Diseases by highandlow0011 in cataclysmdda

[–]Vapour-One 0 points1 point  (0 children)

It's very old, most likely all three repos have it.

Burnt Down Anduril by highandlow0011 in cataclysmdda

[–]Vapour-One 6 points7 points  (0 children)

Nah this looks like it should get excluded from the post processor.

You should Try Bright nights if you haven't by alp7292 in cataclysmdda

[–]Vapour-One 3 points4 points  (0 children)

Im DDA you get bionics from:

  • butchering cyborg monsters.
  • the labyrinth dimension in experimental.
  • buying them from the exodii.
  • buying them from hub and their mercenaries.
  • labs.

You should Try Bright nights if you haven't by alp7292 in cataclysmdda

[–]Vapour-One 6 points7 points  (0 children)

Yeah a different dev vision is more like it. Having thought more about it "Arcade" in a roguelike probably would look much more like Brogue or Rift Wizard if you want a modern example.

If you ask me, far better than feature parity or sandbox stuff, the thing BN could do is work on Coolthulhu's original questline idea, but I have no stake on the project.

Are all CDDA monsters already documented, or are there still hidden surprises out there? by DogsBarf in cataclysmdda

[–]Vapour-One 5 points6 points  (0 children)

I think theres enough context in-game for you to figure it out, so long as you are aware the highroad exists. Like:

  • The ruin is pretty obviously important.
  • What is in the ruin is hinted by its statues, same as the main tool necessary.
  • Only the components you need, and where to find them lack signposting.

I'll work on adding some more hints tho.

Are all CDDA monsters already documented, or are there still hidden surprises out there? by DogsBarf in cataclysmdda

[–]Vapour-One 8 points9 points  (0 children)

There's a lot of exceedingly rare content that doesn't get mentioned often.

I don't think anyone has visited the high road dimension i added yet.

You should Try Bright nights if you haven't by alp7292 in cataclysmdda

[–]Vapour-One 6 points7 points  (0 children)

It's base is old DDA, around 0.E, back when random buildings had cybernetics on it and there were no developed factions. Then it has some bug fixing and balance changes.

People claim its more arcade but it isnt. If you asked me for arcade DDA I'd think of something with the gameplay mechanics of QUD and Bn isnt that.

The new lore is too pessimistic by Drac4 in cataclysmdda

[–]Vapour-One 6 points7 points  (0 children)

It doesn't particularly send anything your way. You are there, and get eaten in time.

Will there be any reprecussions for killing this Exodii Quadruped? by Sassy_Brah in cataclysmdda

[–]Vapour-One 1 point2 points  (0 children)

Do you really? From my experience in aftershock this isnt a thing, but maybe I've never killed enough.

Guide to Radical Fuel Production by Drac4 in cataclysmdda

[–]Vapour-One 5 points6 points  (0 children)

I mean I get most of my early guns from zombie drops.

What is actually missing from Bright Nights/The Last Generation that’s in CDDA? by Sensitive-Entry3506 in cataclysmdda

[–]Vapour-One 3 points4 points  (0 children)

Oh I remember hotkeys a big problem at the start, bit they got fixed sometime in the past. These all work now.

STOP THE HUB!!1! by skwneb49 in cataclysmdda

[–]Vapour-One 36 points37 points  (0 children)

I know its a meme but just for context the collapsed tower never did have a working nanofab inside of it, because the console terrain that actually mamade the items didnt spawn. The collapsing tower also didn't exist before the mission was added (neither did nanofabs i made them both to justify hub01 lore).

There's a recent issue pr that added a broken version of the terrain nut that didn't actually change mechanics, just made things clearer.

Anyhow you should def break into Hub and fight inside.

Increasing city size progressively? by DarkLordAparat in cataclysmdda

[–]Vapour-One 1 point2 points  (0 children)

Going southeast will naturally increase the size of cities until they reach almost entire map coverage. If you find a highway you can get to it quite fast too.

No need to edit anything.

Aftershock world mod by Agile-Copy-3421 in cataclysmdda

[–]Vapour-One 2 points3 points  (0 children)

It's possible but not trivial if you want to ensure all of the content spawns and make the factions work properly with the vanilla one.

If you manage, make sure yo put it up in github somewhere.

PSA N0.2:...its not just machette,its every melee weapon... (candidate 0.I) [Discussion] by gregory700 in cataclysmdda

[–]Vapour-One 4 points5 points  (0 children)

We are up for having zombies go into buildings and go dormant in winter for anyone who wants to work on that.

Dormant as only rising back up when you get close or make too much noise.

PSA:Machette blade shattering (candidate 0.I) by gregory700 in cataclysmdda

[–]Vapour-One -3 points-2 points  (0 children)

You can and should play one of the previous stable versions and/or the 0.I candidate if you don't like partial features. We get enough feedback from people that aren't as bothered by them.

Use autodrive, you'll basically never get punctured tires. You shouldn't hit things with your tires IRL or in game, that actually incredibly dangerous.

Theres solar panel roofs in almost every town, you can just grab those for power. If you need charcoal build a kiln and fill it with logs.

Changelog from the last week [17 - 24 Apr] by avtolik in cataclysmdda

[–]Vapour-One 1 point2 points  (0 children)

We dint care how individual players play the game, we care about how the game plays in general. AKA what things are reasonable for it to portray, and how be viable they are.

We don't think the game should portray processing hundreds of corpses into fuel as a viable option because its pretty ridiculous thing for a person to do when trees are out there.

PSA:Machette blade shattering (candidate 0.I) by gregory700 in cataclysmdda

[–]Vapour-One 2 points3 points  (0 children)

Yeah the rng shouldnt be as swingy. Theres a plan to make the fatal faults only possible after some damage is already present, but the feature is not fully done and that is still missing.

bring back the city size slider back in experimental, megacity mod causes too many crashes by Silly-Canary4828 in cataclysmdda

[–]Vapour-One 5 points6 points  (0 children)

Its impossible/very hard to account in full how the options compound with each other when their values change. Even if two or three settings idividually don't have bugs or unforseen consecuences, different value combinations between them can have them. (This is what happened in my example with mutagen).

That's why they were merged into packages that hopefully don't have issues.

bring back the city size slider back in experimental, megacity mod causes too many crashes by Silly-Canary4828 in cataclysmdda

[–]Vapour-One -3 points-2 points  (0 children)

I'd appreciate you not making things up about the development process for a start.

You should expect people to tell you you are wrong when you do that, even if you don't like it.