tumulus_scrolls

joined 1 year ago
 

cross-posted from: https://lemmy.fmhy.ml/post/1093072

I think this part can be of some interest to this audience as well (if to point out inaccuracies 😜 ). As I said at the beginning, I wanted to do a writeup which would be outside of proprietary silos. Turned out to be a giant wall of text. Tl;dr play the game. πŸ˜€

I do hope the community will move away from being so Discord-centric at some point...

Part 1/2 (about game setup) was here.

I will focus on getting you moving and avoiding getting killed. Once you are in the evac shelter, look for first aid kits in the basement and start cautiously exploring far and wide, filling your map. Be patient! Loot and strike when a safe(ish) opportunity presents itself. Things like food, tools etc. can be usually found somewhere. (This is a different approach from focusing on the crafting "tech tree" and developing in your base, which is also a viable strategy.)

As previously, I avoid spoiling specific locations, monsters, lore etc., and trust that commenters wiil do the same. For many aspects of the game I use the rule of thumb: if I think you can figure it out by yourself or have fun not knowing it, I try not to reveal it. The main things I try to spare the reader is being completely lost about the interface and wondering "is this thing from real life reflected in the game and how", that is, fighting quirks of the simulation. Of course there is a lot of my opinion involved on this.

Stages of the game, approximately

It is fun to have complete freedom and not be badgered to do anything it particular, but not all people like the Cataclysm's nature of a game with no set "victory state". So here's a taste of what your development in game could look like based on my experiences. This assumes you are focusing on getting powerful, though of course you can have more interesting roleplay motivations.

  • The wandering stage, before you have a car and possibly even a safe place to sleep. Focus on getting some food, drink (but don't carry excessive amounts of those), a backpack or a large bag, a serviceable weapon and tools (the useful ones are described by the game as having a (number) (X)-ing quality).Β This search should also give you an initial idea of what locations are available.
  • The breakout stage, when you do have a base with stockpiles and a vehicle to move around faster and more safely. At this point you develop your skills by reading and crafting, move towards more complex projects and conduct city operations to get to things like guns, rare books, armor, possibly specialized machinery.
  • The ascended stage (to borrow a NetHack term), when you can take on and explore really dangerous areas, and can get into... modifying yourself in various ways if you want. Though in modern Cataclysm DDA/BN you can also inquire NPCs in non-player faction camps about these things.

Personally I treat fully exploring and looting a laboratory as "winning" the game, which has some grounding in old CDDA lore and player tradition. But as I said, the ascended character can also begin a more interesting career, when you can explore all the scary areas and have some chance of staying alive. It is one of reasons for not getting spoiled about the game too much, though given how poorly everything is documented there are surprises waiting for you regardless.

A slightly different approach to the game is seeing if you can survive to the winter and beyond. There are many considerations there you may not be that worried about in a pure ascension game (consistent dangerous temperatures, pre-Cataclysm food completely spoiled, fully finished monster evolution everywhere if you haven't changed the world settings). I don't have experience with this, but I would keep the season length in the world in the 30-60 days range as I said in the part 1, so you do have time but don't get bored.

Key screens in the UI

Here is a quick rundown with their main uses. These are roughly in the order of how frequently I use them.

  • the basic farlook (x or ; - semicolon). Pay some attention to the special information, like movement costs and bright/dark status (compare the section on combat tactics). Here and in the overmap use "f" to toggle fast scrolling, useful when you're not using mouse. Z/z to control zoom works mostly everywhere.
  • V: see all items visible to you, with descriptions; cycle to the list of enemies with Tab (more remarks in the section on movement). This menu is life. But some items (hidden in desks, car trunks, boxes etc.) won't be visible unless you're right next to them.
  • /: advanced inventory management, used to efficiently pick up things and move them around. Read all about it on the wiki. Will warn you from stealing from NPC factions. The other slash, \, is for entering the hauling mode, when you want to move big stashes through large distances.
  • With "e" in inventory (Enter in the "i" menu in Bright Nights) you can look at detailed descriptions of items, their qualities, what they do etc.
  • e on the main map: officially to "examine" close tiles, but actually used to climb fences, tear down window curtains when they're in use, buy from vending machines and many more.
  • ": movement mode. The modes (run, walk, crouch) are mostly self-explanatory. Running drains your stamina really fast (and doesn't make gameplay any faster for you). Compare the combat tactics section.
  • | (Shift+\ on US keyboard): wait. "Wait until you catch your breath" is the first thing you should do after decreasing your stamina.
  • M: overmap. Use W here for fast travel (can be dangerous but is done in implicit safe mode). This also works when driving.
  • U: unload: ammo, magazines, batteries: these things are good to collect (use "r" to reload them into something else). Also used to pour away liquids, and empty containers like backpacks etc.
  • +: assess your heat comfort, encumbrance by body part and to some extent armor class (referred to as protection). You can read about effects of encumbrance in the @ menu. With left/right arrows you can cycle through your body parts. A more obscure use is to change the layering: grab and drop items with Enter, move with up/down arrows. The same method is also used for UI sections in the { sidebar config (see below).
  • E: eat, drink (when hungry or thirsty); apply bandages and antiseptic to heal quicker (you also benefit from sleeping and staying on comfortable furniture).
  • (: disassembly. Many items are decomposable: for example you can get rags from sheets, thread from rags etc. You get a lot of raw material for crafting from this.

Many of the interaction menus let you use all the items in your inventory and the neighboring map tiles. Crafting uses all materials that are available to you within a larger perimeter.

Especially while you are learning the game, it is good to hit "a", "U", "(" every now and then, to see what actions are available to you.

More situationally useful menus:

  • v: see why you are feeling like garbage as a character and act slower.
  • *: construct/deconstruct. You can build whole buildings from there, but it is often useful for building vehicles (like primitive ones to train mechanics) and deconstructing appliances. In newer versions the latter turns them into draggable items, and you have to go through the ( menu afterwards to get the raw materials.
  • }: configure the sidebar interface.

The core complex menus: character sheet and crafting

After starting the game take some time to explore your character sheet (the @ menu). Move with Tab between different sections. The game can tell you a lot about its different mechanics here. You don't have to absorb all this information, just know that these subsystems are there. Check back every now and then to see what changes and to learn something more.

One thing that you can do here is to block progress on some skills to protect your Focus (link to wiki). Select the skill and press Enter to toggle. It is commonly done with Driving or Vehicles (depending on the version) once it reaches 2-3 or so.

Another big rabbit hole screen is Crafting (the & menu). Read the help text at the bottom of the screen carefully, since there are many features to aid you in using this system. The "f"ilter search facility is very powerful. You will often want to search by item quality (to craft things you need for other recipes...), by primary skill (crafting things that require exactly your current skill level will also train it) or proficiency (which is an additional system in DDA parallel to skills), by component (to check what some materials may be good for). These can be combined. For example, p:fabr, c:plank will search for recipes using fabrication skill and planks as a component.

Don't give up easily. If you don't have a component, check if you can craft it first. The & screen will "know" about recipes that your character memorized or has books handy that contain them. To get a fuller view of what's possible, you can use online tools like the older chezzo item explorer, which might be more correct for Bright Nights in some points, or the Hitchhiker Guide that's supposed to be more up to date for DDA.

A very basic life-or-death recipe is clean water, which is contrary to normal water is safe to drink. In DDA you can also leave a non-melting container with water on fire, and it will boil (clean) without the need of using the crafting menu.

Movement, safe mode, farlook & aggro

The safe mode lets you (with some caveats) to just hold the movement key until something interesting happens, in contrast to some other roguelikes. When an enemy appears you don't have to turn off the safe mode outright with the "!" command. As the game tells you, you can just acknowledge the fresh batch of monsters, for now, with the ' (apostrophe) key. You will get warned again when they are about to notice you or dangerously close. I try to use this functionality instead of turning off safe mode, unless it's too crowded to actually matter.

Safe mode doesn't apply when you are driving a vehicle. Note that this doesn't necessarily mean you are "safe": you can be on a bike and be possibly getting driveby attacks, you can have busted car doors and windshields, monsters jumping inside etc. Sometimes you want to use "let go of the controls" options in these situations: the car will be cruising forward while you fighting or doing something else. This can be a fast ticket to a crash and death by the way.

As I said above, the "V" menu is important for tracking the enemies that are around. You can see here the distance at which they are from you. With time you will learn at which distance you get noticed by zombies and other monsters.

Notice that there's a difference between Hostile/Tracking/Ignoring status of a creature in the V menu and whether it is "aware of your presence" (often indicated by an exclamation mark in tilesets). Monsters can be "Hostile", but as long as you can make sure they don't notice you (or at least don't get to attack you) it's often best to leave them alone. On the other hand, things that are Tracking can decide to turn Hostile.

Behavior of wildlife is a little erratic: they can appear to be "Tracking" you and turn "Hostile" when close to you, then give up after landing a hit or if you manage to get farther away from them.

Darkness is useful, though the tilesets can "lie" to you a little about the exact darkness status of specific tiles. What you should trust is what you can see with the farlook command (; and x), which will tell you about bright, dark, very dark etc. status. Of course you are harder to notice when in darkness, at least for regular zombies. I think you will not notice creatures that are in "very dark" places.

You can peek from from beyond corners, windows, doors and such with the "X" command.

Monsters can also smell you, though newest DDA versions are more lenient with how dangerous it is in the early game.

Basic combat tactics

There is no advantage in Cataclysm from fighting anything, except marginally. You won't advance in anything except fighting skills, and the most valuable loot is usually not carried by enemies. It's usually preferable not to provoke monsters at all, leave them stuck somewhere or outwalk them (in that order). Pick up easy kills where you are certain you won't get any damage and no one will interrupt you. Otherwise fight only when it is the tactical necessity.

On the topic of standard roguelike tactics, remember you have all the time in the world for deciding on your next move. Don't let your emotions guide you here. In Cata there's generally no one turn (or ever three turns) "escape items". You have to avoid dangerous situations long before you get into them. Steer clear of danger and hide. Be opportunistic.

Of course a late game Ubermensch can be a little more adventurous. But even then, there are times when your plans break down and you need to shamelessly run away. Lose the enemy on a different elevation level (called z-level), in a building or in a forest (basically so they are farther away and can't see you). Or maybe you can just drive away in your car.

Of course you need to fight a little bit to advance in relevant skills, but do it when you're in control of the situation. You can start by engaging in some cheesy "fights" with fish and more helpless kinds of wildlife, though they're usually able to flee. (This isn't really needed in most situations.)

Try to remember what tiles have very high (400: car interiors, shrubs), high (200-250: boulders, brushes, furniture), slightly higher (150: high grass) movement cost. Check this with farlook. The idea is to move cheaply yourself (enter the run mode for short bursts when strictly needed) and hopefully make enemies move through expensive tiles. That way you can leave them behind and/or get some "free" hits, though even zombies got a little wiser with their pathing (there's a random element to it). You can get an idea of speed of a monster by looking at it with V or farlook.

If you have some time but are awaiting zombie company, you can (G)rab one tile furniture and rearrange chairs and such randomly to give monsters more opportunity for stupid pathing.

Let them come to you. Do not advance unless there is some grander plan in it. You can lure zombies by making them see you, or by making noises (smash ground, windows, furniture, yell with "C"). Some actions are louder than others: you can see that on the Sound indicator on the sidebar. Example cautious tactic: (s)mash the locked door once and move to a better position. Maybe there's someone on the other side to bash it fully down for you.

Firearms can be useful, but be aware that they are very noisy, and changing what you are wielding (like from a pistol to you melee weapon), reloading etc. all takes precious time. The range isn't often that great. Try to go into (f)iring mode before anything comes to you and see how far you can move the cursor. Yup. I usually prefer to aim tick by tick (with "." - the period/dot key) and fire when the odds are maxed out to the "precise" level or the enemy is 1-2 tiles away (at which point it's often time to change tactic). Fire with auto (p)recise aiming etc. only when certain that nothing will surprise you in those seconds consumed by that action.

Especially in early game you can get some mileage from (t)hrowing rocks, knives and other items at enemies. Do the same with explosives, but those you have to (a)ctivate first.

Above all watch your stamina and pain level closely! These are your "real" HP in a way, the health bars are secondary. Before these levels actually become dangerous you should be already retreating in a safe direction. Again, note that you can and should run in short bursts to save stamina, and take breaks whenever possible.

Melee weapons

Cataclysm has a pretty deep melee weapon system for its setting. Most of the considerations below you don't have to always take into account, but they can be useful to know when you are doing bad and wondering why. I wasn't able to hunt down completely trustworthy sources on this, so I'm basing this section on item descriptions you can read in-game and partly hearsay and my observations.

  • The damage types (cutting, bashing, piercing) are related to skills (raise them to have a better chance of hitting) but also how they treat armor. Anecdotally I see myself switching to a weapon with a bashing element when a cutting weapon has issues with penetrating armor. According to an old wiki article, bashing has limited raw damage potential though.
  • The lower moves per attack, the better: the enemies are able to sneak in less of their own actions in between your attacks and moves.
  • Stamina cost. Heavy weapons just make you tired fast when you're using them.
  • Critical hits chance and damage. Arrows in archery hit based pretty much based on their critical hits as far as I remember, and their "base" hits are mostly useless. For melee weapons it is less crucial, at least in the early game.
  • The "flimsy" or "well-made" remarks in the item description are important (if an item is neither flimsy or well-made, it's somewhere in between). Some weapons you can (and probably should) craft early game to help you will also break down pretty quickly with use, so keep backups and spares. Well-made stuff is obviously the best.
  • "Techniques while wielded" section. These make some weapons better. There are even more techniques when you know martial arts (the "_" menu) and have a weapon compatible with them.

Some higher-level tactics

  • For extra-dangerous enemies that can gang up on you and surprise you, look into Molotov cocktails. Explosives in general (under Weapons in the crafting menu) are useful for sticky situations and crowd control. Just be aware that many of them are shrapnel-based, i.e. not really useful for blowing up walls and such. Shrapnels can be deadly to yourself as well, so hide!
  • Arson. Mindless creatures are happy to run into fire when they have nothing better to do. Houses in game burn pretty well and with a lot of noise, if given some time. Vehicle fires are rather pitiful, hard to sustain. Forest fires take forever, but can be kinda viable in some situations.
  • You can make traps (and think of fire as a kind of a trap) and use the "naturally" occuring ones, like craters, pits, barbed wire, minefields...
  • Reality bubble. I think it is ok to be spoiled about this, because it is crucial to your tactics and a completely non-simulationist implementation detail. Only stuff that is around three overmap tiles around you (circa 150 small tiles) is actually simulated for fires burning, monsters moving, fuel leaking and most other happenings. Notably food spoilage and solar panels working are excluded. Plan accordingly.
  • Monster infighting. Not everything likes zombies, as you'll notice. You often want to introduce (i.e. lure) different factions to one another so they can have some fun together.

Sleepy times

Make sure the survivor is getting some sleep. Don't get into dangerous situations when Tired, or (in DDA) Lightly Weary or worse. To sleep, find a bed, or at least a chair, or a sleepbag (deploy it on the ground), and press $. If you have trouble sleeping (do at least try a couple of times, make sure you are in the dark, ( c )lose doors and curtains etc.), exhausting physical labor might help: digging holes, trying to smash down sturdy walls with heavy tools (be outside of a building, and choose one you don't care about), felling down trees, some physically taxing crafting recipes. I think that exhaustion helps, but I'm not 100% sure. As in real life, avoid stimulants before trying to sleep. There is also cough syrup to make you Tired, although nowadays you usually find the non-sleepy kind.

For dealing with noises, craft a noise-cancelling headger or find an equivalent item. But prefer finding a less noisy place to sleep, because you might not hear something coming to hurt you.

With more game experience and assessment of your situation and strategy, you may want to decide if you want to have your character awake during the day or night. Manipulate the circadian rythm accordingly.

Assorted other hints and tips

  • Among things to get hold of are a rubber hose (from a garden, (s)mashed fridge, or deconstructed large fire extnguisher) to transfer fuel from and to vehicles, and maybe implements useful for (B)utchery: a long rope (craftable from short ropes, like car seatbelts, or threads: though the latter may be too time consuming to be worth it) and a leather tarp or similar.
  • Read about driving on the wiki to learn about interacting with vehicles. To start driving, you have to be in the driver's seat and press ^ (Shift+6 on US keyboard). To perform mechanics or examine, you can stand anywhere next to the car and press "e". There you can move between the tiles forming the vehicle and perform on them various actions displayed on top. Somewhere here you can find out why the car won't start: it is moderately rare to find one that is fully driveable with no work on it needed.
  • You can assign a key in controls to the journal function. Here you can do your roleplay journaling if you want, and take useful notes on things you left in your base, so you know what to prioritize when looting. These can be books, guns, ammo (so you can match one to another), heavy tools. Completely optional, can be useful for some people.
  • Learning about types of guns and ammo can be frustrating, even the in-game help FAQ has a (somewhat useful) section on this. The good news is that it isn't all that important to worry about firearms while you are figuring out the basics. Guns are color-coded green in inventory when you have more ammunition for them (and, I think, the magazines to put it in if the gun requires it). Read the item descriptions. If you really can't stand it, there is a built-in mod called "simplified guns" or similar that you can choose when creating a world.
  • Carrying a watch (the diver kind is the best?), a smartphone and some other things gives you more information in the interface. This includes calories intake in game versions and settings where this is relevant.
  • (s)mash small trees to get long sticks and such when you need them. Planks, nails etc. are obtainable from smashing furniture, though in newest DDA it's made more complicated. Watch your stamina while being a smashing person.
  • Terrain is more visible from up high.
  • Recently we had an interesting conversation with another Lemmy user where he shared his procedure for dealing with handsy NPCs. You can try to fall back to this when neeeded: I personally find NPC interaction very game'y (not very solvable with real life common sense) and undependable at the same time. I know some people find real life human interaction to be similar, so maybe this is intended to be accurate in a twisted way?
  • Don't get too hung up on what is "optimal" if it becomes boring. Have fun. Embrace death for a different char build, or cheat it with alt-f4, even if it doesn't make you a proper hardcore player right away. Don't speak too loudly about fun strats in official DDA spaces, because someone might notice and patch them out (joking).

Thank you for reading! As previously, questions and suggestions are welcome. If you want to reuse this guide somewhere (part 1 and/or 2 or fragments), I release it as CC-BY tumulus_scrolls.

[–] [email protected] 5 points 1 year ago (1 children)

Returning to the discussion on this topic (if low Int is viable) some time ago, I see that you raised almost no skills outside of combat. This char seems to mostly ride on mutations, which is admittedly the dimension of the game I never explored that much. I tend to always go deep into mechanics, electronics etc. So that's why I didn't see much of a path for a dumb survivor build.

So what's the verdict? Low int doable if you do char build mutations, not skills? Your mutations are from Genetic Chaos, not homemade mutagen, right? (I think that's how it works)

 

Part 1/2 (about game setup) was here.

I will focus on getting you moving and avoiding getting killed. Once you are in the evac shelter, look for first aid kits in the basement and start cautiously exploring far and wide, filling your map. Be patient! Loot and strike when a safe(ish) opportunity presents itself. Things like food, tools etc. can be usually found somewhere. (This is a different approach from focusing on the crafting "tech tree" and developing in your base, which is also a viable strategy.)

As previously, I avoid spoiling specific locations, monsters, lore etc., and trust that commenters wiil do the same. For many aspects of the game I use the rule of thumb: if I think you can figure it out by yourself or have fun not knowing it, I try not to reveal it. The main things I try to spare the reader is being completely lost about the interface and wondering "is this thing from real life reflected in the game and how", that is, fighting quirks of the simulation. Of course there is a lot of my opinion involved on this.

Stages of the game, approximately

It is fun to have complete freedom and not be badgered to do anything it particular, but not all people like the Cataclysm's nature of a game with no set "victory state". So here's a taste of what your development in game could look like based on my experiences. This assumes you are focusing on getting powerful, though of course you can have more interesting roleplay motivations.

  • The wandering stage, before you have a car and possibly even a safe place to sleep. Focus on getting some food, drink (but don't carry excessive amounts of those), a backpack or a large bag, a serviceable weapon and tools (the useful ones are described by the game as having a (number) (X)-ing quality).Β This search should also give you an initial idea of what locations are available.
  • The breakout stage, when you do have a base with stockpiles and a vehicle to move around faster and more safely. At this point you develop your skills by reading and crafting, move towards more complex projects and conduct city operations to get to things like guns, rare books, armor, possibly specialized machinery.
  • The ascended stage (to borrow a NetHack term), when you can take on and explore really dangerous areas, and can get into... modifying yourself in various ways if you want. Though in modern Cataclysm DDA/BN you can also inquire NPCs in non-player faction camps about these things.

Personally I treat fully exploring and looting a laboratory as "winning" the game, which has some grounding in old CDDA lore and player tradition. But as I said, the ascended character can also begin a more interesting career, when you can explore all the scary areas and have some chance of staying alive. It is one of reasons for not getting spoiled about the game too much, though given how poorly everything is documented there are surprises waiting for you regardless.

A slightly different approach to the game is seeing if you can survive to the winter and beyond. There are many considerations there you may not be that worried about in a pure ascension game (consistent dangerous temperatures, pre-Cataclysm food completely spoiled, fully finished monster evolution everywhere if you haven't changed the world settings). I don't have experience with this, but I would keep the season length in the world in the 30-60 days range as I said in the part 1, so you do have time but don't get bored.

Key screens in the UI

Here is a quick rundown with their main uses. These are roughly in the order of how frequently I use them.

  • the basic farlook (x or ; - semicolon). Pay some attention to the special information, like movement costs and bright/dark status (compare the section on combat tactics). Here and in the overmap use "f" to toggle fast scrolling, useful when you're not using mouse. Z/z to control zoom works mostly everywhere.
  • V: see all items visible to you, with descriptions; cycle to the list of enemies with Tab (more remarks in the section on movement). This menu is life. But some items (hidden in desks, car trunks, boxes etc.) won't be visible unless you're right next to them.
  • /: advanced inventory management, used to efficiently pick up things and move them around. Read all about it on the wiki. Will warn you from stealing from NPC factions. The other slash, \, is for entering the hauling mode, when you want to move big stashes through large distances.
  • With "e" in inventory (Enter in the "i" menu in Bright Nights) you can look at detailed descriptions of items, their qualities, what they do etc.
  • e on the main map: officially to "examine" close tiles, but actually used to climb fences, tear down window curtains when they're in use, buy from vending machines and many more.
  • ": movement mode. The modes (run, walk, crouch) are mostly self-explanatory. Running drains your stamina really fast (and doesn't make gameplay any faster for you). Compare the combat tactics section.
  • | (Shift+\ on US keyboard): wait. "Wait until you catch your breath" is the first thing you should do after decreasing your stamina.
  • M: overmap. Use W here for fast travel (can be dangerous but is done in implicit safe mode). This also works when driving.
  • U: unload: ammo, magazines, batteries: these things are good to collect (use "r" to reload them into something else). Also used to pour away liquids, and empty containers like backpacks etc.
  • +: assess your heat comfort, encumbrance by body part and to some extent armor class (referred to as protection). You can read about effects of encumbrance in the @ menu. With left/right arrows you can cycle through your body parts. A more obscure use is to change the layering: grab and drop items with Enter, move with up/down arrows. The same method is also used for UI sections in the { sidebar config (see below).
  • E: eat, drink (when hungry or thirsty); apply bandages and antiseptic to heal quicker (you also benefit from sleeping and staying on comfortable furniture).
  • (: disassembly. Many items are decomposable: for example you can get rags from sheets, thread from rags etc. You get a lot of raw material for crafting from this.

Many of the interaction menus let you use all the items in your inventory and the neighboring map tiles. Crafting uses all materials that are available to you within a larger perimeter.

Especially while you are learning the game, it is good to hit "a", "U", "(" every now and then, to see what actions are available to you.

More situationally useful menus:

  • v: see why you are feeling like garbage as a character and act slower.
  • *: construct/deconstruct. You can build whole buildings from there, but it is often useful for building vehicles (like primitive ones to train mechanics) and deconstructing appliances. In newer versions the latter turns them into draggable items, and you have to go through the ( menu afterwards to get the raw materials.
  • }: configure the sidebar interface.

The core complex menus: character sheet and crafting

After starting the game take some time to explore your character sheet (the @ menu). Move with Tab between different sections. The game can tell you a lot about its different mechanics here. You don't have to absorb all this information, just know that these subsystems are there. Check back every now and then to see what changes and to learn something more.

One thing that you can do here is to block progress on some skills to protect your Focus (link to wiki). Select the skill and press Enter to toggle. It is commonly done with Driving or Vehicles (depending on the version) once it reaches 2-3 or so.

Another big rabbit hole screen is Crafting (the & menu). Read the help text at the bottom of the screen carefully, since there are many features to aid you in using this system. The "f"ilter search facility is very powerful. You will often want to search by item quality (to craft things you need for other recipes...), by primary skill (crafting things that require exactly your current skill level will also train it) or proficiency (which is an additional system in DDA parallel to skills), by component (to check what some materials may be good for). These can be combined. For example, p:fabr, c:plank will search for recipes using fabrication skill and planks as a component.

Don't give up easily. If you don't have a component, check if you can craft it first. The & screen will "know" about recipes that your character memorized or has books handy that contain them. To get a fuller view of what's possible, you can use online tools like the older chezzo item explorer, which might be more correct for Bright Nights in some points, or the Hitchhiker Guide that's supposed to be more up to date for DDA.

A very basic life-or-death recipe is clean water, which is contrary to normal water is safe to drink. In DDA you can also leave a non-melting container with water on fire, and it will boil (clean) without the need of using the crafting menu.

Movement, safe mode, farlook & aggro

The safe mode lets you (with some caveats) to just hold the movement key until something interesting happens, in contrast to some other roguelikes. When an enemy appears you don't have to turn off the safe mode outright with the "!" command. As the game tells you, you can just acknowledge the fresh batch of monsters, for now, with the ' (apostrophe) key. You will get warned again when they are about to notice you or dangerously close. I try to use this functionality instead of turning off safe mode, unless it's too crowded to actually matter.

Safe mode doesn't apply when you are driving a vehicle. Note that this doesn't necessarily mean you are "safe": you can be on a bike and be possibly getting driveby attacks, you can have busted car doors and windshields, monsters jumping inside etc. Sometimes you want to use "let go of the controls" options in these situations: the car will be cruising forward while you fighting or doing something else. This can be a fast ticket to a crash and death by the way.

As I said above, the "V" menu is important for tracking the enemies that are around. You can see here the distance at which they are from you. With time you will learn at which distance you get noticed by zombies and other monsters.

Notice that there's a difference between Hostile/Tracking/Ignoring status of a creature in the V menu and whether it is "aware of your presence" (often indicated by an exclamation mark in tilesets). Monsters can be "Hostile", but as long as you can make sure they don't notice you (or at least don't get to attack you) it's often best to leave them alone. On the other hand, things that are Tracking can decide to turn Hostile.

Behavior of wildlife is a little erratic: they can appear to be "Tracking" you and turn "Hostile" when close to you, then give up after landing a hit or if you manage to get farther away from them.

Darkness is useful, though the tilesets can "lie" to you a little about the exact darkness status of specific tiles. What you should trust is what you can see with the farlook command (; and x), which will tell you about bright, dark, very dark etc. status. Of course you are harder to notice when in darkness, at least for regular zombies. I think you will not notice creatures that are in "very dark" places.

You can peek from from beyond corners, windows, doors and such with the "X" command.

Monsters can also smell you, though newest DDA versions are more lenient with how dangerous it is in the early game.

Basic combat tactics

There is no advantage in Cataclysm from fighting anything, except marginally. You won't advance in anything except fighting skills, and the most valuable loot is usually not carried by enemies. It's usually preferable not to provoke monsters at all, leave them stuck somewhere or outwalk them (in that order). Pick up easy kills where you are certain you won't get any damage and no one will interrupt you. Otherwise fight only when it is the tactical necessity.

On the topic of standard roguelike tactics, remember you have all the time in the world for deciding on your next move. Don't let your emotions guide you here. In Cata there's generally no one turn (or ever three turns) "escape items". You have to avoid dangerous situations long before you get into them. Steer clear of danger and hide. Be opportunistic.

Of course a late game Ubermensch can be a little more adventurous. But even then, there are times when your plans break down and you need to shamelessly run away. Lose the enemy on a different elevation level (called z-level), in a building or in a forest (basically so they are farther away and can't see you). Or maybe you can just drive away in your car.

Of course you need to fight a little bit to advance in relevant skills, but do it when you're in control of the situation. You can start by engaging in some cheesy "fights" with fish and more helpless kinds of wildlife, though they're usually able to flee. (This isn't really needed in most situations.)

Try to remember what tiles have very high (400: car interiors, shrubs), high (200-250: boulders, brushes, furniture), slightly higher (150: high grass) movement cost. Check this with farlook. The idea is to move cheaply yourself (enter the run mode for short bursts when strictly needed) and hopefully make enemies move through expensive tiles. That way you can leave them behind and/or get some "free" hits, though even zombies got a little wiser with their pathing (there's a random element to it). You can get an idea of speed of a monster by looking at it with V or farlook.

If you have some time but are awaiting zombie company, you can (G)rab one tile furniture and rearrange chairs and such randomly to give monsters more opportunity for stupid pathing.

Let them come to you. Do not advance unless there is some grander plan in it. You can lure zombies by making them see you, or by making noises (smash ground, windows, furniture, yell with "C"). Some actions are louder than others: you can see that on the Sound indicator on the sidebar. Example cautious tactic: (s)mash the locked door once and move to a better position. Maybe there's someone on the other side to bash it fully down for you.

Firearms can be useful, but be aware that they are very noisy, and changing what you are wielding (like from a pistol to you melee weapon), reloading etc. all takes precious time. The range isn't often that great. Try to go into (f)iring mode before anything comes to you and see how far you can move the cursor. Yup. I usually prefer to aim tick by tick (with "." - the period/dot key) and fire when the odds are maxed out to the "precise" level or the enemy is 1-2 tiles away (at which point it's often time to change tactic). Fire with auto (p)recise aiming etc. only when certain that nothing will surprise you in those seconds consumed by that action.

Especially in early game you can get some mileage from (t)hrowing rocks, knives and other items at enemies. Do the same with explosives, but those you have to (a)ctivate first.

Above all watch your stamina and pain level closely! These are your "real" HP in a way, the health bars are secondary. Before these levels actually become dangerous you should be already retreating in a safe direction. Again, note that you can and should run in short bursts to save stamina, and take breaks whenever possible.

Melee weapons

Cataclysm has a pretty deep melee weapon system for its setting. Most of the considerations below you don't have to always take into account, but they can be useful to know when you are doing bad and wondering why. I wasn't able to hunt down completely trustworthy sources on this, so I'm basing this section on item descriptions you can read in-game and partly hearsay and my observations.

  • The damage types (cutting, bashing, piercing) are related to skills (raise them to have a better chance of hitting) but also how they treat armor. Anecdotally I see myself switching to a weapon with a bashing element when a cutting weapon has issues with penetrating armor. According to an old wiki article, bashing has limited raw damage potential though.
  • The lower moves per attack, the better: the enemies are able to sneak in less of their own actions in between your attacks and moves.
  • Stamina cost. Heavy weapons just make you tired fast when you're using them.
  • Critical hits chance and damage. Arrows in archery hit based pretty much based on their critical hits as far as I remember, and their "base" hits are mostly useless. For melee weapons it is less crucial, at least in the early game.
  • The "flimsy" or "well-made" remarks in the item description are important (if an item is neither flimsy or well-made, it's somewhere in between). Some weapons you can (and probably should) craft early game to help you will also break down pretty quickly with use, so keep backups and spares. Well-made stuff is obviously the best.
  • "Techniques while wielded" section. These make some weapons better. There are even more techniques when you know martial arts (the "_" menu) and have a weapon compatible with them.

Some higher-level tactics

  • For extra-dangerous enemies that can gang up on you and surprise you, look into Molotov cocktails. Explosives in general (under Weapons in the crafting menu) are useful for sticky situations and crowd control. Just be aware that many of them are shrapnel-based, i.e. not really useful for blowing up walls and such. Shrapnels can be deadly to yourself as well, so hide!
  • Arson. Mindless creatures are happy to run into fire when they have nothing better to do. Houses in game burn pretty well and with a lot of noise, if given some time. Vehicle fires are rather pitiful, hard to sustain. Forest fires take forever, but can be kinda viable in some situations.
  • You can make traps (and think of fire as a kind of a trap) and use the "naturally" occuring ones, like craters, pits, barbed wire, minefields...
  • Reality bubble. I think it is ok to be spoiled about this, because it is crucial to your tactics and a completely non-simulationist implementation detail. Only stuff that is around three overmap tiles around you (circa 150 small tiles) is actually simulated for fires burning, monsters moving, fuel leaking and most other happenings. Notably food spoilage and solar panels working are excluded. Plan accordingly.
  • Monster infighting. Not everything likes zombies, as you'll notice. You often want to introduce (i.e. lure) different factions to one another so they can have some fun together.

Sleepy times

Make sure the survivor is getting some sleep. Don't get into dangerous situations when Tired, or (in DDA) Lightly Weary or worse. To sleep, find a bed, or at least a chair, or a sleepbag (deploy it on the ground), and press $. If you have trouble sleeping (do at least try a couple of times, make sure you are in the dark, ( c )lose doors and curtains etc.), exhausting physical labor might help: digging holes, trying to smash down sturdy walls with heavy tools (be outside of a building, and choose one you don't care about), felling down trees, some physically taxing crafting recipes. I think that exhaustion helps, but I'm not 100% sure. As in real life, avoid stimulants before trying to sleep. There is also cough syrup to make you Tired, although nowadays you usually find the non-sleepy kind.

For dealing with noises, craft a noise-cancelling headger or find an equivalent item. But prefer finding a less noisy place to sleep, because you might not hear something coming to hurt you.

With more game experience and assessment of your situation and strategy, you may want to decide if you want to have your character awake during the day or night. Manipulate the circadian rythm accordingly.

Assorted other hints and tips

  • Among things to get hold of are a rubber hose (from a garden, (s)mashed fridge, or deconstructed large fire extnguisher) to transfer fuel from and to vehicles, and maybe implements useful for (B)utchery: a long rope (craftable from short ropes, like car seatbelts, or threads: though the latter may be too time consuming to be worth it) and a leather tarp or similar.
  • Read about driving on the wiki to learn about interacting with vehicles. To start driving, you have to be in the driver's seat and press ^ (Shift+6 on US keyboard). To perform mechanics or examine, you can stand anywhere next to the car and press "e". There you can move between the tiles forming the vehicle and perform on them various actions displayed on top. Somewhere here you can find out why the car won't start: it is moderately rare to find one that is fully driveable with no work on it needed.
  • You can assign a key in controls to the journal function. Here you can do your roleplay journaling if you want, and take useful notes on things you left in your base, so you know what to prioritize when looting. These can be books, guns, ammo (so you can match one to another), heavy tools. Completely optional, can be useful for some people.
  • Learning about types of guns and ammo can be frustrating, even the in-game help FAQ has a (somewhat useful) section on this. The good news is that it isn't all that important to worry about firearms while you are figuring out the basics. Guns are color-coded green in inventory when you have more ammunition for them (and, I think, the magazines to put it in if the gun requires it). Read the item descriptions. If you really can't stand it, there is a built-in mod called "simplified guns" or similar that you can choose when creating a world.
  • Carrying a watch (the diver kind is the best?), a smartphone and some other things gives you more information in the interface. This includes calories intake in game versions and settings where this is relevant.
  • (s)mash small trees to get long sticks and such when you need them. Planks, nails etc. are obtainable from smashing furniture, though in newest DDA it's made more complicated. Watch your stamina while being a smashing person.
  • Terrain is more visible from up high.
  • Recently we had an interesting conversation with another Lemmy user where he shared his procedure for dealing with handsy NPCs. You can try to fall back to this when neeeded: I personally find NPC interaction very game'y (not very solvable with real life common sense) and undependable at the same time. I know some people find real life human interaction to be similar, so maybe this is intended to be accurate in a twisted way?
  • Don't get too hung up on what is "optimal" if it becomes boring. Have fun. Embrace death for a different char build, or cheat it with alt-f4, even if it doesn't make you a proper hardcore player right away. Don't speak too loudly about fun strats in official DDA spaces, because someone might notice and patch them out (joking).

Thank you for reading! As previously, questions and suggestions are welcome. If you want to reuse this guide somewhere (part 1 and/or 2 or fragments), I release it as CC-BY tumulus_scrolls.

[–] [email protected] 3 points 1 year ago (1 children)

For now I will refrain from talking from what I think is in the game without testing :) But just one question, when you're saying "neutral stance", do you mean the status next to the "monster" in the V menu? (Hostile/Ignoring/Tracking etc.) Or is it something else?

[–] [email protected] 3 points 1 year ago (5 children)

Okay, maybe this is the case, at least now. I have some memories of killing a random NPC (unknown to my character) in clear self-defense and getting pretty severe bad morale from this for a long time. It might have been one of those clowns who order you to drop everything when they see you. Glad if this have been somehow patched.

[–] [email protected] 3 points 1 year ago (7 children)

Bandits you consider them like ferals with guns and weapons that haven’t gone feral

One aspect of this, don't know if you know off the top of your head: can you kill them with no murder morale penalties? I remember testing this mechanic a while back and I think it was pretty funny, like you feel bad if you kill someone who tried to kill you first, but never if they are a part of quest where you are supposed to kill them. This is from my old memory so might be wrong.

 

As mentioned in the video description, you can download the music here: http://hauntedklinik.xtreemhost.com/soporific-sorcery.htm?i=1

Always open to more recommendations. I quite like this album. It has clear midi vibes but is atmospheric in a way that is not blatantly out of a video game, I feel.

[–] [email protected] 5 points 1 year ago

There is [email protected] and [email protected].

I mean... "who needs features in 2022" is onto something. But I use both, for various Nvidia and laziness related reasons, and have a dim idea what they do inside, as probably most flamers on the topic.

[–] [email protected] 5 points 1 year ago (1 children)

Feedback: to see an example one has to click through to another file in the repo.

Is it a subset of Markdown or YAML? It is a type of decision that it would be good to be upfront with to the users. It also gives you a framework for further thinking and development, and some out of the box parsability.

[–] [email protected] 4 points 1 year ago (1 children)

Thank you! As promised, the second part will be out sometime soon.

[–] [email protected] 4 points 1 year ago (1 children)

As a low int character you cannot read crucial books, even introductory chemistry probably. You have to stumble through your practical experiments, wasting tons of time and hard-to-get ingredients in failed attempts. I think this checks out from both gamist and simulationist perspectives. I mean, even someone really really stupid can learn to accomplish physical tasks (eventually) and we have specifically "applied science" in the game, not abstract theories.

Sorely tempted to ask you to create an Int 4 character and report back to us with you accomplishments, once you do reach the point of cooking up mutagen πŸ˜€

[–] [email protected] 4 points 1 year ago (1 children)

I agree and as far as I understand this is how it works in the game currently. I haven't created truly dumb characters to see if it would take ages to read, but minimal intelligence level to read each book also exists I think. So this is also a soft barrier to acquiring higher levels in skills.

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago)

Obvious things I don't see mentioned:

  • Bash scripts kept in the home directory or another place that's logical for them specifically.
  • history | grep whatever (or other useful piping), though your older commands are forgotten eventually. You can mess with the values of HISTSIZE and HISTFILESIZE environment variables in your system.
 

So seeding this community is a nice excuse for writing a guide for Cataclysm which is not inside Discord or the R*** site silos. Hopefully it will encourage some people to brave the cursed depths of this wonderful game, which has so many hidden things and horrors to offer on top of its very detailed simulationist sandbox.

For the unitiated, Cataclysm seems to be a modern day zombie apocalypse game until it doesn't. It is a traditional roguelike in a way, but stretched to a huge scale of infinite New England. With the right mods you can have dinosaurs.

I try to avoid spoilers.

I see that there are now CDDA-specific communities: [email protected] and [email protected] and possibly others. You can seek help there, but I'm writing this post for the general roguelike audience, not hardcore Cata players.

This will be a collection of tips and pointers intended to help you survive long enough to get hooked (be warned and have techniques in place not to let it consume your life). There will still be a lot of death for you still, but hopefully you'll learn something actionable each time. If you reallly dislike permadeath, ctrl+f "Prompt on character death" on this page.

To collect observations suitable for newbies I developed two chars a tiny bit, one in Cataclysm Dark Days Ahead (DDA) and one in Cataclysm Bright Nights (BN) with current versions, standard(ish) settings and character builds.

These two are actually the same game, with caveats I'll explain in a second, and I try to be general enough to cover most versions of Cata you can realistically play. There are many vastly more competent and knowledgeable players than myself, but I think I can say a thing or two about the basics.

Resources

They are largely applicable to both versions. Note that people mostly gave up on keeping the wiki up to date (because of Discord and fast-paced development), so in a way they can be somewhat incorrect for any version.

  • item browser for CDDA: most useful for item qualities, lets you see what has "hammering" for example.
  • Guides on CDDA wiki: search for the "Beginners" guides that can be somewhat useful.
  • A crucial list of Controls on CDDA wiki. You can also check out Game Mechanics, can be spoilery.
  • The "MOTD" section in the main menu will point you towards the official homepage of your game, the Discord and IRC channels etc.
  • Hit Enter in-game. It lets you perform many commands and actions, but also has an option of displaying a bunch of old internal help files.
  • BN offers a tutorial in the New Game menu. It is old, broken and assumes you're on ASCII (not generally done nowadays), but gives you a little advice and a safe sandbox. Start by going straight south, through the door and picking up the clothes (it will prompt you to (W)ear them). As far as I tested there's nothing beyond the second floor. They give you some useful items (so you know what they are) and you can experiment with the Controls list (see above). See also notes on Interface below.

Choosing the version

Long story short, Dark Days Ahead (DDA) during the recent decade has been moving towards adding complex systems simulating physics and human biology, while removing or nerfing features deemed unrealistic, too "easy" or incompatible with the lore that was instituted at some point. While this policy lets CDDA achieve impressive things, it perpetually leaves game in a state where you have to ask on Discord or the R-site or follow the right youtubers to learn the newest quirks and workarounds, in order to progress and survive.

This led to the formation of Bright Nights (BN) which preserves some older features, add some ones of its own, and ports some select ones from DDA. To illustrate (the specific example might be outdated), in old CDDA or BN you could learn basic car mechanics from a book; in newer CDDA you'd have to hunt down some arcane lore on the web, to know what the game allows you to do to gain the required "practical" knowledge (like repeatedly removing and installing some very specific vehicle parts).

Note that BN is not easier per se, it's just supposed to more legible. CDDA throws you some bones CBN doesn't. The truth is that CDDA is a bigger game with a larger developer base and community. Most of the fanart and letsplays are done for newest CDDA.

Some people engage in stupid version wars with high school mentality, which I don't encourage. You can play both depending on your mood and preferences.

Choose DDA if you want a mind boggling simulation with even more complex systems and detail, larger community, Lovecraftian helplessness.

Choose BN if you want a well crafted game with a lot of options for the player, a little more sci-fi, and have a better chance of discovering and figuring out stuff by yourself.

Both of these offer stable and experimental (nightly) versions. The community seems to mostly use experimental, but if you don't want to bother with the update process (and occasional breakages) you won't lose much by just playing stable.

Getting the binaries

Go here for CDDA, here for CBN.

Interface

Even by the standards of such classics as NetHack or OG vanilla Dwarf Fortress, Cata interface is a cryptic mess. But you will find ways to be proficient enough with it. Once you have a character, start with the Controls wiki page. You can experiment in a throwaway world, the CBN tutorial, or in the actual gameplay (you don't start in any immediate danger unless you want to).

Pressing e or E (shift+e) is different in the game, just so you're aware.

A very general tip is to use Tab and shift+Tab to change tabs in menus, the right arrow are often used to select and the left arrow to unselect. Sometimes you can move between columns with <, > keys. PgUp and PgDown sometimes scroll when up/down arrows do other things. Use these combinations when confused, until you find something that works. Also you can often hit ? for help within the context. And of course look for keybinding tips somewhere on the screen you're in.

The in-game controls list is, in my personal experience, uniquely useless for discovery. Try the enter menu instead and the Controls wiki page mentioned above. In the next installment there will be a section on some in-game menus you should be familiar with.

Options

These are ones that you can access from the "Settings" in the main menu or Esc -> Options in-game. I like to set the units to metric there (unthematic because it's all in New England but whatever) and "Reverse steering direction in reverse" to True like in real life. These are all available in the Interface tab that you Tab or shift+Tab to.

In CBN I also turn off "Auto-shift the view while driving" (IMO confusing and potentially hiding stuff behind you, though useful if you're foolish enough to drive very fast) and "Auto notes (map extras)" in the General tab (I think it pollutes your map with too much useless junk and is less immersive).

"Prompt on character death" is a big one in CBN. It lets you officially use the dirty secret of alt-F4'ing when you die a stupid death, so the game doesn't delete your last autosave. I set it to False, but it is there for you if you want to relax permadeath. In that case you might want to mess with "Game turns between autosaves" in the future, if you see that your savescummy time warp sends you too far or too close in the past for your liking.

Creating the world

There are a lot of options. You will probably be fine going with defaults at the start (Tab, Tab, Tab... (Y)es, or just "f" in DDA). In modern Cata worlds are disposable by default anyway: when you die, you're supposed to generate a new one.

But here's some opinions on stuff you can change anyway.

On CDDA you hit "m" on the first screen of world creation to see the mods manager. CBN shows it by default. There you can add or remove packs of monsters, buildings, items, features etc. bundled with the game. The standard advice is to go full vanilla first, but you are a free person. Mods like Aftershock and Mythical Martial Arts add more "out there" stuff that mapgen (map generation) may or may not throw you. On this screen you change tabs with <, >, select with Enter, to unselect you have to hit Enter after going to the right column with right arrow or "l" (that's non-capital L: hello vim keys, you can use them everywhere along with the yu/bn extension, or numpad if you prefer).

My personal preference is to dial down NPC generation (as NPCs are often dangerous and/or exploitable in stupid ways, and less interesting than the environment) and zombie evolution speed. If you want to do the latter, you'd have to hit "s" for advanced options in CDDA. "Monster evolution scaling factor" makes evolution (i.e. worse versions appearing) slower if you make the value higher. IMO the defaults assume competent power gamer play and short timespan before everything goes crazy. I tend to play on 6.0, as a noob you can go even something like 12.0, unless you do want see the crazy stuff early (to be fair you can be very well dead before that happens).

There is also season length. CDDA has 91, which means you may very, very rarely advance from spring to summer. CBN sets it to 14 days, which I consider an overcorrection. Seasons affect monsters, weather (i.e. dealing with your char being fried by the sun or freezing) and what is available growing on plants. You can consider something like 30 or 60 days here.

"World end handling" means whether the world will be deleted on character death. I set it to query, so I am asked each time. If the world persists, you can start in the same one and, in theory, loot your old stashes if you get to them. But also the time advances, the monsters evolve, food spoils etc. This option is somewhat unmaintained nowadays.

Creating your first character

At last! Here again I wouldn't go too hard on yourself if you're just starting out, and gradually advance to more challenging characters if you want. The standard advice is go with the default Evacuee scenario (you can easily find tutorials for using stuff in the starting evac shelters) and choose the Survivor or Backpacker profession.

But even if you choose Single pool in the first screen (which is more liberal than Multiple pools) and load up on a fighting related-profession, good Stats and Traits etc., you are likely to get killed or starve in a couple of days if you don't have experience. So you may choose to relax some aspects of difficulty that way initially.

IMO for a new player Dexterity and Strength are the most useful, in that order, because they let you land hits easier and carry more stuff (while you don't know yet what is actually the most important to have). Skills you can level up in game, assuming you live long enough. The Stats will be constant (if you don't enable specific mods).

The most valuable Traits are probably speed and stamina related (like Quick, Indefatigable, as well as the Parkour background), possibly Night Vision and Pain Resistant as well. If you're looking for bad traits to get points, I may suggest Ugly, Short Sighted, one of Intolerances, possibly Squeamish because you probably avoid filthy clothing anyway. Of course with a well "constructed" build you're getting a game easier than it "really" is, but as I said it's better to advance gradually than to give up early from frustration.

On the last screen you can randomly or deliberately select things like name, gender, height etc. and Tab one last time to land in the game world!

Closing this part

I have notes for the second part, dealing with surviving while in-game. This is a huge, huge, huge topic, so it'll be a semi-random bag of tips and things that are good to know, still avoiding spoilers. I plan to edit and send it sometime next week. In the meantime, you can see how far you can go by the CDDA wiki.

Edit: Part (2/2): navigating the UI and tactical fundamentals is now out!

If you have questions, ask away. Comments and suggestions also welcome!

[–] [email protected] 4 points 1 year ago (1 children)

I don't know if you're talking in the long campaign, same players context, but I often find that for one shots around half of players, at best, skim the rulebook of the particular system. Myself sometimes I do, sometimes I don't find time. Some people, like it or not, come to a session mainly to chill and even let the others do most of the adventuring. Others engage with the adventure but don't feel like engaging with the rules beyond what the GM requires.

I'm also assuming the GM will explain the rules, and I think they are the ultimate authority. So stuff from the rulebook may not even be relevant (thrown out, replaced), and GM is the interface for the rules. I would call it OSR mentality, though some may call it glorified player laziness. But as a GM it may give you more room for your ideas actually.

I think the situation is a problem if players don't know the rules and get mad when their plans are impossible. I suppose this can happen more often with rules-heavy systems.

Anyway, I think keeping the rulebooks close to the players (either as putting them on the table or sharing PDFs) is good advice.

[–] [email protected] 5 points 1 year ago

Context just before that quote:

As we understand it, this contract clearly states that the terms do not intend to contradict any rights to copy, modify, redistribute and/or reinstall the software as many times and as many places as the customer likes (see Β§1.4). Additionally, though, the contract indicates that if the customer engages in these activities, that Red Hat reserves the right to cancel that contract and make no further contracts with the customer for support and update services.

This is rich, don't know how many people are aware of that.

 

Some of you may've had that experience with Nethack: learning about the game, thinking how awesome it would be to be one of people who discover it spoilerless, and then coming to the logical conclusion that you are better off just reading the wiki. If there are still no spoilers holdouts, much respect.

Anyway, back when I made the decision to spoil myself on Nethack, I promised myself to one day explore another proper complex roguelike from the start, blind. Experience being lost in mystery of how everything works, and somehow experimenting my way out of this.

Do you have recommendations for games good for this? To be honest not sure if newfangled games with full internal docs count, especially if the docs are hard to ignore.

 

Linked a source of inspiration. This is a fuzzy topic but maybe will drive "engagement" of purists 😝

The idea is to get a daily driver machine GUI to look like a retro desktop or workstation while being functional. Sure, "functional" means different things for all people, tastes differ etc. Why? To me it's more soothing and makes me want to do Serious Computing (or even work, gasp) and not get distracted. Bonus points if we can actually run some ancient software for this (old Linux desktop environments? I once kinda got Enlightenment DE to work).

My current modern setup is KDE Plasma with "Platinum retro" theme: https://store.kde.org/p/1320042 and applications style (basically buttons) set to "MS Windows 9x". You can also mess with system fonts. Kind of lazy, but does give this gray austere vibe. Maybe people have more elaborate setups, or ones easier for non-Linux folks.

 

As in the title. The sign up/login page here was stuck for me after clicking the submit button (the circle keeps spinning infinitely). No request blockage from addons as far as I can tell. I unhappily switched to a Chromium based browser and worked instantly. I wonder if others experience the same.

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