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* GasolineLastsForever: Played straight. Gasoline, diesel, and homemade biodiesel don't have a shelf-life.

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* AntiFrustrationFeatures: ''Safemode'', which will refuse any input except one specific key wherever a hostile monster is found. ''Auto-Safemode'' reenables it after a set number of turns without enemies on sight. This has saved the lives of a LOT of characters which otherwise would experience "[[http://nethack.wikia.com/wiki/Death_by_boredom death by boredom]]". Both can be adjusted. The game will also prompt when the player is about to step on a dangerous square, such as a fire or a (known) trap.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
''Safemode'', which will refuse any input except one specific key wherever a hostile monster is found. ''Auto-Safemode'' reenables it after a set number of turns without enemies on sight. This has saved the lives of a LOT of characters which otherwise would experience "[[http://nethack.wikia.com/wiki/Death_by_boredom death by boredom]]". Both can be adjusted.
**
The game will also prompt when the player is about to step on a dangerous square, such as a fire or a (known) trap.trap.
** If you find Rubik too hard to understand (since he's speaking in a different language, albeit related to English), you can use the Translate Complex Dialogue mod, which gives you a translation alongside the original dialogue.
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* VirtualPaperDoll: Clothes are modeled down to each individual article, with a huge amount of variety available. With certain tilesets, outfits can then be displayed, though the low resolution doesn't leave much room for detail.
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YMMV now, doesn't explain what the issues are.


* ObviousBeta: The game was initially released as a candidate for a 7-day dev contest, which doesn't help much. Even after years of development and fixes, seasoned players still back up their saves regularly.

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* ReforgedIntoAMinion: The Mycus is prone to doing this, as it infects everything it touches.
** Zombies might be taken over, turning them into fungal variants that are loyal to the Mycus and hostile to Blob-based zombies.
** [[spoiler:A semi-consensual variant can also occur with the player as the victim, as consuming marloss food gives them a desire to consume the other two foods. Once this is done, the player will become a local guide, with their mind being incorporated into the HiveMind, while their body starts mutating to fit the needs of the Mycus.]]

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* ReforgedIntoAMinion: The Mycus is prone to doing this, as it infects everything it touches.
** Zombies might be taken over, turning them into fungal variants that are loyal to the Mycus and hostile to Blob-based zombies.
** [[spoiler:A
ReforgedIntoAMinion: A semi-consensual variant can also occur with the player as the victim, as [[as consuming marloss food gives them a desire to consume the other two foods. Once this is done, the player will become a local guide, guide of the Mycus, with their mind being incorporated into the HiveMind, while their body starts mutating to fit the needs of the Mycus.]]


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* TheVirus: While the Mycus usually prefers to just spread itself around, it does have the ability to convert other beings into it's servants:
** Zombies might be taken over, turning them into fungal variants that are loyal to the Mycus and hostile to Blob-based zombies.
** [[spoiler:The player might be converted into a local guide if they consume all the marloss foods, with their mind being twisted to be loyal to the Mycus, while their body is modified to better serve it.]]

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* HighOnHomicide: With the Killer Drive trait, you'll gain morale with each kill, and the description states that you crave the thrill you experience from killing. It's even possible to suffer a homicide withdrawal, with your morale decreasing.



* HollywoodSilencer: [[DownplayedTrope Downplayed]], as while smaller handgun rounds become practically inaudible with a larger silencer attached, the shots will still make enough noise to attract monsters from across a street or two. Rifles and shotguns, meanwhile, don't become significantly quieter, although the suppressor ''does'' help you avoid hearing damage.

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* HollywoodSilencer: [[DownplayedTrope Downplayed]], as while smaller handgun rounds become practically inaudible with a larger silencer attached, the shots from stronger pistols will still make enough noise to attract monsters from across a street or two. Rifles and shotguns, meanwhile, don't become significantly quieter, although the suppressor ''does'' help you avoid hearing damage.

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* BioAugmentation: Mutagens, which were an active project before the Cataclysm, allow for this, usually via mutating the recipient into an anthropomorphic animal. However, the process is highly unreliable (as it's both random and can cause negative mutations), causes genetic instability, [[PsychoSerum may alter one's personality]], and depends on the [[EldritchAbomination Blob]] to function. It's for these reasons that the Exodii [[FantasticRacism hate mutants]], relying solely on cybernetics for augmentation.



* CyberneticsEatYourSoul: [[InvertedTrope Inverted]] by the Exodii, who augment themselves to an extreme point (up to becoming a FullConversionCyborg), but 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.

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* CyberneticsEatYourSoul: [[InvertedTrope Inverted]] by the Exodii, who augment themselves to an extreme point (up to becoming a FullConversionCyborg), but are also the most pro-human extradimensional faction, with their augmentations giving them a measure of protection from the [[EldritchAbomination Blob]] and it's mental effects, 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.



* EarthDrift: [[InvertedTrope Inverted]] in ''Dark Days Ahead'', with it going from a near-future setting with widespread use of bionics and robots (including military ones), as well as experimental use of energy weapons, to a more grounded AlternateHistory set in the present day, with the sci-fi tech being severely downplayed, and bionics in particular being an extradimensional technology that is severely restricted in acquisition. The ''Bright Nights'' fork, in fact, was formed partly out of response to this, and keeps the previous setting.



* EmotionSuppression: The Numb mutation, which reduces the impact of anything on your morale by 75%. In fact, it actually does so by cannibalizing the parts of the brain that are responsible for personality, although it's still possible to remove the mutation.



* FeralVillain: The fittingly named Feral Humans and their variants (such as Deranged Axemen) are AlwaysChaoticEvil humans that act a bit smarter than the average zombie and generally using some form of weapon like pipes, spears, axes, machetes, etc - Zombies also explicitly ignore them and treat them as their own, and it's not uncommon finding Ferals amongst Zombie hordes.

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* FantasticRacism: Mutants are rather disliked, with most of them being considered ugly and thus decreasing your persuasive abilities, and the arsonist at the Refugee Center facing bigotry just because she has [[LittleBitBeastly cat ears]]. The Exodii, in particular, ''despise'' mutants to the point of fanaticism. It's somewhat more justified than most examples of the trope, however, as mutants look similar to some of the monsters that can be found in the wild (all of them being hostile to survivors), and mutations involve the manipulation of the Blob inside one's body, and can alter one's personality to the point of TranshumanTreachery.
* FeralVillain: The fittingly named Feral Humans and their variants (such as Deranged Axemen) are AlwaysChaoticEvil humans that act a bit smarter than the average zombie and generally using some form of weapon like pipes, spears, axes, machetes, etc - Zombies also explicitly ignore them and treat them as their own, and it's not uncommon finding to find Ferals amongst Zombie hordes.



* GameplayAndStoryIntegration: Normally, digging up graves and eating human flesh without appropriate traits (such as Psychopath) will lead to messages noting how disgusted you are with it. If you have the [[EmotionSuppression Numb mutation]], which reduces the morale impacts of anything that affects your mood, the text will be significantly toned down, with human flesh being noted as simply being unpalatable, while digging graves will just have you hope that you'll find something worthy.



* {{Lobotomy}}: A rare self-inflicted/accidental variant appears with the Numb mutation, which is stated [[AllThereInTheManual on Github]] to remove parts of the brain that are responsible for personality. It's not a full personality destruction, but it does severely reduce impacts on one's morale.



* MoreThanMindControl: Consuming the marloss foods (gelatin, berry, seeds) causes you to have a strong desire to consume the other foods, although you don't actually take penalties for not doing so. [[spoiler:This is how the Mycus manipulates you into transforming yourself into a local guide, losing your identity in the process.]]



* ReforgedIntoAMinion: The Mycus is prone to doing this, as it infects everything it touches.
** Zombies might be taken over, turning them into fungal variants that are loyal to the Mycus and hostile to Blob-based zombies.
** [[spoiler:A semi-consensual variant can also occur with the player as the victim, as consuming marloss food gives them a desire to consume the other two foods. Once this is done, the player will become a local guide, with their mind being incorporated into the HiveMind, while their body starts mutating to fit the needs of the Mycus.]]



* SchmuckBait: A stockpile of food in the middle of the road, just sitting there? Of course it's safe!

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* SchmuckBait: A stockpile of That marloss food in the middle of the road, just sitting there? Of course that has high nutrition, quench, ''and'' fun values? Not only does it tank your health, it's safe!also addictive and helps spread the Mycus around. The trait given from it also notes that you have strong desires for the other marloss foods, [[spoiler:which can lead to a nasty surprise, as doing so will make you [[AndThenJohnWasAZombie part of the Mycus]], possibly leading you down an undesirable mutation path that you can't escape from.]]
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** Among the mutations, the Pack Hunter mutation of the Wolf line will make you one, as while you still have an animalistic mindset, you do recognize the value of cooperation with humans.

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* KillItWithFire: Lighting a fire and luring zombies into it is an easy way to deal with small hordes. Just be sure to either do it outdoors and away from flammable items, or in a building you've already looted and that's far enough from someplace safe (but not ''too'' far, or the fire will leave the "reality bubble" and stop burning until you come back).

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* KillItWithFire: KillItWithFire:
**
Lighting a fire and luring zombies into it is an easy way to deal with small hordes. Just be sure to either do it outdoors and away from flammable items, or in a building you've already looted and that's far enough from someplace safe (but not ''too'' far, or the fire will leave the "reality bubble" and stop burning until you come back).back).
** The best way to deal with the fungal corruption that threatens to swallow entire towns if not dealt with? A simple lit match, and you can watch it all burn away.

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* TheAssimilator: The [[HiveMind Mycus]], which infects the landscape, along with converting zombies and some of wildlife into fungal versions. [[spoiler:You can also join it.]]



* GettingSmiliesPaintedOnYourSoul:
** [[spoiler:As you slowly turn to glass at the Vitrified Farm, your mind is being altered so that you're happy about this. This [[GameplayAndStoryIntegration even raises your Morale]], with each stage making this more and more pronounced.]]
** [[spoiler:Reaching the Mycus threshold will give you an extremely high Morale bonus, as you feel happy about giving up your individuality to the HiveMind.]]



* NobleWolf: The Wolf mutation line is distinguished from other predator lines by having the Pack Hunter mutation, which makes you recognize the value of cooperating with humans.



* 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]].

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* PaintingTheMedium: Messages indicating bad things are red, while those for good things are in green. [[spoiler:Your slow transformation into glass at the Vitrified Farm, however, uses green text to indicate your progress towards a NonStandardGameOver, as your mind is being altered so that you see this as positive.]]
* 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 It's even more pronounced if you use a [[ChainsawGood messy weapon]].



* ProHumanTranshuman: The Exodii might be a group of extensively modified cyborgs ([[FullConversionCyborg 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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* ProHumanTranshuman: ProHumanTranshuman:
**
The Exodii might be a group of extensively modified cyborgs ([[FullConversionCyborg 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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* SonOfAnApe: The Sapiovore mutation, which makes you okay with [[ToServeMan eating humans]], refers to humans as hairless apes.


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* TragicMonster: ''You'' may end up becoming one by crossing a mutation threshold, as some post-threshold mutations [[WasOnceAMan warp your mindset into that of a monster]], and it's heavily implied that you don't consider yourself a human in any case. You do keep control over your own actions, and aren't forbidden from interacting peacefully with [=NPCs=], but your interactions with humans may suffer greatly.
** It's particularly bad with the [[spoiler:Mycus mutations, which strip away your individuality and assimilates you into the HiveMind. While you don't lose personality-related traits, and can still be affected by the Morale system, you no longer consider yourself an individual]].
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A more apropos trope for this aspect exists.


* PrecautionaryCorpseDisposal: Any creature the size of a dog or larger will rise up zombified after some time if its corpse is left unattended (including creatures struck down ''after'' zombification). [[MakeSureHesDead Smashing]] corpses until 'thoroughly pulped' is the go-to method for preventing this. Methodical butchery or dismemberment will also work, as will (sufficient) burning.



* ProperlyParanoid: Smashing, butchering or burning all enemies you kill will prevent them from rising back up later, and is the only way to make a zone safer.
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* WeddingSmashers: If you start as a Groom/Bride, this happened before the game started, with your character being lucky just to escape from their own wedding.


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* WidowedAtTheWedding: Strongly [[ImpliedTrope implied]] to have happened if you start as a Groom/Bride, as your spouse is nowhere to be found, and the description of the "profession" states that you were lucky just to have your feet attached.
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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.

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* BadassInANiceSuit: The Gangster, Assassin/Hitmat, Assassin/Hitman, and the Mafia Boss all wear suits (the boss having a tux in particular), carry weapons, and have good combat skills.
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* DisasterScavengers: Scavenging is extremely encouraged, as crafting items can take an unreasonably long time (and a lot of skills and tools), and some useful items can only be procured by scavenging them.
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* BindleStick: It's possible to craft as an early-game storage option, and the Hobo starts out with one.


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* HomelessHero: The Hobo started out as one ''before'' the Cataclysm hit. Afterwards, almost everyone else starts out as one, forced to sleep in abandoned buildings or cars that aren't suited for sleep, although it's not too hard to make a BaseOnWheels or modify a building into a proper base.


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* LivesInAVan: As it takes quite a bit of skill to install proper living facilities, and RVs are rare, early-game survivors wil often be forced to sleep on the seats of their vehicles, unless they're capable of taking over a building and squatting there.


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* MundaneLuxury: Many of the common bulk items, such as food, drugs, and female hygiene products, have their prices inflated in comparison to more useful gear, such as a weapon. As written in the [[AllThereInTheManual notes in the code]], this is intentional, as the average survivor is ''not'' a scavenger, and thus values such items (especially those that can't be replaced) much more than they value weapons and survival gear.


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* WorkingClassHero: Many of the professions represent blue-collar jobs. As they come with their work tools and have decent levels of survival and/or crafting skills, they tend to have an easier time surviving than most of the higher-class professions.
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** BoogieKnights: Draco Dune can be danced with at the Refugee Center, and while novice dodgers will not be able to dance while wearing armor, those who are skilled at the skill can do well while wearing full-body armor.

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** * BoogieKnights: Draco Dune can be danced with at the Refugee Center, and while novice dodgers will not be able to dance while wearing armor, those who are skilled at the skill can do well while wearing full-body armor.

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* BodyOfBodies: Jabberwocks are titanic monsters that are described as an amalgamation of corpses. They move faster than you, can attract more enemies with their roars, and can knock you down. Fortunately, they're hostile to any other monsters, including other jabberwocks. Unfortunately for you, you'll usually encounter them in sparsely populated environments. Lucky you.

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* BodyOfBodies: BodyOfBodies:
**
Jabberwocks are titanic monsters that are described as an amalgamation of corpses. They move faster than you, can attract more enemies with their roars, and can knock you down. Fortunately, they're hostile to any other monsters, including other jabberwocks. Unfortunately for you, you'll usually encounter them in sparsely populated environments. Lucky you.



** BoogieKnights: Draco Dune can be danced with at the Refugee Center, and while novice dodgers will not be able to dance while wearing armor, those who are skilled at the skill can do well while wearing full-body armor.



** For guns, anything chambered in 9x19mm, 12 Gauge, and 5.56 qualifies. As their caliber is also widely used by the US military, their ammo (and possibly magazines) can be looted from any military location, as well as being randomly dropped by zombie soldiers. As such, you can easily keep a stockpile of ammo, and even get away with regularly using it up.

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** For guns, anything chambered in 9x19mm, 12 Gauge, and 5.56 qualifies. As their caliber is also widely used by both civilians and the US military, their ammo (and possibly magazines) can be looted from any military location, location that has guns, as well as being randomly dropped by zombie soldiers.zombies, especially military and police ones. As such, you can easily keep a stockpile of ammo, and even get away with regularly using it up.



** You can learn a huge number of martial art styles, but the default combat style, Brawling, is probably the one you'll stick with for most of the game. It can be used with any weapon, melee or otherwise, and unlocks the hugely useful Feint and Grab Break abilities at low Unarmed Combat levels.

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** You can learn a huge number of martial art styles, but the default combat style, Brawling, is probably the one you'll stick with for most of the game. It can be used with any weapon, melee or otherwise, and unlocks the hugely useful Feint and Grab Break abilities at low Unarmed Combat levels.with decent Melee/Unarmed levels. Most importantly, you automatically learn it, so you don't have to rely on either starting with a style or raiding dojos for books.



* 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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* 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. You can also [[InvertedTrope invert]] this while dancing with Draco Dune at the Refugee Center, by using your battle-hardened dodging skills to dance well.


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* MundaneUtility: The Dodging skill is extremely useful in avoiding injury, and mutations that improve it are highly valued as the result. However, it also governs your dancing skills, so you can use your mutated tails and whiskers, as well as battle-hardened expertise, just to impress Draco Dune with your agility.
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Classifying Jabberwocks as 'bosses in mook clothing' seems off because they're as close to bosses as many Cataclysm monsters get. They're extremely rare, highly dangerous, look every bit like bosses, and some NPC quests direct you to kill one specific Jabberwock.


* BodyOfBodies: Jabberwocks are titanic monsters that are described as an amalgamation of corpses. [[BossInMookClothing They move faster than you, can attract more enemies with their roars, and can knock you down.]] Fortunately, they're hostile to any other monsters, including other jabberwocks. Unfortunately for you, you'll usually encounter them in sparsely populated environments. Lucky you.

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* BodyOfBodies: Jabberwocks are titanic monsters that are described as an amalgamation of corpses. [[BossInMookClothing They move faster than you, can attract more enemies with their roars, and can knock you down.]] down. Fortunately, they're hostile to any other monsters, including other jabberwocks. Unfortunately for you, you'll usually encounter them in sparsely populated environments. Lucky you.

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* LovecraftCountry: The game takes place in New England. With the default settings, the world generation results in small towns separated by stretches of untamed wilderness, which gives the map a rural feel.



* NoPartyLikeADonnerParty: Non-cannibal survivors may face such a dilemma, as [[TechnicallyLivingZombie feral humans]] are much easier to catch than animals. It does, however, cause a huge morale penalty.



* ReducedToRatburgers: Possible in the older versions, but much less viable in the 0.E experimental versions. Rats only give a few scraps of meat that won't be enough to sustain a character for a day. Insects and other mutated creatures have toxic flesh that can be eaten safely in small amounts, but will cause problems if you depend mostly on it.

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* ReducedToRatburgers: ReducedToRatburgers:
**
Possible in the older versions, but much less viable in the 0.E experimental versions. Rats only give a few scraps of meat that won't be enough to sustain a character for a day. Insects and other mutated creatures have toxic flesh that can be eaten safely in small amounts, but will cause problems if you depend mostly on it.it.
** Desperate survivors can also try to make wastebread, which includes bone meal/splintered wood, and also allows for a few other nasty ingredients to be put in. It tastes bad, but it's far more nutritious than normal bread.


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* WinterOfStarvation: Winter makes it impossible to forage for food or grow crops, so your only source of food is scavenging or hunting. It can also make your food and beverages too cold to consume, forcing you to thaw them.
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* BewareTheLiving: [[DownplayedTrope Downplayed]], as the monsters are absolutely the real threat, and there's a decent amount of neutral/friendly survivors around. That said, hostile NPCs are still some of the most dangerous enemies around, as they move quickly, can do a lot of damage, and have a lot of health (albeit distributed between body parts). Gun-wielding NPCs, in particular, are extremely accurate and fast-firing in comparison to [[TechnicallyLivingZombie ferals]], all while carrying a lot of ammo.
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* BerserkBoardBarricade: Doors and windows can be boarded up, though they won't last long without being further reinforced (which requires a wood saw for doors).


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* FurnitureBlockade: Your starting location will often have furniture moved by you (before the game starts) to block off windows and doors. Some other locations, such as boarded-up houses, will also be barricaded with furniture. You can also do this in gameplay by moving furniture around.

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* ImprobableWeaponUser: Unless able to get proper medieval weapons, you'll likely spend a decent amount of time fighting with improvised weaponry. Several styles also include improvised weapons (including several styles that specificially include bladed farming tools), and [[GoodOldFisticuffs Brawling]] is usable with literally anything you wield.

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* ImprobableWeaponUser: Unless able to get proper medieval weapons, you'll likely spend a decent amount of time fighting with improvised weaponry. Several styles also include improvised weapons (including several styles that specificially include bladed farming tools), weapons, and [[GoodOldFisticuffs Brawling]] is usable with literally anything you wield.wield.
* ImpromptuCampfireCookout: As many cooking recipes use a nearby fire, it's possible to invoke it at any time, whether you're using the corpse of a zombie you burnt to death, a housefire, or an ''open lava fissure''.

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* ApocalypseHow: Societal Collapse, Universal Scale - the entirety of Earth has been affected so badly that humanity teeters on the brink of extinction, and strange sightings in the sky make it clear that the rest of the universe is also affected. It's also heavily suggested that it will eventually escalate to a Species Extinction as the fabric of reality unravels more and more, and the zombies keep evolving.



** 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.

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** 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 [[WasOnceAMan you don't differ much from these monsters, monsters]], except for being somewhat more peaceful.peaceful (but still okay with murdering and [[ToServeMan devouring]] humans).



* EventTitle: The EndOfTheWorldAsWeKnowIt is referred to as the Cataclysm.



* 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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* 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.it, to the point that they suffer no issues with murdering and [[ToServeMan eating]] humans. This is [[JustifiedTrope justified]] by the mutations altering one's personality.

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** Any weapon that can't shoot in the semiautomatic mode, as it often wastes ammo, and a low skill level will result in most of your shots missing.

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** Any weapon that can't shoot in the semiautomatic mode, as it often wastes ammo, and a low skill level will result in most of your shots missing. This also makes the AR-15 lightning link and TEC-9 auto sear into extremely niche GunAccessories, as they prevent you from shooting in semi-auto.



* HollywoodSilencer: You'll want to use these a lot. Fortunately, they have a relatively easy crafting recipe.

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* HollywoodSilencer: You'll want [[DownplayedTrope Downplayed]], as while smaller handgun rounds become practically inaudible with a larger silencer attached, the shots will still make enough noise to use these attract monsters from across a lot. Fortunately, they have a relatively easy crafting recipe.street or two. Rifles and shotguns, meanwhile, don't become significantly quieter, although the suppressor ''does'' help you avoid hearing damage.



* StanceSystem: Combat styles can be switched at any moment, letting you benefit from different bonuses, weapons, and techniques as appropriate

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* StanceSystem: Combat styles can be switched at any moment, letting you benefit from different bonuses, weapons, and techniques as appropriateappropriate.
* SteelEardrums: [[AvertedTrope Averted]], as loud sounds can temporarily deafen you. While gunfire and explosions are the standard cause, a cacophony of bashing and roofs collapsing can also damage your hearing.



* StraightAndArrowPath: While firearms are the easiest ranged weapon to use, bows and crossbows are perfectly viable for stealthy players or those who can't consistently procure ammo. While each shot [[AnnoyingArrows does little damage]], they have an x10 critical damage multiplier, often resulting in a OneHitKill if you land a crit.

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* StraightAndArrowPath: TheStraightAndArrowPath: While firearms are the easiest ranged weapon to use, bows and crossbows are perfectly viable for stealthy players or those who can't consistently procure ammo. While each shot [[AnnoyingArrows does little damage]], they have an x10 critical damage multiplier, often resulting in a OneHitKill if you land a crit.
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* {{Handguns}}: Handguns are a mainstay firearm for the player compared to longarms, as they're much easier to get and keep loaded (as zombies are more likely to drop handguns and ammo for them), are much lighter and smaller, can fit into holsters (which are less encumbering and faster to draw from than slings), and benefit from a fast aim speed due to their lighter weight. On the other hand, they do have the realistic disadvantages of low damage, accuracy, capacity, and range, and fully-automatic variants are much harder to get than full-auto SMGs and rifles.


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* ShootOutTheLock: An unusual variant appears due to game limitations - rather than destroying the lock, you're actually destroying the entire door. [[ShotgunsAreJustBetter Shotguns]] are good for this due to their high damage, while [[{BFG}} .50 BMG rifles]] are one of the few ways to get past metal doors.

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* {{BFG}}: The .50 BMG guns all do obscene amounts of damage per shot, to the point that you can [[ShootOutTheLock use them as breaching tools]]. The rifles, in particular, are the strongest non-launcher weapons that you can fire off your shoulder.



* DamageOverTime: Getting set on fire will do damage to the victim until they're put out. Bleeding on monsters is also modelled as a DoT effect, due to them using simplified damage mechanics.

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* DamageOverTime: Getting set on fire will do damage to the victim until they're put out. Bleeding on monsters is also modelled as a DoT [=DoT=] effect, due to them using simplified damage mechanics.


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* HandCannon: Any handgun chambered in at least .44 qualifies, but the crowning examples are the [[RevolversAreJustBetter S&W 500 and Magnum Research BFR]], with the latter even being usable as a SniperPistol.


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* OpenSaysMe: One of the ways of dealing with a locked door, if you don't have the prying/lockpicking tools (or they're not usable), is to simply destroy it with a sufficiently damaging weapon.


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* RevolversAreJustBetter: [[ZigZaggedTrope depends on what you use]] - automatics benefit from a greater capacity and the ability to use magazines for faster reloading (whereas some revolvers can't use speedloaders), but if you want a HandCannon, the strongest ones are all revolvers.

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** The fire ax isn't as glamorous as a broadsword or katana, but it has decent swinging power behind it and can knock back and stun enemies. It's also easier to find than the more exotic blades, as fire stations and firefighter zombies occasionally have at least one on hand.
** Similarly, the combat knife lacks the punch of the fire ax or katana, but swings quickly and accurately. More importantly, though, it's easier to find than the former two: manhacks and soldier zombies drop them, and occasionally a military surplus store or gun basement will have one.

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** The fire ax axe isn't as glamorous as a broadsword or katana, but it has decent swinging power behind it and can knock back and stun enemies. It's also easier to find than the more exotic blades, as fire stations stations, feral axemen, and firefighter zombies occasionally have at least one on hand.
hand. You can also attach a halligan bar to it, if you don't mind the slow swing speed (which can be mitigated by dropping the bar before combat), or use it on it's own to pry windows and doors.
** Similarly, the combat knife lacks knives lack the punch of the fire ax axe or katana, but swings swing quickly and accurately. accurately, and can be mounted as a [[BayonetYa bayonet]] onto most longarms. More importantly, though, it's they are easier to find than the former two: manhacks manhacks, military ferals, and soldier zombies drop them, and occasionally a military surplus store or gun basement will have one.



* 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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* RescueEquipmentAttack: Fire axes, rescue axes, and halligan bars all make for great weapons, and the former two are also wielded by some feral axemen.
* 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 [=M1A1=] rifle.
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* ArchaicWeaponForAnAdvancedAge: While firearms exist and are ''way'' more common than swords and such, melee combat is significanlty encouraged, as it's quieter, doesn't consume ammo (thus leaving you more room to carry loot and useful gear), and are effective against monsters who are ImmuneToBullets. A highly trained and strong swordsman can actually do more damage than a rifle or shotgun shot, especially if they use a high-quality weapon.
** Magiclysm makes archaic weapons much more available and powerful, as they can drop from the mod's monsters, and are often enchanted to increase their damage and accuracy.

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* ArchaicWeaponForAnAdvancedAge: While firearms exist and are ''way'' more common than swords and such, melee combat the use of primitive weapons is significanlty encouraged, as it's quieter, either doesn't consume ammo or makes it reusable and/or easy to make (thus leaving you more room to carry loot and useful gear), and are is effective against monsters who are ImmuneToBullets. A highly trained and strong swordsman can actually do more damage than a rifle or shotgun shot, especially if they use a high-quality weapon.
** The Magiclysm mod makes archaic weapons much more available and powerful, as they can drop from the mod's monsters, and are often enchanted to increase their damage and accuracy.

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* ArchaicWeaponForAnAdvancedAge: While firearms exist and are ''way'' more common than swords and such, melee combat is significanlty encouraged, as it's quieter, doesn't consume ammo (thus leaving you more room to carry loot and useful gear), and are effective against monsters who are ImmuneToBullets. A highly trained and strong swordsman can actually do more damage than a rifle or shotgun shot, especially if they use a high-quality weapon.
** Magiclysm makes archaic weapons much more available and powerful, as they can drop from the mod's monsters, and are often enchanted to increase their damage and accuracy.



* AnnoyingArrows: Bows and crossbows do little damage on shots, often struggling with even small amounts of armor. [[SubvertedTrope Subverted]] if you land a critical hit, however, as the damage will then be increased tenfold, usually causing the target to die on the spot.



* BatterUp: Baseball bats are a common weapon, and are actually treated as maces by the game. You can also upgrade the bat with nails or barbed wire for more damage, or swap to an aluminium bat, which is faster to swing



* BoxingBattler: Boxing can be taken as a style, primarily oriented towards fighting a single opponent while staying mobile. It doesn't handle groups well, but it's punches are extremely powerful.
* CaneFu: Canes are usable as decent batons, [[UtilityWeapon while also serving as crutches if you have a crippled leg]].



* 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). 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: 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). 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]].spear]].
** Because the damage inflicted by melee weapons increases far more from skills and stats than the damage of ranged weapons, it's possible to get to the point that a single melee attack does more damage than a battle rifle or a shotgun.



* DamageOverTime: Getting set on fire will do damage to the victim until they're put out. Bleeding on monsters is also modelled as a DoT effect, due to them using simplified damage mechanics.



* GolfClubbing: Golf clubs can be wielded as weapons, although they make for rather weak weapons due to their mediocre damage and propensity for breaking.



* IKnowMaddenKombat: Athletic professions for ball-based sports (Baseball, Football, Dodgeball, Basketball) have good combat skills, and the Baseball Player in particular comes with a [[BatterUp baseball bat]] that serves them as a club. Sports backgrounds are also primarily oriented towards improving your combat skills.



** Several of the more underwhelming professions are surprisingly useful. For instance, the tailor is BoringButPractical simply because it gives a head start on the tailoring skill, which is used for repairing and reinforcing your clothes and armor. In the experimental builds, the broken cyborg is notable for starting with every single faulty bionic, but also gains full-body alloy plating and fingertip razors. And in general, the bonus points given by weaker professions can be spent on traits that provide long-term benefits if you can survive the EarlyGameHell.

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** Several of the more underwhelming professions are surprisingly useful. For instance, the tailor is BoringButPractical simply because it gives a head start on the tailoring skill, which is used for repairing and reinforcing your clothes and armor. In the experimental builds, the broken cyborg is notable for starting with every single faulty bionic, but also gains full-body alloy plating and fingertip razors. And in general, if you're using pool-based character creation, the bonus points given by weaker professions can be spent on traits that provide long-term benefits if you can survive the EarlyGameHell.EarlyGameHell.
** The Landscaper profession seems like yet another gimmicky ActionSurvivor profession... until you notice that they have a [[MacheteMayhem machete]], which is a great mid-game weapon that gives you an early start on swordsmanship.



* MagicalWeapon: A variety of them is available in the Magiclysm mod, the majority being +1/+2 variants of mundane weapons that simply get bonuses to their accuracy and damage.



* 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.

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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. You can also upgrade them into maces, spears, or staves.



* StraightAndArrowPath: While firearms are the easiest ranged weapon to use, bows and crossbows are perfectly viable for stealthy players or those who can't consistently procure ammo. While each shot [[AnnoyingArrows does little damage]], they have an x10 critical damage multiplier, often resulting in a OneHitKill if you land a crit.



* SwordCane: Sword canes are somewhat uncommon, but can serve as a decent fencing weapon. They're noticeably easier to find than other swords, too



* UtilityWeapon

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* UtilityWeaponUrbanFantasy: The Magiclysm turns the game into this, with the world mostly being the same as in vanilla, but adding enchanted items, fantasy monsters and races, magic-related locations (such as wizard towers), and the ability to learn spells.
* UtilityWeapon:

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* GlassCannon: Compared to the zombies, feral humans can do significantly more damage than comparable tiers of zombies, especially if they're wielding guns or axes. Fortunately for the player, they're vulnerable to stunning attacks, can be disarmed (leaving them effectively harmless), don't have impressive armor, and only have 84 hit points, making them easy to shut down and kill if you're halfway decent in combat.



* 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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* PistolWhipping: 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.foe.
** Gun-wielding ferals will try to hit the player with their guns if they run out of ammo or are engaged in melee combat, though it usually goes pretty poorly due to the low to-hit of the weapons and the amount of time it takes to swing them.

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