Basically: The game is Cataclysm: Dark Days Ahead. For those not aware of how the game works, it operates in turns, with every character and monster getting 100 turns to perform actions before the other creatures in the game get theirs. Each action takes a set amount of turns, and you can take actions until your 100 turns are used. So walking a tile might take 80 turns, and running that same tile 40, giving you an extra tile before the other creatures get to go.
What happened here is, a commit changed how limb breaks affect turns, but didn’t put a maximum cap. Meaning that players would spend 0 turns moving. If you don’t spend any turns, other things in the game never get theirs. In other words, time stops for everyone but you.
Also, in other words, that’s calling to mind the mechanic seen in the Swiftthistle plant and Timekeeper’s Hourglass artifact in Shattered Pixel Dungeon, although not to the same level of absurdity as that one.
Tried this in real life did not work got arrested
deleted by creator
Bump
lmao links ?
I don’t have the link but the game is “Cataclysm:Dark days ahead” if you wana look through their github. They have some gems in the issue tracker.
Another one of my favorite issues from there was someone posted an issue where timed explosives didn’t go off when placed in pet backpacks. One of the lead devs basically responded “Yes, I guess that’s a bug, but I’m also very disapointed in you all.”
Lmao like when the Russians tried to train dogs to be suicide bombers
C:DDA is the only game that rivals Dwarf Fortress for creative bugs. This is right up there with thermonuclear catsplosions.
Also, IMHO, both games are a lot of fun – albeit with a large and steep learning curve, and if you like one, you’ll probably like the other.
They are also slowly becoming more similar in some ways. Originally Dwarf Fortress had one managing a band of dwarves on a fixed map, but then added a single-character adventurer mode where one could roam around the world. Originally Cataclysm was a single-character game where one roamed around the world, but added the creation of faction camps recently, where one can manage a band of people at a fixed location.
Thermonuclear catsplosions are the result of modding the game, not due to a bug.
Regular catsplosions are merely a performance problem caused by players being too fond of cats to keep their population under control. Also not really a bug.
Could not reproduce.