Cataclysm Dark Days Ahead

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This is after maybe 25 hours of play
Very nice, i didnt knew helicopters were a thing too, there's so many new shit for me to learn

Assuming that you're 40-50 map tiles away from a city and have wandering hordes set to true, is there any chance a horde of zombies or a hunter-type thing can siege or track you after a long while? The game still surprises me with random events now and then, and I have yet to spend a couple of hours IRL time settling down, so I wonder if the game was capable of it.
Hordes spawn depending on the noise you make, the more noise the bigger the horde, it is why you should live on a different Z level from the main map, however i noticed BN Z levels act different from DDA (as in they actually fucking work) and zombies will path towards you even if the sound you made was 2 Z levels up or down, however they CANNOT use stairs or at least i havent seen them going up to my building, i guess because the source of the noise is not directly below them (my character is clumsy so hes always doing noise) i put some nail traps and pits and every morning i wake up with a fresh stash of zeds, traps are really powerful ngl you should use them, the shittiest nail trap will kill scary zombies like the electric ones that irradiate electricity and you dont have to constantly replace them unlike spiked pits.

I got so many zed corpses delivered at my door that at this point im using them as fuel and tallow and the zomdogs as leather, kind of fucked up now that i think about it.
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however they CANNOT use stairs or at least i havent seen them going up to my building
Lies. I started one of my games as a clown in (I assume) his flat at a high story apartment complex, after exploring my condo I sat down beside a window with an open curtain to read a book on first aid, assuming zombies wouldn't notice me chilling on a couch like 4 floors above them. Lo and behold, after reading several chapters I hear banging on my door and a fucking running zombie breaks inside while I barely reach a nearby cooking pan in time to defend myself. He chewed into me like crazy and I literally had \ health left on my torso before some random survivor with a crossbow that must've heard my screams and sounds of struggle in my apartment rushed in and put the fucker down with a single precise shot. I died shortly afterwards trying to follow the crossbow guy out of the building, limping too slowly to catch up with him and getting mauled just one floor lower of where I started. Lesson learned: zombies CAN and WILL see you on that roof/second floor, always close curtains no matter how high above the ground you are.

Also I had a good run going recently - settled in an abandoned farm that had plenty of livestock and boarded-up windows, learned the ways of butchery, foraging and reached Cooking 6 to unlock mutagen recipes - only to smoke some THC vape indoors for a mood buff before going to bed and suffocating to death in my sleep on vape clouds. Another lesson learned: NEVER smoke/vape indoors, it's how people actually die both IRL and in Cataclysm.
 
Lies. I started one of my games as a clown in (I assume) his flat at a high story apartment complex, after exploring my condo I sat down beside a window with an open curtain to read a book on first aid, assuming zombies wouldn't notice me chilling on a couch like 4 floors above them. Lo and behold, after reading several chapters I hear banging on my door and a fucking running zombie breaks inside while I barely reach a nearby cooking pan in time to defend myself. He chewed into me like crazy and I literally had \ health left on my torso before some random survivor with a crossbow that must've heard my screams and sounds of struggle in my apartment rushed in and put the fucker down with a single precise shot. I died shortly afterwards trying to follow the crossbow guy out of the building, limping too slowly to catch up with him and getting mauled just one floor lower of where I started. Lesson learned: zombies CAN and WILL see you on that roof/second floor, always close curtains no matter how high above the ground you are.
Huh interesting, all the hordes i had all path to where the noise is but dont try to reach it, they have not yet path to the stair and up to me, instead they clump right where i am but down below, i suppose since the stairs are so far away from me they just dont bother to go there and instead clump in the living room where they can hear my clumsy ass, is funny reading up in my room and hear the "blegh" of the zombies dying from the traps.

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Also I had a good run going recently - settled in an abandoned farm that had plenty of livestock and boarded-up windows, learned the ways of butchery, foraging and reached Cooking 6 to unlock mutagen recipes - only to smoke some THC vape indoors for a mood buff before going to bed and suffocating to death in my sleep on vape clouds. Another lesson learned: NEVER smoke/vape indoors, it's how people actually die both IRL and in Cataclysm.
Lmao, good ol' cataclysm, i think i've died more to the smoke in my sleep than any zombie in this game, im glad BN took away the smoke from fire sources, it was a pain trying to heat up like 10 units of water and get lung cancer in the process because of how much fucking smoke you inhaled in DDA
 
Huh interesting, all the hordes i had all path to where the noise is but dont try to reach it, they have not yet path to the stair and up to me, instead they clump right where i am but down below, i suppose since the stairs are so far away from me they just dont bother to go there and instead clump in the living room where they can hear my clumsy ass, is funny reading up in my room and hear the "blegh" of the zombies dying from the traps.
I guess the difference is, if zombies merely hear noise from another Z-level they don't know it actually IS from another Z-level nor do they recognise the noises as a sign of an enemy (because anything can emit noise, not just mobs), so they just walk towards where the source of the noise would be on their Z-level; whereas if they actually SEE you or any other enemy on another Z-level, they will actually try to find a way to reach you - for example, if you climb up a gutter on the roof of a single story house to save yourself from the horde in an infested city, some zeds will notice the gutter you climbed and will actually use it to reach you (this happened to me on my first playthroughs where I naively thought I was temporarily safe only to get that OH SHI- moment and die shortly afterwards due to failed attempts at roofing/parkour).
 
Mentioned this somewhere else, but from what I could gather from various sources (inside and out) it was mostly the publishers forcing them to put in fag shit and made them go "oh we love it, we always planned to include it" and whatnot. You do some research on the publisher and God damn do you want them to go bankrupt.
Very late to this party but no. That's how he actually is and what he believes in. If you go look at the Bay12 community and read the political threads you'll find the most rabid communist faggots you'll ever see. Even before the Steam publisher thing, he posted about that nigger floyd and how police and incarceration should be ended because no amount of protection of the hwite man is worth the horrors perpetrated against muh minorities.

Regarding Cataclysm:DDA, it's all gone to increasingly high levels of autism and shittery, not surprised it's getting actual fag flags in now. Anyone know if the Bright Days fork also has this?
 
Very late to this party but no. That's how he actually is and what he believes in. If you go look at the Bay12 community and read the political threads you'll find the most rabid communist faggots you'll ever see. Even before the Steam publisher thing, he posted about that nigger floyd and how police and incarceration should be ended because no amount of protection of the hwite man is worth the horrors perpetrated against muh minorities.

Regarding Cataclysm:DDA, it's all gone to increasingly high levels of autism and shittery, not surprised it's getting actual fag flags in now. Anyone know if the Bright Days fork also has this?
Bright Nights. It has fag flags as a mod enabled by default but thankfully they aren't hardcoded in the game, so I deleted them completely by removing the mod folder from \data\mods and subsequently removing its ID from default.json.
I'm not really familiar with what are the main differences between BN and DDA, I just know DDA's lead is a lunatic and that DDA has been ruined by unfun "realism" but I don't actually know what has really been removed/changed and how. Any veteran players to make a somewhat comprehensive list on why not to play DDA anymore?
 
Bright Nights. It has fag flags as a mod enabled by default but thankfully they aren't hardcoded in the game, so I deleted them completely by removing the mod folder from \data\mods and subsequently removing its ID from default.json.
I'm not really familiar with what are the main differences between BN and DDA, I just know DDA's lead is a lunatic and that DDA has been ruined by unfun "realism" but I don't actually know what has really been removed/changed and how. Any veteran players to make a somewhat comprehensive list on why not to play DDA anymore?
Bright Nights is supposed to undo the "muh reeelism" autistic aspects and make it more action and sci-fi focused as the original Cataclysm used to be. I dislike DDA precisely because it went from being a fun zombie survival action game with all kinds of weird shit to a fucking chore
 
Off the top of my head:

Some DDA changes that BN hasn't adopted:
- pockets (a big reason I moved to BN)
- portal storms (another reason I left)
- switch from charges to items for things like salt (theoretically an improvement, but handled in an absolutely cack-handed manner, the final straw for me)
- removal of a lot of sci-fi elements
- the proficiencies system
- modeling "stomach fullness"
- fucking Exodii being the source of bionics

Some BN changes
- removed filthy clothes
- re-added lua (scripting language used for some mods)
- revamped Magiclysm mod as the (overall less good) Magical Nights due to Korgunt (Magiclysm's creator) having a fucking melty

I'm a little fuzzy on the details of when it happened, but at some point, maybe 5 years ago, Kevin & Co more-or-less arbitrarily decided to switch the setting from "near future" to "current year" as part of a (perhaps) well-intentioned attempt to reign in some of the more busted sci-fi stuff. The original setting being in the 2040s is how things like bionics, caseless ammo, power armor, energy weapons, atomic coffee makers, etc. were justified. All of those things make much less sense in a world that's mostly like ours in the present day.
 
- fucking Exodii being the source of bionics

Quick question; what was the issue with the Exodii again? I never really interacted with them all that much back when I was going through DDA's stuff.

I'm a little fuzzy on the details of when it happened, but at some point, maybe 5 years ago, Kevin & Co more-or-less arbitrarily decided to switch the setting from "near future" to "current year" as part of a (perhaps) well-intentioned attempt to reign in some of the more busted sci-fi stuff. The original setting being in the 2040s is how things like bionics, caseless ammo, power armor, energy weapons, atomic coffee makers, etc. were justified. All of those things make much less sense in a world that's mostly like ours in the present day.

I think the justification for all of the super-advanced tech being in the game is that the U.S. Government had (somehow) come across a dead cyborg from the future while doing some kind of research on the space-time continuum and reverse-engineered it, or something. Don't quote me on that, it's been a while for me too.
 
- pockets (a big reason I moved to BN)
- portal storms (another reason I left)
A QRD on what these do/how these work? Portal storms honestly sounds like fun, considering there's an ongoing invasion into our world from Hell/another dimension, amongst all kinds of other things.
removal of a lot of sci-fi elements
What got removed, exactly?
- fucking Exodii being the source of bionics
Haha, I also have no idea what these are, I'm still kinda new into the game (have never lived long enough to see summer yet).
- removed filthy clothes
I'm playing the latest build of BN as we speak and the filthy clothes are still in the game, though I found it strange that clothes scavenged from dead human corpses are always clean. I once managed to successfully break out of prison and clear it out. but never actually figured out how to scrub clean that riot armor I looted from a lone SWAT zombie. Also my clothes never seem to get wet when walking in the rain, not sure if it's because I need to get really drenched for that to happen or because I always seem to find a towel somewhere to carry on me, hitchhiker style.
 
I also have a question for the more experienced players about some of the pre-set default mods, specifically: no_npc_food, novitamins, no_reviving_zombies and limit_fungal_growth. So far, I only usually have no_reviving_zombies enabled because having to carry a knife on you at all times to butcher every zombie corpse in areas you plan to return to/linger about for a while is kinda retarded, but even then I don't really know how long it actually takes for the corpses to rise back up so I might disable it if their resuscitation time is not insanely absurd. Are the other three really that neccessary to have them enabled by default in all of your new worlds? I'm no casual so I don't mind the extra challenge of having to eat a few ascorbic acid pills once per season or having an emergency shelter buddy munch on those protein rations I never eat myself anyways or whatever.
 
- Exodii issue:
Part of dialing back the sci-fi elements meant bionics, which do not really exist in our world in anything like Cataclysm form, need to come from somewhere. Enter the Exodii, a group of human(ish) interdimensional travelers from worlds parallel (and largely similar) to ours. They show up on worlds being ravaged by the Blob (the source of the zombie infection) and loot everything they can before fleeing. This is not, in and of itself, a terrible idea. The problems were that the Exodii, being not from our Earth but one sort of like it, speak a sort-of English that can be a bit of a pain in the ass to interpret, because the creator is not nearly as clever a writer as he thinks he is. They also became effectively the sole gatekeeper for all bionics: no more looting underground labs or dissecting zombies or breaking into bank vaults or whatever. The biggest problem, however, is they got added but only partially developed - their stuff was largely incomplete for something like 2 years. Meanwhile, since the dev is butt buddies with Kevin, no one was allowed to touch or modify this unfinished faction. Irritating, to say the least.

- Re: The advanced tech justification they have a whole design document about it (and much other lore background) here:

- Pockets:
Pockets are one of those ideas that sound good but really don't add that much compared to the hassle they create. The "old" method of inventory storage was to simply abstract it all away: Bag A gives you X liters of storage, Bag B gives you Y liters, and it all combines seamlessly, so for example, if you had an item Z, that was larger than X or Y, by wearing both bags (X+Y > Z) it still "fit" into your inventory. The pockets system means that's no longer true: each item has to be stored in a well-defined pocket, which means in the example above you had to carry item Z in your hands, since it was too large to fit into any individual pocket.

In principle this is fine, but their implementation has a couple consequences: consider a rifle that's too long for a backpack. In real life, you might settle for letting it stick out the top of the backpack and just zipping the backpack up as much as you could. Not with pockets! It also would make very random and abitrary decisions about what items to put in what pockets. Defenders of the system point out that you can specify rules to ensure that only certain items go into certain pockets, which is fine if A) you enjoy having to script what goes into your fucking pockets and B) seems to immediately break down once you pick up some new item that's capable of storing things. There's also the problem that the pockets system doesn't interact at all with the advanced inventory system, where I tend to live: it only can show you the container, not what's inside of it. Zones also don't seem to play well with it in my experience.

- Portal Storms:
Another neat idea that, at least the last time I played with it, was poorly done. You can get teleported to some weird space, with fairly arbitrary rules so that you can fight unkillable monsters, wander around a constantly changing maze, etc. It's fun once or twice, but after that I found it was mostly just "haha we're going to fuck with the player."

- Scifi elements removed: caseless ammo, atomic coffee machines, etc.

- The mods:
In terms of "no fungal growth" the problem with fungal growth is it will take over the entire map. Fairly uniquely in Cata, fungal terrain spreads, and produces mobs (fungaloids) which send out spores which further spread the fungal terrain. Fire works quite well on the fungal terrain, but it can become a huge pain in the ass if you don't keep after it. Vitamins, at least in BN, aren't actually fully implemented anyway so far as I can tell, so it doesn't harm anything either way. I've only ever needed to feed NPCs when I get them to join me, which I generally don't do, and when I did, they needed to be fed as part of the faction camp system.

Incidentally, you don't need to butcher all the zombie corpses; smashing them should be sufficient and is much quicker, assuming you don't intend on harvesting anything from the body.
 
Thanks for the informative reply, yeah now that you've elaborated on everything DDA definetly sounds inferior to BN, so I won't bother with it.
In terms of "no fungal growth" the problem with fungal growth is it will take over the entire map. Fairly uniquely in Cata, fungal terrain spreads, and produces mobs (fungaloids) which send out spores which further spread the fungal terrain. Fire works quite well on the fungal terrain, but it can become a huge pain in the ass if you don't keep after it.
Yeah that doesn't sound like fun, especially after I found out that fires only burn when they're within your field of vision (cleared out a wasp hive on top of an infested radio tower once, set it on fire and ran the fuck out of there, only to return there in a few days and find out the raging fires I saw last time unloaded and didn't move an inch, giving the wasp queen time to escape the hive itself and raise more wasps). I think I'll leave the mod enabled from now on.
Vitamins, at least in BN, aren't actually fully implemented anyway so far as I can tell, so it doesn't harm anything either way.
Ah, I guess I'll keep novitamins disabled to see if vitamin deficiency is even real and implemented or not.
I've only ever needed to feed NPCs when I get them to join me, which I generally don't do, and when I did, they needed to be fed as part of the faction camp system.
So the NPCs will need to eat regardless of if the mod is enabled or not in case you manage to recruit them? Hm.
Incidentally, you don't need to butcher all the zombie corpses; smashing them should be sufficient and is much quicker, assuming you don't intend on harvesting anything from the body.
I mean, smashing a regular zombie corpse still takes like 45 seconds, which is too long of an action to do with enemies nearby (unless you're being stealthy), and you still can't do it w/o an item with butchering skill. Besides, this just kinda makes it impossible to kill hordes using environmental hazards or by leading them to attack other enemies - once those mi-gos and turrets are down, they're down for good, but all the zombies they massacred will just get back after a while unless you directly interfere and put your life in danger (and avoiding risking your own skin was the whole point of pitting the horde and the hazard/faction against each other). I dunno, I really don't like how that sounds, I'll keep it enabled for the time being.
 
The change that filtered me the first time was the lenght change, little did i knew how much ass DDA was going to turn, before trying BN i went to read a book in DDA and there i learned instead of getting the skill like it used to now it was some autistic shit about theorical xp and now had to practice other some other ramdom shit otherwise i would spend 9999999999h crafting a toothpick, i will never forgive them for massacring my boy.


Off the top of my head:

Some DDA changes that BN hasn't adopted:
- pockets (a big reason I moved to BN)
- portal storms (another reason I left)
- switch from charges to items for things like salt (theoretically an improvement, but handled in an absolutely cack-handed manner, the final straw for me)
- removal of a lot of sci-fi elements
- the proficiencies system
- modeling "stomach fullness"
- fucking Exodii being the source of bionics

Some BN changes
- removed filthy clothes
- re-added lua (scripting language used for some mods)
- revamped Magiclysm mod as the (overall less good) Magical Nights due to Korgunt (Magiclysm's creator) having a fucking melty

I'm a little fuzzy on the details of when it happened, but at some point, maybe 5 years ago, Kevin & Co more-or-less arbitrarily decided to switch the setting from "near future" to "current year" as part of a (perhaps) well-intentioned attempt to reign in some of the more busted sci-fi stuff. The original setting being in the 2040s is how things like bionics, caseless ammo, power armor, energy weapons, atomic coffee makers, etc. were justified. All of those things make much less sense in a world that's mostly like ours in the present day.
BN still has filfthy clothes, what they removed was the stomach mechanics, wich is a shame because i liked playing as a fat fuck clown or an emaciated crackhead, vitamins are removed but can be enabled back, so far i havent had any issues with em, so i wonder if the mechanic works or im actually keeping my guy healthy, simiarly you can enable the "no fiflthy clothes" like it used to be in old DDA

Also the original lore was kino, fuck all of these faggots and their realism.
Mentioned this somewhere else, but from what I could gather from various sources (inside and out) it was mostly the publishers forcing them to put in fag shit and made them go "oh we love it, we always planned to include it" and whatnot. You do some research on the publisher and God damn do you want them to go bankrupt.
Tarn was already on his way to become an obnoxious tranny lover based on shit hes said overtime, not only is he autistic but he has befriended a lof of df streamers and creators that are either mentally ill troons or midwit redditors, i think the fag shit was bound to happen publishers or not.
 
I once managed to successfully break out of prison and clear it out. but never actually figured out how to scrub clean that riot armor I looted from a lone SWAT zombie.
You need a cleaning tool(a brush for normal clothing and a sponge for harder materials, if I'm not mistaken) and a detergent, like soap water. Maybe a washing board too, the game will tell you what you're lacking when you use the cleaning tool.
 

That’s the announcement about filthy clothes being removed; I don’t know if it’s in the current stable, but the experimental build I have from 3 weeks ago definitely doesn’t have them.
Im using the stable one, thats so fucking gay, so now both are going into different autistic directions, one stripping all the interesting shit to make it a chore and the other stripping all the challenge to make it utterly simplistic, fuck this shit.

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Eh, filthy can be fairly painlessly negated: a knife and a plank can make a washboard; that plus a sponge or a rag gets you a washing kit. Take that along with soap or detergent (neither hard to find in regular houses) to any body of water (a simple puddle will do) and you can quickly wash large numbers of items.

I think there were moves towards making wearing filthy clothes giving you a greater chance of infection if you were hit somewhere covered by them, but I’m not sure anything ever came from it, so the only drawback is the morale penalty.
 

That’s the announcement about filthy clothes being removed; I don’t know if it’s in the current stable, but the experimental build I have from 3 weeks ago definitely doesn’t have them.
Just lol. This game is being smothered by all sorts of tedious bullshit and they’re full blown removing a system that’s been in the game for half a decade. No doubt this will cascade and magically fuck up other systems, like how blackpowder fouling hasn’t worked properly since the pocket update.

I only started playing again recently and it’s amazing how almost every crafting tree has some arcane new proficiency or tool requirement Kevin thought up while gooning to tranny porn. And without fail, the fat cocksucker falls back on “errrrmmmmmm, this is violating the realism of the setting, we’re not going in this direction” even when people physically demonstrate in real life, why his retarded changes don’t make sense.
 
Just lol. This game is being smothered by all sorts of tedious bullshit and they’re full blown removing a system that’s been in the game for half a decade. No doubt this will cascade and magically fuck up other systems, like how blackpowder fouling hasn’t worked properly since the pocket update.

I only started playing again recently and it’s amazing how almost every crafting tree has some arcane new proficiency or tool requirement Kevin thought up while gooning to tranny porn. And without fail, the fat cocksucker falls back on “errrrmmmmmm, this is violating the realism of the setting, we’re not going in this direction” even when people physically demonstrate in real life, why his retarded changes don’t make sense.

Don't forget the retards in charge getting rid of certain things people love for equally retarded reasons, like getting rid of certain extremely popular guns because they don't have enough hits on some website and replacing them with crappier weapons.
 
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