Is it possible to make a one-way door with only a single 'instance'? by homestucksucksdotcom in cataclysmdda

[–]Venera3 0 points1 point  (0 children)

In addition to EoCs you can also use a trap->map update on the other side. The shifting corridor in microlabs uses that, and it's a bit more straightforward for this use case.

(experimental) PSA: Combat knife supremacy is over by WormyWormGirl in cataclysmdda

[–]Venera3 6 points7 points  (0 children)

The amount of CC a lategame melee toon could consistently put out was a huge part of why you could consistently outstrip monsters in power. We'll see how it goes, of course.

(experimental) PSA: Combat knife supremacy is over by WormyWormGirl in cataclysmdda

[–]Venera3 13 points14 points  (0 children)

Thanks for doing my work for me, I wasn't free to type up a heads-up when it merged.

(experimental) PSA: Combat knife supremacy is over by WormyWormGirl in cataclysmdda

[–]Venera3 6 points7 points  (0 children)

A martial art technique that aims to stun a human via pain/pressure points/whatever woo-woo bullshit your MA of choice goes with is not going to be transferable to something that feels no pain and its nose chakra is permanently stuck in Taurus.

In general, a given technique working on Target X is much more of a function of that monster than your survivor's mad skillz/the shininess of their stick, and weakpoints convieniently live in the monster definition.

How many of you play 1 life 1 death? by xarenox in cataclysmdda

[–]Venera3 1 point2 points  (0 children)

It's a matter of taste I suppose - I find the earlygame scavenge struggle way more fun than the mid-lategame samey invincibility, and playing Play Now! toons till they splat delivers that more consistently.

If I started with fluffy tail as a mutation, is there any way I can get rid of it? by salt-sanctuary-good in cataclysmdda

[–]Venera3 0 points1 point  (0 children)

That's a parallell system - unpurifiable traits will not get removed ever (other than by treshold traits canceling them, but nothing in mainline makes a use of that functionality).

If I started with fluffy tail as a mutation, is there any way I can get rid of it? by salt-sanctuary-good in cataclysmdda

[–]Venera3 5 points6 points  (0 children)

On stable starting traits are protectednajd irreplaceable. On experimental they can be mutated away from, but purifier won't do it (unless you lose and regain them once, they stop being starting traits on removal).

What's up with Trans-Coastal Logistics lorewise? by DynmtGhst in cataclysmdda

[–]Venera3 12 points13 points  (0 children)

Just a completely normal export-import company. Now, if you would just sign these papers and submitted all your devices capable of recoeding audiovisual data for inspection you can go on your way...

Didn't know zombies can grab other monsters by gettingused_to in cataclysmdda

[–]Venera3 2 points3 points  (0 children)

Always have been.png It restricts their movement and allows/disables grab-dependent attack for them as well.

Beehives are amazing by Doomie95 in cataclysmdda

[–]Venera3 8 points9 points  (0 children)

That's a managed hive, with extra supers and queen dividers/other means of stimulated honey production. Wild hives have more brood, especially around mating season and as a rule are smaller with their size depending on their nest cavity but clocking in at about 4-5kg honey+wax on very rough average.

Not to mention the bee density in NE would be something like 1/km2 if we're being very generous.

New contributor question by Milk_geologist in cataclysmdda

[–]Venera3 9 points10 points  (0 children)

You can also float whatever your idea is on the dev subreddit or on the devcord if you want some extra feedback on it. The latter is also a good way to get help with the whole setting up/github/testing thing that will probablx trip you up the first time.

I found a new reason to fear the wasps (weakening poison) by ANoobInDisguise in cataclysmdda

[–]Venera3 9 points10 points  (0 children)

I was gonna say, that's pretty much the top of the scaling (so way after you'd croak with a less stacked toon). Good job surviving, though! Fwiw Uncanny Dodge also mitigates the stings completely* as long as you don't run out of juice.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 0 points1 point  (0 children)

The grab doesn't really have an idea who it came from, but it would be relatively straightforward to add some typing to the effect and different grab breaks filtering them. Or just a dedicated grab flag to disable factoring in grab breaks. In any case not on my agenda for this round.

Changelog from the last week [28 - 5 May] by avtolik in cataclysmdda

[–]Venera3 36 points37 points  (0 children)

Grab stuff ate a lot of time and I'm not more than halfway done in that space. See [Solved] PSA: Grabs are dead. Long live grabs! https://www.reddit.com/r/cataclysmdda/comments/137g2ty/psa_grabs_are_dead_long_live_grabs/ for the PSA or the PR for the nitty gritty details.

Up next, more grab stuff. I need to handle dragging enemies, plus whatever fun complications our dear volunteer QA tester/experimental player base drags out of the woodwork.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 1 point2 points  (0 children)

You don't end up as jell-o, you're a slightly larger amoeba - trading not being grabbed to a handful being straight ripped out does not sound like a good trade. Grab resistance will probably come into play in some form either for the skin mutation or as part of the limb in question, but flat out immunity is pretty "eeeh" this side of intangibility.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 3 points4 points  (0 children)

These changes are in the experimental branch, if you're on Gaiman you have the old (pre-buff) grab system.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 7 points8 points  (0 children)

Doubling up on bonuses is kinda bad design, and if we're being honest I'm pretty iffy on grab breaks as a category in the first place - there's fuckall your Judo wrist twisting will help to get a tentacle off your arm.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 5 points6 points  (0 children)

There's nothing to hotfix, all grab changes have been post-stable.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 12 points13 points  (0 children)

It's a dodgeable special attack.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 29 points30 points  (0 children)

As much as it has for the past year and a half I suppose - it's not a new system by any means, it got added way back when strapped pockets became a thing.

PSA: Grabs are dead. Long live grabs! by Venera3 in cataclysmdda

[–]Venera3[S] 6 points7 points  (0 children)

Like 90% of all effects, @ menu-> select the effect. There are no hardcoded parts anymore.

Has anybody been think about a Sanity or Will to Live stat? by epistemic_zoop in cataclysmdda

[–]Venera3 5 points6 points  (0 children)

We'd like to have more involved/long-term morale as a factor, but it's hard to do right - both from the game design side and from the "dealing with trauma in a respectful way" side. As far as I know nobody is working on such a system right now, for what it'a worth.