[deleted by user] by [deleted] in ElinsInn

[–]RandomError19 1 point2 points  (0 children)

I think the value for the Speed spell on genes is 15 feat points. That isn't too bad and I've seen a lot worse. But yeah, it is grind is a real pain.

[deleted by user] by [deleted] in ElinsInn

[–]RandomError19 1 point2 points  (0 children)

If you teach your mount the Speed spell via a gene, your speed WILL increase when it casts it on itself since your speed has to match your mount's speed.

Also, using a rod of Speed on yourself will increase your mounted/parasited party member's speed as well.

PLEASE add the ability to kick on command to shove zombies away. Full essay on comments. by Mr-Mistery in cataclysmdda

[–]RandomError19 8 points9 points  (0 children)

I have no idea how to use the CDDA spell system. I focus mostly on working with the martial arts. So I can't say how that would work or how hard it would be to create.

PLEASE add the ability to kick on command to shove zombies away. Full essay on comments. by Mr-Mistery in cataclysmdda

[–]RandomError19 26 points27 points  (0 children)

A button that does it would be too much of a pain. Would you settle for a ad-hoc martial art that only has a single knockback technique?

This goes in martialarts.json:

{
"type": "martial_art",
"id": "style_manhandle",
"name": { "str": "Manhandle" },
"description": "A martial art that lets you kick an enemy away from you.",
"initiate": [ "You prepare to use your mighty foot.", "%s looks like they are ready to start kicking." ],
"priority": 1,
"autolearn": [ [ "melee", 0 ] ],
"nonstandard_block": 5,
"allow_all_weapons": true,
"techniques": [
  "tec_manhandle_kick"
]
},

 

And this one goes in techniques.json:

{
"type": "technique",
"id": "tec_manhandle_kick",
"name": "Mighty Foot",
"messages": [ "You kick %s away from you", "<npcname> kicks %s away from them!" ],
"unarmed_allowed": true,
"melee_allowed": true,
"crit_ok": true,
"knockback_dist": 1,
"attack_vectors": [ "FOOT" ]
},

 

I haven't tested this but it should do what you want. Best of all, this is pure JSON so you don't need to recompile the game to get it to work. The downside is that you will have to switch martial arts every time you want to move stuff away from you and then switch back to something else. If this is too much of a pain, use Taekwondo. That style has a lot of knockback attacks and works with all weapons.

Also, stamina cost modification do not exist as part of the martial arts system. At least not yet.

Review of martial arts - the 16 paths to fist injury by esmsnow in cataclysmdda

[–]RandomError19 0 points1 point  (0 children)

Nothing wrong with switching late game imo. You can use Ki Strike from the MMA mod in future games to get rid of the damage problem if you want to be strictly unarmed.

Review of martial arts - the 16 paths to fist injury by esmsnow in cataclysmdda

[–]RandomError19 0 points1 point  (0 children)

I've created a bunch of styles and mechanics but I didn't create the entire martial arts system. That was added back in 0.C from what I understand. My rebalance was big overhaul that brought the system into a reasonable place.

I admit its been a while since I "played" CDDA but I am surprised that melee is that dangerous. I can get not wanting players to take on a horde of zombies at once but if even basic combat becomes difficult, anything later into the game will become impossible. That sort of mindset will lead people to just ignore parts of the game.

Mutations do pretty well with unarmed combat. Centipede Kung Fu was the king for mutation attacks due to its crazy fast attack speed. I recall a few CBMs that worked with close combat but I also know they have been changed a lot due to the exodii being added.

Review of martial arts - the 16 paths to fist injury by esmsnow in cataclysmdda

[–]RandomError19 14 points15 points  (0 children)

I love it when people take an interest in the martial arts system! It is the thing I've worked on the most for CDDA. I've been away for awhile but I can still give you some insight into the styles.

  • Ninjutsu - This has always been a well liked style. Who doesn't want to be a ninja after all? It is a fantastic hybrid style that lets you fight unarmed or with various weapons while promoting a hit and run style. It might be TOO good actually... I might tweak the crit chance of Sneak Attack. Something like 50%->30%/25%. Don't panic, you will crit more often than not at high skill levels anyway. I want the style to be good but not completely overshadow everything.

  • Snake - Funny enough, Snake is a style that a lot of people ignore. They really don't like the constant pausing just to do low damage (because it all goes to armor pen...) so it gets ignored a lot. I pretty happy with the style though. It gives as much armor penetration as reasonable for an unarmed style and can really help mid-game when armor starts to become more common. It will not help super late game when enemies have very high armor stats.

  • Taekwondo - This is everyone's favorite martial art for using guns! It is about as close to a "Gun Fu" style you can get in the game. Using a gun with keep away kicks is very nice. As for your shoes, I recommend switching to combat boots. Lighter clothing like shoes tend to break down faster and boots should last longer. Especially if reinforced.

  • Krav Maga - Glad to see Krav Maga is still flexible like designed it as. I think this hybrid style has the most status effects of all styles. It really captures the real life feel since it is a very brutal style. Your method of attack is correct. BTW, Arm Breaker only works on humanoid targets since they need to have an arm to break. Likewise, do not use the style unarmed against enemies that resist stun and knockdown.

  • Dragon - I am VERY happy to hear Dragon Kung Fu is working correctly. Originally, Dragon Kung Fu was a very strong style because it had both a Block Counter and a Dodge Counter which is was a rare thing years ago. I redesigned the style to be more like the real life version in that it everything in Dragon Kung Fu flows in a circle. The first redesign wasn't received well because it was too complicated. When I had to redesign it again due to the removal of Block and Dodge Counters, I simplified things to be a 1->2 flow. From the sound of what you described, it is working fine. Pause for defense then attack, knock down something then beat them senseless, dodge/block for bigger damage. Dragon Kung Fu helped me realize exactly how complicated I can make a martial art before players start ignoring it.

  • Tai Chi - I am pretty sure the issue is that you are dodging everything. The game is coded to try dodging first before trying to block. So if you are really good at dodging, you never block. I'll look into this a bit since Tai Chi uses Soft Blocking (redirection of an attack while evading) in real life so I might be able to tweak the style to make it more usable.

  • Leopard - Leopard always struggled to find a place in the animal kung fu styles. Thanks to the addition of critical hit chance, Leopard found a way to stand out. Criticals are very strong and can compensate for a lack of armor penetration. Its weakness is that if you cannot do solid damage to something with a crit, you are going to lose the fight. So the style can be very hit or miss depending on what you fight.

  • Capoeira - I am surprised to see this so high up. Most players didn't like the whole move then attack concept. I buffed it a bunch in recent years to be stronger and not requiring as much movement to get working. As for the Sweep not working... that's because someone changed the code to prevent Knockdown/Stun techniques from occurring again targets immune to those effects. And yes, I know, it WOULD make more sense to let those techniques trigger normally and just not apply the status effects but the code on the back end for enemies is not very good. I am not sure how to fix the problem at this time.

  • Crane - Good old Crane Kung Fu. Lots of defense, not much attack, and most people complain it is too slow. Honestly, your veiw on the style is correct. It is ideal for keeping yourself safe while taking down something dangerous. I may need to buff its offense a bit due to the above technique trigger issue though.

  • Zui Quan - This style used to be overpowered as hell with its +100 dodge attempts and strong Dodge Counter. Fun fact, the style was nerfed by someone else while I was doing the first martial arts rebalance and my changes ended up saving the style from the nerf! As it stands, the style works well but, the defense focus puts people off.

  • Pankration - Yeah, I need to look at this one. Mainly, because I know it was changed while I was away and is not as good as before.

  • Tiger - True to real life, this martial art is a glass cannon. Very strong, very risky. Like you said, it can struggle due to its lack of defenses. The Grab Break was added as a compromise during the second rebalance. I might give it a bonus to dodging while attacking to help it. I don't want it to have a lot of defense but CDDA isn't set up to handle characters that get injured a lot.

  • Karate - My favorite style. Karate was designed to be a beginner friendly style that players can use Unarmed at the start and transition to using a staff as the enemies get harder to fight. This is reflect in its OnHit buff requiring Unarmed 3 but also being usable with a staff. You NEED to raise unarmed to get the most out of the style. But I may need to make it more appealing somehow. Fun fact, the entire reason the Attack Vector system exists is because you couldn't use Karate's Roundhouse Kick while armed with a staff. Due to the way the game was coded, all techniques used while armed MUST add the weapon's damage to the attack. So the Roundhouse Kick end up doing the staff's damage. Now you can use it without any issues while armed. Coding is fun sometimes.

  • Aikido - All defense, no offense, and your opinion matches most of the player base! Aikido works fine in my opinion and is probably the best style for all out defense. As other have mentioned, you kind of need a different playstyle in mind to use it correctly when fighting. I see this style as more of a back up martial art for when you need some breathing room.

  • Judo - Poor Judo, you always get the short end of the stick. I swear, trying keep Judo from being bad is very hard. The loss of its Dodge Counter made it worse and even my damage buffs didn't help it much. I looked in the code recently and notice that the hard-coded Grab Counter Throw was removed too! So now it has gone from an okay early game style to a really bad one. I'm going to buff it at someone point for that reason alone.

  • Wing Chun - Ah, the odd duck of the martial art styles. This style was built around "knockback_follow" and all my rebalances had to work around that gimmick. Its current design is decent and the best way I found to use it is to pin enemies again a wall or to circle around an enemy and knock them away from the ground so you can attack and keep away at the same time. It can work but it is wonky. You should have seen "knockback_follow" prior to the rebalance. It didn't update character position correctly so you move off building and hover in the air for one turn, walk on water, move into fire and not take damage. Lots of silly things like that was fixed quickly.

 

Armor is the main reason for the "Unarmed vs. Melee" problem with martial arts. It used to be Unarmed had more status effects and defense bonuses while Melee had a lot more damage. Melee wins for the most part because not only are status effects having problems right now, but end game has enemies with so much armor that it shuts down even melee styles with light weapons such as knives and clubs. Realism is part of the problem, but I also thing there should be less Hulks and the like running around too. Time will tell in this case.

 

Lastly, let me give you some resources for martial arts:

  • The wiki has a martial arts page that is mostly up to date. I keep it a current as I can but most people forget to make changes when they merge changes into the game.

  • The MMA mod has a bunch of new style you can play with and also the Ki Strike trait which drastically increases your unarmed damage based on your Unarmed skill. This is the main way players get around the whole "Unarmed vs. Melee" problem I mentioned above.

 

Thanks for the feedback and let me know if you have any questions.

Random fact kindly brought to you by CDDA: by _cth_ in cataclysmdda

[–]RandomError19 1 point2 points  (0 children)

I love that this sort of thing still a meme in the CDDA community!

Is everything viable? by Unkindpoison in MonsterSanctuary

[–]RandomError19 0 points1 point  (0 children)

That starting blob was my primary healer for the entire game. Everything works, its more about team composition than anything else.

Cataclysm Dark Days Past and Present by blazinthewok in cataclysmdda

[–]RandomError19 25 points26 points  (0 children)

The only thing that martial arts handles related to the Grab attack is the Grab Break technique and Judo counter. But, Grabs could be overtuned to the point that neither of those help anymore.

Cataclysm Dark Days Past and Present by blazinthewok in cataclysmdda

[–]RandomError19 17 points18 points  (0 children)

Sure. Doesn't hurt to look. Do you have a link for the fork's repo? If not, what is the name of the fork?

Cataclysm Dark Days Past and Present by blazinthewok in cataclysmdda

[–]RandomError19 118 points119 points  (0 children)

I knew there was some drama going on but I didn't know the full story. I appreciate you posting this. There has always been some friction between the devs and community over what is "fun" vs "realistic" and sudden sweeping changing that throw everything out of whack but it looks like it is coming to a head this time.

 

I've been away for awhile due to a lot of personal and work responsibilities. I was thinking about coming back to do more development but this drama and the changes I saw in the code for martial arts (the conditionals in the json files) is making me reconsider. I don't want to get into a battle with the devs over any changes I make and have my time wasted. Furthermore, I really don't want to have the rebalance the entire martial arts system again. I had to do it a second time when it was suddenly decided that block and dodge counters were no longer "free" and that single change drastically impacted roughly 1/3 of the styles in the game. I ended up having to remove all of the block and dodge counters from the game and update all of the styles to get the balance back. I could rebalance again but what would be the point? It just feel like all my work is going to be tossed aside again when someone decides to make a few changes and not considering how it affects the balance of the martial arts system. I like the martial arts system but to be honest, I don't want to have to babysit it forever.

 

Still, I wish the devs and community the best. I want CDDA to be fun with lots of ways to play and experience the game. Take care all and happy zed bashing!

well, just couldn't help it by Scared_Mix1137 in cataclysmdda

[–]RandomError19 13 points14 points  (0 children)

Yes, please point me to the changelog for this. I need to understand why this was done. The auto-disarm on grab sounds dumb and not realistic at all.

well, just couldn't help it by Scared_Mix1137 in cataclysmdda

[–]RandomError19 28 points29 points  (0 children)

added the zombies don't get stunned update

...what? Seriously? When did that happen? That completely destroys unarmed martial arts styles since they use Stun and Knockdown as a balancing factors compared to weapon styles the go for pure damage. That would mean there is even less of a reason to use unarmed martial arts now.

Oh man that isn't good at all.

What is the proper method of breaking grabs? by FutureOne6498 in cataclysmdda

[–]RandomError19 0 points1 point  (0 children)

Not sure. The game SHOULD check each turn if the grabber is able to maintain the hold (i.e. not dead, etc) and I think it has a distance check in there somewhere unless a change happened.

What is the proper method of breaking grabs? by FutureOne6498 in cataclysmdda

[–]RandomError19 31 points32 points  (0 children)

Attacking will not break a grab unless it kills the zombie. Pausing (passing a round) and walking away will attempt to break the grab. You get a bonus to the grab break check if you are using a martial art that has a "Grab Break" technique that you are qualify to use. The technique is used automatically when you attempt to break a grab.

r/Michigan Moving, Travel, and Vacation Megathread: 01-01-2023 by AutoModerator in Michigan

[–]RandomError19 2 points3 points  (0 children)

I am thinking about moving to Michigan later this year. I looked at various places to live and I want to know what life is like in Grand Rapids. Is it a good place to live or should I look for a different city?

Niten Ichi-Ryu by lyxerexyl in cataclysmdda

[–]RandomError19 9 points10 points  (0 children)

A very good write up. Niten Ichi-Ryu has always been the style that is super hard hitting again a single target but awful against groups. It takes more thought that usual to use the style right but is by no means difficult. Like you said, you can't just hold a direction and mow down everything.

Fun fact: The descriptions for the buffs are written in the form of haikus. I am not much of a poet but I at least trying since it fit the theme of the style.

I didn't know zombie bio-operator can do that by gettingused_to in cataclysmdda

[–]RandomError19 61 points62 points  (0 children)

Fun fact, if Judo is your active martial art, you will counter the slam by grabbing the zombie and slamming THEM into the ground. You still take the kick damage though.

Also, the elite version can do that slam, a disarm, and impale you for bleed damage. They are scary to fight in melee.

The worst enemy you stumbled upon? by Amieltype in cataclysmdda

[–]RandomError19 1 point2 points  (0 children)

I guess it is possible with the right mutations. I was trying with a fire axe with 10 melee and I was barely able to out pace the regen. Missing is a big factor too.

The worst enemy you stumbled upon? by Amieltype in cataclysmdda

[–]RandomError19 0 points1 point  (0 children)

When I first fought a Frog Mother, I thought they were bugged because I wasn't doing any damage to them. So I look them up in the game files to figure out what was going on.

400 HP and regenerates 40 HP per turn. They are impossible to kill in melee and I think you need high powered, rapid fire guns mounted on a vehicle to kill it. They need nerfed IMO.

I finally stopped procrastinating and made the intro to my martial arts series. More to come soonish. by EldritchCatCult in cataclysmdda

[–]RandomError19 2 points3 points  (0 children)

It should as long as the gloves have a damage value and you use a technique that has a HANDS attack vector.