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* DanceBattler: The Dancer profession starts off with a decent dancing skill, and some of the books for the Dodging skill are actually about dancing. For a proper martial art, meanwhile, there is the [[UsefulNotes/{{Capoeira}} Capoeira]] style, which significantly buffs dodging and depends on moving around to use it properly.

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* BoulderBludgeon: Rocks and bricks can be used as melee weapons if you're desperate, and they can serve as decent throwing weapons if you don't have dedicated ones available. Many low-tier ferals will also carry rocks, which they will throw at you with unerring accuracy.



** Disarmed ferals will still fight unarmed. As they only do 1-6 points of damage with a hit, however, it's mostly a nuisance.



* GreatBow: Greatbows are 198cm long and are useless without superhuman strength.

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* GreatBow: Greatbows are 198cm long and are useless without superhuman strength.extremely high strength, even if you have bow proficiencies to make them easier to draw.


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* GunStruggle: If an NPC has a weapon and you really need it taken away, you can deliberately try to snatch it. Unlike disarming style techniques, however, it does no damage, and has a decent chance of failure, making it a risky maneuver.


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* KickThemWhileTheyAreDown: Downing a foe is an extremely effective and common technique due to rendering the target unable to fight back while you beat on them. A few techniques also demand a downed target to work, such as brutal Bonebreaker of Krav Maga, which does a lot of damage and breaks a humanoid enemy's arm.


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* MeleeDisarming: Many styles intended for combat will have a disarming technique. While most monsters don't have a weapon to disarm, ferals and [=NPCs=] rely on weapons to do damage, and can be rendered mostly harmless by disarming them. [=NPCs=], in particular, can be disarmed even without using a style, via a special interaction to grab at their weapon, although it has a decent chance of failing.


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* SockItToThem: If you're really desperate, you can put a rock in a sock as an improvised weapon. It's as bad of a weapon as you'd expect.

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* NightmareFetishist: To Serve Man, which pertains to cooking human flesh, gives most characters a huge penalty to morale, due to how gross the subject is. Psychopaths and cannibals, however, get a massive morale boost for it.



* OneWordTitle

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* OneWordTitleOneWordTitle: The original game by Whales had this title.



* ParodiesForDummies:
** Self-Esteem For Dummies, which trains your Speaking skill. Of course, if you're reading it, that means you consider yourself a dummy, and thus probably have a self-esteem problem.
** The real books also appear, specifically the ones for chemistry, computers, and business.



* PipePain: Pipes make for rather decent weapons to start with, and can be easily obtained by smashing metal objects.

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* PipePain: Pipes make for rather decent weapons to start with, and can be easily obtained by smashing metal objects. Standard feral humans will also often wield them in combat.



* PointBuildSystem: Character creation involves a [[TabletopGames tabletop-style]] system where you select stats, skills, advantages, and disadvantages out of a pool of points.

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* PointBuildSystem: Character Pool-based character creation involves a [[TabletopGames tabletop-style]] system where you select stats, skills, advantages, and disadvantages out of a pool of points.


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* SmartPeopleKnowLatin: The Priest's Diary, written in Latin, requires a whopping 15 intelligence to read without difficulty. For comparison, most lab texts, which pertain to secret technology and demand extremely high skill levels to read them in the first place, only demand a 13 in intelligence.


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* TakeThat: Dianetics, a religious text of Scientology, is the only religious book in the game to reduce your morale when read.

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* ProHumanTranshuman: The Exodii might be a group of extensively modified cyborgs (many only having the brain be organic), but they're firmly against the Blob, and are eager to take recruits who prove themselves.

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* PosthumanNudism:
** A [[DownplayedTrope downplayed]] and [[JustifiedTrope justified]] variation happens with mutations, as many of them outright prevent you from wearing clothes on the affected body parts. Others, meanwhile, either produce lots of warmth (making it hard to wear most clothes outside of winter), or make it encumbering to wear clothes on a certain layer, thus encouraging you to dress lightly. Quite a few of these mutations, in particular, will cause major issues with torso clothes.
** The Exodii, with their [[FullConversionCyborg fully robotic bodies]], tend to not wear anything. Rubik's humanoid body, in particular, is fully compatible with human clothes and armor, yet he prefers to go naked.
* ProHumanTranshuman: The Exodii might be a group of extensively modified cyborgs (many ([[FullConversionCyborg many only having the brain be organic), organic]]), but they're firmly against the Blob, and are eager to take recruits who prove themselves.
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* WorldOfBadass: ''Every'' survivor counts. Even a completely unskilled survivor with a halfway decent weapon can defeat a dozen zombies before dying, and anybody with a decent amount of actual training and/or a gun can clean up a village or a city block [[OneManArmy on their own]].
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* SquareCubeLaw: The [[BigCreepyCrawlies enormous, mutated flying insects]] infesting the cataclysm, as noted in the creature description for the cow-sized 'frigate fly', are bizarrely capable of staying airborne despite their proportionally massive weight. Sure enough, their yields from butchery include a number large gas sacs that definitely weren't part of the pre-mutation anatomy.
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* AppropriateAnimalAttire: Most of the issues related to the trope can be [[JustifiedTrope justiifed] by mutations interfering with one's clothing. Having extra arachnid limbs, for instance, doesn't play nice with torso clothes, thus forcing you to either suffer penalties or go topless.

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* AppropriateAnimalAttire: Most of the issues related to the trope can be [[JustifiedTrope justiifed] justifed]] by mutations interfering with one's clothing. Having extra arachnid limbs, for instance, doesn't play nice with torso clothes, thus forcing you to either suffer penalties or go topless.

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* {{Animorphism}}: Most of the mutation categories are those of animals, altering you into an anthropomorphic version of it.



** A few of the monsters include heavily mutated humans, their minds so warped that they attack you on sight. Overindulge in mutagen serums yourself, especially with those related to predatory animals, and you may find out that you don't differ much from these monsters, except for being somewhat more peaceful.



* TheMindIsAPlaythingOfTheBody: Mutations, especially after crossing the post-threshold, may affect a character's personality. This is particularly pronounced when mutating into a predatory animal, as you eventually acquire the animal's mindset and stop considering yourself human.



* PsychoSerum: Mutagens are a great way to empower yourself if taken carefully. Side effects, however, include PainfulTransformation, a chance for bad mutations (especially at higher levels of genetic instability), [[PowerUpgradingDeformation a monstrous appearance]], and even TranshumanTreachery.



* SuperSerum: The mutation-causing compound that you can find in labs or near dead scientists.
** In 0.A, mutation serums are the only way to cross mutation thresholds, which give you exclusive, special mutations.
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* ReturningWarVet: Two of the professions include the War Veteran and the Old Veteran. The former compensates for their lacking gear by retaining all of their military skills, while the latter is rustier, but has a chest rig and an M1A1 rifle.
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* UnstableGeneticCode: Mutation in the Slime, Medical, or especially Chimera categories can give a character the ''Genetically Unstable'' or ''Genetic Chaos'' traits, which will cause them to suffer involuntary new mutations on an unpredictable basis. The latter trait can cause mutation up to ''twice a day''.

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** Kaluptic Psychosis (the name being a bastardization of Kalupto, one half of the greek word for apocalypse) represents the hollywood depiction of schizophrenia, and can be treated with antipsychotic medication. Among static NPCs, Dino Dave (who wears a dinosaur suit) suffers from this condition

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** Kaluptic Psychosis (the name being a bastardization of Kalupto, one half of the greek word for apocalypse) represents the hollywood depiction of schizophrenia, and can be treated with antipsychotic medication. Among static NPCs, [=NPCs=], Dino Dave (who wears a dinosaur suit) suit and is obsessed with carboard boxes) suffers from this condition


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* WithGreatPowerComesGreatInsanity: Many mutation categories tend to contain at least one mental negative mutation, and several others will grant you the mindset of a predator as a ''positive'' mutation. Mutating in the Medical category, in particular, is quite likely to make you insane due to most of the negative mutations being mental ones (up to a full-blown psychosis), and even the positive ones can leave you extremely masochistic and emotionally numb.
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* FictionalDisability: Multiple ones exist, all triggered by the Cataclysm:
** Kaluptic Psychosis (the name being a bastardization of Kalupto, one half of the greek word for apocalypse) represents the hollywood depiction of schizophrenia, and can be treated with antipsychotic medication. Among static NPCs, Dino Dave (who wears a dinosaur suit) suffers from this condition
** The Irreparable trait will cause you to lose your natural ability to heal, even with the best mundane healthcare in the world. The only way to heal, as such, is to use fantastical means to heal - bionics, mutations, superscience drugs, or magic (if using an appropriate mod)
** Genetic Downward Spiral means that your DNA is damaged beyond repair, causing you to gain mutations with time, always receive bad mutations regardless of cause, and suffer more and more genetic instability with time. The only way to treat it is to consume purifier to get rid of mutations, but this won't cure the underlying cause.


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* HandicappedBadass: While crippled limbs will penalize you in combat, it's not impossible to fight in such a state:
** A single broken arm won't prevent from using weapons that can be wielded one-handed, especially if you have a high strength. Having both arms broken, meanwhile, still allows you to use unarmed attacks and mutated body parts, alongside bionics.
** A single broken leg can be compensated for with crutches, and having both legs broken can still allow you to use vehicles (especially wheelchairs). Melee combat isn't really viable like that, but ranged weapons work perfectly fine.


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* NonStandardGameOver:
** The mi-go slaver can abduct you if you're really tired and have an extremely low strength stat (such as from getting hit with it's beam). You're not dead (and can be rescued, if you have a recruited NPC to switch to), but the difficulty of escape means that it is treated the same as dying, and can result in a game over if you don't have anybody in your faction to take over.
** [[spoiler: Staying too long at the vitrified farm will turn you into an immobile black glass sculpture that is completely devoid of thoughts. This is considered death for all purposes, as there's no way to be brought back from this state.]]
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* TwentyFourHourArmor: While it will weigh you down, you can still wear a full set of plate armor all day and still sleep like a baby with it on and with no problems at all. This is more of a case of AcceptableBreaksFromReality, as taking off your likely several layers of armor to get a more comfortable sleep would likely get annoying real quick.
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* MasterOfAll: It's entirely possible to max out all skills with enough time and practice, leading to your character becoming a master crafter, mechanic, cook, electrician, programmer, chemist and tailor that can also cleave through a zombie horde single-handedly.
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* CosyCatastrophe: Almost everyone on Earth is dead or a zombie, but it's not ''too'' hard to find a safe spot the zombies can't reach, hide there, and spend your days reading books and eating junk food. And once you're ready to come out, you can use the knowledge from the books you read to grab a nice vehicle, fix it, and drive around the mostly-safe roads looking for stuff.

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* CosyCatastrophe: Almost everyone on Earth is dead or a zombie, but it's not ''too'' hard to find a safe spot the zombies can't reach, hide there, and spend your days reading books and eating junk food. And once you're ready to come out, you can use the knowledge from the books you read to grab a nice vehicle, fix it, and drive around the mostly-safe roads looking for stuff. With enough time and consistency you can also completely wipe out a town of any zombies or hostile creatures - and since unless you have the Wandering Horde option enabled (which is disabled by default), zombies don't respawn at all, leading to a perfectly safe town with loot you can live off of for in-game weeks or months on end without needing to risk your life, unless you're seeking some of the more exotic treasures or rarer recipes.

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** The bloated zombie attack by walking up to the enemy, then exploding into a cloud of poison gas.

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** The bloated zombie attack attacks by walking up to the enemy, then exploding into a cloud of poison gas.gas. The same will occur if they're killed.



* AddledAddict: Being addicted to a drug will cause withdrawals, which will tank your mood and likely cause several nasty effects (possibly leaving you bedbound for a while). Most drugs are also unhealthy, so keeping up a drug habit will cause you to suffer from bad stamina and frequent illness.



* CloseRangeCombatant: The Brawler trait forces you to be this, as you can't use any ranged weapons at all (except thrown ones).



* DoesntLikeGuns: The Brawler trait prevents you from using any ranged weapons, with the inability to use guns being the most major impact of it.



* HollywoodHealing: Mostly averted, with the notable exception of the Fast Healer trait. Stepped on a landmine? Face half-ripped off? No problem! Just disinfect and bandage your wounds, take a nap, and you'll be back at full health when you wake up. Mutated characters can take this into HealingFactor territory.

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* HollywoodHealing: Mostly averted, [[DownplayedTrope Downplayed]], as while your character can easily recover from a near-death experience in a week of decent rest and healing, and no injury is permanent, they'll still need several weeks of rest with splinting in order to recover from a crippled limb, and any injury to it will reser your progress. There is also a [[JustifiedTrope justification]], as it's noted that the notable exception of Blob caused everyone to heal faster than usual. Taking the Fast Imperceptible Healer trait. Stepped on a landmine? Face half-ripped off? No problem! Just disinfect and bandage your wounds, take a nap, and you'll be back at full health when trait, however, will mostly avert the trope, as you wake up. Mutated characters can take this into HealingFactor territory.need 10x the normal time to restore hit points, possibly resulting in you spending a month or two to heal from a severe beatdown.



* MyCarHatesMe: Damaged cars may fail to start if you try to turn on the engine, which can be potentially lethal if you have monsters on your tail.



* RangedEmergencyWeapon:
** Carrying a handgun is a good idea in general, as it can be drawn and aimed quickly, and is handy against monsters that are extremely dangerous in close combat, have bad effects if you hit them with melee weapons (such as shocking you or spraying acid all over the place), or explode upon dying.
** While a character with the Brawler trait can't shoot a ranged weapon, they're not prohibited from throwing items at enemies, even grenades, making it a good idea to carry a few thrown weapons. They can also use spells, if using mods that allow for them, and any mutations that grant a ranged attack.



* RegeneratingHealth: You have an extremely weak version of this, somewhat sped up by sleeping, but it's insignifcant unless you use bandages and disinfectant to treat your wounds. The Rapid Metabolism and Extreme Metabolism mutations, however, will noticeably speed up your healing, with the latter allowing you to quickly convert calories to HP. The Repair Nanobots bionic will also spend your calories and bionic powers in exchange for restoring 1 HP per minute.



* RevivingEnemy: Zombies in general. Butcher the corpse, smash it, or simply [[ThereIsNoKillLikeOverkill kill it so hard there's no corpse left]]. [[spoiler: As of 0.F experimental, this applies to almost any creature given everything is infected by the Blob.]]

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* RevivingEnemy: Zombies in general. Butcher the corpse, smash it, or simply [[ThereIsNoKillLikeOverkill kill it so hard there's no corpse left]]. [[spoiler: As of 0.F experimental, this This also applies to almost any creature given everything is infected by the Blob.]]


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* TraumaInn: [[DownplayedTrope Downplayed]], as while sleeping will speed up your healing, you'll need to treat your wounds first for that to have a significant effect, and you'll usually still need several days to recover from severe wounds.
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* AppropriateAnimalAttire: Most of the issues related to the trope can be [[JustifiedTrope justiifed] by mutations interfering with one's clothing. Having extra arachnid limbs, for instance, doesn't play nice with torso clothes, thus forcing you to either suffer penalties or go topless.


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* BarefootCartoonAnimal: Having Toe Talons, digitigrade legs, or rabbit feet will force you to go barefoot, as you're not able to make special footwear for them. Having padded feet (which is a prerequisite to the latter two mutations) will also encourage you to go barefoot, as it gives you a bonus to movement speed.
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* AtomicSuperpowers: Radiation and mutagenic substances can give you mutations. [[SuperpowerRussianRoulette If you're really lucky, they might even be good]].

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* AtomicSuperpowers: AtomicSuperpower: Radiation and mutagenic substances can give you mutations. [[SuperpowerRussianRoulette If you're really lucky, they might even be good]].

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* BadassInANiceSuit: The Gangster, Assassin/Hitmat, and the Mafia Boss all wear suits (the boss having a tux in particular), carry weapons, and have good combat skills.



* ExperiencedProtagonist: Several of the professions start with skills in the 6-8 range, possibly multiple ones, such as Navy SEAL ones or the Black Belt. Some backgrounds can also be taken at the "Master" level, giving you equally high skill levels.



* MightyLumberjack: The lumberjack profession starts with a wood axe (which is a good weapon on it's own, if overshadowed by the [[RescueEquipmentAttack fire axe]]), as well as decent skills for wielding it in combat.



* ShownTheirWork: Temperature affects the player's body parts individually and uniquely (a head that gets too hot results in a pounding headache, for example). When the player's torso gets too cold, the game will advise them that maybe they should remove some layers. This may not make sense until one realizes it is characteristic of severe hypothermia for people to remove their clothes, speeding up heat loss.

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* ShownTheirWork: ShownTheirWork:
**
Temperature affects the player's body parts individually and uniquely (a head that gets too hot results in a pounding headache, for example). When the player's torso gets too cold, the game will advise them that maybe they should remove some layers. This may not make sense until one realizes it is characteristic of severe hypothermia for people to remove their clothes, speeding up heat loss.



* SinisterSwitchblade: Several criminal professions will start with switchblades as their melee weapons

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* SinisterSwitchblade: Several criminal professions will start with switchblades as their melee weaponsweapons.
* SleazyPolitician: Implied by the Career Politician profession starting off with the Accomplished Liar trait.



* WeaponsOfTheirTrade: Many blue-collar professions (and a few others) tend to start off with heavy/sharp tools, which can be used as starter weapons. A few of these tools can even stay relevant into the mid-game.



* WithThisHerring: The default character begins with a pocket knife, a matchbook, a bottle of water, and the clothes on his/her back. Subverted, though, as the knife 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 equipment - the "Crackhead" profession starts with a refillable lighter, for example.

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* WithThisHerring: The default character begins with a pocket knife, a matchbook, a bottle of water, and the clothes on his/her back. Subverted, though, as the knife 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 equipment - the "Crackhead" profession starts with a refillable lighter, for example. The Naked and Afraid "profession", however, plays this as straight as it can be - you start off with literally nothing, not even underwear.


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* WorkplaceAcquiredAbilities: Most of the professions will grant you skills, proficiencies, and/or traits. All of them may well make a difference between life and death.
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* CriticalStatusBuff: The High Adrenaline trait (along with related mutations) will grant a buff to a survivor at low health, significantly improving stats (except Intelligence, which actually worsens), giving constant stamina regeneration and removal of the debuff for exhausting oneself, and a significant bonus to one's speed. All comes at the cost of eventually suffering a large debuff from the comedown.

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Since bionics were made into an alien technology, zombies don't drop bionics anymore. This also meanas that bionic professions were removed. Also removed a mention of an obsolete bionic


* BladeBelowTheShoulder: The "Monomolecular Blade" bionic upgrade, which the Bionic Assassin class starts with.

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* BladeBelowTheShoulder: The "Monomolecular Blade" bionic upgrade, which the Bionic Assassin class starts with.upgrade.



** As in most Roguelikes, mutations exist. Some are good, some are bad, some are double edged swords. You can also modify yourself with bionics, many of which are visible. After several augments and mutations, your character will barely look human.
** Several of the enemy types are quite grisly in their descriptions, especially once-human enemies such as the [[{{AndIMustScream}} Broken Cyborg]]. For added fun, you can play as a broken cyborg in the experimental versions. They start with literally every faulty bionic in the game.

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** As in most Roguelikes, mutations exist. Some are good, some are bad, some are double edged swords. You can also modify yourself with bionics, many of which are visible. After several augments and mutations, your character will barely look human.
human. Some tilesets will even display bionics and mutations of your character, giving you a visual representation of how inhuman they appear.
** Several of the enemy types are quite grisly in their descriptions, especially once-human enemies such as the [[{{AndIMustScream}} Broken Cyborg]]. For added fun, you can play as a broken cyborg in the experimental versions. They start with literally every faulty bionic in the game.



* ChainsawGood: A startling variety of power tools with spinning blades is available, from saws (circular, chain, masonry, pole) to hedge trimmers and electric meat carvers. All of them demand gasoline/electricity to run, and most deal devastating damage in exchange for slow swinging and a huge to-hit penalty. Chainsaws can also be redesigned for combat, making them faster and way easier to hit with.

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* ChainsawGood: A startling variety of power tools with spinning moving blades is available, from saws (circular, chain, masonry, pole) to hedge trimmers and electric meat carvers. All of them demand gasoline/electricity to run, run and have the unique "Messy" trait (which results in LudicrousGibs when killing enemies), and most deal devastating damage in exchange for slow swinging and a huge to-hit penalty. Chainsaws can also be redesigned for combat, making them faster and way easier to hit with.



* ChunkySalsaRule: Significant overkill can pulp bodies instantly. This is good when killing zombies (as they won't be able to resurrect afterwards), but bad when hunting animals (as you'll get less meat from butchering them).



** '''Test Subject[=/=]"Enhanced" Zombies'''-- The shocker zombie and shocker brute are wreathed in electricity from their bionics and can shoot electricity quite some distance. The zombie bio-operator (and the even tougher elite variety) are stronger versions that, while not able to attack at range, can perform rudimentary martial arts techniques if you let them get too close.

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** '''Test Subject[=/=]"Enhanced" Zombies'''-- The shocker zombie and shocker brute are wreathed in electricity from their bionics and can shoot electricity it quite some distance. The zombie bio-operator (and the even tougher elite variety) are stronger versions that, while not able to attack at range, can perform rudimentary martial arts techniques if you let them get too close.



* EmergencyWeapon:
** Your fists function as this if you don't mutate claws, as they do little damage, but are fast and can be your last resort if you get disarmed and have no time to pull out a weapon. Gun-wielding surviors can get more use out of them, as PistolWhipping may sometimes be inferior to unarmed combat.
** Many gun-wielding professions tend to start with some kind of a club or knife on their person, giving them an option for when using a firearm is wasteful or too noisy.



** The Internal Furnace bionic allows the player to consume anything that catches fire for fuel.



* LudicrousGibs: While normally averted, sufficient overkill and/or using [[ChainsawGood messy weapons]] can result in the enemy spraying a long line of blood, along with butchery refuse and meat scraps flying everywhere.



* OneManArmy: Most characters will ''have'' to be this, as many locations are swarmed with anywhere from a dozen to hundreds of monsters, while NPCs tend to be rare to recruit, and often suffer from ArtificialStupidity.

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* OnceIsNotEnough: Zombies and some other creatures have to be pulped upon death to prevent resurrection, and [=NPCs=] are smart enough to do this. Monsters, however, aren't capable of doing so, often causing them to slowly lose the battle of attrition.
* OneManArmy: Most characters will ''have'' to be this, as many locations are swarmed with anywhere from a dozen to hundreds of monsters, while NPCs [=NPCs=] tend to be rare to recruit, and often suffer from ArtificialStupidity.



* {{Panacea}}: Royal Jelly cures all in-game illnesses. Or at least, it did until it was {{nerf}}ed, since real-life royal jelly is obviously not an example.

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* PaintTheTownRed: An intense fight against zombies often results in the entire room getting splattered with blood, due to how messy pulping the bodies can be. The same will occur if you use a [[ChainsawGood messy weapon]].
* {{Panacea}}: Royal Jelly cures all in-game illnesses. Or at least, it did until it was {{nerf}}ed, since real-life royal jelly is obviously not an example.Panaceus functions as this.



** Triffids, at least the rank and file ones, make the ideal neighbours for your fort. They're not ''that'' tough, more tame than most enemies (as in, won't immediately charge at you on sight from 5 screens away), and unlike zombies, they leave behind raw vegetable matter that any character can safely eat without needing any preparation whatsoever. [[AuthorityEqualsAsskicking Queen triffids, on the other hand...]]
** Shocker zombies have a nasty projectile attack that is just about guaranteed to hit you, and striking them bare-handed or with a metal weapon will injure you as well. However, with a high enough survival skill, butchering them can yield some very valuable bionics. Shocker brutes are similar, but can also send you flying with a punch.

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** Triffids, at least the rank and file ones, make the ideal neighbours for your fort. They're not ''that'' tough, more tame than most enemies (as in, won't immediately charge at you on sight from 5 screens away), and unlike zombies, they leave behind raw vegetable matter that any character can safely eat without needing any preparation whatsoever. [[AuthorityEqualsAsskicking [[RankScalesWithAsskicking Queen triffids, on the other hand...]]
** Shocker zombies have a nasty projectile attack that is just about guaranteed to hit you, and striking them bare-handed or with a metal weapon will injure you as well. However, with a high enough survival skill, butchering them can yield some very valuable bionics. Shocker brutes are similar, but can also send you flying with a punch.
]]



** Scientist zombies have a wide arsenal of surprises, but yield a few rare and valuable crafting components when they die. You can also butcher them to harvest their bionics.
** Technician zombies are a significantly easier source of bionics, lacking any special attacks save for one that pulls your weapon out of your hands. Their drops are often include a disproportionate bounty of power storage bionics as well as work clothing.

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** Scientist zombies have a wide arsenal of surprises, are easy to kill, but yield a few rare and valuable crafting components when they die. You can also butcher them to harvest their bionics.
** Technician zombies are a significantly easier source of bionics, lacking any special attacks save for one that pulls your weapon out of your hands. Their drops are often include a disproportionate bounty of power storage bionics as well as work clothing.
die.



* SinisterSwitchblade: Several criminal professions will start with switchblades as their melee weapons



* TheSociopath: The Psychopath trait, which is considered beneficial due to removing guilt for killing innocent NPCs and certain monsters, and allowing you to eat [[ImAHumanitarian human flesh]] without morale loss.

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* TheSociopath: The Psychopath trait, which is considered beneficial due to removing guilt for killing innocent NPCs [=NPCs=] and certain monsters, and allowing you to eat [[ImAHumanitarian human flesh]] without morale loss.


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* SurplusDamageBonus: Doing a lot of damage to an enemy can pulp the corpse instantly, preventing any resurrection from taking place. [[InvertedTrope Inverted]] if you want to butcher the body, however, as this will reduce the yield.


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** While most characters will be disgusted by the thought of eating demihumans due to how human-like they are, those with Strict Humanitarian will be fine with it (and will still detest true cannibalism).
* TooKinkyToTorture: While the Masochist trait is a more realistic depiction (as being in too much pain will negate the morale bonus), the Pain Junkie and Cenobite mutations in the Medical tree play this completely straight. The latter, in particular, gives you no cap on how much morale you can gain from pain.

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Unfortunately, disabling skill rust got removed


* ChainsawGood: A startling variety of power tools with spinning blades is available, from saws (circular, chain, masonry, pole) to hedge trimmers and electric meat carvers. All of them demand gasoline/electricity to run, and most deal devastating damage in exchange for slow swinging and a huge to-hit penalty. Chainsaws can also be redesigned for combat, making them faster and way easier to hit with.



* CharlesAtlasSuperpower: Skills have more weight than raw stats for determining success, so ''any'' character can get good enough at a particular skill with enough grinding, with only Skill Rust there to stop you (and then there's the Memory Banks bionic, or, you know, [[GodModders disabling Skill Rust altogether]]). Throwing is probably the worst offender; at high enough levels, it's easy to one-shot turrets well beyond their firing range [[RockBeatsLaser with a wooden spear]].

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* CharlesAtlasSuperpower: Skills have more weight than raw stats for determining success, so ''any'' character can get good enough at a particular skill with enough grinding, with only Skill Rust there to stop you (and then there's the Memory Banks bionic, or, you know, [[GodModders disabling Skill Rust altogether]]).bionic). Throwing is probably the worst offender; at high enough levels, it's easy to one-shot turrets well beyond their firing range [[RockBeatsLaser with a wooden spear]].
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* BayonetYa: Combat knives and a few dedicated bayonets can be attached to longarms, allowing you to perform melee reach attacks with the gun. However, the weight of the gun makes it slow to use in melee, making it inferior to using the bayonet standalone.


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* PistolWhipping: While guns are pretty bad as melee weapons (but still better than fists), the Krav Maga style has the gimmick of being usable with automatic rifles and pistols, thus making them suitable in melee combat to finish off an injured foe.
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* InfinityMinusOneSword: In the case of armors: When it comes to a balance between weight, encumberance and defense, there are few armors better than the Cataphract set: very light and unencumbering despite being a heavy armor, covers a good chunk of the body, is extremely difficult to damage and has a defense rating high enough to shrug off most regular attacks with ease - the one problem is that it doesn't have a lot of ballistic defense compared to kevlar armor.
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* AcceptableBreaksFromReality: Vacuum-sealed and frozen food will never expire until opened or thawed - unlike in real life, where they do still expire even if at a very slowed down rate.

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Character creation of DDA has been seriously overhauled, so the concerns about professions don't apply anymore. Also, several mods were removed. Nail guns, meanwhile, no longer train gun skills, and can't be upgraded into a rifle


* ActionBomb: The zombies have multiple variants available:
** The bloated zombie attack by walking up to the enemy, then exploding into a cloud of poison gas.
** Killing a zombie smoker will make it dissolve into smoke, which will cause you to cough and sap your stamina if inhaled.
** Boomers will explode into vomit, which will blind anybody without eye protection, and leave them glowing for a while in any case.
** Gasoline zombies are particularly nasty, as they will erupt into fire upon dying, ensuring a swift death for anybody caught too close.



* AlliterativeName: The ImAHumanitarian recipes. Examples include Cooked Creep, Niño Nachos, Jerk Jerky, Hobo Helper, and Soylent Slices.



** Most advanced classes. Being a martial arts blackbelt or {{cyborg}} assassin may sound more appealing than being a hobo or chain smoker, but these professions cost points, while the weaker ones give more points. Since these points are the only way to obtain certain traits, and any character can gain any skill or item given they overcome the EarlyGameHell, picking a weaker profession will be more beneficial in the long run.



** A lot of items in the official mods, especially in the experimental versions. Vehicle Additions Pack adds a lot of parts like wildly impractical turrets, including what's effectively a vehicle-mounted mininuke launcher. Related is the Tanks and Other Vehicles mod. Yes, a direct hit from a tank's main gun will kill pretty much anything in the game, but ammo is hard to come by.

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** A lot of items Any weapon that can't shoot in the official mods, especially in the experimental versions. Vehicle Additions Pack adds a lot of parts like wildly impractical turrets, including what's effectively a vehicle-mounted mininuke launcher. Related is the Tanks semiautomatic mode, as it often wastes ammo, and Other Vehicles mod. Yes, a direct hit from a tank's main gun low skill level will kill pretty much anything result in the game, but ammo is hard to come by.most of your shots missing.



** The nail gun has next to no range and does dismal damage, but it's fairly accurate, and since nails can be found literally almost anywhere, it's a cheap way to level up your handguns skill early on. Also, it can be converted into a nail rifle, which can be used to train up your rifles skill as well.


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** Handguns chambered in common calibers, as it's common to find them and their ammo, and their low volume and weight makes them trivial to carry.


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* SlidingScaleOfAnthropomorphism: Animal-related mutations can take you all the way down to CivilizedAnimal, depending on how many mutations you have and whether you crossed the threshold.


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* SniperPistol: The [[HandCannon Magnum Research BFR]], due to it's use of a rifle caliber, has a range of 50 tiles. For comparison, the S&W 500, similar in power, only has a range of 16 due to using a handgun caliber.


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* RangedEmergencyWeapon: It's highly encouraged to carry one, as some enemies are either extremely lethal in melee combat, or [[DefeatEqualsExplosion explode on death]].

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* AttackAttackAttack: Among the civilian "Monsters" present at the start of the game, there are the Futile Fighter (a person with a stick) and the Overconfident Officer (a cop dual-wielding a baton and a pistol). Both will mindlessly charge enemies, even if at low health and out of ammo, and calling them out on this will have them refuse to back down.



* BloodKnight: The Killer Drive trait will make you one to an unhealthy extent, as while killing makes you happy, you'll lose morale if you spend too much time without killing anything. You also won't suffer any guilt for killing innocent humans or zombie children.



* DeadlyLunge: A few zombies (and animals) can pull this on the player, though a harmless "leap" ability to close the distance is far more common. The experimental builds add zombie predators, an upgrade to the [[VideoGame/Left4Dead zombie hunter]] with a very nasty version that can knock the target over and inflict blood loss.

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* DeadlyLunge: A few zombies (and animals) can pull this on the player, though a harmless "leap" ability to close the distance is far more common. The experimental builds add In particular, there are zombie predators, an upgrade to the [[VideoGame/Left4Dead zombie hunter]] with a very nasty version that can knock the target over and inflict blood loss.


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* DieChairDie: Nearly every object can be destroyed with sufficient strength and/or weapons, and zombies will often attack obstacles in their way.


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* DropTheHammer: A multitude of hammers is available for fighting with
** The standard one-handed hammers aren't all that good for fighting with, but they can serve in a pinch
** Sledge hammers are normally meant for destroying objects, and thus make for awkward and slow melee weapons, but the results will be devastating if you hit.
** The war hammer, being a proper weapon, is very powerful and can be swung surprisingly fast.
** The lucerne hammer is one of the most powerful polearms available, often killing zombies in one blow, and is capable of performing reach attacks. It's high bashing damage also makes it suitable for [[UtilityWeapon breaking down walls]].


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* InvulnerableKnuckles: [[AvertedTrope averted]], as smashing objects uses your most armored body part, and if you ''still'' lack sufficient protection there, you'll suffer injury with each blow.


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* RewardingVandalism: Destroying an object will leave behind it's components, which can often be used as crafting materials or used as-is.


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* TheSociopath: The Psychopath trait, which is considered beneficial due to removing guilt for killing innocent NPCs and certain monsters, and allowing you to eat [[ImAHumanitarian human flesh]] without morale loss.

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* ImperialStormtrooperMarksmanshipAcademy: Gun-wielding ferals are hideously innacurate with guns, to the point that a completely untrained survivor can easily outshoot them with the same guns. This is all done for balance reasons, to prevent players from easily dying to gunfire.

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* ImperialStormtrooperMarksmanshipAcademy: ImperialStormtrooperMarksmanshipAcademy:
**
Gun-wielding ferals are hideously innacurate with guns, to the point that a completely untrained survivor can easily outshoot them with the same guns. This is all done for balance reasons, to prevent players from easily dying to gunfire.gunfire.
** Unskilled survivors will tend to miss with ranged weapons, unless they take a long time to aim.



* MyGodWhatHaveIDone: Happens to your character if you kill a survivor in cold blood, kill a zombie child, eat human flesh, or mutilate a zombie corpse to create an undead slave. [[spoiler:Unless you're a psychopath.]]

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* MyGodWhatHaveIDone: Happens to your character if you kill a survivor in cold blood, kill a zombie child, or eat human flesh, or mutilate a zombie corpse to create an undead slave. [[spoiler:Unless unless you're a psychopath.]]psychopath.
* NeverBringAKnifeToAGunFight: Most of the monsters only have melee attacks, which allows a gun-wielding survivor to easily kite them to death. [=NPCs=] and robots with guns can also easily kill anybody who tries to attack them with a melee weapon, unless clever tactics are used.



* OneManArmy: Most characters will ''have'' to be this, as many locations are swarmed with anywhere from a dozen to hundreds of monsters, while NPCs tend to be rare to recruit, and often suffer from ArtificialStupidity.



* 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.

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* UndeadChild: Zombie children, of course. Killing them results in a morale penalty. [[spoiler:Unless penalty, 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.


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* UtilityWeapon
** Items that serve well as [[ImprovisedWeapon Improvised Weapons]] also tend to be usable for their original purpose.
** Many powerful bashing weapons can also serve as a crude hammering tool, if you're desperate. More practically, you can use them to destroy highly durable furniture and walls
** Cutting weapons are usable for cutting and butchering, knives serving particularly well here, and battle axes can serve for woodcutting if you don't have a proper wood axe.

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* BaitAndSwitch: Found an awesome weapon, like a katana or broadsword, in a random house somewhere? Better double-check the damage stats before you charge into a mob of zombies, it has a decent chance of being a useless prop.

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* BadassNormal: Most of the unmutated survivors will qualify as this, capable of fighting off hundreds of mutated creatures and alien monstrosities on their own.
* BaitAndSwitch: Found an awesome weapon, like a katana or broadsword, in a random house somewhere? Better double-check the damage stats before you charge into a mob of zombies, as it has a decent chance of being a useless prop.



* CyberneticsEatYourSoul: [[InvertedTrope Inverted]] by the Exodii, who augment themselves to an extreme point (up to becoming a FullConversionCyborg), but they're the most pro-human extradimensional faction, and behave like ordinary people. In contrast, those who rely on BioAugmentation via mutations will often suffer from alterations to their mind, with the most heavily mutated being barely human in mind.

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* CyberneticsEatYourSoul: [[InvertedTrope Inverted]] by the Exodii, who augment themselves to an extreme point (up to becoming a FullConversionCyborg), but they're are also the most pro-human extradimensional faction, and behave like ordinary people. In contrast, those who rely on BioAugmentation via mutations will often suffer from alterations to their mind, with the most heavily mutated being barely human in mind.



* DisposablePilot: Possibly [[InvertedTrope inverted]] in the Helicopter Crash scenario if you start as a pilot - you barely survive the crash, but none of your passengers do.



* EmpoweredBadassNormal: With mutations and bionics taking a fair bit of effort to acquire, most survivors will already be great fighters by the time they get them.



* HealThyself: First aid kits, bandages, and disinfectant fix damage to your body parts, stop bleeding, and prevent infections from setting in. Medications for managing pain are also available, ranging from the common aspirin to the highly-addictive oxycodone and morphine.

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* HealThyself: First aid kits, bandages, Bandages and disinfectant disinfectants slowly fix damage to your body parts, stop bleeding, and prevent infections from setting in. Medications for managing pain are also available, ranging from the common aspirin to the highly-addictive oxycodone and morphine.



* HollywoodHealing: Mostly averted, with the notable exception of the Fast Healer trait. Stepped on a landmine? Face half-ripped off? No problem! Just take a nap and you'll be back at full health when you wake up. Mutated characters can take this into HealingFactor territory.

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* HollywoodHealing: Mostly averted, with the notable exception of the Fast Healer trait. Stepped on a landmine? Face half-ripped off? No problem! Just disinfect and bandage your wounds, take a nap nap, and you'll be back at full health when you wake up. Mutated characters can take this into HealingFactor territory.


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* ToServeMan:
** The Sapiovore mutation will make you be perfectly okay with eating humans, if you weren't a cannibal already, since you're no longer human by the time you get the mutation.
** Can be [[InvertedTrope inverted]] by a human survivor butchering and eating extradimensional beings. Triffids and fungaloids, in particular, can be cooked into tasty vegan-friendly food.


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* TranshumanTreachery: Go far enough into the predation-related mutations, and your character will eventually stop counting themselves as part of humanity, nor will they care about it. This is [[JustifiedTrope justified]] by the mutations altering one's personality.
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* DoesNotDrive: The Wayfarer trait makes it impossible for you to operate a vehicle at all, even wheelchairs and bicycles. Alternatively, you can start without any driving skill or related proficiency, in which case it's possible to learn driving through experience.


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* UniversalDriversLicense: Downplayed in that you have to separately learn proficiencies for land and water vehicles, and the aerial one can only be obtained by starting with it. Other than that, however, your proficiencies and driving skill apply to any vehicle of the appropriate type, from bicycles to APCs.

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