Cataclysm Dark Days Ahead

  • 🇵🇦 Nuestro primer dominio localizado está en español en kiwifarms.pa. Our first localized domain is on Spanish on kiwifarms.pa.
  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account

Game client of choice


  • Łączna liczba głosujących
    76
Watching Cata become so... Decataclysmed frustrates me. Removing content for dda, poor balancing for bn, and shit managment for tlg. I just want a rougelike survival rpg sandbox with moddability and inside modularity. Now, it's a matter of visions and egos instead of experiences and concepts.
 
Ostatnio edytowane:
Watching Cata become so... Decataclysmed frustrates me. Removing content for dda, poor balancing for bn, and shit managment for tlg. I just want a rougelike survival rpg sandbox with moddability and inside modularity. Now, it's a matter of visions and egos instead of experiences and concepts.
Bright Nights doesn't really suffer from this type of autistic bullshit, and when it does it's usually the other autists you mentioned forcing them into drama, like what happened with Magical Nights. Delta also doesn't really have much drama because it was already "Damnatio memoriae'd" as mentioned before, and also because they're just 2 1/2 developers and they're not really working on it.
Shame most forks die off for similar reasons, they don't live long enough to cause much drama at least.
 
Bright Nights doesn't really suffer from this type of autistic bullshit, and when it does it's usually the other autists you mentioned forcing them into drama, like what happened with Magical Nights. Delta also doesn't really have much drama because it was already "Damnatio memoriae'd" as mentioned before, and also because they're just 2 1/2 developers and they're not really working on it.
Shame most forks die off for similar reasons, they don't live long enough to cause much drama at least.
Die the hero, or live long enough to become the villan
 
Hooked on the Innawoods mod right now. Currently "borrowing" someone's leather backpack they gave me for a quest. Get fucked, you're never getting it back. Killed a giant spider with nothing but a slingshot and a quarterstaff.
 
Hooked on the Innawoods mod right now. Currently "borrowing" someone's leather backpack they gave me for a quest. Get fucked, you're never getting it back. Killed a giant spider with nothing but a slingshot and a quarterstaff.
Innawoods, Dinosaurs, would add that megafauna mod but I don't know if there's a BN patch nor do I think there's any sprites for it so it'll clash with SomeDeadGuy's but eh that's minor. Dorf Life, maybe Magical Night, and that's about it. There are some addons for Innawoods but those aren't updated anymore and I'm pretty sure they were DDA only.

Ah, found another asshole. Some guy named RenechCDDA likes to make requests that rile people up, bonus points if they get merged. Recently he got this request merged in order to get rid of the idea of anything useful coming from butchering zombies (for whatever reason there's this push to get rid of edginess for a while now). Pretty much everyone who saw this post disapproved, almost no one wanted this...it got merged anyway. Matter of fact he force pushed it at one point. From what I read on the git, most of the changes went through, except tainted fat still exists and has some very limited use...so basically they might as well have removed it.
No more tainted tallow and their recipes, tainted fat and their recipes heavily limited, no more skinning kevlar/nomex zombies for their materials, zombie bones can't be used for fertilizer or charcoal, even outright marked a comment for "abuse" which calls him out on this retarded behavior:
1778914124732.png
"No stalker child, realism was never the design goal despite evidence to the contrary, enjoy getting banned."
I thought Holli was bad, turns out this MF is even worse and is known for this shit:
1778915553323.png
One user made a post that pretty much partly explains why shit is all over the place:
1778915140313.png
I have a theory. After a truly baffling exchange I had with a dev on this subreddit, I think the devs actively make changes to the game for the purpose of pissing the player base off. They do this because they don't actually care about the game, but they do care about using it as a vehicle to get praise.

Every time they make a stupid decision like this, the end result is one of two things: they either keep the players who were going to stay anyway, or they drive away those who were getting fed up. With each update that is unpopular, comes the side benefit of thinning the player base down to sycophants. And they would rather have a handful people worshipping them over a throng of people "telling them what to do".

It's the only thing I can think of that makes any kind of sense. Thank you for coming to my TED talk.
Said user has once earned the ire of one of the developers for daring to mention that said developer pretty much openly stating they would rather remove mechanics and mods than fix them. You might see someone called GuardianDll from time to time, he's basically just a yesman to whatever decision gets made from what I can tell.
Another user pretty much says what a lot of people are feeling these days with DDA:
1778915567111.png
I think this one's the last straw for me, I've unsubbed from this SR and mostly just keep hitting the entry in my browser history on accident when I end up around here these days and it's clear that this is never going to end so why continue banging my head against the glass on CDDA?

The game was really good once, and now it's sort of okay with some potential but it can't decide what it wants to be and it's continuous identity crisis and more or less unlead development team make it very hard to see any future where CDDA isn't just worse across the board

A force like Renech on any other project would have been put out of it's misery by now, with a healthy apology to the community and a promise to do better. Renech and Kevin are best buds and this is never going to change. Maybe the developers who are working their ass off on slop nobody's ever going to enjoy will rise up and start their own branch one of these days, but first they're going to have to notice that their two lead programmers are antagonistic JSON jockeys who couldn't C if the programming language was talking about their eyes
 
Ostatnio edytowane:
Ah, found another asshole. Some guy named RenechCDDA likes to make requests that rile people up, bonus points if they get merged
This entity would have an excellent career at GNOME Foundation. Their behavior (and that of DDA's devs as a whole) to engage in outrage-driven development while sitting in their discord safespace jerking off each other goes hand in hand with how they approach things. There's been so many complaints about their community server over the years, and they have such genuine contempt for the "player" they'll go off at you for any simple questions they might consider a personal attack on their very specific, autistic vision for the game--which hasn't been the one most people remember for a long time now. It's a very prolific contributor, so let's see what are some of the more controversial contributions:
page 1.png page 2.png
Tons of pure "no fun allowed" changes, many of which with their own little flamebait discussion. Also removing the options for worldgen which was something widely criticized and caused much confusion to many returning players. Unfortunately, the troon artifact was not merged, as it may have been a meaningful contribution:
Gender change artifact active by RenechCDDA.png
 
so let's see what are some of the more controversial contributions:
I checked a few:
Move most world/debug options to externals - Move various world options (difficulty, NPCs, seasons, contruction length, etc.) to external files outside the game, making adjusting your world generation more tedious and prevents new players from knowing about them. Naturally people disagreed with this change, someone even provided an alternative:
1778973826626.png
(What is this, a screenshot for ants?!)
And of course, some bootlicking contributer picks one thing and from this statement and tries to shut it down:
1778973919425.png
Of course, all arguments towards reverting this PR are ignored.

Remove reach attacks across z-levels - Specifically the player cannot attack above or below them, with some borderline illegible example:
1778974332261.png
Lol I can draw better when I sprained my wrist. Now see, this wouldn't quite a controversial change it only applied to certain weapons, as there are spears that are quite long (doesn't help that every z-level is an equal distance from the last). And as I wrote before, this change only applied to you. Ferals for example can reach you no problem, meaning you're always at a disadvantage. Monster size doesn't matter either, Hulks probably reach 8-10 feet tall but since they're on a lower z-level, you're shit out of luck.

The golden rule for psychopaths - Prevents characters with the psychopath trait from continuing playing as their follower, "you don't care - they don't care." Another anti-edge change because "psychopath is a free trait with no downsides so we must make it annoying." Someone makes a point that it should depend on the NPCs attitudes and personality, but that's clearly too much work. Doesn't matter how well you treat an NPC, they'll telepathically know you're a psychopath (despite psychopaths being known for at least pretending to be normal out of basic logic, not to mention there's a trait called "Skilled Liar" that could probably make this even easier) and prevent you from playing as them even if you're literally the best thing to ever happen to them and possibly whatever group you made.

Nobody wants to cooperate with psychopaths - The nerfing shall continue until morale improves. Asking for items, harder. Convincing you didn't steal, fuck yourself all NPCs have telepathy and can see you're a psychopath. Recruiting? Read the last statement. That being said, it at least states that if your social skills are high enough you'll probably negate these nerfs, still doesn't unnerf the last git I posted.

Remove dumb gun cheese - This one is literally just him being upset that using a gun at an advantage position trains your ability to shoot, I shit you not that's it.
Standing on a tree/rooftop/ledge and shooting a zombie does not work as an infinite training dummy.
Here's the actual thing he wants:
// Marksmanship and gun skills only train for attacks taking place at least 2 tiles away, or on the same z-level.
Shooting from longer distances apparently does not train your ability to shoot straight. You must be on the same level and standing within "zombie will close the distance and rape you because you're taking too long to aim" range. Also found out that if you kill the same enemy 100+ times you no longer gain any experience.

Guilt trip murderers for more than 7 minutes - Makes killing a human have a much longer morale penalty. While the idea isn't bad, as killing NPCs lasted for only a few minutes (smoke a blunt and you'll probably get both a morale boost on top of forgetting about the person you killed), it extends this debuff to potentially 2 weeks:
Worst-case penalty total duration: 2 days ---> 14 days

Worst-case penalty decay starts after: 3 hours --> 7 days

Middling penalty total duration: 1 day ---> 10 days

Middling penalty decay starts after: 1 hour --> 7 days

Smallest penalty total duration: 3 hours ---> 7 days

Smallest penalty decay starts after: 7 minutes --> 4 days

Ban alcohol from camp larder - Alcohol bad, m'kay? Too many easy calories in the apocalypse. To be fair, it's meant to temporary until they can find a way to apply the negative effects of alcohol.
Also just to be clear, whatever may have happened in the past is irrelevant. People need to eat. You pay them food, so they are still alive. You cannot survive on an alcohol diet. That is the purpose of the calorie abstraction (itself a temporary measure)... making sure people get fed.

Make buried landmines impossible to spot - "Humans do not have ground-penetrating vision. There is no reasonable indication of where mines have been emplaced." I'm convinced Renech doesn't research anything before making commits. Even Kevin himself told him otherwise:
1778977010705.png
It seems the literal only one I could find that was mostly positively received was fixing giving cannibal food to the refugees, which is actually hilarious lol.
 
Those changes are so utterly dogshit you'd have to be mentally challenged to play with them.
DDA is getting so bad people will revert or switch to BN.
That's going to be the end state. There will be a few hundred autists who don't actually play the game that will pretend to like these changes and the game will slowly die.

I mean before the Chink Flu when I last played DDA you had a functional wiki and the item engine. Now you don't because nobody cares enough to maintain a wiki for a shit game.
 
Also found out that if you kill the same enemy 100+ times you no longer gain any experience.
I just realized something. If you mininuke or otherwise use a powerful weapon/vehicle to kill a few hordes too efficiently (enough to kill 100 of a basic unevolved zombie in only a few shots/runs), you probably won't get any experience in any skill except a little in whatever you used (driving for example).
Let's say there's 100 basic zombies in a building, you drop a mininuke or RDX charge from above and run away, you kill all 100 of them, by that logic you can no longer train your skills on that zombie type and end up screwing yourself over.
You need to kill inefficiently in order for your character to get better at combat skills.
 
I like how bashing a zombie-child's brains in made my character depressed, but playing two rounds of sokoban on a toy-watch fully recovered it.
 
Wake up niggas new stable release for Bright Nights just dropped

Noteworthy things summarized:

  1. The map data overhaul, while mostly having implications for behind the scenes code changes, notably opened up the ability to alter the size of the reality bubble for performance-hungry players, and opened up support for defining new dimensions for future applications. Other technical updates include migration to SDL3 which will allow improvements to rendering in the future, and tripoint overhauls that helped fix several bugs.
  2. Numerous new locations to explore and expansions to existing locations. Military airfields, blacksites containing dangerous ferals and experimental vehicles, a port of the Trans-Coast Logistics site, state police stations, outlet malks, and more. Other changes include more hectic labs with rebalanced finales (several showcasing new mutant enemies unique to their location), old FEMA camps being reworked into military camps, etc.
  3. More vehicle content: not only has Tankmod: Revived been incorporated into vanilla itself, but several new vehicles and vehicle parts have been added. Jets that can drop bombs on hordes of zeds, hover vehicles, cargo planes and more. Build your own wooden plane if you find a parts kit, or raid a blacksite for a bleeding-edge hover tank. On top of all that the new vehicle palette feature allows them to come in a range of colors, which can be repainted by spray cans or a tool obtainable in labs.
  4. Speaking of mods, Arcana and Magic Items joins the repository at long last, and as usual I will continue to maintain and tinker with it. :3
  5. Expansions to missions, in particular the Old Guard doctor at the refugee center. They now take you on a much more reasonable progression of lab-related sites, finding unusual threats hidden away and even some survivors in TCL you can obtain important documents from.
  6. Various improvements to combat mechanics, notably shotguns now fire multiple pellets in place of the old AoE cone mechanics and have been tuned to still be effective under this new system, kicks and throws no longer get a bonus from wielded weapons in exchange for bonuses such as more knockback or damage, monsters with guns can be disarmed by melee styles, etc.
  7. QoL improvements such as being able to recast the last spell used, the ability to assign companion NPCs to craft for you (including a keybind to assign it in the crafting menu, so you don't have to assign it in dialogue), configurable autodrive settings per-vehicle including fixes that allow planes to use autodrive properly when in the air, etc.
  8. Numerous new items, from more guns to tactical accessories like, to even just fun lil things like those bearskin hats the British royal guards are known for, sparkdog suits, and Hawaiian shirts so tourists can finally get their Nethack-mandated outfit.
  9. New professions on top of various changes to old ones, from rioters to the world's greatest athlete to IRS agents and more. Starting age ranges also mean if you play a senior citizen you can now actually make them old enough for the profession to make sense.
  10. Tons of bugfixes and performance improvements, too many to list.

Reddit
Github
Docs
 
alter the size of the reality bubble for performance-hungry players
That's a bit interesting to me, the reality bubble is pretty big already so I can't imagine many players increasing it. Decreasing it however is probably going to be way more appealing as that can increase performance, assuming you can decrease it from default.
Numerous new locations to explore and expansions to existing locations. Military airfields, blacksites containing dangerous ferals and experimental vehicles, a port of the Trans-Coast Logistics site, state police stations, outlet malks, and more. Other changes include more hectic labs with rebalanced finales (several showcasing new mutant enemies unique to their location), old FEMA camps being reworked into military camps, etc.
Stuff like this will greatly increase people's interest in the game, especially long time players (most I'd imagine). More fascinating locations, more endgame stuff, new enemies, great stuff so far.
More vehicle content: not only has Tankmod: Revived been incorporated into vanilla itself, but several new vehicles and vehicle parts have been added. Jets that can drop bombs on hordes of zeds, hover vehicles, cargo planes and more. Build your own wooden plane if you find a parts kit, or raid a blacksite for a bleeding-edge hover tank. On top of all that the new vehicle palette feature allows them to come in a range of colors, which can be repainted by spray cans or a tool obtainable in labs.
Heard about ChaosVolt's stuff being incorporated, but the extra stuff sounds fun. I probably won't be dropping bombs anytime soon as I don't tend to stay in cities long enough to justify clearing out hordes, plus I don't want any good loot being destroyed if I do. The hover tank however sounds interesting, If I can go up at least one z-level that would be very powerful. And further customizing your vehicles with something as simple as colors is something I wanted for a long time now.
Speaking of mods, Arcana and Magic Items joins the repository at long last
Yep, there it is. Good, it's a fun mod.
Expansions to missions, in particular the Old Guard doctor at the refugee center. They now take you on a much more reasonable progression of lab-related sites, finding unusual threats hidden away and even some survivors in TCL you can obtain important documents from.
There needs to be more overhauls to some of the quests, some need to be finished, some need to...exist as NPC quests get stale due to how few there are.
Various improvements to combat mechanics, notably shotguns now fire multiple pellets in place of the old AoE cone mechanics and have been tuned to still be effective under this new system, kicks and throws no longer get a bonus from wielded weapons in exchange for bonuses such as more knockback or damage, monsters with guns can be disarmed by melee styles, etc.
Looking forward to using shotgun to see how they feel, and being able to disarm certain enemies is a boon both for getting items and not getting shot in the face in melee...hopefully.
Considering the government has a plan to reactivate the IRS within a day after a government collapse (iirc), this is realistic in an absurd and hilarious way.
Overall, can't wait to play.
 
Wstecz
Top Na dole