor zombie that was killing me and I could not get away. The other was to kill a mi-go for the same reason.

3) Katana - Some rich guy just had this in his house. Extremely lucky find and is one of the best weapons in the game because weebs.

Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Synthesis on December 15, 2017, 03:33:33 PM
Example:

Start with default points.

Bionic sniper, 12 dex, quick, addictive personality, bad temper, lactose intolerance, lightweight, truth teller, rifles 4, dodging 3, marksmanship 3, survival 1.

Get a lucky-ish map spawn:  forest to the west, swamp to the south, 2 cities to northwest and northeast.  Go down into basement.  3 zombies.  Take them out easily with the rifle I started with (down to 17 of 20 starting rounds).  TONS of useful loot in the basement. Hammer, screwdriver, first aid book, first aid kit, flashlight, cans of food, bottles of water, extra canteens, another tent.

Take care of basic first-day crafting stuff.  Reorganize loot into piles.

Go west to start foraging for basic shit.  Giant wasp in the way.

Go south to start foraging for basic shit.  Giant dragonfly in the way.

First problem:  not enough moisture in the air for my bionics to make water, so I -have- to go into the swamp for water.

So, I mean...no good options, here already, and we're only 15 minutes into the damn game.

Dragonfly, coyote, and giant spider get into a giant fracas.  Coyote somehow wins and wanders off.  I carry on for 3 days.  Gain multiple levels in survival, fabrication, construction, tailoring, first aid, cooking.

Morning of day 3, I'm going back to the swamp for water and fall into a sinkhole trap. 12 dex saves me from taking any damage, but I'm trapped at the bottom. Tear apart all my clothing to try to make a rope to get out.  Fail. (You need 9,000 threads to make a long rope from scratch...which is 180? rags.)  Starve to death.  So much for my +2 perception bionics  ::)
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on December 15, 2017, 05:02:44 PM
In the rebalance mod what is up with fungal survivors. Geez.

Turning zombies into meat splatters.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: infinitehope on December 16, 2017, 05:06:45 PM
I use the bright nights mod and stats through skills mod and a few others, my characters generally start with high-ish stats, but no more than fourteen in one, with the rests being no higher than 12.

I've found taking the 'venom mob protege' trait and selecting scorpion style is entirely BROKEN.

even with like, 2 unarmed skill, 2 melee skill, and 2 or so dodge, you're going to be hitting really, really hard.

Pair it with the razor boy/razor girl profession and its very strong.

This is my many day old character that has gained plenty of stats through the above mod, Landing a critical hit on a typical zombie. Note, this is 6 unarmed skill (i started with 2) and 17 strength (boosted from a CBM, too)

https://gyazo.com/31aa4b5ab282d2df2ec866031645af97

at 2 unarmed, even, I was able to stunlock and constantly knockback most zombie types. at four unarmed, I flexed a jabberwock without taking a hit.

I might try a simmilar set up but starting with lower stats.

But I personally think scorpion style kung fu needs a nerf.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: valeria on December 17, 2017, 02:23:07 PM
Welp.  Journey Smythe survived a whole year until she accidentally lit her base on fire while trying to tailor some clothing.  By the time she got her fire extinguisher, the wall was on fire and then the roof collapsed and she burned alive trying to free herself from the rubble.

Goodnight, sweet prince(ss).
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 17, 2017, 02:26:20 PM
Welp.  Journey Smythe survived a whole year until she accidentally lit her base on fire while trying to tailor some clothing.  By the time she got her fire extinguisher, the wall was on fire and then the roof collapsed and she burned alive trying to free herself from the rubble.

Goodnight, sweet prince(ss).

..Just how fast were those needles rubbing that they were able to cause enough friction to start a fire?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: valeria on December 17, 2017, 02:28:52 PM
She accidentally lit her pile of wood on fire (activated lighter in the direction of the huge freaking wood pile) instead of activating her tailor kit and tailoring item "b".  lololol sob.

I also didn't realize the wall behind the pile had caught on fire while I was working to put the fire out due to the thickness of the smoke.  She was in Spring Day 1 of her second year and had just finished reading her library of books =(
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 17, 2017, 02:32:39 PM
Finally time to play again.

Got bored of the lab, decided to move on.  Looted a mansion, decided mansions weren't all that interesting, need to find a town and hopefully fuel.

Made a lot of mutagen and purifier.

Drove around a lot.  Saw lots of ants.  Saw killer robot and turrets.  Hit the end of the road at another mansion.  Really really need to find a town.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 17, 2017, 02:56:03 PM
I've got 3 characters currently running.

My first two were the ones about which I've been updating and writing.  Ming's group is still holed up in the farmhouse.  She's currently working on getting them all set up with Roman-esque armor and weaponry and enough duplicate materials to be able to set up a new workstation/kitchen area in a new location.

My second character, Jess, currently has a reverse harem of 6 men guarding a base built into the top level of a lab.  She's remodeled the place with the help of an electric jackhammer, adding several entrances and exits which she's also set up with new metal doors.  Her base has a working kitchen area and charcoal-fed forge and drying rack and things are looking good.

My latest character is an experiment with NPC needs activated and hordes turned off, for once..  Una isn't even out of the first spring of her first year but she's going pretty good.  She has a base set up in an old surplus military store on the edge of town and the banks of the nearby river.  A lucky find when exploring found her the remains of what looked like a fishing expedition that netted her five fishing rods and she's currently surviving off of what she pulls from the river while a garden plot is tilled.  I gave her the mutations Long Tail, Long Fingernails, Night Vision and Growling Voice, thinking that she'd turn into some sort of beast-morph when her Unstable Genetics kicked in.  Instead, she's first went down the Plant route and grew bark but then her DNA decided to give her Poison Resistance, Chitinous Skin to go along with her Bark, a Spiked Tail and now she's grown stubby wings and dreams of being a bee.

The tail has been a life saver, though.  It says Spiked Tail but it's really a scorpion stinger.  The extra, devastating, attack it's provided has allowed her to survive encounters she had no business living through so early in the game.  She's also found plenty of martial arts books while looting and even came across a manual for the Toad style Kung Fu (+6 to armor when standing still), which I've never used.  It's also saved her bacon a number of times.  Between the added protection of her bark, her chitin, worn armor and the Toad style she's been able to stand in the heart of a zombie swarm and get out after half a day's fighting with only moderately damaged arms (her clothing, however, was ripped to shreds).
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Synthesis on December 18, 2017, 04:54:42 AM
Is there a way to get your friendly NPCs to put a suppressor (or other gun mods) on their weapon?
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 18, 2017, 07:26:06 AM
Is there a way to get your friendly NPCs to put a suppressor (or other gun mods) on their weapon?

I never tried this, but I think you can ask them to trade their weapon to you, put the mods on it, and then ask them to use that weapon. Not sure if suppressors on NPC weapons actually work but it's worth a try.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Synthesis on December 18, 2017, 01:36:36 PM
Bah.

Went bionic assassin with default point pool.  Played it extremely safe out in the woods through spring, summer, and autumn.  First time I go into the city, I realize I accidentally enabled the "no special zombies" mod.  Even getting fully surrounded by normal zombies is zero challenge with knockbacks, Brawling attack-reversals, electroshock unit, every strike is critical.

Electroshock + monomolecular blade is way too easy in the early game without any OHK zombies around.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 18, 2017, 09:32:07 PM
Weeks of wandering the countryside, lost.  Sometimes on the roads, sometimes off.  Team Phi drove through a clearing in the woods and came to a motel.  They stopped out of habit.  They were stocked with months of food.  None of the vehicles parked outside looked like they used diesel.  Clearing the undead was as much about a break from boredom than anything else.  Though, the team took down even the brutes without much of a fuss.  Phi used her rifle to pick off a few just for the practice of it.

They weren't even going to bother looting the place when Phi spotted something out of the corner of her eye.  On the front desk, a stack of brochures.  She squinted and stalked into the lobby.  The two men followed, without any questions.  Phi had been irritable lately, blaming her mutations.  She was also scary as hell, with her claws and recent fang growth.

Indeed, the counter had some brochures, and on the back of those brochures was a map!  Finally, some sense of direction!  Furthermore, some previous survivors had been comparing the brochures to their own maps, but left them behind.  The team now had a very good idea of where they were and what was around them.  Of most interest was a nearby town of Bristol.  The roads were long and twisty, and the APC was low on fuel, but there was a gas station and a few other landmarks of potential on the way.

The gang cleared up a few more undead that had wandered out of the woods, likely attracted by the morning's zombie-bashing exercise, and then piled back into the APC.

Off to Bristol!
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 19, 2017, 02:49:40 PM
Found a mansion on the way to the gas station with some juicy vehicles outside.  Have stopped for a few days of looting.  It's funny how loot priorities have changed.  Food?  Meh, will snack a bit if hungry, but not collecting any.  Clothes?  Trash.  Electronics?  APC is overflowing with gadgets and junk.  Salt?  Yes please.  Bleach?  Ammonia?  Woohoo!

Found a mechanics book, finally got up to level 6.  Installed the upgraded solar panels.

Meanwhile, have mutated chemical imbalance and deterioration.  Not pleasant.  Time for another purifier shot, I think.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Pale Horse on December 19, 2017, 03:14:06 PM
My stinger-tailed mutant badass died.  RIP Una.  Being able to tank zombie hordes in your birthday suite doesn't do a thing against walking around a corner into a face-full of tankbot cannon fire.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Hauwke on December 19, 2017, 04:05:07 PM
Yup, all it takes is for that one thing that is even slightly more powerful to get a really good headshot or something and taoe your super badass down, I found that out with a guy so tough he could withstand c-4 splosions from a few tiles away from the exploding item. Turrets and such are gnarly.

Kind of makes me want to build a metric buttload of them and situate them somewhere nice and safe, then set spawns to the utmost and see how long I can survive.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on December 19, 2017, 08:22:55 PM
Kind of makes me want to build a metric buttload of them and situate them somewhere nice and safe, then set spawns to the utmost and see how long I can survive.

Prediction: you'll run out of ammo.  :P
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Marauder Moe on December 21, 2017, 02:26:03 PM
Ugh.  I was shuffling around tanks on the APC and I spilled my diesel.  All of it.

 >:(
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: racurtne on December 21, 2017, 03:10:15 PM
I've been playing my character off and on when I've had a chance.

I made a ramming plate for the rv that protects the front, and have been fixing it up and looting as much as possible, venturing farther and farther out  ( or into the city)and filling shopping baskets along the way.

Turns out there is a serious fungal problem on the west side, and I've burned down a building or two to destroy some fungal beds starting inside. My pneumatic assault rifle has been amazing. I have a vehicle forge rig and periodically make marbles as needed. Or I can just do pebbles, and do that at times from burnt down buildings. Bearings from pinball machines I keep around for the heavier enemies.

I am playing with 28 day seasons and am near mid winter of year one. I recently set out to make a bunch of survival armor and it was totally worth it.   My character carries a Katana in a scabbard on one hip, a colt 1911 on the other. Got a .40 glock on one ankle and a butchers knife on the other. I carry around whatever long arm I'm using  (mostly the pneumatic rifle but occasionally my double barrel survivor flintlock or my Ithaca shotgun ) in a back holster.

Because I've been relatively methodical about only fighting a few enemies at a time, my area is pretty secure. One time a flying migo broke my left arm though and nearly killed me before I finally got smart and pulled out the colt.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: Akaramu on March 07, 2018, 08:42:10 PM
Started playing again a bit. I used to have this great story planned - of how my bionic super soldier casually set Triffid Queens on fire while passing by, marched heroically into the sunset with her invisibility cloak and met a kid with a rifle (Scott, nicknamed Stottner for his stuttering) whose rifle skill was so unreal that soldier lady never quite believed he was real. The kid must have been one of her hallucinations. I mean, he was like 14 years old and a better shot than she was, and she was AMAZING. Some scenes happened where Aleen almost started to suspect the kid was real after all, but something happened and she changed her mind.  ;D

Anyway, in the end she stepped on a landmine. RIP despite incredible regeneration bionics (and other incredible bionics most characters will never see, let alone get installed).

Restarted the character and playing very casually, let's see what happens.
Title: Re: [Cataclysm: Dark Days Ahead] Tales of the Apocalypse
Post by: MiGoAway on July 22, 2018, 02:46:03 AM
I was inspired by this thread to start playing a more story driven Cataclysm

So here it is, the tail of Bailey McKellen, for you to read just in case there might be some people still left on this dead thread.

Baily Mckellen was by no means a good man, nor was he bad. just resolute and head strong, stubborn as some would put it, a trait that would drive him to isolation from friends and family in his quest for complete knowledge of the martial arts and would soon land him in hot water when the local apocalypse came knocking on the small town of Machias that McKellen was currently residing in.

He quickly found himself knee deep in the pulped faces of the local rioters that had seen fit not to stay dead after the militia swept through and dispatched them. Most remaining civilians had fled previously, following the military with their tail tucked between their legs. Baily, refused to flee. His journey of complete knowledge was closing to an end as but a few of the more elusive art forms remained unknown to him. And He wasn't leaving until every bookstore and library was picked clean.

He wasn't alone as he quickly found kinship with a young Military Doctor by the name of Atomos who shared a stubborn side with the martial master. But her quest was of a different cut. Atomos had been present when the dead first started rising when one of her recently deceased patients almost took her hand off. The patient hadnt been bitten or infected in any way, simply died of heart failure. so what ever the contaminant was, it was airborne. With a Raido station a town over she set out to find the weather patterns she knew would be inside, only to get trapped by the rising dead in a local bookstore with a strange man with fists like lightning and a gaze as cold as steel.

Atomos knew her strengths and she was not as combat capable as Baily. So a shaky alliance was hastily formed and the duo,having serached the library for any books of interest to Baily, retreated to a local ranch on the outskirts of town to set up a base.


The cold wafted in as Bailey led the way into the recently abondoned farmhouse, The Good Doctor Atomos followed behind, rubbing her hands together for some semblance of warmth, thankful for the boarded up windows and solid walls of there old house for shelter against the biting wind.

"The Barn outside had some shovels in it. I'm going back and dig a pit to start a fire in." she spoke up, he voice still shaky from the cold.
McKellen merely nodded, continuing on with his task of exploring the farmhouse.

Atomos returned a while later to be greeted by Bailey on his knees in front of the open door to their shelter, using the daylight to stitch together a turban and some leg warmers from rags that he salvaged from the torn sheets of an old bed in the back of the house.

"Fires ready" came her voice again, before she turned back and headed towards the barn, confidant her companion would follow.

So the duo sat in silence on opposite sides of a gently crackling fire, the warmth washing away the panic from the earlier fight in the library.  After boiling and eating a can of beans that was hastily scavenged they head back to the farm house to rest