this post was submitted on 15 Jul 2023
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Cataclysm: Dark Days Ahead

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Cataclysm: Dark Days Ahead

Cataclysm: Dark Days Ahead, or C:DDA, is an open source post-apocalyptic turn-based survival RPG that challenges players to not only survive, but battle a wide range of zombies and other terrifying creatures that threaten their lives. Newcomers are recommended to play the most recent stable release - 0.G - Gaiman

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Are bandits universally evil? I just murderized and entire encampment of bandits by leading a group of mi-gos towards them first for the softening. And then promptly shot in the back a fleeing bandit. Could I have talked to them? I've never interacted with bandits before but are they more like scavengers than evil individuals that will mug/kill other humans?

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

You get bandits and you get aggressive npcs. If you look at your map the aggressive npcs should be red

Quickest way to test is shift + c to talk to them from a distance.

Bandits will not want to talk and distrusting/ mugging NPCs will at least try and open some form of dialogue.

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

The ones that try to talk you can talk them down if you are "charming" or "intimidating" enough. Or you comply with their demands up to you to roll the dice

[–] [email protected] 3 points 1 year ago (1 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.

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

I think it is only children and friends ( not sure on that as I am usually a solo runner) that give a morale penalty when killed..

I think the game gives the rational that it is killed or be killed unless it envokes a strong emotional response like maiming a kid or losing a "friend", although kid killing does go away after killing enough child zombies.

I just think of bandits as "special" ferals and I guess your character does too... I mean the bandits make it pretty clear they want to kill you

I know that human harvesting is not a thing that your character likes unless they take special skills, but if you want to be able to human samples you have to dissect humans eventually unless you want to take a chance with labs, special buildings or work through a contact that rotates at a location.

If there is a penalty, then it isn't too bad, compared to human desecration and even they can listen to some music, drink a beer and sleep on it and your character should feel better

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

Recently a "fearless fighter" npcs attacked me (probably because of mutations) or because I was pulping corpses or I accidently hit first. Got a mood malus for killing them.... but doesn't really make much of a difference as the next day I visited the whole school it was zombies and ferals.

So I guess the opening day panicked npcs are being treated like "children" where it seen as unneccessary killing.

Bandits are free targets though, their first response is usually to get angry

I guess nice thing about being a chemically imbalance, bad temper illiterate is it hardly matters, moods change on whim and only getting out of DX/ D: mood is a problem for dissection. It is a simpler life it not a bit more chaotic and uncontrollable.

Had a good laugh when I was trying to save cows from zombie cows and a npc runs up telling me to drop my weapons to which my character told them to drop their weapons.. and being the scary mutated "monster" the npc drops their weapons and runs around like a headless chicken - so not really even worth my time in that case I had cows to save.

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

Could have killed them before they go hostile, i assume it was the game thinking you were killing unprovoked - like attacking before they went hostile as they are "neutral" while mugging you. I would pull out a weapon when they try to mug which tends to get them aggressive if they think they can take you and are brave enough.. there is a chance, that they run away but I havent seen that it a while.

The bionic character that I have would probably be sad for about 3 days after dissecting a couple of human bodies, usually 2 is the point when stimulants need to be used to get them out of "DX" state, maybe they get used to it too although every autopsy shows digust for doing it. A lot of the rarer mutagens need human samples and purifier - which is what removes mutagen effects to a human baseline.

[–] [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] 5 points 1 year ago* (last edited 1 year ago)

Yeah, i see it as a state of action. Like when they are running up to you and shopping through your stuff they are not in a hostile state, but if they see you pull out a weapon there should be a message saying something like Npc is hostile and then their map pip in the mini-map will turn red and they refuse to talk to you. Usually then they will start throwing stuff or shooting at you. In the heat of the moment I forgot there is more info with V, I think it should say hostile.

I usually let them take the first shot unless they have me at a disadvantage.

M.O. when I see an Npc:

  • Shift C to talk to them
  • If they are friendly I ask if I can help them
  • if not, I try to convince them to stand dowm, should say if you fail then they will go hostile
  • otherwise they will tell you to drop your weapon, which I usually have at least a couple options and drop it or you can stow it away before talking. They will then either tell you to bugger off, then you can just drag, "/", your weapon with you away and leave them alone or they will rush towards you.
  • Rushing towards you (after telling you to put you weapon away) means they are going to in all likelihood going to mug you and you can run away or try and talk again.
  • if they refuse to talk, then I pull out weapon
  • if they go hostile then I know they were trying to attack - going to go into a hostile state - will probably pop up a message in the message bar and for personal roleplay I wait for first response ( up to you at that point) - can be a gun shot or throwing stuff at you.
[–] [email protected] 1 points 1 year ago

It might have been that your character "attacked" an npc in a neutral stance. If I don't feel like dealing with an npc when they tell me to wait, i would run away, or if they try and mug pull out a weapon and wait for them to attack first to change their behaviour to aggressive... there is a chance that the npc runs away too although don't see that as much.. probably not "scary" enough

[–] [email protected] 3 points 1 year ago
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