History VideoGame / Cataclysm

8th Jun '18 10:24:32 PM valos
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* MisaimedRealism: A lot of the changes to experimental builds got flak for this, among other reasons. Some highlights:
** The nutrition system, where food gives certain vitamins and deficiencies cause various health problems. Unfortunately the effects started off (and to some extent still are) setting in far faster than they would in real life, and the vitamin content of all foods in the game has yet to be comprehensibly updated in a realistic manner.
** Vehicle faults, which has been hampered from day one by the fact that replacement parts could only ever be found in stores or (in a few cases, not all) crafted. The ability to simply scavenge working replacements from another vehicle's engine is still in-progress.
** Filthy clothing, and especially the need to wash them before they can be used to craft. It used to take an absurd amount of materials to wash items, there didn't used to be a vehicle-mounted washing machine or even detergent (requiring the use of soap bars instead). Materials salvaged from cutting up filthy clothes used to come out filthy, then after that was changed it required obscene amounts of soap and water to clean the resulting materials (more than the items required before cutting them up). To this day there are still edge cases where items shouldn't require so much material (if any) to clean. In addition, the existing precedent for cleaning blood-stained rags by boiling (which would be infinitely less hassle than requiring soap and a washboard) went unused.
** The ranged accuracy debacle. A long-running problem with ranged weapons has been balancing accuracy at range to behave in a realistic manner. A system for correcting some long-running quirks was devised, only for it to be scrapped by the project manager due to it being developed and implemented entirely while he was on hiatus. For at least a year afterward, ranged weapons were basically useless, missing even after taking steady aim with high skills even well within range. Part of the cause? An enforced minimum dispersion to prevent ImprobableAimingSkills in extreme circumstances, ignoring the fact that this minimum was very easily bumped into with decent weapons and skills, and it magnified existing issues in the rest of the code.
** Bionics requiring painkillers to install. The biggest issue with it is how ridiculously easy it is to overdose unless the player understands the overdose mechanics. When it was first added, the ability for medically competent characters to gauge whether they were hopped up enough to install or not. In addition, one of the first things suggested was to add local anesthetics because that was more logical than self-operating while high on morphine, a suggestion that was shot down.
** When treecutting was reworked, so that splitting fallen trunks took tool quality into account, it initially removed the ability to use stone or copper axes for this task, causing players to question if it was a bug or intentional. It was indeed an oversight.
** A long-running exploit, where light level for crafting was checked only at the start of crafting, was fixed. Unfortunately this was done without considering the fact that a real person, faced with fading light while in the middle of a task, would realistically just turn an available light source on. Something the player is forced to do manually, and the way resuming crafting works [[GuideDangIt (and how poorly it's explained to the player)]] means the player stands a high chance of accidentally having to start the task all over again. The suggestion of automatically managing a light source or tending a fire while crafting had been previously agreed upon by people involved in investigating the exploit as a prerequisite, one that had been neglected.
11th May '18 3:57:20 PM 0Hatter0
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However, the project is now back in active development under the title of ''Cataclysm: Dark Days Ahead'', using the original source code and several popular mods as a base. It can be found [[https://discourse.cataclysmdda.org/ here]]. Unless otherwise noted, the tropes listed here refer to this fork of the project.

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However, the project is now back in active development under the title of ''Cataclysm: Dark Days Ahead'', using the original source code and several popular mods as a base. It can be found [[https://discourse.cataclysmdda.[[https://cataclysmdda.org/ here]]. Unless otherwise noted, the tropes listed here refer to this fork of the project.
11th May '18 3:53:14 PM 0Hatter0
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However, the project is now back in active development under the title of ''Cataclysm: Dark Days Ahead'', using the original source code and several popular mods as a base. It can be found [[http://en.cataclysmdda.com here]]. Unless otherwise noted, the tropes listed here refer to this fork of the project.

to:

However, the project is now back in active development under the title of ''Cataclysm: Dark Days Ahead'', using the original source code and several popular mods as a base. It can be found [[http://en.[[https://discourse.cataclysmdda.com org/ here]]. Unless otherwise noted, the tropes listed here refer to this fork of the project.
8th May '18 4:10:40 PM Malady
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* AddedAlliterativeAppeal: The ImAHumanitarian recipes. Examples include Cooked Creep, Niño Nachos, Jerk Jerky, Hobo Helper, and Soylent Slices.


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* AlliterativeName: The ImAHumanitarian recipes. Examples include Cooked Creep, Niño Nachos, Jerk Jerky, Hobo Helper, and Soylent Slices.
6th May '18 11:22:56 AM AzyWng
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* UndeadChild: Zombie children, of course. Killing them results in a morale penalty. [[spoiler:Unless you have the Psychopath trait. Additionally, the penalty per kill [[ItGetsEasier gradually lowers]] the more of them the player kills.]]

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* UndeadChild: Zombie children, of course. Killing them results in a morale penalty. [[spoiler:Unless you have the Psychopath trait. Additionally, the penalty per kill [[ItGetsEasier gradually lowers]] the more of them the player kills.]]]] Certain mutated variants of zombie children do not grant this morale penalty, because they've been so mutated they no longer resemble a child at all.



* WithThisHerring: The default character begins with a pocket knife and the clothes on his/her back. [[spoiler: Subverted, though, as you'll quickly learn the knife is one of your most useful tools]].

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* WithThisHerring: The default character begins with a pocket knife knife, a matchbook, a bottle of water, and the clothes on his/her back. [[spoiler: Subverted, [Subverted, though, as you'll quickly learn the knife is one of your most and matchbook are valuable tools in an apocalypse.
** May be played straight or subverted depending on what profession you pick at the start - the professions that give points rather than costing them usually have nothing but clothes, or even have negative effects like addiction. However, even these professions may have
useful tools]].equipment - the "Crackhead" profession starts with a refillable lighter, for example.
25th Apr '18 5:46:44 AM Someoneman
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25th Apr '18 5:46:43 AM Someoneman
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* SlidingScaleOfUndeadRegeneration: Type IV, healing and no rotting. The Zombies don't rot, so even after several years of game time, you can just travel to a new city and find it full of fresh new undead to kill. And once you kill them, you need to further damage the corpse, or they will just keep coming back.
17th Apr '18 6:16:15 PM AzyWng
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** If you attempt to deploy a furniture item like a brazier on the spot you're standing in, you get the message "You attempt to become one with the furniture. It doesn't work."
*** If you attempt to do the same with a trap, the message you receive is "Yeah. Place the [trap name] at your feet. [[SarcasmMode Real damn smart move.]]"
7th Mar '18 7:32:52 PM Someoneman
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* AbandonedHospitalAwakening: Available as a starting scenario. [[spoiler:Considering it's not entirely abandoned, you'd better be fast on your feet or else it's going to be a really short game.]]

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* AbandonedHospitalAwakening: Available as a starting scenario. [[spoiler:Considering Considering it's not entirely abandoned, you'd better be fast on your feet or else it's going to be a really short game.]]
3rd Sep '17 5:32:19 AM HalcyonDayz
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* TheRemnant: With static NPCs turned on, you can find representatives of what's left of the US government, which is stated to be based out of the US Navy's 2nd Fleet, which has been expanded to include a large number of civilian vessels and a few ships from other NATO nations.

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* TheRemnant: With static NPCs {{Non Player Character}}s turned on, you can find representatives of what's left of the US government, which is stated to be based out of the US Navy's 2nd Fleet, which has been expanded to include a large number of civilian vessels and a few ships from other NATO nations.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Cataclysm