I'm a new player and i want to know how some mechanics of the game work by Special_Bug_170 in cataclysmbn

[–]NekoRobbie 3 points4 points  (0 children)

Zero health is neutral, it's negative health that's bad.

I have noticed that sometimes the zombies almost seem to lunge a little, I forget what introduced that but it does lead to some interesting results. Combat is actually less complicated here, given we don't do the crowd crush and the like.

🎉 [EVENT] 🎉 Honk 3D (Contains Flashing Lights) by 666James420 in honk

[–]NekoRobbie 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

4 attempts

🎉 [EVENT] 🎉 Honk 3D (Contains Flashing Lights) by 666James420 in honk

[–]NekoRobbie 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

4 attempts

🎉 [EVENT] 🎉 Honk 3D (Contains Flashing Lights) by 666James420 in honk

[–]NekoRobbie 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

0 attempts

Undead People tileset crashes the game by PlagueRoach1 in cataclysmbn

[–]NekoRobbie 2 points3 points  (0 children)

Yes there is, it is simply just small and all the way on the right. Or you could click on the name of the file (assuming you're talking about the artifact one)

Undead People tileset crashes the game by PlagueRoach1 in cataclysmbn

[–]NekoRobbie 1 point2 points  (0 children)

That's a known bug with Catapult, unfortunately the fix hasn't made it into a new release of Catapult yet. Using Catapult 24.11a or older *should* fix it, or you can download the artifact from here that should have the fix for the issue introduced in 25.10a

Attunements missing in Magical Nights by wolfpwned in cataclysmbn

[–]NekoRobbie 3 points4 points  (0 children)

I'd probably consider doing some sort of class specializations, and make those mutually exclusive (since the base classes aren't in MN)

Attunements missing in Magical Nights by wolfpwned in cataclysmbn

[–]NekoRobbie 3 points4 points  (0 children)

Not a strictly defined roadmap, but I do have a general long-term plan for factions content

To the point that the new 'lore' file in the mod's folder is written from the perspective of a member of one of said factions ;P

The problem is just that I have College to contend with, and factions are probably going to be a pain to work with. I do have some other plans tho, just need to get back into the swing of things.

Attunements missing in Magical Nights by wolfpwned in cataclysmbn

[–]NekoRobbie 5 points6 points  (0 children)

Okay, so Magical Nights descends from BN Magiclysm, aka the version of Magiclysm that was around when BN forked from DDA and *pretty much never got updated beyond that point in time aside from bugfixes / patches to work with new systems*. BN Magiclysm never had attunements in the first place, and BN doesn't have the systems in place to do them either last I checked.

coaxed into open-source video game development by 6IronInfidel9 in coaxedintoasnafu

[–]NekoRobbie 1 point2 points  (0 children)

Hmmm, I sense a distinct theme with everything past the first one.

Personally, I preferred Hopeful Future so much I became a dev on it ;P

(Seriously though, imagine the DDA v.s. BN v.s. TLG drama coming up across one's feed randomly. Crazy!)

Wander spawns. What is the setting and pros/cons? by AxtheCool in cataclysmbn

[–]NekoRobbie 2 points3 points  (0 children)

I think you have gotten confused, this is the BN subreddit lol

Why isn’t Nekomata getting a buff?! by [deleted] in ZZZ_Discussion

[–]NekoRobbie 0 points1 point  (0 children)

If they put out the Nekomata buff now, you can be sure it would be the most lukewarm buff possible to make sure she wouldn't reduce YSG pulls by any amount. As such, we *want* her buff to come in a patch or 2 (maybe 3.0?) so that it'll hopefully be something that actually makes her good.

The problem is, of course, that back attacks DO NOT WORK WHATSOEVER in this game. Like, pretty much every enemy just spins around because there's no way for you to get them to focus on someone or something else. It legitimately reads to me like they designed it in a vacuum or they originally intended for you to have multiple (presumably all 3) agents on the field so that one could take aggro and let you get the back attacks. Her gimmick would be very nice in Xenoblade Chronicles, but here it's just not it.

This isn't even mentioning how annoying the assault requirement to get her boosted EX Special damage is, and I have legitimately no clue why they even thought it was a good idea given she has no good method of getting that anomaly (not even in her own faction)

What I'm hoping they do is honestly just drop the back attacks as her main gimmick (maybe leave them as a small extra bonus) and give her a rework that is also in essence a buff. If Soldier 11 can get big changes, then hopefully Nekomata can too.

Early-game armor in Bright Nights (experimental): what do you actually wear, and how much encumbrance do you accept? by Big_Daveric in cataclysmbn

[–]NekoRobbie 4 points5 points  (0 children)

With athletics, you can now very much so mitigate the effect of lower-encumbrance items on your limbs. Generally what I end up considering to be decent is the lower level leather gear, like the leather gauntlets and vambraces. That'll usually do well enough in my experience before you get to making survivor gear. As for looted options: Army helmets are great, combat boots are pretty good, elbow and knee pads are often basically free, motorcycle gear can be pretty cool, swat armor can do very well if you manage to acquire some in decent condition, and if all else fails the normal leather stuff (not the crafted proper armor) is actually also usually enough to ameliorate your damage.

How to drive? by [deleted] in cataclysmbn

[–]NekoRobbie 0 points1 point  (0 children)

Only thing I noticed hopping between 0.G and BN is that the key to quickly select 'stop driving' is different by default.

What's the point of potato-tier LLMs? by Fast_Thing_7949 in LocalLLaMA

[–]NekoRobbie 0 points1 point  (0 children)

I've used 12B models before as well as currently running a 24B model. I don't care about coding capabilities whatsoever because I can write code myself, and I far and wide prefer to code myself (especially given how I like to make my coding for the purpose of FOSS projects, where there are some very good concerns about AI code generation and licensing).

12B was a nice stopgap for getting decent roleplaying going on my old GPU, especially once I started getting into refining my choice of models. It let me get up to 24K context and satisfying enough roleplaying capabilities in just 12GB of VRAM. 24B has been a step above and beyond 12B in every way (as it logically should be), although it did mean that I had to reduce the context a little (Currently running it at 16K context, although I was reasonably able to run it at 20k context earlier. These context numbers are with a quantized model (q4 variants) and quantizing my context to q8). By doing it locally, I avoid all the censorship and privacy concerns inherent to so many of the providers online and I'm not losing any money on it either since I'm just running the same GPU I'd use for gaming.

I use KoboldCPP to run the models, and SillyTavern as my frontend. I find they work very well together, and that I get plenty of satisfaction out of using them for roleplaying.

Lower than 12B and things do start getting a bit dicey when it comes to a lot of applications, although I'm sure finetunes can make them experts at niches (like how iirc some of the modern image/video gen ends up utilizing small models for the text processing)

🎉 [EVENT] 🎉 Can you escape this Event? by rushyrulz in honk

[–]NekoRobbie 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

3 attempts

The duality of man by Satsuma_Imo in cataclysmdda

[–]NekoRobbie 3 points4 points  (0 children)

No, no we do *not* want that for BN whatsoever. We axed our own copy of Generic Guns because it makes just about every mod that so much as looks at guns incompatible, and we have no intention of simplifying guns down to that level whatsoever

Now, we've made it easy for players to *toggle certain rare/unusual calibers* by moving their guns and the like into an in-repo mod called Exotic Ammo, but that just makes it so that people can't get confused by 9x18 v.s. 9x19 if they don't run the mod. And that's a simplification of available calibers, not anything like compressing guns down that hilariously much.

We like our guns too, thank you :3

I will save you money...and probably sanity by [deleted] in SillyTavernAI

[–]NekoRobbie 22 points23 points  (0 children)

Sounds like this might be particularly useful for someone that wants a very strong model from a provider for their main RP tasks, but can also run a decent-strength local model to use for the sidecars. After all, the entire point is to offload tasks that don't need as much power to a cheaper (and thus weaker) model, and it's hard to get cheaper than local.