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Some bug fixes, minor missing features, new motd
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# This message may be 16 lines long at maximum. | ||
# Max length of a line is 64 characters; the following line is for reference | ||
################################################################ | ||
Welcome to 2012, roguelike fans! | ||
I was away on vacation for a few weeks, so excuse my absence and | ||
the small-ish update. This update focuses on a new mutation | ||
system. It now works on a tech tree of sorts; one mutation can | ||
lead to another, some mutations cancel each other, and mutations | ||
are grouped into types; tree-like or fish-like, for example. | ||
Mutating inside a type increases your chances of mutating in | ||
that type in the future. | ||
There's also some rebalance tweaks here; most notably, the XP | ||
pool is capped rather low, and shooting at fast-moving monsters | ||
is harder. | ||
In this version, there's a new special game mode: Defense. | ||
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Please visit the official Cataclysm forums: | ||
http://whalesdev.com/forums/index.php | ||
Defense Mode, and the Tutorial, can be found under Special... | ||
<--- Here. | ||
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In Defense Mode, you start in a chosen location, and have to | ||
fight off increasingly difficult waves of enemies. There is a | ||
generator nearby which you have to defend. | ||
To aid you, there are regular caravans from which you can buy | ||
supplies. Additionally, crafting performs much, much faster. | ||
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It's relatively easy to add new game modes. Read the | ||
code_doc/GAMEMODES file for instructions on the basic, and | ||
check out defense.cpp for some examples. |
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