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Cataclysm: Dark Days Ahead => The Lab - Contributions and Mods => Topic started by: pisskop on January 30, 2016, 02:24:28 AM

Title: PK's Rebalancing Mod
Post by: pisskop on January 30, 2016, 02:24:28 AM

There is a wiki page in development for this, located Here (http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Category:Pisskop%27s_Rebalancing_Mod).



A Sub-Reddit, at least on a trial basis: Here (https://www.reddit.com/r/PKs_Rebalancing/)



YOUTUBE PLAYTHROUGH of the mod (https://www.youtube.com/watch?v=6oeVwVYxeYo&list=PLkXk3JpoGaHDfAlPzeBJdwoYHTNO237GN) - by me of course.



The Frequently updated Github version is Here (https://github.com/pisskop/PKs_Rebalancing), come play the newest version for the newest releases!



The latest Dropbox patch is here: Here (https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0).   This is the simplest method of download, though the Github version will usually be updated much more frequently.


LATEST DOWNLOAD LINK

More Git (https://github.com/pisskop/PKs_Rebalancing/releases)




While the Version of the Mod included with the coregame download is playable it is not currently being updated by me.  Anyone who is willing should be able to do anything they want to it, but I ask that if you make it your own you rename it.



Any and all sub-mods offered by me regarding this mod can be found: here (https://github.com/pisskop/PKs_Rebalancing/tree/master/mods) and in the folder:

  - [game]/data/mods/pks_rebalancing/mods/

The mods I offer, to date:

- Noctifer's Cata++ monster compatibility patch
- A copy of my own world settings
- No spiders/giant bugs mod
- No doom faction mod
- No fungus mod
- No new Structure IDs mod, for attempting to fix language errors
- No triffids mod


- - - - - - - - - - - - - - - - - - - -


What is this?
  - This is a mod that attempts to make the game more harder, to keep it simple.
     This mod aims to make combat more intensive, spawns more numerous and less 'special', create challenging new monsters and completely new factions, add in new locations, create more crafting recipes, sprinkle in new items, and bring the spark of the game back to those who feel its not as challenging or involved as it used to be.

  - This mod is meant to be harder, and it is suggested you play after you have experience, but is by no means required.  This mod does not assume you know how to abuse the game or even that you want to.


How do I Install it?
  - You first have to go to:

[game]/data/mods/pks_rebalancing

and delete the folder already there.  Then you simply copy a version from here and paste it into the mod folder.  If you do not delete it first you may get some errors, as not all the files will be overwritten.


Why should I play this over the one already in the download/git/basegame?
  - Because I have asked you?
    Truth be told, this version has more content, receives updates, and has less limitations placed upon it.  The version in the github/core is a version I have stopped updating in early October 2016.  I may eventually go back to it, and if you do play it please report any bugs or suggestions you have to as well, but this version is superior.  Or at least, to use the git version is like playing whalesdev Cataclysm when DDA is where it is at right now.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 30, 2016, 02:24:42 AM
So, what exactly is this?
  - Well, I have a few wiki pages set aside to cover just that question Here (http://www.wiki.cataclysmdda.com/index.php?title=Pisskop%27s_Rebalancing_Mod#Pisskop.27s_Rebalancing_Mod), but...

  This mod does many things, which I will briefly summarize now.


-Add New Monsters
   All the major factions have received new monsters they can evolve into or spawn.  Zombies have endgame spawns that can rival survival gear, triffids have a new vine evotree and giant treents to protect them, fungus has insidious tenders and stray infected wildlife, wildlife can mutate into new, sometimes horrifying forms, new birds and bugs coat the landscape, ants and bees have new monsters to further balance their existence, and spiders have recieved new venoms that really bring consequences to hunting their treasures.

   This mod adds the entirely new Doom Faction, a faction based on (but not duplicating) the demons of the game Doom.  They strive to balance the grimdark of cataclysm and the power-fantasy of doom, and provide the hardest challenge possible for a survivor.  If one can kill the demons of hell, than what could hope to stop them?


-Buff Original Monsters
   This mod modifies the original monsters (and has contributed the occasional monster to this pool) and makes them more versatile, harder hitting, or even just adds a trail of acid spewing out of them, depending on what they are.  Some monsters will puff smoke or gas when walking, shocker zombies may discharge their bionics idly as the blob mutates their flesh, and ants are more intelligent about target selection.  Wolves, cougars, bears, and dogs have multiple forms and versions, each with a different statline and personality, which allows the game to simulate reality a little better, and ai for many creatures has been tweaked to make them behavior just that much more realistically.

   Some monsters needed a buff, others just needed a new tag or two to help them fit into a niche.


-Creates New Locations
   This mod creates new locations to explore.  Whether its the PRM Corp Laboratories or the Apple Orchards, or even just the Local Public Cemetery, this adds new locations to explore, hide in, build onto, or simply kill things in.

   These locations include spider traps, ponds and bogs, Hellspire Citadels, and stone electronic stores and gun shops.


-Rebalances Spawn Lists
   This mod's first change was to rebalance the zombie spawn list to create less special infected and more regular zombies; a kind of 'Classic Zombie Lite'.  It has since evolved into a mod that completely reimagines the game while sticking with the same fundamentals.  A game of PRMod plays out much like a game of CDDA; but many things of the game are rebalanced to bring the game to life.  Even in endgame a player may find challenge hunting down Marloss Man, or the Zombie Tank, or finding and besting the Cyberdemon.  Arachnotrons can pierce even advanced power armor, and amigara horrors are actually capable of being horrifying.  Vampire bats can hunt for unprotected flesh, Elephant Bears begin to appear, and I've heard people decry zombie horses as a major threat.  But all these spawn in moderation, and above all else this mod strives to set a pace.  Zombies will continue to evolve even into the second year.


-Adds New Items
   This mod adds new items, some mundane (such as the throw-able noisemaker 'scrap chimes'), some of them quite powerful (such as berserker packs and stamina tonics and the exoskeleton armor).  The items of the mod strive to be fun, fill functional gaps, or present interesting strategies (such as the tactical swat shield).  Mods in the game will spawn into existing spawn lists, so simply playing a new world will allow a player to find some, or all of them.  The items can in many cases be crafted, in some be mounted onto a car (shockcannons work well with the excessive power of a vehicle), and in most will flavor a game if used correctly.


-Overrides a Few Original Locations or Items
   For utility purposes, a few items of the coregame need to be changed.  For instance, watches take up space and can theoretically be hit in combat, resulting in the theoretical need to replace broken ones.  Prisons have been changed to allow them to be harder while still allowing prisoner scenario starts.  Many stores have alternative patterns or wall compositions.

  The mod attempts to use little touches as well as large ones to create a fresh and impressive experience for those who feel lost once they build a deathmobile. Which, by the by, can be destroyed if you are careless.  nothing is permanent in PRM.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 30, 2016, 02:24:51 AM
Can I add this to a game mid-character?
  - Yes, although it requires messing around with your save file, and even then you would have to generate new content/monsters in order to see it.  Like every mod though.


What mods/Settings do you use?
  - It varies, but if you want a specific guideline for what settings I play this mod with...

-Mods
  - Any content mods you want
  - No survivor gear
  - No flaming weapons
  - Boats

-Settings
  -10 city size
  - 5 city distance
  - 1.5 monster spawn
  - 0.5 item spawn
  - 0.3 NPC spawn
  - default evo settings
  - Static, Random NPCs
  - Static, Wandering zombies
  - Z-levels
  - 14 day seasons (faster the season, the faster the evolutions)
  - spring start, 0000 oclock (midnight)
  - Hobo character
  - burning building start


I have a suggestion
  - Lay it on me.  Im always happy to hear ideas.


I have a complaint/bug  >: (
  - Lay it on me, Im trying to make a mod that is challenging but satisfying.


Can I add stuff to the wiki or your mod?
  - Sure.  Are you kidding, thats a dream come true for me!


Will you go back to the git/coregame version?
  - For bugfixing or essential things, yes.
    Eventually I might.  I guess.


Its too hard!
  - what is, why, and what kind of character do you have?  I do make use of a wider range of 'safeties' and mechanics and triggers than the base game.  Sound is  more important, ai tags are mixed up, hardcoded hacks are appropriated, and often things are the way they are because I have to work around the code, not with it.
    Lets talk it out.  Ask me how do: survive.  I wrote a very complete guide at one point; only to see most of it go obsolete as people realized how easy survival can be.  Id be happy to explain things, or discuss these survival tips with people.
    Remember that every character and player is different though.  what works for one person or character may not for another.


Its too easy!
  - gosh, Id hope not.  But yes, Im not trying to make it as hard as possible.  Im trying to make it harder all around, so that slips ups cost more and the world forces you to become more involved.


Critter X, mechanic Y, and/or Location Z is not documented.  what do?
  - Ask.  Im not always on top  of the documentation side...
Title: Re: PK's Rebalancing Mod
Post by: Malkeus on January 30, 2016, 11:53:03 AM
As of Experimental 4275 the format for bite attacks has changed from [bite, 10] to { "type" : "bite", "cooldown" : 10 } . And there are many options available to customize bites, as per #15048 (https://github.com/CleverRaven/Cataclysm-DDA/pull/15048). I don't believe Coolthulhu has updated the documentation yet, but I'm sure that's coming.

I made the necessary changes to pisskopscritters.json for my own use, I'll share them here. This is the entire pisskopscritters.json with only the bite attacks updated as needed, I kept the original cooldowns intact.:

<snipped because it's been incorporated into the mod>

edit: removed code to avoid confusing people.
Title: Re: PK's Rebalancing Mod
Post by: trelatyraelis on January 30, 2016, 01:32:37 PM
I'm interested. Does this mod remove the chance of finding basements full of guns too? Because that's completely broken and it still hasn't been fixed.

Anyway I'm gonna download it and repaste the json with malkeus' stuff.
Title: Re: PK's Rebalancing Mod
Post by: KliPeH on January 30, 2016, 03:37:46 PM
I always appreciate rebalancing mods that don't also make the game easier, but personally am not the type of person that does trial and error when it comes to downloading and installing custom-made mods.

I don't want to be clueless as to what I'm getting into before I play with it. "Balance" sounds nice and all, but the word isn't worth much when you don't know what got changed exactly. As such, I think you can do a better job at describing what ARE the changes you made and what the result of their implementation will be. To me, someone who doesn't understand code and won't be digging into it to find exactly what you did, your mod sounds like "I took existing monsters, renamed them and made their stats higher so they can be put into the late-game". Now, I'm pretty sure this isn't true, but even if it is DO let other people know what changes were made.
For example:


Ninja Brute - a stronger version of the zombie brute that has relatively high agility and a ranged melee attack. It is also extremely hard to spot in darker environments.
(click to show/hide)

Changed zombie hordes so that they are more balanced at the early-game but get progressively harder at the mid and the late-game phases.
(click to show/hide)


I obviously wrote a bunch of crap because I don't know what the true changes are, but that's the kind of thing I expect from a mod thread. You can make code spoilers so people can add specific things they like, or "sell" the whole thing as a complete package. Either way, I think you should describe the things you added in a way that attracts people who don't know coding to download the mod, or at least copy-paste relevant parts of the code here so they can see the technical part of the change and compare it to other mobs they know the stats of and their behavior/difficulty can be predicted.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 30, 2016, 05:20:23 PM
Oh hey.  Good look.  Updated to match new biting code and added upgraded zombie dogs.  A few number tweaks to hopefully stagger the upgrades so they all don't suddenly appear.


I can work on giving a more in depth listing of what makes each critter special and what I expect to happen, but (especially if the mod gets larger) this would be a time consuming task, to write and update as well as to read through.
Title: Re: PK's Rebalancing Mod
Post by: Mecares on January 30, 2016, 05:36:11 PM
Nice work, gonna give it a try when i find the time. Any chance to get sewer-crocodiles?
Title: Re: PK's Rebalancing Mod
Post by: KliPeH on January 30, 2016, 07:57:16 PM
I can work on giving a more in depth listing of what makes each critter special and what I expect to happen, but (especially if the mod gets larger) this would be a time consuming task, to write and update as well as to read through.
Well, that's the whole point, isn't it? Put effort into making new content and introducing it properly, get more attention and downloads and look professional while you do it :)
What you wrote is enough, it explains the changes to the mobs pretty nicely. Well done!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 01, 2016, 12:05:04 AM
Update (https://www.dropbox.com/s/zaf7yops3saz5u6/PK_Rebalance%20v0.55b.zip?dl=0) with further testing on critters and more tweaking of staggering evolutions.

Some of these critters are hard.  The husk in particular.


link in OP too.  I really want feedback about whats too easy/hard, why, and what you are using for armor/attacks.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 01, 2016, 12:11:24 AM
I'm interested. Does this mod remove the chance of finding basements full of guns too? Because that's completely broken and it still hasn't been fixed.
It doesnt currently, and it kind of falls out of the scope of the current mod.  Is it any worse than ramming a gunstore to loot it?  Can you just ignore such basements yourself?



Nice work, gonna give it a try when i find the time. Any chance to get sewer-crocodiles?
I could eventually.  What stage of the game do you want them geared for?  i.e. early game (< 3 weeks), mid game (3 weeks - 7 weeks), end game (7 weeks - beyond).
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: Malkeus on February 01, 2016, 07:12:41 AM
After adding this mod, my smoker zombies stopped smoking. Something weird is happening with edit-mode modify. Your code adds an upgrade to mon_zombie_smoker and breaks their smokeburst attack somehow. Duplicating the special attacks section from the entry in core monster.json lets them start smoking again.

Can someone test and confirm this?


Code: [Select]
{
"type" : "MONSTER",
"id" : "mon_zombie_smoker",
"edit-mode" : "modify",
"special_attacks":[
["SMOKECLOUD", 1],
{
"type" : "bite",
"cooldown" : 5
}
],
"upgrades":{
"into": "mon_zombie_gasbag_pk",
"half_life": 28
}
}
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: pisskop on February 01, 2016, 12:09:02 PM
I fixed it in the newest update.  By force-adding the code again. 

idk what was up with that, I didnt overwrite their attack in the first place :|


- - -

I think that perhaps its a bug with the newer 'edit monsters' feature.  How do report?
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: Malkeus on February 01, 2016, 02:26:07 PM
I made an issue on github about it: https://github.com/CleverRaven/Cataclysm-DDA/issues/15095
You can help get it attention by posting confirmation of the bug there.
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: hobophobic on February 03, 2016, 01:48:06 AM
This looks pretty cool, I'm gonna give it a go. Should have some feedback for you soon :)
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: hobophobic on February 03, 2016, 03:40:51 AM
How do I install it?
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: pisskop on February 03, 2016, 06:06:13 PM
How do I install it?

You put it into the mod folder

[game]/data/json/mods

Drop it in, and when you create a new world it will be under "balance", the third column over.
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: pisskop on February 03, 2016, 06:07:42 PM
Ive been doodadling around with the idea of how zombified wildlife would evolve, but I really wanna wait for stabbing damage for regular attacks gets implemented.
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: pisskop on February 07, 2016, 09:53:15 PM
-Updated Mod (https://www.dropbox.com/s/ojgpgxayckempvb/PK_Rebalance%20v0.60.zip?dl=0)
-Added third post to discuss any issues with the mod and give advice.
-Asking for help with ideas for Triffids and Mycus upgrades.
Title: Re: PK's Rebalancing Mod [Updated 31JAN15]
Post by: Noctifer on February 08, 2016, 12:18:28 AM
-Asking for help with ideas for Triffids and Mycus upgrades.
As in evolution? If so, the mycus is capable of taking over many organism even if infected with the blob. My guess would be of mycus versions of various monsters and wildlife. As for the triffid, to spread their numbers and survive longer, upgrading to more passive but highly resistant versions would make sense. Like those trees that live for thousands of years; low attack but high armor/hp and quick regeneration.
Title: Re: PK's Rebalancing Mod [Updated 07FEB15]
Post by: pisskop on February 10, 2016, 05:13:51 PM
Noctifer, thats a pretty decent idea!


Okay.  Im also looking at adding 'Joke' monsters.  But its my current understanding that they dont spawn traditionally, so I may either settle for making them extremely rare regular ones or I may just look into the code and try to learn how do LUA.  That would make my life a lot easier as I could start trying to code in custom attacks/effects.

On my list are:

-Godzukki (Water Lizard)
-Companion Cube (Bunker Beast)
-Senator Armstrong (Bio-Op style)
-Bronze Colossus (wrecking ball)
-Urist (cave dweller xenophobe)
-smurfs (little blue men)
-Caccodemon (probs not a joke)
-IT (again, not a joke)

We'll see what I can do, but these were things that make me happies.


In the meantime Ive just copied out the faction lists of the fungus amoungus and the triffids.  I dont think that the triffid should 'evolve' like Zombies, so they may get rarer forms.  The fungus can eat parsite things, so I dont mid the idea that most of their force is a twisted mockery.



= = = = =

Ima be using this space for my own little notes.  I figure this way its at least transparent.  I want them to share a rough balance with each other before I address player tactics.

(click to show/hide)
Title: Re: PK's Rebalancing Mod [Updated 07FEB15]
Post by: pisskop on February 11, 2016, 02:56:46 AM
Ive got a very rough Idea of what I want to do with the triffids considering my limitations :(

But Im not completely unimpressed.
  The TRDL is that I've 'fleshed out' the 'creeper' lineup with a worm like tendril and an mobile upgrade of the vines.  This is to add some weaker critters around, and to see if I can make hubs play topside.
  The Treent lineup comes in 2 relatively rare flavor.  A triffid 'native' glowing blue tree and a smaller, later coming 'treent'.
  The dionaea are heavily armored and heavy biting.  Although in my quick testing tonight he wouldn't bite me, but bite the ants I spawned happily.  Maybe ants really do taste better.


And I added some limited night vison for robots becuse yolo.


(click to show/hide)


(click to show/hide)


As always I do appreciate thoughts.
Title: Re: PK's Rebalancing Mod [Updated 07FEB15]
Post by: Malkeus on February 11, 2016, 04:14:28 AM
hehe... TRDL's... (https://youtu.be/ezAJeaCySV4?t=18) trdl, trdl...

Anyway: I'll give these a try tomorrow, sounds very interesting. I'm not thrilled at the idea of tankbots that see in the dark, it makes sense in a technical fashion, but they are ridiculously deadly. Theres a certain range at which they switch from the main gun to a machine gun, perhaps the night vision could be limited to that range? A tank shell out of the dark isn't likely to be survivable, but a machine gun burst would at least give the survivor a chance. Instant kills at range are no fun.
Title: Re: PK's Rebalancing Mod [Updated 07FEB15]
Post by: pisskop on February 11, 2016, 08:33:45 PM
So . . .  good news.  ish?

Ive done a little work last night, and polished up the last of the mechanics.  I ran into solid evidence that the best thing to do if I dont want a critter to evolve at a certain point, or otherwise preserve an 'intermediary' monster (say a 'teenage' plant) is to add a terminal upgrade.  eventually the game will have so many 'spawn points' that itll get to the endstage evos no matter what.  Which is slightly dissappoint; thats actually something I explicitly want to avoid, and should run tantamount to actually preserving some for of Greenie.


Anywho.  I did some fixing up of some of the triffid critters, and tested the night vision on robutts.  Robot night vision seems to preclude any form of 'special attack'.  Perhaps because you arent actually 'lit up' and bright enough to target.  They instead wander over to you and even start to smash into your car.  Or flamethrower you.  That too.


AFA the triffids.
  Ive added some actual venom to select triffid monsters, added rarer, more upgraded triffids, weakened the creeper hubs and let them spawn outside, gave a shelf life to their vines and let them spawn outside, added a way to ensure the timely destruction of the creeper vines, and let them upgrade into several little forms that let me ensure that they wont all end up as vine beasts.  Because wow, let me tell you about that.


The creeper hub will pump out more than 3k vines if you let it.  It doesnt stop.  Ever.
  So I added effects to make them melt away and die after a period of time.  In the lore, these little vines are combining into the other upgraded vine forms, simply ducking under the ground.
  Because the game will continually try to upgrade critters I cannot stall it forever when its trying to by cycling the monsters through a loop.  They eventually bleed out of the 5% chance of being a Vinebeast.  Thus, half the vines in an area turned into vine beasts within a season.
  Worse, I added an upgraded vine beast thats supposed to be unpleasant to deal with.  My level 5 melee character killed it 1v1, but not without significant poison, both venom and from the slowing poison.

  But thats all more or less fixed now.


  Instead of trying to upgrade all the triffids like zombies, they use 'terminal' forms.  A terminal form is one that cannot evolve, but is more or less like an intermediary form.  This lets me keep them around or dispose of them.  Ive also added a time pre-req on some of the triffids from spawning to begin with, and that hopefully keeps you safe for long enough.

Anywho.


robot night vision turns out to be somewhat overratted.
Triffids will spawn, and expand more rapidly due to the focus on 'vines'.  Several very powerful forms of triffid exist, but they dont quite put of the same damage as the zombies can.  For instance a zombie tank wrecks groups of treunts, and pairs of blue auroras.  many have high armor and lower agresion, but that doesnt make them invincible or you guys friends.  Tell me how you feel about the vines/grass.  Youll know it if you see it.


Triffids and robot (https://www.dropbox.com/s/nrvjem9yjivkcra/PK_Rebalance%20v0.63.zip?dl=0), v0.63


Im open to change of these, but  had no issue running 3k creeper vines onscreen at once, so a few hundred for your neglect seems managable.
Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: pisskop on February 12, 2016, 01:49:23 AM
I ran through 3 triffid groves, and this may help.

v0.63b (https://www.dropbox.com/s/i3pvth8plmw1jb0/PK_Rebalance%20v0.63b.zip?dl=0)

Reduces the time before the creeping grass decays.


my level 5 melee character had an easy day in there.  Ill be looking at underground spawns to see if I can fix that.  But a few pipe bombs to disperse the creeper grass and I was okay as long as I took my time with stamina.


Honestly.  Was harder approaching the site than to kill it.
Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: hobophobic on February 13, 2016, 06:01:15 AM
Is it possible to update this mod without starting a new game?
Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: pisskop on February 13, 2016, 06:04:14 AM
If you already have the mod in then yes.  New creatures will spawn within their proper constraints.  Any taken out should produce errors, but I havent taken any out.
  You would also have to make sure only one version of the mod is in the mods folder.

If you are trying to add a mod to a world that was genned without it you would have to update the mod.json file in the save folder, which may or may not go well.

Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: Malkeus on February 13, 2016, 06:16:11 AM
adding monster spawn changes after the fact doesn't hurt anything. If you're using static spawn the changes won't show up until you generate new terrain, but dynamic spawn will start showing up fairly quickly. It's fairly safe to add just about anything really, but making a backup save is never a bad idea.
As pisskop said, removing things will produce a debug message, but they generally go away after all the missing items have had their chance to complain. I removed artyom's mod and expansion mode after the magazine changes broke them, and aside from a pile of broken items and debug messages, there were no long term ill effects.
Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: pisskop on February 13, 2016, 06:31:03 AM
So while here . . .


Creeper Hubs are apparently hardcoded to spread all creeper vines within the bubble, regardless of if they are adjacent to other vines or the creeper hub itself.  This happens regardless of creeper vine spawning cooldown and only in the creeper can vines spread out to more than just the adjacent tiles.  No other critter can create vines as the hubs do.  Which means I cant upgrade them or include other types.


There are a few types I could add.

 -Default creepers will spread their vines, and are blind, deaf, cant smell, and cant attack.  Their death causes the death of all vines/grass
 -The ones in now will do the above, at the same frequency due to the hardcoding, but will not murderize the vinegrass.  Ive coded the vinegrass to kill itself.
 -The one Ive got in my world right now is one that can see.  It has a smash attack and a vine attack.  It also has a tentacle attack.  I had a slowing needle range attack but since that does zero damage its redundant when all the surrounding vines grab you.  But it will defend itself with ineffective vines (that seem to ignore creature base damage), a tentacle attack, a smash attack, and some poison.
  -I have an idea to make a 'flowering hub', that can spit sap at you, but I dont knwo if combining monsters is a good idea.  Besides, what would I do wit biollantes then?  (Ive already added an upgraded version for giggles, and willbe testing them inside the groove soon.)
  -I have an idea for an acid spitting creeper.  Acid is something I dont want to overuse since its reputation is that of an OP mechanic, but the design of the creeper encourages it.


  Think about it.  A creeper spits out vines.  The vines do almost no damage to somebody wearing even moderate armor, as long as they have 100% coverage.  The vines do grab people though.  The player/zombies would have to kill the vines to get to the hub.  The hub could very easily use slowing darts and acid to suppliment the vines grabbing and impeding forward progress to really do some damage.  The same applies to biollantes, which are so dangerous because they can attack so fast.  But are blind, deaf, and dumb otherwise.
Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: TheFlame52 on February 13, 2016, 02:39:18 PM
Damn, son, I need to get more 20x66mm flares ASAP.
Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: pisskop on February 13, 2016, 08:13:04 PM
Def.  As a player who has habitually blacklisted survivor gear and flamey weapons I recommend you go visit the groves packed to the gills with stimulants, explosives, pain alleviations, and envio prot.


Topside, Ive increased the range of the triffids to half the fungus', and Ive lower the minpop and raised the maxpop.  The triffids are a little more expansive.  My biggest concern here is that theyll be too densely populated.
  The triffids should 'spawn up' into their forms, with the first season treent free.  By the middle of the second season I was seeing creeper hubs, which is a little more than halfway up the scale.  Spawns are determined by time elapsed, not evo path.
  Evos do exist within the triffid population, but unlike zombies you should still be seeing 'pupal' forms well into the latter game.  Its just that the evolutions are more significant and many evolve into themselves with minor tweaks.

  Anywho.  Tospide are the giant treemonsters, the fungal fighters, the tunneling roots, the chaos that is the reclaimation of nature.  stamina was an issue, as was speed.  Theres all manner of paralytics flying around, small tendrils are grabbing at you, Queens are changing the fauna, and getting to the grove is a challenge in itself.
  Standing guard at the entrance could be a team of sap spitting biollantes.  They prefer to target my survivors head, likely due to his lower envio armor there.

  Inside, the game is a little different.  The most common spawns are of course the biollantes and hubs.  They will spew acid and sap at you while creeping grass keeps you pinned down.  Its possible to use the acid to kill all the hub/bio/grass because non are acid immune.  There are other spawns down there, the next most common likely to be vanilla triffids.  Good luck, and godspeed.


My adivce, from my runs into it:

-Bring fire.  Youve got to be careful not to torch the whole forest with you in it, but not too many triffids can resist fire for long, and many will flee from you if they get injured.

-Bring stimulants.  cocaine, caffeine, etc.  Keep your speed up because one of the major tactics of the triffids is to slow you down to their levels.  The average triffid speed is 55-60, with some being slower and the fastest being 105.  They have limited ranged attacks and need to close with you to be effective.

-Bring painkillers.  Again, you have to keep you speed up, and sap and acid will cause a lot more pain than physical damage if you did your job and protected yourself.  Try to spring for weaker painkillers that dont hurt your functioning as much.

-Bring explosives.  10 pipe bombs will make the trek inside the roots much, much easier.  blast through walls, explode the grass; whatever you do with it, try to stay out of the blast radius.

-Enviornmental protection is a must.  Many of the triffid only do modest poison and physical damage, supporting each other rather than pumping out damage.  But the ones that do enviornmental damage to you are real showstoppers.  Protect yourself before you wreck yourself.

-Be careful.  Early game you might be able to get into the grove easier, due to the weaker monsters with less chaos.  But you'll quite easily find out that the attrition will take its toll when its too late to easily escape.  Late game you might be able to kill most of them in a few hits, but their armor is tough and their poison is potent and their lives are for the hive.

 - Of course.  I also debugged myself some power armor with a laser rifle and simply walked into Rome, so  . . .



  Other than that, I put in an upgrade for the jabberwock, but I wont be mad if nobody ever sees such a rare beast.

PKs Rebalancing Mod (https://www.dropbox.com/s/ewnyku8qgcrlxbl/PK_Rebalance%20v0.64.zip?dl=0) v0.64

-Reworked triffids
-miscellaneous changes to monsters
-onto fungus
-Then hopefully a few of the minor, more native factions (ants)



= = = = =

The acid nerf has somewhat undermined the creepr hub
Title: Re: PK's Rebalancing Mod [Updated 11FEB15]
Post by: Canine on February 14, 2016, 12:09:30 AM
Loving the mod, the aided difficulty helps so much with the game staying interesting when getting into the late-mid to late game where vanilla it gets quite boring.
Title: Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
Post by: multimark on February 14, 2016, 08:33:03 PM
I'll dig in. Your work seems really interesting. My only concern is that my experience is too limited to fully appreciated the difficulty yet.

Do I have to set the monster evolution time and spawm rate to a specific value to use the mod as it is intended?
If yes, which ones should I use?
Title: Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
Post by: pisskop on February 14, 2016, 08:45:14 PM
-The spawn rate determines the thickness of monsters in the game, regardless of evolutions.  You can set this in the options menu or when generating a world.

-The 'evo time' refers most likely to the half-life of a monster evolution, when half of a specific monster would try to upgrade.  You would have to edit json files to change this.  I do alter them for the mod.

-The season length has an impact on when mosnters will start evolving, longer seasons meaning slower evolutions.  If you are concerned about difficulty you can set the season length to 28-42; 2 to 3 times the default.  This will give you more time to collect food and more time to gain skills and items.
Title: Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
Post by: pisskop on February 15, 2016, 01:14:40 AM
So Im sitting here with a blank look on my face when I think of a plan for the fungus.  Unlike the zombies and the triffids, I didnt have a clear idea for what I could or even wanted to do with them.  But additionally, like the triffid, Im limited in what I can do by the rigidly defined 'm___' definition system.  The issue is that the effects that happen are predefined and very specific.
   For instance, one of my earlier ideas was to have a heavily armored fungaloid that was like a mini-spreader, popping out aggressive tendrils.  Not going to work, like that at least.


  What I did instead is shoot out a couple of PMs, review each and wildlife critter, and think.  I also took the time to tweak a few stats to make them just a little harder, or in the case of most canines, act more definitively.  Dogs are waaay too passive, and wolfs too meek around fire.


      I want to get this done while I still have the motivation for it, after all.  I know my weaknesses, and one is a cycle of apathy.


 So, here's where Im at.  I added a few finale triffids who I wont disclose.  Theyll be in the next update.  In all honesty, I cant say Im impressed with them, but they perform their function adequately.  And I learned more about the game mechanics by messing with them.
  I learned more about how monsters implement guns when I triffed to hack a railgun into a triffid.  It worked, and would work, if I defined a custom gun for them, but :/  honestly.

  The fungus are going to have a large portion of their variety in the form of infected/enslaved/incorperated/enlightened critters.  Ive got deer, cougars, my newly crafted tardigrade, and fungal survivors planned.  And a few higher end monsters.

  Many of the above are more aggressive, to help brdge the gap between passive fungaloids and more aggressive expansion, but I do want to keep the 'pure' fungus on the lighter side of war.  They have the ability to alter mob behavior, so why not let the less immediately useful mobs fight their battles?


Here's 2 I do have so far:

(click to show/hide)

About the only 'pure' fungus that will aggress and expand, and the fungal tardigrade.  Hehe, I added it just so I could add a 'fungal tank'.  And as you can see, Ive deemed most the default triggers to be too weak.  Like 'meat'.  When was the last time chunks of meat have stopped wolves from attacking you?
Title: Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
Post by: pisskop on February 17, 2016, 01:41:03 AM
  Oh My.


Ive gotten through funguses.  The Mycus faction has seen several new additions,  perhaps as many as the zombies even.

  Most of the new fungus are in the form of 'converted' mobs.  There's in fact only 1 new 'Pure Fungus', and its expansionist.  In fact, I gave fungaloids the ability to get upset with you if shenanigans.  They dont like all the commotion and fighting, and might join in if they have reason to.  The converted will exhibit various stages of infection, from full on ant and zombie infections to minor infections that serve to more alter the behavior of the host than to encase it.  The spread of the mycus is as insidious as it is infectious - Stray fungal infections can be found far, far from the actual source, and many infected creatures can be seen acting in erradic manners and traveling at nonsensical times.

  The largest change has been the addition and subsequent fungalization of the tardigrade - a giant microscopic anthropod.  with little legs and feeling tentacles, it makes a good host for to be laden down with Fungal growths.  It may not be hostile to you, but the fungus on its back is interested in spreading.

  Other fungalized creatures now include the foose, the fougar, more ants and wolves, and the feer.  Whats the feer?  oh.  the feer is a deer.  It is fast.  And there are fungalized triffids.  Not all of the triffids had fungal fighting toxins within them, and even those with it occassionally become fungalized.

  In addition to having fungal forms, many wildlife mammals also recieved special attacks of a minor nature and some buffings.  For instance, wolves will bite you and moose will occassionally smash you around.


  Finally, Ive added Fungalized survivors.  They are mostly gone beyond reason, but still cling to their comforts - in this world thats their guns, their ammo, their armor, and their melee weapons.  These survivors will all look the same, but employ different weapons (ranging from melee to glocks to shotguns to smgs to -in one horrid case- a machine gun).  They arent all immediately hostile to you, nor can they outrun you, but they will defend themselves from threats, real and imaginary.  But, they wont be needing their drop leg pouches nor their rifle, will they?

  Oh yes.  This should help make the game harder.  But then again I dont think you'll be blindisided.  All the death should be seen pretty well.



My advice for the new guys?

  - Each gun wielding furvivor (fungal survivor) will make a different noise.  Some will shriek, some rattle, some babble, but all should be making noises when they turn hostile.  Their guns will have different text to help you identify them, and they arent shy about using their rather limited ammo.  They will probably shoot something else before you if you stay away from them.
    And yes, they use real guns with real stats.  They have the guns included in their drop lists.  And the mags.

  -The fungus is still probably the weakest faction in terms of direct combat.  That doesnt make them pushovers though.  Fire is the main weakness of all factions, and acid hurts fungus the most.

  -You may have to choose between a policy of 'live and let live' and 'exterminate the Mycus'.  How the spread works is that spores that land off of fungal bedding will try to create fungal bedding.  Spores that land on fungal bedding will try to turn into a fungaloid.  An adult fungus will spread many, many spores.  Thus try fungal beasts will spread the fungus where it was present before.

  -Many of of the fungal wildlife is hostile to many things.  They arent instantly hostile to you.  See what they do before getting involved.  Most critters can attempt to directly inject you with fungal goodness, and it only takes on spore in your lungs to infect you.

  -Tardigrades, uninfected ones, are somewhat tanky.  They are peaceful, but they will fight you eventually.  And they are suprisingly strong.  Maybe you could get it to help you kill the wildlife or errant zombies?

  -Much like the triffids, the fungus dont do much evolving.  Some happens, but meh.

  -A couple of tunneling critters have been added.  Keep an eye on the ground.


Next, I hope to sit down with some ants.  With any luck Ill be able to pull out a few 'soft fantasy' ants.  Perhaps they arent native to the region.  But, then again, I live in NE and hav eyet to see a bobcat or moose.  And Ive never seen a winter wihout snow either.  I wish I knew how to add 'snow effects' to tiles.


Pks Rebalancing Mod (https://www.dropbox.com/s/pmhs5es2d4c7ep6/PK_Rebalance%20v0.66.zip?dl=0), v0.66.  Tested on 0.C-4417.  May you never meet Marloss Man.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: Malkeus on February 17, 2016, 06:44:12 AM
Amazing work pisskop, truly! The mycus and triffids have needed some love for a long time now, I wouldn't be opposed to seeing the majority of your work integrated into the core game. And ants? Awesome!
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: TheFlame52 on February 17, 2016, 08:10:23 PM
I'll download this mod just so I can run into myself.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: Noctifer on February 17, 2016, 08:15:08 PM
I'll download this mod just so I can run into myself.

Quote
The mosin nagant has fought against itself and won every time!
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: SchDerGrosse on February 18, 2016, 11:33:46 AM
First of all, Iam loving the idea of some added difficulty mod.

I have run into a problem though.

Using the latest experimental and your .66 mod I had to abandon 2 consequtive games because the cities I was in became OVERFLOWED with blobs by the end of the first week.

That is, there is a blob on every 2nd tile as far as you can see.

Apart from 2,5 enemy and 0,5 item spawn, iam playing on the default settings.


I suppose the situation would be slightly better on 1 spawn rate, but I fear that blobs would become unmanagable regardless..
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 18, 2016, 12:47:08 PM
Id start by asking if you were by slime pits.  its possible they spawn further.


There are a total of 3 zeds who can make blobs.  1 is vanilla and 1 splits upon death.  1 does so semi-often but the 2 added by me should be endgame spawns.  after the appearences of more corrosives than spitters end.


Ill nerf it but with only half a season I didnt expect that at all
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: SchDerGrosse on February 18, 2016, 01:52:34 PM
Id start by asking if you were by slime pits.  its possible they spawn further.


There are a total of 3 zeds who can make blobs.  1 is vanilla and 1 splits upon death.  1 does so semi-often but the 2 added by me should be endgame spawns.  after the appearences of more corrosives than spitters end.


Ill nerf it but with only half a season I didnt expect that at all
1.
1st city: medium sized, near a 1 tile slime pit

2nd city: large(ish) no slime pit that I could see (during the 7 days I played I couldnt do much scouting because on 2,5x spawn rate one has to be super careful)

My sample size is tiny , so I wouldnt jump to any conclusions (It was weird though, that both games played out the same manner: first days, no blobs, weekend blobs appear, I start to engage them where possible, day 7 I'am completely surrounded, game over)


Whats the recommended world setting for your mod? I presume you balance things on 1.00x spawn rate.

2. Graphics

Would it be possible for the later iterations of your creeps to keep their initial sprites? I have only met "hungry zombies" but I take it as time goes by and zombies evolve, all of them revert to their ASCI form as the game cannot assign them new looks.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 18, 2016, 06:15:16 PM
  Ive doubled the cooldown on the 'create blob' ability of the zombie lord.  Hes the second-to-last zombie to spawn, but meh.  Ill also be modding the blobs to split less often too.

  I havent run into massive groups of blobs myself, except by blob pits.


Anyone have any ideas for decent Blobs?



I think I want to add

-mukman  (poisoning blob?)
-flan  (Early FF games flan)


but other than that Im a little meh.  King Slime as a powerful 'joke'?  Hed be a jumper :]
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 19, 2016, 02:57:26 AM
Hotfix (https://www.dropbox.com/s/pmhs5es2d4c7ep6/PK_Rebalance%20v0.66.zip?dl=0),  I guess.  It nerfs down the slime pits and spreads them out.  It reduces the frequency of blob spliting and making, and it adds speech to the infected shotgunner.

(click to show/hide)

So far, the only critter I have set to parrot is the shotgun infected zombie.  Mostly because I find it annoying from migos.  I have to adjust the sound levels and perhaps frequency more, but its quite cusotmizable.  Im open to suggestions on who says what, but I do want each critter to have a 'theme' if theyre going to say things.  This guys has several army of darkness references, and a few song references.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: Malkeus on February 19, 2016, 04:27:52 AM
Bruce Campbell died for our sins, and now he's back to settle the debt.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 19, 2016, 01:46:52 PM
Quote
2. Graphics

Would it be possible for the later iterations of your creeps to keep their initial sprites? I have only met "hungry zombies" but I take it as time goes by and zombies evolve, all of them revert to their ASCI form as the game cannot assign them new looks.

To be honest, Im so used to playing with ascii and even avoiding graphical packs I never considered them.  I changed the creeper character to better differentiate it from the surrounding mess oif vines.  And I try to give each critter their own color for the same reason.  Ill look into it.

Hopefully, they can work simply by reconizing color/characters, and its a simple matter of asking them nicely to display multiple zombies as 1 sprite.  Though that creates a problem insofar as you may have issues differeniating them, especially if they come at the same time (hungry Z can spawn at the same time as regular old Z, for example).

If so, I can just ask any tileset to use said sprites instead of the characters.


= = = = =

I thought about it for a bit last night, and a solution would be to try to get the mod into the mainstream game; prepackaged.  IDK how to do that or the requirements.  I wouldn't mind other people contribuiting to this or a name change or anything, its more that from out here I have that much more freedom.  Im less concerned about balance issues since I would like to think I do okay on that end.  Im more concerned with how well this meshes with the flow of the core lore/development.  I think my concept of these factions and the potential variability ofviable critters in the game are somewhat different than the core contribuitors is.

So I could ask around about that process too.   On the plus side it means that it shouldn't be made incompatible every time a new tag system is released.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: Malkeus on February 19, 2016, 04:32:28 PM
Start by looking this (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/CONTRIBUTING.md) over. Adding your mod should be as easy as forking the repository to your account on github, and then drag-dropping your mod into the data\mods folder in your repository and submitting a Pull Request.
Then the devs will look it over to assure it will work.

Mods don't get the same kind of balance critique as core game modifications do. I wouldn't be surprised if someone wanted to incorporate a lot of your changes into the core game though, like I said before triffids and mycus have needed some work for awhile.

P.S. I'd really like to see some more mods included with the game, especially unique ones like yours, I'll help you in any way I can.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 20, 2016, 02:54:03 AM
gaah!  Its all so hardcoded!  The only way to make "species" of ants is to make custom homes for them.  Which isnt very random.  This actually looks pretty fixable, however, in the code.  Its literally looking like a copypaste, changing the groupname from 'ants' to 'xants' and the overmaps id from anthill to xanthill.

So . . . meh.  -.-  itd be an easy enough change. idk how the game would handle code it doesnt use outside a mod though.


Its awful knowing enough to know I dont know enough
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 20, 2016, 02:56:09 AM
(click to show/hide)

(click to show/hide)

(click to show/hide)


-Fungal zombies now revive under the grounds that they are still blob, just subverted blobs.  prisoners, if you will.

-Added the upgrades of animals to znimals.

-tweaked the spawn rate of acid-zoms to match the nerfed acid.

-Fugus animals nerfed at sites because why anmals, do you hang out?  go be free and spread your goodness to the world!
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: Malkeus on February 20, 2016, 05:57:43 AM
gaah!  Its all so hardcoded!  The only way to make "species" of ants is to make custom homes for them.  Which isnt very random.  This actually looks pretty fixable, however, in the code.  Its literally looking like a copypaste, changing the groupname from 'ants' to 'xants' and the overmaps id from anthill to xanthill.

So . . . meh.  -.-  itd be an easy enough change. idk how the game would handle code it doesnt use outside a mod though.


Its awful knowing enough to know I dont know enough

I've seen kevin say several times he's ok with code that only gets used by a particular mod. As long as you wrote it in such a way that it wouldn't activate unless the mod was enabled, the code wouldn't mind a bit. I'm not sure of the syntax, but it sounds like an simple if statement would work for that. I'm sure someone better at c++ could make it all elegant and pretty looking, but they'd need to have the interest in doing so. Google and stack overflow are your friends. Ask for some advice in the toolbox (the lab's sub-board).
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 21, 2016, 04:12:17 AM
Updated (https://www.dropbox.com/s/pmhs5es2d4c7ep6/PK_Rebalance%20v0.66.zip?dl=0)

Not exactly bunches of new stuff.  Some talking fixes, blobs nerfed and renerfed.  End game zoms stop spitting out all the blobs, thought there is still some.  :(

I loved the concept of it though.


Still, Fungus tweaks, early game spawn tweaks based on my experience, and more.  Also Im comfortable enough with the robutts to make them see 10 tiles at night.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: NominalNuance on February 21, 2016, 03:48:00 PM
I have looked over this mod and it looks really cool. I was just wondering if you would offer support for those who prefer to use blacklist mods for fungal monsters, acid monsters, ect. as well as support for those who like to play without zombie revivification. I would like to play this mod, but I very much prefer my CDDA experience to not have those things.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
Post by: pisskop on February 21, 2016, 04:25:15 PM
No Revive should work as is, since I changed all zombie, including fungals, to 'zombie' species.

as far as the others you mentioned:

-No Acid Zombies (https://www.dropbox.com/s/4x2pymdxouu90s4/PK%2C%20No%20Acid%20Zoms.zip?dl=0).  Though the creeper hub still uses acid.
-No Fungals (https://www.dropbox.com/s/n1f54wtd7pt5rp2/PK%2C%20No%20Fungi.zip?dl=0).  This also romoves the wildlife fungal spawns, rare as they are.
-No Triffids (https://www.dropbox.com/s/ik2zm8umdpm6klz/PK%2C%20No%20Triffids.zip?dl=0).  Removes fungal triffids too.


I tested them by creating a world, and they seemed to work, but I haven't run through thoroghly.  They can be found in the second tab [exclusions],
  named PK - [mod]


The blacklist mods are relatively easy to do, so I dont mind doing more if people ask.  Its gets harder when you want abilities removed, though.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: TheFlame52 on February 21, 2016, 11:19:40 PM
A rare (even in endgame) "blob herder" zombie would be cool.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 22, 2016, 01:33:33 AM
Well, if I did it would be under the guise of a 'fat zombie' who would pull things into itself and use stacked blobsplits to splurge out 10+ blobs.

That function that makes blobs split up on death, it stacks like the one to create fungus spores on death.  Although they seem to kill any ither blob they land on, so the max is 9 blobs if you were ranged.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 22, 2016, 07:43:47 PM
So, Ive accepted that ants have several 'peculiarities' with ants that prevent me from adding multiple species of them.

1)  The random generator for anthills is hardcoded.  That means that I have no way to make the game gen a copy of the anthill to give to 'jack ants' or whomever.
2)  The ants inside the hive are also hardcoded.  They generate on their own, regardless of anything else.
3)  I dont have copies of ant hives.  If I had some map tiles to work with I could make 2-3 base versions for some kind of variety, but otherwise the game will use the same exact layouts I give it.  its a fairly time consuming task to create individual ant hills instead of moving on.  Making new monsters or even learning and adding new items would be more time-efficient.
4) I can just set ants to evolve.  Might be the best solution.  But this also means I need to use 1 type of  ant or a mishmash of ants.


So with that in mind, a lot of the more outlandish ideas cant happen because they still need to be a somewhat cohesive unit.


since Ive broached the subject, Im considering what items I could add to the game to enhance the mobs Ive added.  I dont really want 'OP' so much as 'oh hey, thats neat'.

I did pop up a new version, but that was mostly fleshing out the blobs
Update? (https://www.dropbox.com/s/pmhs5es2d4c7ep6/PK_Rebalance%20v0.66.zip?dl=0)
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: SchDerGrosse on February 22, 2016, 07:49:09 PM
Pisskop,

I'am about to start a new game with your mod.

What spawn rate settings do you suggest? (So far I went with 2,5x but got obliterated by blobs as I had mentioned earlier).

Btw. keep up the good work!
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 22, 2016, 07:51:28 PM
Pisskop,

I'am about to start a new game with your mod.

What spawn rate settings do you suggest? (So far I went with 2,5x but got obliterated by blobs as I had mentioned earlier).

Btw. keep up the good work!
Im using 1.5 rn, and .5 items, with wanderers and statics.

You can try 2.5 again.  Small blobs will not split at all, the nadirs and hollows dont blobsplit, and I nerfed down the blob making of the lords.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: TheFlame52 on February 22, 2016, 08:05:26 PM
Man, I don't get less than 1.00 item spawns. I want something to FIGHT and something to LOOT!

I'm on 2.5 monsters and 1.75 items.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: Noctifer on February 22, 2016, 08:16:51 PM
I play with 2X item spawns and 50X monster spawns. Will this mod make cities more of a nightmare?
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 22, 2016, 08:52:56 PM
50x is insane to begin with :p
  The below is with 1.5x spawns.  And wanders and static hordes.  But I didnt actually play enough for wandering hordes to have much effect.  Wandering hordes are reactionary, meaning you have to do things in game for them to spawn/do things back.


Composition is more important to consider than size, since your size is detemrined by you, ultimately.

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)


  Im not sure what TheFlame is murderizing, but theres more zombies in the game than what is shown here.  I basically spawned a bunch of gear and debugged the time/location to get these, which likely means minimal Wandering horde impact.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: Noctifer on February 22, 2016, 09:02:31 PM
I play a very stealthy so hordes are not that much of a problem to me. I loot one building in the course of 4-5 days including raw materials from bullrings and then burn it to make the zombies go there and not bother me. Zombie evolution might be the biggest problem.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 22, 2016, 09:09:23 PM
Theyre harder, in a sense.

Basic zombies first get stronger, then get ranged attacks.  - But they dont become spitters or smokers or w.e; they stay 'basic'.
Brutes get harder, but by the time you see them you should be able to take them 1v1.
Skeletons are imo some of the harder ones.  They bleed you a lot, and had very high non-blunt resistance.  And they can be hard to shoot
Dog level up some, but 1v1 most of them are easy enough if your combat isnt terrible.   Hell hounds are hard imo though.
necros and masters turn into a combined unit, doubling the population of both.  Thats endgame stuff, but I nerfed them a little more.

and then shady zoms.  I like the idea that they are like humanoid willowisps, they cas see far and are hard to shoot.

So no.  Give it a try.  Theres not a lot here that can 'see' you through walls or anything.  Though some may have good hearing/smelling.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: Noctifer on February 22, 2016, 09:14:26 PM
I have your mod installed but have stayed in an evac shelter gathering food and water by a nearby swamp. I am finally ready to go into the cities.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 24, 2016, 12:36:47 AM
So, working within the constraints of the ants as is.

  There are only 4 types of ants.  The larva, the Queen, the drone, and the soldier.  From these must come anything else.  Unless They won't spawn inside the hive.  Because the inside of the hive is organized the way it is, I can't add new monsters there; but they can 'upgrade' after the base models spawn.

  With these, and the lack of 'species', I have to make a single cohesive group of ants.  This is what Ive put down since the last post.  The hardest part is making them so they should work together instead of being distinct things.  Unlike zombies, or triffids, or fungus.  All those things steal other species.  The ants are all from the Queen.


  This all said, here is what I have
(click to show/hide)

Some flat upgrades and adding some abilities to existing ants.  I havent extensively tested them, but both the originals and the upgrades are more resiliant now.  I did test out the shrieking and screeching; it works to piss off any sound-triggered critters.  So that is a thing I want.  Im wary of adding more sight radius to them.  The stuff they have now is to simulate their improved scent-recepting, and a 'hack' that highlights how important sight is to the ai.

  the scrib forager will try to shriek on you if upset.  maybe it works?  again, not really done extensive testing.  These ants are very armored though.  Maybe too much.  I want to eventually tweak the stats of all the cirtters to a compromise between player output and mob output.  So that the monster infighting will be more interesting.


Speaking of monsters fighting, the increased range of the triffids and fungus have put them into conflict with ants, each other, and zombie more often.  I think, I approve.  We'll see.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 24, 2016, 08:15:05 PM
Ants are in, but I havent uploaded anything yet..  I havent yet gotten to killing all the ants, but I went to their homes and tested out spawn rates and basic concepts.


I say basic, I mean:

-drone ants cannot hear, but soldiers and queens can.
-Most ants have only a 5-tile vison radius, to help them wth finding you once you piss them off.
-basic soldier ants are no longer immediately hostle to you, but will very quickly become so if you encroach.
-the queen and the 'foragers' will shriek and wail, drawing in any ant who can hear.  They can also stun you.
-'jack' ants will jump after you and attempt to drag you back to the hive.  Their jaws are stronger than a normal soldier.
-the larvae will now acid barf on you should you be pissing them off.  Its really your own fault if this happens.
-Queen ants will use a flamethrower attack, in some kind of homage to fallout3.
-'Young queen ants' will spawn topside during the spring, looking for a place to make their nest.  This happens all over the place.  They can raise ants on the spot.
-'kwama ants', are ants with a funky mutation.  they can see far and use electrity to stun you.  Although they are very sloppy and not actually immune to electricity themselves.

So yea.  Theyre harder, and the basic models will upgrade.  Ive killed them with what I consider a midgame character, but like all the other factions, number really make the difference.  I am a little concerned about their population density not being enough for them to take advantage of their new abilities, but they should work.  I might bump up the daytime vision radus a little to compensate.


  I am actually quite pleased with the sound based defense system.  The drones cant hear, so they can be hostile but not charging at you.  But all the soldiers in the damn colony will get upset with you if you attack th queen.
Title: Re: PK's Rebalancing Mod [v0.66, Updated 20FEB15]
Post by: pisskop on February 24, 2016, 09:21:54 PM
Okay.  Im satisfied.

Update to 0.70 (https://www.dropbox.com/s/m54qay7csezf4tq/PK_Rebalance%20v0.70.zip?dl=0)

The changes include:

-Ants got reworked.  I think given how there were only 4 to begin with, I did alright.
-Fungus saw a few more tweaks.  Im noticing that fungaloids spread too fast.  So a small nerfing there.
-Added the subfaction 'finfected', and tweaked thir behavior to other factions.
-Changed some range values for the overmap specials.  It didnt occur to me that -1 mean 'wherever' until I thought about it.


Hopefully I can get some ideas for things like spiders or whatever.  I want to work around to migoes, believe it or not.   Id like to see bands of migos instrad of 1 or 2.
Title: Re: PK's Rebalancing Mod [v0.70, Updated 24FEB15]
Post by: pisskop on February 25, 2016, 01:42:30 AM
By the by, this is me, driving into a town for the first time and seeing suprise blob pit.  Theyre much much more nerfed.  I mght un-nerf that a bit actually.

(click to show/hide)
Title: Re: PK's Rebalancing Mod [v0.70, Updated 24FEB15]
Post by: pisskop on February 25, 2016, 09:14:22 PM
I think I want to reduce much of the armor for many critters.  Not only do they not exactly sync with survivor armor but this happens on occassion.  Although the tardigrade would have armor too tough for kiddie zoms no matter what.  So at some point I plan on buffing the hp of several monsters while taking down their armor some.  A compromise between challenging for the survivor and fun to watch fighting with other ai.

(click to show/hide)



In other news, Ive decided to test this.  The group 'says' 10% chance of zombie spawns.  idk if that will translate to a 1/10 lmoe being zombied or the population being reduced by 90%.  the pop is only going to be 0 - 20 to test it, but I would like to actually spawn NPCs in it, or thugs.  Or suprises.  Free guns?  bah.

{
        "type" : "overmap_special",
        "id" : "LMOE Shelter",
        "overmaps" :
        [
            { "point":[0,0,0], "overmap": "lmoe"},
            { "point":[0,0,-1], "overmap": "lmoe_under"}
        ],
        "locations" : [ "wilderness" ],
        "city_distance" : [20, -1],
        "city_sizes" : [4, 12],
        "occurrences" : [0, 3],
        "rotate" : false,
        "spawns" : { "group" :  "GROUP_MAYBE_ZOMBIE", "population":[0,20], "radius":[1,3] },
        "flags" : [ "CLASSIC" ]
    }



  -I actually almost made a pull request with a chance for spawns, but then it occured that the topside is probs hardcoded  :roll:
Title: Re: PK's Rebalancing Mod [v0.70, Updated 24FEB15]
Post by: Osobist on February 26, 2016, 02:22:04 PM
Hello. Is it normal when some types of special zombies (like shadies or feral runners) spawns in group about 5-7 entities or it's a bug, nor feature?
Title: Re: PK's Rebalancing Mod [v0.70, Updated 24FEB15]
Post by: pisskop on February 26, 2016, 02:35:23 PM
Runners and shady zoms can spawn in large groups of up to 7 and 8.  Childrens can spawn in groups of up to 12.  At least for the early game.

In the default game the runners would spawn up to 4 in a pack and the shadies up to 6.
Title: Re: PK's Rebalancing Mod [v0.70, Updated 02MAR15]
Post by: pisskop on March 03, 2016, 12:42:33 AM
Update (https://www.dropbox.com/s/2h4diyzc8ddjkez/PK_Rebalance%20v0.75.zip?dl=0)


It says .75 on it instead of .7, but really the amount of stuff added to the game that doesnt require manual debugging to access is small.  I buffed the shocker brutes to be an issue, and I have all the DOOM stuff in here since I do intend to add them as a late game faction.  Something you stay the Hell away from (geddit) until you are sure you want to mess with them.

  I hope to make some armor that wont fit mutated BPs and perhaps wont stand up well to melee combat.  Megaarmor, oc.  Doomy things.  But stuff that makes the admittedly powerful group a little less OP.
  But really, you should be using guns there.  A lot of them only get stronger at melee range.  I also dont want power armor to be the only viable means of fighting them.  In fact, I wish power armor was less useful in combat.  but thats me and my silly ideas of balance.  I know, i know, once guns and NPCs with power armor happen, once factions take off, then maybe.

Until then, enjoy this and eventually hellspawns that are hard.



I do want, however, to add stimpacks for sure, and maybe see if I cant make armor that would be neat for a beserker pack.  Maybe some light power armor that cant be refilled.



---

I keep putting off MMR, but Ill get him, I promise.  I gotta check out the sewerrahnas, but the sewer gator can be added as a rarer spawn.  Something like a shady swimmer with moderate health and armor.
Title: Re: PK's Rebalancing Mod [v0.70, Updated 02MAR15]
Post by: TheFlame52 on March 03, 2016, 04:04:53 PM
Stimpacks? Don't we already have RX11 and RX12? Also, looking forward to taking on hell on its own turf and winning.

Don't worry about taking a long time on MMR, I figured the marloss men were more of a gag than an actual thing.
Title: Re: PK's Rebalancing Mod [v0.70, Updated 02MAR15]
Post by: SchDerGrosse on March 07, 2016, 07:20:06 PM
PK,

Have you tested your latest version of the mod with the most current experimentals?

It drops a a dozen error messages upon starting a new game.

regards
Title: Re: PK's Rebalancing Mod [v0.70, Updated 02MAR15]
Post by: pisskop on March 07, 2016, 07:46:49 PM
So now true and false are invalid values?  0.o
Title: Re: PK's Rebalancing Mod [v0.70, Updated 02MAR15]
Post by: pisskop on March 08, 2016, 02:36:12 AM
Update to 0.75 (https://www.dropbox.com/s/2h4diyzc8ddjkez/PK_Rebalance%20v0.75.zip?dl=0), for realsies.


This update come with 1 rarely spawning 'Hell Spire', home of the Demons.  Whether they nfested a cathedral or corrupted the ground they landed upon, the hell spire is a fairly massive underground comeplex that hopefully challenges you.  It is a little rushed to take care of updated code that obsoleted an attack, but ohrwise should be good.  Im interested in monster density and item density.  I hope both are adequate.

At the bottom of the spire I have put a few military-grade goodies, including an increased chance of spawning a basic power armor helmet :o


-----

The demons themselves are reminicent of Doom Monsters.

The weakest ones can be defeated easily in melee combat.  The demons, imps; and to a lesser extent, the lost souls are all lesser monsters whose impact on a well-armored survivior is minimal.

The next tier, the caccordemons and revenants, will be harder to melee.  The revenant tends to spawn its rockets, which gleefully blow up in your face for a lot of damage.  Shoot them down to lessen their damage output.  The caccodemons attack is lightning and plasma, and will easily shred up an unprepared survivor.

The hell knights and baron are perhaps 'uninteresting' when compared to the abilities of their comrades.  But that doesnt mean they are not a hard hitting plasma wielding brute.

The arachnotrons use laser carbines, and can use a burst firing mechanism in the sunlight.  They are perhaps the most deviant incarnations, but they were too powerful otherwise.

The mancubus is an infantrymans worst nightmare.  The napalm from its cannons will shred through you.  I was so bad that I had to to remove its immunity to fire and give it high-tolerence instead.  And even then its still a beast.   It seems to either decide to not fire its cannons at you and close or to fire and melt you.  The napalm is hot enough to melt your car.

The cyberdemon is the cyberdemon.  Well-armored, well-endowed, high health brute with a large 3 burst rocket launcher.  I dont, for the record, recommend trying to melee it to death.  In fact, I suggest you just stay away.  Its accuracy is a little poor, but at close range it can pepper the ground and make hamburger out of you.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 08, 2016, 05:54:00 PM
Hotfix (https://www.dropbox.com/s/2h4diyzc8ddjkez/PK_Rebalance%20v0.75.zip?dl=0) to fix a thing where rotation of the spire caused each individual maptile to rotate along its own axis instead of all rotating relative to each other.

I also buffed up the spawns inside the citadel some, and removed the attackmon from several weaker critters do to an exploit I found.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 08, 2016, 10:41:17 PM
  I just submitted the first portions of the mod for inclusion into the mainstream game.  This will mean that anybody who has the interest can try to mod the mod, and that there is a reason for tile-set makers to include the special critters of the mod into their sets should they desire.  I looked briefly into that, and if only it were so easy for me.


  https://github.com/CleverRaven/Cataclysm-DDA/pull/15707  <<--  This is it.  If/when it gets approved, it will be only a portion of the mod.  Therefore Ill still be maintaining this dropbox version of it until the rest are shuffled over piecemeal.

So far the zombies and blobs files are over.  The spawnlists are not.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 12, 2016, 01:16:00 AM
I got the first pieces of the mod into the core game.

Now, its not all there, and in fact most of it is not, so I still recommend that you delete the file in the mods folder that comes with the game and replace it with the one you got here.  For the time being at least.  Ive got to package and add the mod piecemeal and in seperately viable pieces.

For instance I added zombies critters.  I had to curtail their evolution because I wasnt able to add the evolution files or spawn lists.  I cant add those because they reference all the other added critters, and they are their own files that need seperate reviews and the whole thing is a pain.

More merging coming but a heads up.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: Ashtray Gray on March 17, 2016, 09:28:41 AM
Nice to see your stuff in experimental! I haven't tried out your content yet but I'm looking forward to it!
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 18, 2016, 02:01:58 AM
Updated (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)


More doomy stuffs.
Added sewer gator.  Lower hp, higher dodge and attack
Added mutant factionsm, hopefully it encourages fighting and is a base for future additions.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 19, 2016, 01:06:11 AM
Hotfixed (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0) because I downloaded the latest expi and why u obsolete my itemlists?
  And turrets seem to be gone altogether?


The hell locations are rare but I have added

-hooked spikes
-mounted blades
-manacles

That are furnishings and drop spikes, blades, and steel chains respectively when basehed up.
  The item spawns are working, and perhaps are too generous.  I had to remove a few things because the game was more liberal spreading them out than I would have liked.


  Like mounted lost souls that would light up the area and spit flame at you if you got close.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 25, 2016, 07:51:54 PM
Should I take the Doom Critters out of this mod?

  I want to make them seperate from this mod as an alternative to people who dont want all the changes this mod can bring, but they have assets that I plan to add to the game even.

  The reason Id consider taking them out of this mod is to avoid confusion if people try to use both mods, and because they cross a line between soft fantasy and fantasy.  They may not be rainbow-farting unicorns and D&D critters, but they do do supernatural things.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: secretfire on March 25, 2016, 08:43:13 PM
I know some people might care, but as to me, I personally don't care what critters are added into CATA so long as they are plausible. By which I don't mean "is a zombie more plausible then a dinosaur" - but "do they integrate with the world and the post-apoc ecosystem in a way that allows me to suspend my disbelief."

That being said, I think they are fine. Honestly, I kinda wish that zombie evolution was replaced with other (more dangerous) critters eating them over time and taking their place anyways. I don't think DOOM fits into that, at least not as more then an occasional special, but on the other hand, I don't mind seeing them every so often, either, especially as its an "invasion from dimensions BEYOND" sort of apocalypse.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: MrQwerty on March 25, 2016, 10:20:00 PM
although i am using your mod i haven't encountered any of them yet so i can't really say... i just hope i won't meet any of the rocket-launching demons straight away.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: hobophobic on March 25, 2016, 11:21:37 PM
I am getting a ton of debug errors now with the newest version of your mod installed. All seem to be related to GROUP_DOOM_STUFF. Not sure what I can do about this besides report it here so there ya go.

It's been probably a few days since I updated my Exp version so I suppose I will just try a newer update for now.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 25, 2016, 11:32:38 PM
If you go near the castle the things spawn on top of each other, and since only 1 monster can occupy a space at a time it generates a debug.

Unless you are getting that every time you see them.


I have been trying to reduce them, but I dont quite know why they spawn so heavily.  I get the same debugs when I on occasssion when zombe hordes spawn.  I dont know what else to do but reduce the spawns.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: hobophobic on March 26, 2016, 01:14:59 AM
Well, so far I am just getting this during world gen and loading the save. Still getting it with the latest Exp tho, so I'll just ignore it and play :)
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 26, 2016, 02:08:48 AM
Unless youre using both this and the doom mod at once I dont know.  Ill update and see, but I am not getting those messages now.  :\

  Only this PK mod is needed and not both the pk mod and the doom mod



I'll see what I find.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: hobophobic on March 26, 2016, 02:28:49 AM
Unless youre using both this and the doom mod at once I dont know.  Ill update and see, but I am not getting those messages now.  :\

  Only this PK mod is needed and not both the pk mod and the doom mod



I'll see what I find.

Well I am also using the Add Bandits mod, perhaps there are conflicts between the two.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 26, 2016, 02:35:05 AM
Unless youre using both this and the doom mod at once I dont know.  Ill update and see, but I am not getting those messages now.  :\

  Only this PK mod is needed and not both the pk mod and the doom mod



I'll see what I find.

Well I am also using the Add Bandits mod, perhaps there are conflicts between the two.
110%

He's using a copy of my lists, so I imagine that when I added my new critter spawn lists he still has the older lists without those new critter lists.

I added doom_help, and updated doom_infantry.  I also added doom_priest to the spawn list file instead of the hell_spire mapgen file.


You could add it yourself if you had the mind too, and we might be able to include it as an optional tie-in or extra mod if its so popular.  Combined monsterlists is an example of what you would have to do to reconcile the differences.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on March 26, 2016, 02:49:27 AM
Try this

https://www.dropbox.com/s/rh03xtgd0fj65ad/ADD_BANDITS%20v0.10.zip?dl=0


I havent tested it.  Will do.  But make sure that the bandit mod is loaded after my own so it overwrites mine.  I removed any spawn lists his had that dont contain any bandit spawning chance


pedit:  g2g, I started a new character in a world using that and my mod.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: hobophobic on March 26, 2016, 02:51:27 AM

You could add it yourself if you had the mind too, and we might be able to include it as an optional tie-in or extra mod if its so popular.  Combined monsterlists is an example of what you would have to do to reconcile the differences.

If anything I will just revert to your older 0.75 or get rid of Add Bandits. I don't know the first thing about actually building mods :P
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: Ygdrad on April 07, 2016, 09:12:24 PM
I'm getting duplicate monster definition errors when selecting new game with only your mod installed on the latest experimental. Seemed to be mon_imp
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on April 07, 2016, 10:37:21 PM
ohs?
:o


I just earlier today got mon_imp installed for the mod in the core game.



Its likely all of the doom critters.  Its a sign of progress :o, but idk why it returns an error?

If you redownload the mod from the link in the op and delete the folder here:

[game]\data\mods\PKs_Rebalance


And then replace it with the dl it should work.


But yes.  Only like four or 5 more PRs and were done
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on April 15, 2016, 04:47:23 PM
Ive decided to finally getting around to making the reaper and shredder manhacks actual things.

They have been in the raws for quite a while now, not operational or spawning (outside of hallucinations) due to them using fire or acid bombs.  Which use iuse functions to blow up, and cant be used by the machine (or I dont know how do).

My solution is to begin working on a 'bomblet' ammo type.  It will eventually, if successful, be craftable, and the manhacks will themselves have to be crafted using an empty custom manhack.  I will perhaps also want to make an underbarrel mount for firing them with a personal weapon?

Either way, I want my acidhack, and I want it now!
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: Blaze on April 16, 2016, 05:46:08 AM
Acid bombs? Should be as simple as setting the fields in an explosion parameter right? KAMIKAZE monsters can use TRANSFORM tools after all.

Code: [Select]
    "use_action": {
        "type": "explosion",
        "sound_volume": 0,
        "sound_msg": "Tick.",
        "no_deactivate_msg": "You've already pulled the %s's pin, try throwing it instead.",
        "fields_radius": 3,
        "fields_type": "fd_acid",
        "fields_min_density": 3,
        "fields_max_density": 3

Consider making a blood manhack, for purely lore reasons.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on April 16, 2016, 10:08:37 PM
"fields_radius": 3,
        "fields_type": "fd_acid",
        "fields_min_density": 3,
        "fields_max_density": 3


o.o  these exist?  oh man.  I can make a manhack that makes any kind of field . . .


Slimehack, sludgehack, glowboomer hack, plasmahack allmannerof blood hacks. . .



erm, I have, with some help, been able to make functional ammotypes for various ammos.  These 'bomblets' have 1 damage, and no piercing.
Wat they do do is flag effects.

-explosive ammo makes explodey.  So far proving hazardous to user's health
-frag ammo makes frags in a small enough area to be relatively safe and poweful
-acid ammo makes a small field of dense acid and some toxic gas
-napalm ammo makes giant plumes of smoke and, well, fire
-stun ammo makes flashbooms and stun things
-and shock ammo makes a chain lightning attack and  plasma field.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on April 17, 2016, 03:37:11 PM
Huehuehue.  I headshotted with the bouncing chain lightning.  It occurs to me that a real bullet (the bomblets do 1 damage and 100 piercing) with the bouce skill would anihilate a crowd, since my launcher skill is only the 4 I leveled it to actually playing the game in Witt.
(http://i.imgur.com/KIjjpSY.png)
^^  I would like to point out that the actual projectile only targets hostiles.  I shot at Ronald on purpose.

I dont think explosive ammo can be safely used.  The range of the gun is too small, the explosion flag effect is too large, and the damage from the explosion effect is considerable.

Frag rounds are even more powerful since frags shot out multiple projectiles that each act like a single bullet.  Anything caught in the 2-3 tile radius of ground zero is pummeled.
   Cyberdemons, with their 21 armor and 500 health, only just survived their own rockets when I was using frag rockets for them.


Acid rounds are neat.  Im a fan of acid bombs in-game, and though I share the dislike of corrosives I actually like acidics and spitters.  Well spitters en masses is crap, but acidics are a great way to spice up zmen.  The toxic gas breaks LoS and might piss off organic nonzombies.

stun rounds are perhaps the most reliable bomblets I tested.  They usually arent so inaccurate as to affect you, they have a large radius, and they affect everything.  When wielded from a holster it could perhaps be quicker than using an actual flashbang.  Which is great for crowd control.

shock ammo is the most fun, hands down.  Not relaly enough damage from lightning alone, and I dropped the plasma effect because I couldnt justify it.


So overall I would be happy making this ammo into part of the mod.  As a short innaccurate gun or as a mod for a larger gun.
Title: Re: PK's Rebalancing Mod [v0.75, Updated 07MAR15]
Post by: pisskop on April 18, 2016, 10:25:58 PM
Updated Mod! (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

Kk.  So I've spent a lot of time either doing the Doom items, learning (and failing) to make a variety of items in the game, and translating some code so I might eventually reach an understanding of the code as a whole (half the reason I started a mod was to learn the code better), and playing myself.


Whats new? . . . hmmm, thats a fair question, isnt it.


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


Well, the most recent thing is the Bomblet Launchers and bomblet ammos.  Ive added the above listed bomblet types, all low physical damage dealers.

- Explosive Bomblets - as dangerous to the user as everything else.  Deals appreciable AoE damage.
- Frag Bomblets - Less dangerous to the user, but by no means very safe.  Very high damage output that absolutely shreds vehicles and critters within a small radius.  Like one-hit ko for you if you manage to aim poorly.
- Acid Bomblets - Small acid fields and a burst of toxic gas.  Really air out that bandit cabin
- Fire Bomblets - Napalm filled shells that release copious amounts of LoS breaking smoke.  Useful for creating temporary barriers between you and that horde down the street.
- Stun Bomblets - Perhaps the mmost readily usable bomblet, these create a large bang and lightshow that stuns those within.  As a bonus it can create small fires if it strikes a target.  Great for stunning large groups of monsters quickly, and if you have eye protection.
- Shock Bomblets - Weak rounds of electricity-loosing bomblets that will bounce around to create a large field of stunning.  Not very powerful but if fired into a horde will hit most of them with one shot.  If fired in rapid waves they can quickly add up.


  They are fired from 1 of 4 current guns.
-Pipe launcher.  Basic improvised weapon.  Be happy it doesnt explode in you face
-Double barreled launcher.  Still homemade, but homemade with more care.  Can fire 2 rounds off at once for more ompph, or fire them seperately.
-PRMP4, a 'professional' gun that fires burst of 3 bomblets.  Has the best accuracy, and holds 12 bomblets.
-A mounted version that can hold 36 bomblets.  Though until I get in crafting recipes they may be for show.  Hopper fed mini-explosions?
-An underbarrel mod to launch bomblets.  Innacuate, which can be deadly if you arent careful.



What else?

Tweaks to various zombies, the finished up sety of doom armor and doom medicines, all found in doom-critter homes, and a few tweaks here and there.
Ive added some of the created items of mine to various item lists.  Mostly rare/very uncommon items, but you can find some of the PRM medical items in their proper places.  Of course they are usually high end armors and items, so mostly military/swat things will have them.  They are somewhat uncommon though.




Progress on the Mod Integration into the core game is progressing.  We are more or less there, but we still have a few more PRs before we actually get done.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: Ygdrad on April 19, 2016, 02:10:27 PM
Not too sure if I'm doing something wrong. I tried installing the newest version of the mod to the specified directory and even tried overwriting the version that comes with the latest experimental but I'm getting a load of errors one way or the other when using this thread's version of the mod. Starting with a message about "duplicated definition of monster type  "mon_zombie_brute_ninja"" and then following with "item group id revenant_death_drops is unknown" then more unknown errors for a bunch more items and then a bunch of errors about a bunch of invalid monster ID's and other stuff.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 19, 2016, 02:44:10 PM
okay.

this one was me.

revenant rocket s becauase there are 2 itemlist files now.
nightstalker and co is because i added the evolutions for brutes into the core game so that I could let them huggle even people who dont use the mod.




deleting the pk rebalancs folder the game comes with and them adding this will fix number 1.

I have to update my files to reflect the new zombies in the core game (brute nightstalker, brute wrestler, mancroc), and since they retain their original stats here I have to add them as edits to existing mons than new ones.  which i did via the files that come with the core game but not in the ones im using in my expi.



i am using version o.c-4652, atm.
So i l know that downloading that version will work if you delete the pk rebalance mod folder that comes with the game and replace it with this.

I will have to update this afternoon though, since the brutes will break compatibility.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 19, 2016, 06:18:00 PM
Okay.


Updated Mod for people using experimentals before 4652 (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

Download this for Experimentals past ~4652 (https://www.dropbox.com/s/a6ftdntg68bcfer/PKs_Rebalance_new.zip?dl=0).


I havent overwritten the above file, but if you do end up getting the bug reports and/or you are using a new experiemental use this one.  It requires you delete the PK_mod folder that comes with the game.  Until I finish merging the mod into the base game we have to.

It occurs to me that you may have missed the addition of mancrocs to the game and the subsequent buffing of biters into a more bear/wolf like monster.
And Ive added stamina potions that regeneration stamina over time.  And hardy medikits.  And beserker packs that can last for several minutes but simply destroy your health modifier and make you a weakling after.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: Ygdrad on April 19, 2016, 11:51:04 PM
Thanks, new version works great. Can't wait for all the new beasties to tear me a new one :)
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: hobophobic on April 20, 2016, 08:55:01 AM
This mod is the freaking greatest. Loving it. My main goal now is to become a fully qualified demon hunter.

I've never delved into mutations before, but I think I might now to help take on the hellspawn. What would be a mutation category to choose for this specific purpose?
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: AdonaiJr on April 20, 2016, 02:45:51 PM
Hey Pisskop, I'm thinking about giving your mod a try! Just want to know, I'm not sure, there's new mobs? From your other posts, I guess you don't use tiles, so my worry is what happens to people who do use.

tnx for your time!
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 20, 2016, 03:20:03 PM
they show up like default mobs do; colored like I set them.

so, for instance a nightstalker (thats now in the core game and merely 'buffed' back to its original stats by the mod) shows up as a white Z with a red background filling the rest of the tile.  theres likely no set picture for it, so until tilesets set/make one it will show up like default ascii.
  im not sure how paletable youll find it but since I

-cant art
-dont know how to tell tilesets to use certain sprites
-would probably have to code 'compatibility patches' for every single tileset individually

its likely only to be by special request and  somebody telling me how that ido that.


 >.>
<.<

but retrodays should be supported.  :o
and id be willing to work to help a tileset dev to fix it up.


Part of why Im trying to integrate this into the core game as an official mod is because then i could get help tilesetifying it


Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 20, 2016, 03:43:16 PM
This mod is the freaking greatest. Loving it. My main goal now is to become a fully qualified demon hunter.

I've never delved into mutations before, but I think I might now to help take on the hellspawn. What would be a mutation category to choose for this specific purpose?
tbh Im a fan of light mutations.  those that arent severe enough to change my playstyle.  IR vision, stat boosts, and at the extreme skin mutations.


  Demons use a lot of environmental damage.  fire, plasma, lightning.  they cause heavy physical damage , and several do either no or huge amounts of cutting damage. 
  Almost all of them use ranged attacks.  they have to 'charge' their attacks, and announce their attacks with text, such as
-the whining of electricity
-a warcry
-a hiss or rasp

  and you can either back out of the range of their attack, stun them, or take cover.

many use attacks that stun you or smash you, and while they arent the slowest monsters, most 'heavier' demons will have issues keeping up with you if you sprint off.

Demons have what I would consider moderate to intense armor for monsters/npcs, and light to moderate if it were a PC.

they use purposely semi-inaccurate ranged attacks, because getting shot by enemies who havent attended the Stormtrooper Academy is frustrating.  especially when its capable of bypassing armor.


the simpliest way to beat demons is to statbuff.  they are designed for moderately leveled characters, not Marloss Man.  I cant in good faith include Worldeaters in a mod that doesnt advertise them, after all.  but they will absolutely shred most newb survivors and poorly equipped NPCs.

the next is to have nightvison/IR.  the doom critters do, and unlike Zs will surround you much faster than youcan walk.

Good healing/stealth helps, but isnt going to take you home alone.



Medical tree gives you a lot of that.  and pain loving selfcauterizing loonies  fare better than others.
elf is also a strong tree.
ive never tried chimera but they can be beastly.
birds are capable shooters, but weakened physically.  still guns are amust for taking on demons.

Anything that gains armor or heat resistance or fire armor.

preperation is the best defense tho.  though Ive added meds and spawned them inside the demonhomes  you should bring your own.

painkillers
hp healing
high armor
envio protection
grenades/explodies
Ammo


Ive raided the Spire with leather armor and a shotgun revolver, but I dont generally recommend it
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: hobophobic on April 20, 2016, 08:59:02 PM
This mod deserves to not be a mod and just get fully integrated into the core game afaic
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 21, 2016, 07:12:20 PM
Im not sure it is possible to make them use the default bombs, but Ive rigged up these and Im more or less content using them or even trying to poke them into the main game.

(http://i.imgur.com/V5EcKdl.png)
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 23, 2016, 01:26:54 AM
Kk.

Ive made recipes for the bomblet ammos and the makeshift bomblet shooties.
Ive added a 'pistol' that can be used with one hand crippled.  I incidently found out that there was a weight cuttoff that I obviously had to duck under.

This heavy pistol has 2 chambers like the keltec shotgun, so it can hold 2 kinds of ammo.  It can do basic burst firing, but has bad recoil.
Ive nerfed down most of the bomblets.  They are certainly deadly, but perhaps not quite as much.  I used 2-4 explosive bomblets on an NPC to kill it and used acid bomblets to choke it and keep it in the acid.

Stun bomblets are perhaps my favorite, though rightly so because they stun things in a wide area and do fairly considerable damge and stunning to anything they actually hit with the projectile.  It does some phycial damage, stuns the enemy, they are ground zero for the flashbang, and then they also catch fire.  The terrain cannot catch fire however.

Shock bomblets are essentially chain lightning with a little more stunning involved.  5 or so of those into a horde and most of them will be quite wounded.


Long story short, the bomblets are a but weaker but then again they werent meant to be so strong to begin with.  They all have recipes and they all can still hurt a unskilled user but they are pretty fair if you have some skill.

Ive added the fire/acid manhacks to the PR list, but if they dont make it I do have all that data in the mod still, so Ill have to remember to pull it if it does make it.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: Noctifer on April 23, 2016, 04:56:09 AM
Hey pisskop, so what is the most up to date version of the mod? The one prepackaged or the one on the download link?
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 23, 2016, 12:13:00 PM
If you mean the one that comes with the game its not done yet.  its missing fungus for one.

the download is the one that is meant to be used until I finish the merging
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: Ygdrad on April 26, 2016, 09:09:42 AM
Is the mod meant to be played with the new multi-pool stat system where you only get 2 stat points for character creation or is it balanced for the old system?
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 26, 2016, 03:58:15 PM
it should be about the same..

lower attribuites is not really an 'earler' game issue.  and can be easily mitigated  by select traits/skills, of which you probably have more of.

low attribuites is more of an endgame limitation on how much raw power your character can pull.  2, or even  4 points isnt goingto make or break you, or even be entirely noticable most cases.


this mod adds difficulty.

early game it adds numerically more  zombies, more aggressive fungus, bashing ants, doom, and new triffids.
late game there are stronger versions of everything.

i am eventually going to re-tweak armor and attack values for my critters, but relative to each other, not you..

I want to take a moment to point out that your 80 is per part, and you have 6 parts, only two of which are vital.


pedit for the spellingz
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 26, 2016, 11:18:06 PM
(http://i.imgur.com/Zv1Fo8D.png)

  It wrecked the starter npc with almost no damage.
It has light armor, the 'plastic' attribuite, and some regeneration.

But, as you can see, it had the sharpened rebar stuck in him, so IDK if its a fair assessment to say the NPC is useless.
  Do people think I could get away with more?
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on April 30, 2016, 11:29:05 PM
  Squigs were added to funguses.  After all, they are funguses.  I considered extending the reference further to snotlings, but with the fungal zoms and the infected survivors theres not a terribly big reason to.  Infected survivors can go out the window when we get more comprehensive NPC mutations in place, so maybe.

  Now, I need to get to crackin' on the doomhouses.  I do want to do a Doomlab, but I want it explicitly modular.  I want them all modular, but I guess having done the surface area as nonmodular I can keep them until 3d is implemented.  Somebody else could make them?  :v
  The subsurface can me mostly modular though, so the tunnels will have variations and suchnots.

  Before that however, Ive been playing with redoing the crawling zombie upgrades.  Talk about inventory consistency between mother-daughter upgrades means that I should be looking to utilize this.

Im thinking a sludge-crawler zombie.  But Im somewhat hesitant.  I got nosold on the acidtrail zombie, despite it being a thing I want in this mod, but meh.  Its going to have to be slow, which means a ranged attack my be best.  It cant snipe, because Im not sure it can be justified in any way.  I could do a blob 'package', that spits them out every so often.  Necromancers do that though.

  Im at a small loss.  Though the blob idea is tempting.  As a slow monster they become a problem you have to deal with.  And as a sludge spewer you have a real issue.  Im worried of course about too many blobs.  I think I have a fair balance now.  I see loose blobs on occassion.  They are nice touches.



  Otherwise, I do want to hammer down ant species, but that requires main-game coding.  I could manage.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 01, 2016, 12:10:22 AM
,{
    "type" : "MONSTER",
    "id" : "mon_zombie_crawler_pk",
    "name": "shambling zombie",
    "species":"ZOMBIE",
    "default_faction":"zombie",
    "symbol":"Z",
    "color":"green_yellow",
    "size":"MEDIUM",
    "material":"flesh",
    "diff":24,
    "aggression":100,
    "morale":100,
    "speed":85,
    "melee_skill":5,
    "melee_dice":2,
    "melee_dice_sides":14,
    "melee_cut":1,
    "dodge":3,
    "armor_bash":7,
    "armor_cut":7,
    "armor_fire":1,
    "vision_day":30,
    "vision_night":3,
    "hp":90,
    "death_function":["NORMAL"],
    "special_when_hit":["ACIDSPLASH", 7],
    "special_attacks": [["ACID_BARF", 30], ["GRAB", 60], ["FORMBLOB", 240]],
    "description":"A revolting crawling monster that excretes a copious amount of gooey sludge from its gaping chest cavity.  Every so often a blob emerges from the mangled stumps that used to be legs.",
    "flags":["ACIDPROOF", "ACID_BLOOD", "SEES", "HEARS", "POISON", "NO_BREATHE", "REVIVES", "PLASTIC", "SLUDGEPROOF", "SLUDGETRAIL", "FLAMMABLE", "ABSORBS", "SWIMS"]
    }

:D
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: Logrin on May 01, 2016, 06:22:14 AM
You could make them into living landmines if we're talking crawling zeds. Maybe make them give off a smoke cloud too.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: TheFlame52 on May 01, 2016, 05:27:26 PM
I'm definitely dreading a landmine zombie, so I support.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: Logrin on May 02, 2016, 12:34:41 AM
Would certainly deter a 'run them over and let god sort em' out' approach to clearing cities.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: BorkBorkGoesTheCode on May 02, 2016, 05:50:24 PM
Actually, I was wondering if people woud appreciate a 'cloth wall' or 'tarp wall' construction that breaks los.
Hello, pisskop. I would appreciate these. Are you planning to add them?
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 02, 2016, 06:32:46 PM
I could try.  Im thinking a couple of pipes/2x4s/sticks and a cloth.  And then something to keep the cloth even with the ground.  Like rocks or nails or, well, a bunch of scrap metal.  We dont have tarp proper in the game, but a really, really flimsy cloth wall to break basic los would be doable, if not downright op.


If weather or degradation over time was a thing thatd be neat to enforce maintainance or make them less op.  Im a big fan of strong items (power armor, cars, etc) requiring upkeep in the form of time/resources.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 02, 2016, 06:35:09 PM
AFA Landmine zombies.  Im a little hesitant to try due to balance and lore reasons, but theyd be neat.  I suspect that a digging monster that would kamikaze would be a decent enough deterrant.  Issue is, I have those already in the game.
  And they arent complete invisible.


{
    "type" : "MONSTER",
    "id" : "mon_minecraft",
    "name": "hissing brood",
    "species":"PLANT",
    "default_faction":"triffid",
    "symbol":"h",
    "color":"i_yellow",
    "size":"MEDIUM",
    "material":"veggy",
    "diff":15,
    "aggression":5,
    "morale":100,
    "speed":70,
    "melee_skill":4,
    "melee_dice":1,
    "melee_dice_sides":10,
    "melee_cut":5,
    "dodge":3,
    "armor_bash":8,
    "armor_cut":4,
    "armor_fire":4,
    "hp":40,
    "special_attacks":[["VINE", 5], ["KAMIKAZE", 0], ["RATTLE", 3]],
    "starting_ammo": { "grenade": 1, "flashbang": 1},
    "death_function":["EXPLODE", "ACID", "SMOKEBURST"],
    "description":"a dried up shrub with rustling brown leaves adept at ambushes.  Highly volatile and easily excited.",
    "flags":["SEES", "HEARS", "GOODHEARING", "CAN_DIG", "ANIMAL", "SWIMS", "NOHEAD", "BASHES"],
    "anger_triggers":["SOUND", "PLAYER_WEAK"],
    }
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: TheFlame52 on May 02, 2016, 09:12:07 PM
mon_minecraft

U MOT M8 HOW DID I NOT NOTICE THIS
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 03, 2016, 12:13:27 AM
I have 3 of them  :D

A stronger version with EMP popping and a fungal version.



pedit:   I will make them a smidgen more common since you havent seen them.  I learned that the swim tag reduces movement speed, and since it can dig through the earth you wouldnt see them unless they attacked you.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 03, 2016, 12:15:10 AM
https://github.com/CleverRaven/Cataclysm-DDA/pull/16466

^^

This is a link to coolthulu wanting a burn attribuite added.  This removes and revive tag (idk how yet) and makes them into a corpse (corpse defined as burns_into: "xxx") of whatever you specify, which will presumably revive eventually.  Im thinking a flamed up zombie that is charred might turn into a volitile mix?
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 05, 2016, 06:28:28 PM
Heads up.  Coolthulu's change, adding a burns-into tag and a scorched zman, is in

Quote

    "burn_into" : "mon_zombie_scorched",
   
   {
        "type" : "MONSTER",
        "id" : "mon_zombie_scorched",
        "name": "scorched zombie",
        "species":"ZOMBIE",
        "default_faction":"zombie",
        "symbol":"Z",
        "color":"brown",
        "size":"MEDIUM",
        "material":"flesh",
        "diff":1,
        "aggression":100,
        "morale":100,
        "speed":60,
        "melee_skill":2,
        "melee_dice":2,
        "melee_dice_sides":2,
        "melee_cut":0,
        "dodge":0,
        "armor_bash":2,
        "armor_cut":9,
        "armor_fire":10,
        "armor_acid":3,
        "vision_day":10,
        "vision_night":5,
        "upgrades":{
            "into_group": "GROUP_ZOMBIE_UPGRADE",
            "half_life": 28
        },
        "hp":40,
        "death_function":["SMOKEBURST", "NORMAL"],
        "special_attacks":[["GRAB", 7]],
        "description":"Heavily burned zombie that still reeks of charred flesh.  Its flesh has mended into a leathery shell.",
        "flags":["SEES", "HEARS", "STUMBLES", "POISON", "BLEED", "NO_BREATHE", "REVIVES", "REVIVES_HEALTHY", "NO_NECRO", "BONES"]
    }

In it is 3 things I see.  Well 3 major things.

-Burns into, creates a new monster type from the old one.  I could, for some illogical reason  make a zombie turn into a triffid, if I burned its corpse.
  I dont know if that affects its faction, but I am currently erring on the side of 'no, it stays its original faction'.  Will test
-Scorched zombies evolve into normal zombies.  Effectively they heal.
-No_necro is a new tag, or new to me.  And revive _healthy too

With this I could effectively create new critters, or make a fire death that makes new critters. Gotta think on it.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 05, 2016, 10:00:46 PM
https://github.com/CleverRaven/Cataclysm-DDA/commit/155519aa6a1b269629f2cf21ea277204c7c1069c

O.O  ahah


erm to expland.

That there is a variable that can be added to melee damage that turns it into whatever type I please.  Im not sure the extent of its values, but it is confirmed to work for acid, and likely for lightning and other enviornmental types.  And I could probs get it to take bashing, cutting, and stabbing damage too.

(click to show/hide)

So I has some work to do.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 05, 2016, 11:36:31 PM
    So, right now Im modding the burnt fiend and scorched Z into stronger versions for the higher tier cirtters.  They may at some point evolve into a group of various abominations, I dislike the idea that they can heal.  Not from a lore point, it makes a bit of sense since the blobs are fleshsculptures.  But I dislike the idea because I want the blob to act more like evolution.  They dont make new things, they adapt the stuff already present.


  I have been wondering what to do with the crawler zombies.  I had them as acidic ones, but they did suck a bit.  I have them now as a sludge with treaces of acid and kind of changing into more shoggoth-y behaviors, and I may continue that.
    One option I have is to make all the burnt ones turning to blobs or things that make blobs instead of being combat oriented things.  I considered making an immobile 'blob generator' thing but I turned it down for several reasons, such as multiple corpses being on the same tile and whatnot.

The melee damage type is new to me.  Idk what to do with it yet.  I have to test what types it can deliver.  Should be easy enough to make a 1d1 monster with 20 lightning damage and see.  I can selectively use the acid, and maybe the lightning.  I hope there is stab damage, and will add that to several things.

  Stab damage by default seems to average the bashing and cutting protection of armor and use that value.  So its a moderating influence.  Ive made a 'charred corpse' monster that will be the bottom of the barrel for burned humanoid zombie monsters.  It lack the revive tag, so should only exist to be a named corpse.



- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

So, changes.


Scorched zombies are slightly buffed.
Scorched zombies upgrade into a stronger version with small amounts of enviornmental attack
Scorched zombies degrade into crawlers who in turn degrade into nothing
Necros and master degrade

'Mines' are an issue as hordes happen.

Chaser dogs turn into hellhounds (an upgrade for them.  A nasty, nasty upgrade)
Skelington dogs will also degrade.
We'll have to put thought into zombie animal upgrades and burnings.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: teapot156 on May 06, 2016, 12:05:19 AM
Really liking the added difficulty. I wish the tileset would attach a default tile for your new creatures but that's not your problem. Quick question: Should I use the version in the OP or is the one packaged with experimental the latest or one in the same.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 06, 2016, 12:19:24 AM
The OP version is complete.  The one in the experimentals is not complete.  I have to add it in piecemeal.  Fungus are being added right now, but it needs tobe talked and reviewed and et al.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: teapot156 on May 06, 2016, 12:35:43 AM
Thanks. I'm sure you'll be happy to know that your Triffid creatures brutally murdered a pretty decked-out survivor. (I'm still pretty new to the game) Driving my car. A lot of weirdos in the road I have to swerve around. A creature shot some sort of sap into my eyes which blinded me. This caused me to crash into an oak. I wiped my face with a towel under the seat and opened up with the .50cal into the gathering crowd bogging down my little inline-4. This big bitch started sprouting trees through the floor which ripped the hull to shreds. I bail and get grabbed by god-knows-what, some sea of green vines. I'm just hacking and slashing but there's so much crazy shit coming out of the woodwork. Even with a teleporter and flashbang module it's just not enough.

Oh well, every death is a lesson. I could of just turned around.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: HurricaneJoe on May 06, 2016, 01:32:41 AM
HAH. Woodwork. (Feel free to delete this at a later time, but that needed to be done.)
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: 123nick on May 06, 2016, 06:21:30 AM
hey u know the combined monsters override by malkeus? well, i. cant figure out how too edit it too be compatible with this mod and noctifers cataclysm++ mod, or if it has been updated, so it may be completely unusable if thats the case, and a new one may have too be made, maybe? maybe u can make a version compatible with cataclysm++ , if it isnt too much too ask.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 06, 2016, 03:00:17 PM
Aye aye sir.

This is the current version of my mod and Noct's (https://www.dropbox.com/s/5ovlron0mus0hih/pk_spawn_list.json?dl=0)
  Download this .json file and go to:

[game]\data\mods\pk_rebalance

In there,. delete the file with the same name and slip this one in.


Then play.  This is only a compatibility patch with just the two mods though.  Each mods that adds critters needs to be custom-added.







In my own news, Ive made a few more scorched humanoids, and nerfed zombie armor.  I dont mind them getting armor, but the standard grunt elite zombie had 12 armor.  I nerfed this to 8.  Not a huge drop, but it should help with things like wolves nd whatnot killing it.  And it should also be easier to beat it to death with your weapon of choice.
  Conversely, brutes got buffed.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: 123nick on May 07, 2016, 09:28:01 AM
oh wow, thanks very much!

oh and 1 more question, this works with noctifiers cataclysm++ mod, with bioweapons and what not? just making sure, because at one point noctifer had seperate survivor and bio-weapon mods.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 11, 2016, 01:53:12 AM
Had an urge to play Rome Total War reently, so Ive been playing a long campaign with a mod that makes the game take even longer by introducing more cities and provinences and by introducing silly things like 'more realistic damage/units/weapons'

I still want to do something with Zanimals and hammer out a rough outline for mutating wildlife, so bear with me.
  I talked with some people and the concensus is that large wildlife would (mostly) die off, and those that didn't would either get small, so as to avoid the zombie's ire, grow large and ferocious, and likely prey on zombie flesh (its not actually 'rotten', its merely poisoned by huge quanities of blob, bob ecretion, and et al), by growing armor, or by learning how to effectively cut off zombie reviving.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: Logrin on May 11, 2016, 10:44:25 AM
Sounds like a normal moose...
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 11, 2016, 07:43:37 PM
Well . . .

Just straight up buttwhooping isnt enough to secure your future if you are a wild animal.

You gotta sleep, eat, mate, raise babies.  So those are all strong impetuses to not be a wrecking ball and charge into zombies.  Larger critters need more food, as do active ones.

Fighting is an excercise unto itself.


So, I do want to keep that stuff to a minimal.  And I do want to also make a world where it is still possible to hunt for food.




Ive done the zombies' burnt forms enough.  Dogs, bear, moose, cougars, et al all have something they can turn into when they get charred.  Most will bottom out if you burn them with enough fervor, turning into inert corpses.  Some have more stages than others, and none of them can actually heal from their charredness.  The flesh is broken, not maleable.
    Ive also made some forms more potent than others and added a few 'huehuehue' monsters for those moments.  I may have made some primary flame targets get somehow stronger in fire :idk:

  Ive been nerfing some of the zombies to keep in line with interfighting.  I want the factions to have actual warfare, and when, by virtue of being alive and present, you can tank 85% of what a faction can offer it gets lame and I dont quite like it.

Of course, some monsters are just that; monsters.  They are beasts, savage and elite.



And I made zombie horses.  They will murder you.  Like, a lot.


When I finish up the rebalancing of the older monsters I think I want to release a new version.  perhaps the last one hosted on a 3rd party site instead of being in the core game.  Im literally like 2-4 PRs out from being completly integrated.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: 123nick on May 11, 2016, 10:03:10 PM
hey i thought of a good sub-option or addon, optional, that renames all zombie or fungal versions of animals into the normal animal names but with the first letter replaced with Z (for zombie) or F (for fungal) so u would have zooses, fooses, zougars, fougars, zantelopes, fantelopes (yes i know its not the first letter of those 2 animals but it sounds better than fntelopes) also, a zombie horse, is there a non-zombie horse in game?
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 11, 2016, 10:21:44 PM
Yea, its so rare though.

So you think a good name for a fungal horse is . . . a forse?

And should you be able to ride it?  could you . . . use the forse?

:>
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 12, 2016, 07:11:39 AM
So im happy with snails/twisted bodies.

far and away the most common finale, TBs and HSs were buddies, at best loosely allied so that when TBs attack you the HSs started aciding.  Im faurly certain that lorewise they are the surviving miners.


nomore!
  Now, they fight.  The snails use their acid and a stun attack, and have armor that grants them 60% protection.
The TBs have swarm mindset, have higher attack power, 50% physical armor protection, and regen.

the fight is a protracted one, and comes to who has nearby allies. Snails need to whittle down the tb, stunning him in acid and hitting him.  TBs need allies andor to hit their dodge rolls.

The snails do better in closed areas like tunnels, since they are slow.  the faster tbs do better in large areas.  who you fight depends on luck.  Neither is forced to be hostile to you, but both will be riled up from their fights.

while snails are more peaceful, they now use acid trails, which . . . prevents hasty exploration
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 13, 2016, 02:21:31 AM
:D

Im happified this works.  I don't know the frequency of the vanilla one, but this one was set to 10000 weight.  Pre-tty high.

(http://i.imgur.com/hEhTWP4.png)


For note, that yellow dude is the hissing brood.  Who has been in since the inception of triffids.  Since triffid's addition to the mod.



pedit:   I dont suppose people want to add their own?

Just 1 2 or 3 rules.

-No 'unnatural' stuff.  At best rubble, or a few stray boulders
-Gotta have biolante guards
-The 4 downward slopes in the middle are mandatory, and they have to be in the middle at locations [11,11], [11, 12], [12, 11], [12, 12].  Because thats where they are in the original.
-24x24 tiles wide.


(click to show/hide)


^^Thats like 50% of the work, formatting it and junk.

(click to show/hide)

Pop that in there and you have a blank template to play with.



Anywho, yes, Im asking people if they want to make some.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 13, 2016, 02:38:32 AM
Other than that Ive added some spiders, finally upgrading them.  I have to do trapdoor spiders, and I have an idea for them, but I did web spiders and jumpy spiders.

Ive added my first mutated wildlifes, mega-bear and vampire bat.



Quote
(click to show/hide)
^^ inspired by the megasloth

(click to show/hide)
^^ no resemblance to actual vampire bats.

(click to show/hide)
^^  Maybe medusa isnt the proper name for a blind acid spitting spider.

Ive just taken steps to add a population to the spider pits.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 14, 2016, 01:07:49 AM
Does anybody know if Trapdoor spiders spawn under any vanilla circumstance?



(http://i.imgur.com/WYPzUJy.png)

Well, either way, Ive added a whole home for them.  Randomly spawning, a few basic templates, almost indistinguishable from a regular field.
  Im a touch concerned about the sinkholes damaging vehicles, but they arent the most common things ever.

Theres currently 2 seperate locations for them to spawn, and a total of 5 surface and 2 subsurface layouts.
  Theres a 'group' location, where they form small bands.
  Theres a small, less burrowed, 'loner' location where small hunting parties are located.

There is loot in the b1 level 75% of the time, but theres no clear way to get there.  Other than digging yourself or falling into a sinkhole.

Ive added eggsack monsters for web spiders and the trapdoor spiders.  They spawn babies and a rare adult caretaker.  They serve as 'queens' to the locations in that if they die the spider population there dies.
  The queen isnt a guarenteed spawn, though.  It may or may not spawn at any time.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 14, 2016, 01:45:09 AM
Doublepost for the post gods.

(http://i.imgur.com/0qXXQP4.png)


^^ This is what happens under my setup when zombies "bottom out", i.e. they burn so much that they turn into nothing.  Various zombies of various strengths and themes have a different amount of 'buffers' or stages they burn into.  In vanilla it was pretty much 1.  They got scorched, then they healed.


In the mod,  a regular zombie will burn into a scorched zombie.  If reburning or continued intense burning happens they burn into a 'gutted zombie'.  If they burn even more they burn into a second 'gutted zombie' that doesn't revive, meaning you cant pulp their corpse and they dont get back up.

Some zombies have 4 or 5 stages.  Some only 2.  Depends, but this system is better.  OP blob are silly blobs.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 14, 2016, 08:54:17 PM
Blobs on the March

(http://i.imgur.com/YnELBdK.png)
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 15, 2016, 05:24:10 PM
Im obligated to test it now.

(http://i.imgur.com/KMwqLrX.png)

pedit:  he wrecked my shit.  He was based off the lategame fiend version, and its still early.

Im still in late early despite it being late enough where I usually have a reliable rig.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 15, 2016, 05:51:00 PM
Im obligated to test it now.

(http://i.imgur.com/KMwqLrX.png)

pedit:  he wrecked my shit.  He was based off the lategame fiend version, and its still early.

Im still in late early despite it being late enough where I usually have a reliable rig.

Okay.  I gave it some thinking and here it is.


Shocker fiend has no ranged attack.  He does a lot of electric damage in melee and has a 20% zap shield.  With 14 pierce and cut armor he cant quite hold out against a broadsword or katana, but he only has 8 armor for bashing.  So bashes beat him.

They are slow and bulky.  They are best shot from range or speared.  Use melee at your own risk.  They are rare spawns and the result of torching  a shocker brute.

Im leaving them the way they are for now, if I nerf them its to make this current version an evolution of a weaker form.

On the plus they still have bionics.
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: pisskop on May 15, 2016, 10:44:58 PM
Updated Version! (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)


Its relatively unpolished with all of the specifics, such as the mutated wildlife and when they appear, but they do appear, and they are upgrades.
Im going to probably phase shock_bomblets into a new gun, and perhaps be editting down some of the other items.  More animals will come, but this is a start.


In this update

- Several recipes, included deconstruction recipes for the doomy stuff.

- Updated spawn lists

- Updated item drop lists.  Old, already existing drop lists have had the new items added to them.  The doom armor should be a relatively rare drop everywhere.

- Scorched zombie reworking.  Scorched zombies do not heal, but may continue along their own development tree.  Specialist zombies may also turn into unqiue types of scorched zombies.

- mutated wildlife has begun to creep into the game.  Coyotes, bears, and bats so far.

- Spider updates!  About time too.  Spiders are more dangerous, and trapdoor spiders have been given 2 homes to choose from.

- Zombie armor nerfs!  About time too.  Some zombie do less damage, and most have somewhat reduced armor levels.  I do want feedback about the player's ability to play with hordes of my custom zombies, so I can further balance them.

- Squigs for fungus, fungal boils, triffid buffing, reduced triffid pops, a new triffid grove overlay, and some doom castle B1 tweaking.

-  Added a rare item 'pokeball', that can trap any monster if you pass the admittedly difficult check to catch it.  Things will kill you as you try to herd them into the ball, and the ball does conserve weight, meaning a 200 kilogram monster will make the ball weigh 200 kilos.

- Moose will go extinct as a wildlife species.  Bears drop off dramatically, and others will be following in future updates.

- Trapdoor spider homes are in fields, and have sinkholes in them.  I mention this because sinkholes damage wheels if you drive over them, and falling into a sinkhole is bad.  Perception 10 or better should spot sinkholes if you are walking.  They arent incredibly common (450 per map region, a pretty small number if you look at how many field tiles there are), and they might have loot in them.

- Web and Trapdoor spiders have 'Queens' now.  The queens spawn as rare enemies, meaning they won't always show up, and more than 1 can show up.  Killing a 'Queen', usually a large eggsack that spawns spiders, will result in the depopulation of spiders in the area.  You could ignore the queen and use the spot as a meat harvesting location . . . and hopefully one day we can harvest silk.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 16, 2016, 09:49:03 PM
Kwama!

(http://i.imgur.com/oeB6PId.png)


They are meanies.  I underestimated them.

(click to show/hide)

Low health, high armor, a shock attack and a melee attack that uses shock and paralyzing damage.

I used a tazer on it, but wow, I should have pulled a gun sooner.


Part of the problem is that I have just dropped all my armor off because it got so hot so quick.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: 123nick on May 18, 2016, 08:33:43 AM
Kwama!

(http://i.imgur.com/oeB6PId.png)


They are meanies.  I underestimated them.

(click to show/hide)

Low health, high armor, a shock attack and a melee attack that uses shock and paralyzing damage.

I used a tazer on it, but wow, I should have pulled a gun sooner.


Part of the problem is that I have just dropped all my armor off because it got so hot so quick.

hey, with the updated version ,can you have it set up too be compatible with Noctifers mod, like you did before? or i could do it, if i knew how, maybe you can like, tell me how to do so for most upcoming versions, if that isnt too much too ask?
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 18, 2016, 06:50:19 PM
You want just the two?  Sure.

compatibility patch for the two mods Pks Rebalancing Mod and Cataclysm++ (https://www.dropbox.com/s/yp4b8ur42dacbkj/PRM%2B%2B%20mod%20compatibility%20patch.zip?dl=0).

Pop this mod into the mod folder in [game]\data\
   Then make sure that this mod loads last.  I named it PRM++ 180516.  Thats PRM (pks rebalancing mod)  ++ (cataclysm++) and the date it was made.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 18, 2016, 09:25:55 PM
Just a quick update to keep it working with new experimentals after about 4882 released today

patch (https://www.dropbox.com/s/yg7jd4jq60j5de9/PKs_Rebalance_patch.zip?dl=0)

  -Some small changes
    -Kwama is nerfed down.  Less armor.  I survived, but then again I wasnt expecting it to be so harsh for me.  They arent meant to be tanks, just 'encourage' you to move it along.
    -megabears can be seen sooner.  Im really, really torn about the mutant wildlife and when they shoudl show up.  Id say years, but most people wont ever see them then.  A few seasons is acceptable if the mutation isnt a complete reworking of the body.
    -We added Child zombies to the core game, and therefore the version I was maintaining was obsoleted.  So thats what broke.  Silly me for making the PR.



Megabears are just capable of killing a zombie hulk.  But only just.  They have the umph, but that smash attack is very powerful because it causes standard attack damage plus damage from hitting walls and obstacles and then it stuns you.  Powerful in a slugfest of giants.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: 123nick on May 19, 2016, 09:52:06 AM
You want just the two?  Sure.

compatibility patch for the two mods Pks Rebalancing Mod and Cataclysm++ (https://www.dropbox.com/s/yp4b8ur42dacbkj/PRM%2B%2B%20mod%20compatibility%20patch.zip?dl=0).

Pop this mod into the mod folder in [game]\data\
   Then make sure that this mod loads last.  I named it PRM++ 180516.  Thats PRM (pks rebalancing mod)  ++ (cataclysm++) and the date it was made.

thanks! thanks very much for this,is there any other mods that would conflict and need a patch? also, you load this last, after cataclysm++ load and after PKs rebalance load, right?
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 19, 2016, 02:47:07 PM
this mod is last to load, so it can govern the spawn lists.

any mod that changes a spawn list i also change will conflict.
    Other conflicts can happen, but this is the most common one
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 19, 2016, 09:28:59 PM
So I learned today that solar panels are destructable, apparently, if soldier ants surround the car while you sleep because a young ant queen spent all night pumping them out like a harleton.

(http://i.imgur.com/xPbUCdA.png)

Those things in the corner of the vehicle, those yellow things, are solar bits.  They apparently have the support to distinguish and destroy experior mounts like that.  who know?


This, for the record, is my second experience with ant queens and sleeping and getting surrounded by her offspring.  The first was when I first added them.  I slept by a river, and back then they could swim.


The headlights are all damaged too, about half of the destroyed and half yellow or red.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 20, 2016, 09:03:02 PM
This isnt a new thing to the game, but Id figure Id point this out.

At the least, for people with Zlevels turned on, flying critters will go up and down zlevels.

(http://i.imgur.com/eEBGLKM.png)


and so can you, in some suprising ways.  I used to hop the prison bars before they put rooves in.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: mco on May 21, 2016, 12:31:49 PM
These trapdoor lairs are awesome!

I was just driving across a field when suddenly BOOM both my front wheels get destroyed. I go out to investigate and see a spider. Well, nothing i couldn't handle with plated leather, leather trench and iron greaves, right? WRONG. Suddenly a bunch of other spiders emerge and oh god they can grab, and i literally got shredded to pieces.
When i read about it in patchnotes i thought "meh more annoying sinkholes", but the way it works in the game is completely genius, thumbs up for keeping the game challenging!
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 21, 2016, 11:56:40 PM
These trapdoor lairs are awesome!

I was just driving across a field when suddenly BOOM both my front wheels get destroyed. I go out to investigate and see a spider. Well, nothing i couldn't handle with plated leather, leather trench and iron greaves, right? WRONG. Suddenly a bunch of other spiders emerge and oh god they can grab, and i literally got shredded to pieces.
When i read about it in patchnotes i thought "meh more annoying sinkholes", but the way it works in the game is completely genius, thumbs up for keeping the game challenging!

thanks.  im worried about too strong too.

Ive been using the grab flag as 'clutching at' and the grab attack to mean suppression/restricted movement.

as in: they use their limbs to block you and pin you and their bodies to impose themselves.

grab begs an agility/dodge check to place and a strength/(maybe) agility check to break, so its not too far off.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 22, 2016, 12:02:48 AM
Ive modified the name 'space marine xx' to reflect a more accurate title.  to avoid confusion.


Triffids got 2 new surface homes, and i may alter the subsurface eventually.  i already did back in the begining.
Spiders and triffids no longer attack each other; many spiders spawned below ground and were promptly murdered.

added a megabear cub and ant male.  helps complete the mating seasons.

megacub flees from close things who arent his mumz.
even other bears during mating season.

added a giant giant wolf spider.
considering adding some human bones or dirt mounds to trapdoor lairs.  a chance spawn.


Want to do my doomlab now, and i suspect if i can get my hands on the id codes of the actual labs ill have an easier time.
  for instance, triffid groves are created in c++, not json.  but they have an id.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 25, 2016, 10:03:02 PM
Okay.

Today, while Im waiting for things on git to update, is going to be me making new acid bombs and perhaps fixing up the acidhacks and firehacks.


  I love my acidbombs.  They have recently glitched in that they never stop making acid, and they splouge acid over a 3x3 area.  You can use a flask (1 volume) or a glass bottle (3 volume) to make them the volume is always 2 and the effects is the same.  Plus, some code I saw looked like it was poising to take over the iuse function of the acid/fire grenades.  So if I can do that now I could probably even upload them into the base game.


But yea guys.  I reccomend using fire copiously and using acidbombs too.  Incendiary grenades are pretty rare, and molotovs are somewhat unreliable, but handheld lighters and flamethrowers are just magical.  Acid bombs are cheap and effectively silent (compared to other wepaons).  And many, many things, even in endgame, are not especially resistant to acid.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 25, 2016, 11:11:41 PM
(click to show/hide)

^^ This is a success, and theres no iuse involved.  There only small issues I have with them is that they dont make a shattering noise when used.
  I could make them have a charge of 1, so that they would 'explode' in a noise of glass, but then fast characters would be able to act before they did.m  If people would rather have the glass noise I could give them it.  It would sometimes just be you acting before your bomb hit the ground and exploded.


Firebombs need to be tackled with more care, since for some reason people care more about them than acid.
  Because in the 2050s the rain is so polluted it possible to refine caustic acid from rainwater, but theres no way to make a decent firebomb.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 26, 2016, 12:32:01 AM
Blacklisted acidbombs from the mod, and added 4 new ones.

Sizes 1-4
Requires progressively more string, and some rags to make sure the glasses stay stopped and dont break from clinking together.
size micro, small, medium, large.
size micro does 1 tile of a little acid.
sizes small, med, large do more acid, culminating with large doing normal acid.


This is effectively a nerf of acidbombs, because to get the same bang for your buck you need a bomb 2ce as large, but its certainly more plausible than half a liter of acid making a 3 meter by 3 meter pool of thick acid.

Also, also also also, you can use micro bombs to place 1 tile of weak/moderate acid.  NPCs could be given these as grenades. IDK if they use thrown weapons.  I could test this.  Or perhaps make a basic gun/lobby tool for them or you.

I want to do something with the 3L glasses and acid.  The issue being the size and weight.  And that, well, it wouldnt spread as well as a 1 liter bottle.  or 4 glass flasks tied together.




pedit:

Going from the top left and going clockwise:

micro acidbomb, small acidbomb, medium acidbomb, large acdibomb.  On the bottom is the everlasting acidbomb in the game currently.
(http://i.imgur.com/A4VGoAt.png)
Title: Re: PK's Rebalancing Mod [Updated 18APR15]
Post by: The Lone Badger on May 28, 2016, 05:29:35 AM
- Trapdoor spider homes are in fields, and have sinkholes in them.  I mention this because sinkholes damage wheels if you drive over them, and falling into a sinkhole is bad.
(my bolding)

Can we get a version without the sinkholes? Random instadeath is not fun to me.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 28, 2016, 11:27:11 AM
Ive been toying with the idea of adding telltale dirt mounds and/or human bones to the surface.  4 rolls, 1/4 chance each.
the lairs are so infrequent ive stumbled across 1 in my games.
Did you walk into a sinkhole?  I was under the impression they rekajiggered perception and trap checks . . .



Ive tried adding those acidbombs to the core game.  mostly acceptable results.
Ive also designed a cemetery that I intend to add to the main game.  Ive have a larger one Im sitting on.


Ive been looking at evo times for zombies.



pedit:

Ive made a chance for dirt mounds to spawn on the site of the trapdoor spider lairs and Ive added 2 33% chances for human bones to spawn.  I hope I set it up to spawn a pile of them, but so far Ive only seen singular bones on any tile. Still, a white bone should be a tipoff.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: pisskop on May 28, 2016, 10:00:54 PM
Here is a patch that adds dirt mounds and human bones to spider lairs.

Update (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

It also has the aforementioned acid bomb tweaks and cemeteries.

Be aware that if I successfully integrate the acid bombs into the core game Ill need to update again.

Ive removed the grab tag from trapdoor spiders too.

Ive done minor balancing stuff.  Im considering spreading out the evo timelines a bit.

Male ants are a thing, dwarf coyotes, juvenille megabears, infant megabears, mating megabears, some of everything.

I want to make a few items too.   Animal death drops that can be crafted, etc.
Title: Re: PK's Rebalancing Mod [Updated 15MAY16]
Post by: mco on May 28, 2016, 11:01:42 PM
Animal death drops that can be crafted, etc.
How about Megabear skull helmets?
Title: Re: PK's Rebalancing Mod [Updated 28MAY16]
Post by: pisskop on May 29, 2016, 07:42:40 PM
I suppose I could.

(click to show/hide)
    I mentioned him before, and even showed off a picture or two.  Basically, you craft it, incubate it for 36 hours, and then can release it in a random square.  It has a basic notion of hostility and will gravitate towards you or your enemy (depending on if you passed your survival check) and wait to die or plant itself, or suicide itself.  Many spores result, both speeding up colonization and providing more killing potential.


(click to show/hide)
The recipes tell more of a story than the helmet.
  Kill a juvenille bear, scoop out the meaty bits, boil it down.  Then take it to salt/h2o2 town and then mold its basic shape.  Then, using your tools, put the finishing touches on it.
    Takes 6+ hours to do, but it does have a slight encumbrance bonus over the standard bone helm..  But I also realized we dont have a recipe to distill hydrogen peroxide.  dumb.  Ima do that, looking like a massive increase, a 10/1 recipe.  5 to 1 recipe, to reflect the established ratio in-game.


(click to show/hide)
Title: Re: PK's Rebalancing Mod [Updated 28MAY16]
Post by: pisskop on May 30, 2016, 05:14:28 PM
kkk.

Ive added some more recipes, made the doomy arachnotron deconstruct into stuff, and added some more fungal stingers to the world, quantity wise.
  On those, Im going to likely try to make you distill biolantte blossoms into sap organ.  And then you can also mix that with jelly to make a 2 jellies.  And maybe stamina potion down the road.

The fungal fighter stingers will be somehow drained of their poison and made an extract.  You apply that to items, which unfortunately cannot be melee in nature.  Then, you can toss these items, or shoot them from primitive guns (slings, bows, crossbows, etc) at funguses for luls.  And npcs, they get affected by parastings too.

Now, how do I go from a needle-like barb to a jar of poison you can use?
Title: Re: PK's Rebalancing Mod [Updated 28MAY16]
Post by: pisskop on May 31, 2016, 09:09:20 PM
Ive made the tesla coil gun and Im done.


Its large size and weigh and relatively low ammo supply (2400 batteries/recharge and for that its 100 a shot) and low individual zombie damage makes it ideal as a mounted weapon, not a handheld one.

(http://i.imgur.com/FX6Rr9P.png)


But, if you felt the need to double its capacity and take it out, it does support a few modifications.  Such as a shoulder strap.




Don't expect it to be a fantastic zombie killer, but its good for crowd control and as a defense for your vehicle, since it will

1: wake you up (i hope)
2: stun the invader
3: hit his friends
4: 100 battery charge per shot isnt so bad when its got 2 or more vehicle batteries to draw from
5: several of them will only increase the killing power
6: they are very accurate, as wide bouncing electric balls
7: they will kill things eventually.
8: while its range is only 5 tiles, its bounce can easily triple that.
Title: Re: PK's Rebalancing Mod [Updated 28MAY16]
Post by: pisskop on June 03, 2016, 11:29:03 PM
Just stopping by to say Im still a fan of having these guys, and having them less signposted (like minefields are).

(http://i.imgur.com/I6kVQ0F.png)



^^  I was waiting out my detox and they came on over.  They only have 5 vison at day so they either heard the truck through the trees (possible) or they chased a critter over here.  Anywho, they laugh at sling pellets.  Maybe marbles or bearing could pierce them.


I havent done too much since I made some recipes.  I will continue to make those.  Im currently doing doomy laboratory things.



pedit:  Im happy to report that Ive spotted 3 lairs, and 1 in the dark, from either the dirt mounds, the human bones, or the spiders tunneling.
Title: Re: PK's Rebalancing Mod [Updated 28MAY16]
Post by: pisskop on June 04, 2016, 07:53:47 PM
With the addition of the new acidbomb sizes, all thats left is to create a incendiary grenade substituite for  the firebomb hack.  And change the sizes/weights/payloads of all the explosive hacks.  A mininuke hack is 1 volume, but a minunuke is 3.  :|


Anywho, I got this one off an elite grenadier.  Yes, I gave them the ability to spawn these, but they are statistically unlikely to.  They do drop them though.

(http://i.imgur.com/MKnq3eW.png)


And ohh, man did it feel good to drop it on the soldiers.  Im here to kill zombies and hopefully find either popular mechanics or UTH, so I can fix up this humvee.  It spawned with a damaged gas tank by a hospital.  Boomers were menacing it, and all I did was steal it, drive it around the corner of the hospital and smash off the offending tank.  Due to my foresight of taking a glass jar of diesle with me I simply filled up the remaining tank and drove off.
Title: Re: PK's Rebalancing Mod [Updated 28MAY16]
Post by: pisskop on June 06, 2016, 07:04:23 AM
Made and used my first organic acidbombs tonight.


raiding fema camps in this world of small cities and huge empty areas.  so large that i saw a city that dead ended.  last stop.


i needed a welding google or duct/medical tape.  i got some glass flasks of blood and melted sone batteries down. .3 micro and 1 medium from 750 batteries.

i used them on soldiers at another fema camp.  a bunch of scientists all loosed the manhacks at once to create unplessantness so i had to let them hit me while i pulled out a gu to deal with the jajillion hacks and watching theirevery move.

.because i really need to see them skirmish me instead of moving the game along.

Anywho, them shot, i was able to watch the scientists punch my now raw body one at a time.  fighting hordes has become MGS.just watch the blinking ascii.  instead of moving on.

Those dead, soldiers come to the fence.  since they stayed do nicely the medium did the trick well.  then the microat the stragglers.

i wasnt dissapointed in their performance, and would argue that i used more acidbombs.  thats good, balance wise.  they worked without being overdrawn
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 07, 2016, 09:29:55 PM
Updated (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0).

-Contains the recent AI pathing flags, some more tweaking, and some frequency nerfing of the spider pits.
-Has the acidbombs, has some files that are halfway finished and thus not used by the game itself, has some of the recipes and doodads I tlaked about above.
-Whitelists smoky bear


Im going to have to do something about the zombie horses.  They pack a real wallop.  I dont mind them, but I suspect that they (and the wolves, who are quite effective.  I may actually make a mutated wolf that has the statline of these base wolves they are so effective) may overwhelm some unprepared peoples.

The reason why they are so good is a decent dodge skill and arseloads of stabbing damage.  It makes me question how stabby is calculated, tbh, but they can certainly hold their own against run of the mill zombie hordes.  Being so fast they strike multiple times against their slower enemies.



Speaking of, some upgrades and some nerfing of the doomy critters has happened.  I saw imps getting pwned by soldier zombies, and 2 or 3 of them even took down a hell knight.  Which isnt terrible, I nerfed them because they were massacring everything.  Which, again, wasnt a bad thing per se. 
    Buuuut, all the same, this way they are weaker.  Still plenty capable of putting down a new survivor who isnt kitted for bear though.

(http://i.imgur.com/MDn7pUR.png)


^^  check this out.  This, utterly massive city, easily a size 14-16 city, (about as large as the game is willing to gen them), is flanked by a vault city that has had a hell castle spawn in the middle of it.  Hell is not fighting fortified monsters, no, its trying to get into that thing with Zlevels turned on.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 08, 2016, 02:20:35 PM
Im happy to say that 90% of this is in the core game.

Ill still be maintaining my own files, since I still have more to merge and often make changes and tweaks in batches before doing anything (and imagine the devs irriation if I updated every change individually as I had the inkling to), but aside from missing some items and locations its more or less up to date.


Ill probably keep this and an unitegrated version around, periodically updating this thread with new thingiemabobs.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 09, 2016, 12:15:10 AM
https://www.youtube.com/watch?v=rOZCKmSbmWY
^^^ so, on principle, we could fill a bag with, well, not propane, but perhaps gas? and they should create hefty fires if they dont burst?


https://www.youtube.com/watch?v=DECyAxDk88U&list=PLD573C5C91C6E9F93&index=2
And this was just fun to see


Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: kazachastan on June 16, 2016, 03:28:47 AM
I think the last few experimental updates may have broken the lab challenge start with this mod enabled. Specifically, the game cant seem to find a lab anywhere with this mod enabled. I hope you can fix this soon bc messing around with all these additions to the game really makes it come to life in a brutal way!
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 16, 2016, 04:44:37 AM
if you can try a lab start without the mod.

my mod doesnt do anything to labs but reduce their frequency from,iirc, 9 to 6
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 16, 2016, 06:22:07 PM
Aye, I was able to gen a laboratory start in my own world usng my mod, but Im not using the latest.  Ill update and try again.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 16, 2016, 07:56:09 PM
        "occurrences" : [0, 30],


What in the bananna balls is that?

0 to 30 labs in the core game  :|


Ill update to 1 - 5 regular labs and 1 - 3 ice labs per region.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 16, 2016, 08:07:05 PM
https://www.dropbox.com/s/2h4diyzc8ddjkez/PK_Rebalance%20v0.75.zip?dl=0


1 to 5 and 1 to 10 for icelabs and labs.


Apparently they changed how frequency of the labs is handled?  I may have to make further adjustments to all doodads.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: cheezit on June 17, 2016, 03:56:16 AM
Trying out re-balance mods since vanilla is too easy, not that there's many mods to choose from with Cata++ being out of date.
Turns out I'm looking for something marginally less hardcore, as trapdoor spiders are on par with hulks.  I'm having a hell of a time raiding even two houses before I'm forced to look for another town, melee seems useless, and the game ends as soon as I'm out of ammo.

Are there recommended world-gen settings, chargen, or early game procedures required?
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: mco on June 17, 2016, 05:59:16 AM
Trying out re-balance mods since vanilla is too easy, not that there's many mods to choose from with Cata++ being out of date.
Turns out I'm looking for something marginally less hardcore, as trapdoor spiders are on par with hulks.  I'm having a hell of a time raiding even two houses before I'm forced to look for another town, melee seems useless, and the game ends as soon as I'm out of ammo.
Are there recommended world-gen settings, chargen, or early game procedures required?
Spider lairs are now marked with scattered bones, just sprint away if one pops near you(rip grab)

If you have troubles raiding even two houses you have either set an enourmous spawn rate or doing something wrong. Overencumbering, not baiting zombies 1 by 1 to bushes\windows, it's hard to tell without knowing how exactly you play. Try starting in a shelter as a security guard, 10-10-8-6 stats, 1 point in dodging, grind fabrication to 1, craft a needle, a scarf, a pair of arm and leg warmers and 2-by-shin guards. This class has everything you need just for 1 point - a handgun, flashlight and a baton, that's all you need to start looting.
Also you may try not looting towns at all, walk at the outskirts and look for an easier target. A mansion or an apartment building. You should visit "useless" locations too - power stations (if technicians only, disengage if shockers) have hard hats, flashlights and steeltoed boots, hasardous waste sarcophagi have some useful gear while being completely uninhabited.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: cheezit on June 17, 2016, 08:03:43 AM
Quote
If you have troubles raiding even two houses you have either set an enourmous spawn rate or doing something wrong.
Hordes enabled. Was this mod intended to have them off? Plus spiders, snakes, etc. I have to visit usually 3+ towns before I find one I can push into the edge, hopefully find some guns, and be forced away and travel until I run out of ammo since you can't melee spiders/snakes/etc newly hardcore wildlife.

Quote
10-10-8-6 stats
OK, so min-max the old chargen instead of the new multi-pool gen.

Quote
hard hats, flashlights and steeltoed boots,
speaking of which, with the new "squeamish" trait, how do I clean clothing so I can wear it?
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: mco on June 17, 2016, 09:14:07 AM
Quote
Hordes enabled. Was this mod intended to have them off? Plus spiders, snakes, etc. I have to visit usually 3+ towns before I find one I can push into the edge, hopefully find some guns, and be forced away and travel until I run out of ammo since you can't melee spiders/snakes/etc newly hardcore wildlife.
I have no problem playing with hordes. They don't really care about bashing windows and stuff, but you have to restrain from setting buildings on fire though. Using firearms with hordes should be a last resort - whether using this mod or not.
Wildlife - you don't have to fight it. Sprint away as i said, break LoS with trees, or set a bush on fire and run around it.
Quote
OK, so min-max the old chargen instead of the new multi-pool gen.
These stats are within the new boundaries.
Quote
speaking of which, with the new "squeamish" trait, how do I clean clothing so I can wear it?
Right now you can't. There's work in progress on github, so i would expect this feature soon. It will add a washing board and an option to wash them with soap.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 17, 2016, 10:55:34 AM
I start in cities with a hobo character.  1.5 spawns, wandering horde, and i used to do surrounded starts before the core game got harder.  I take 2 melee to ease my pain.


I appreciate the feedback.  i hope trapdoor spiders are marked.  there are going to be human bones or suspicious dirt mounds around their homes.


Its important to only fight when you have to early game.  you need supplies and zombies drop supplies, so.



I start in a random house at midnight.  the house is on fire.  Zombies immedietely come running to the noises.
  I try to grab anything useful.  as a hobo, i have no shoes, no weapon, no armor, and a bindle that takes up one hand.  The static npc can help, sometimes, by having a useful weapon or occassionally being a drug vendor.
  I have to, i must, grab zombie clothes before I leave.  ill freezr to death otherwise.  i need at least a pair of foot wraps.
     That done, I can punch a chair for a 2x4 or get a heavy stick and smash the fridge.  They drop chunks of steel and rubber hoses  6 nails and a wood or if you find a pipe and you can make a weak but acceptable weapon.  remember that what techniques, like dodge, you can access matter.  makeshift crowbars habe no block skill.

Sprinting out of said house, I next go to look for a flashlight of more clothes.
  I need to see in the dark to find a car.  a new survivor might be able to 1v1 most zombies, but brutes, acidic zombies (lvl1acid Zs) and  such make a bad time.  I consider tier1 acid zombies more dangerous to a day1 survivor than tier2 ones.
      point being, I utilize shrubs and chairs and windowframes to fight zombies in as close to a 1v1 as possible.


A skill2 melee armed with a nailboard and decent clothing will 1v3 zombies with minor issues.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: RipRoarinBoogerPenis on June 17, 2016, 07:45:42 PM
Should I disable the bandit mod since you seem to have added them to yours pisskop?
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 18, 2016, 01:45:56 PM
i actually dont have any bandits like the bandit mods.  the closest i have is the infected survivors, who job is to shout and yell and get angry at squirrels and attract zombies.

they drop really badly damaged stuff and cause guilt too.


Add bandits is a neat mod, keep them if you like them.




So, i did want to mention; I realized to other day that sinkholes, the pitfalls in the spider lairs, can be disarmed by digging a pit on them and refilling it.  if you or something else falls into a sinkhole it becomes a pit.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: Mecares on June 20, 2016, 11:09:05 AM
Hey Pisskopp may i suggest a new mutated animal?
Giant Bombardier Beetle a huge beetle that can shoot boiling hot water at his enemies and his glands could be a natural source for hydrogen peroxide.

https://en.wikipedia.org/wiki/Bombardier_beetle
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: Logrin on June 20, 2016, 11:28:01 AM
Would it be possible to use the same methods by which the FRIENDLY DOG turns EVEN FRIENDLIER on certain mine finales to implement monsters that become more dangerous the closer they are to being killed?

Were the above possible would it be viable to make BOSS MONSTERS with SEVERAL 'second winds' that change up the sort of threat they present?
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: pisskop on June 20, 2016, 10:52:27 PM
friendly dog bitlies are typically hardcoded.  I don't know much code, and what I do know I logiked out.

I could try, and I could look for/about the beetle, but right now Im currently playing CKII pretty heavily.  If I said that adding the lab frequency change was the most I did here all weekm, would you be mad?

Ill be back, and doing this, but right now I just picked up extra time to cover the incompetent accident prone coworker of mine.
  I also have a bit of a cut up hand myself, but its the palm and thumb of my writing hand.  One nice thing about computers is that nobdy can tell Im bi-dexterous.
Title: Re: PK's Rebalancing Mod [Updated 07JUN16]
Post by: Mecares on June 21, 2016, 01:06:00 AM
No problem at all, it was just one of those it would nice to have it  thoughts.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: Necrosia on June 29, 2016, 06:22:54 PM
Could you possibly buff zombies a little more in a future update? The Tough Zombies mod increases their health too much for my liking. I'd like to see a 20% health increase or so, or damage buffs, so that regular zombies are more deadly.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 01, 2016, 06:51:59 PM
I could add stronger versions.

They are currently, for me, strong in the first day, weakening out over the next 2 weeks, then they are almost a joke until the middle of summer when the endgame critters pop up.

There are exceptions, such as the hollow zombie who is a rare spawn.  I dont mess with him lightly.  I say 'him' because theres never a group of them, just one who spawns and almost seems to stalk me on occassion.


Part of not buffing them is early game considerations.  I dont actually touch the base zombie; except to mod its evo.  I can add an intermediate form that will spawn after half a season or so?



Anywho, Im 8 years away from ending my ironman of lithuania in CKII, so Im looking to come back into this.
   My created character had 1 son, a literal retard, who gave birth to the over 700 kinsmen alive in 1370.  To come from such a humble begining, where the game actually suggested this completely incapable, drooling idjit duel a +6 personal combat lord is something.  That boy would have been murderified quicker than it takes him to fill his goblet with his own saliva.

The game will end with my current empress, a middle aged seductress, controlling all of Europe sans Greece and Spain and Ireland and Scotland.  She gets a +95 repore bonus with her male vassals because she is the diplomatic queen.  What she doesnt own, croatia, perm, Russia, and Mali, of her religion, is holding their own against the Lollards of Byzantine.  Byzantine dropped their orthodox routine and picked up a catholic heresy, allowing  the Karlings to usurp the throne.  Bloody Karlings just wont die.

  The Aztec invaders, the 3 Khanish empires, they are all muslim, making muslim the second largest religion of the game behind me, and then the Lollards a third.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: Vulpes_Inculta on July 02, 2016, 04:53:03 PM
Could you possibly buff zombies a little more in a future update? The Tough Zombies mod increases their health too much for my liking. I'd like to see a 20% health increase or so, or damage buffs, so that regular zombies are more deadly.

I'd love them to be more deadly too! Regular zombies become too easy as soon as u get some basic armor... Would be much more fun if they'd be constant threat for the entire game. Something like x2 melee damage for all creatures would be good. There is x2 health mod, why no x2 damage then? (( The only thing that prevents me to enjoy this game to it's full.

I don't mind very hard early game, it's still customizable with monster spawn etc. But very easy midgame is discouraging :(
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 04, 2016, 08:50:51 PM
Ill do something.  I agree that zombies are a bit of a downer for the midgame.
   ... But, in my defense :d  Zombies arent the only thing that wants to murderdeathkill you midgame.



There a bug Im getting about the spider steaks I made for th arachnotron.  Its nothing serious, and you could easily bypass it with no errors, but Im posting a new bitty here.  This forum version is still a few bits ahead of the github version, and I dont think that will ever change.

Update.boop (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)


Not too much changed, just did some more work on that cemetery and fixed that debug message.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: Necrosia on July 08, 2016, 12:26:05 AM
Is the Rebalance mod included in the experimental builds up to date?
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 08, 2016, 12:31:43 AM
More or less.

Less, but at this point the only thing really missing are some items, some unfinished stuff, and some recipes.  And some itemlists.


The vast meat of it is in the core game.


Since Im here I forgot to mention before that I added some varients of basic zombie types.

-Child
-Fat
-Tough
-Greenie

Zombies have all recieved 2 'subtypes' of them.  Type 2 is a faster version tat does less damage and/or has less health.  Type 3 is slower and does more damage.

I dont know if anyone can tell.  Its a trial of sorts to test how it works.  The core game does this for vault cities and Irridated Wanderers.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: Necrosia on July 08, 2016, 12:43:33 AM
Wait, didn't we already have Child, Fat, and Tough zombies?
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 08, 2016, 12:50:24 AM
I added creatures with the same faction, name, and color scheme, and game them slightly different stats.  They should spawn only after 12 hours to a few days have passed though.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: StopSignal on July 08, 2016, 04:39:24 AM
Hi! I would totally love to try this, but my stupid perfectionist self won't really feel good if they don't have tiles. I'll end up making myself draw all the variants, and they are indeed a lot! Just asking, do i need to draw a new tile for all of these monsters?

I guess i could, really! But they do are a lot.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: vlad_1492 on July 08, 2016, 08:47:54 AM
Having a lot of fun with it in x5151

The Shambling Zombies are almost impossible for my mid-game character. They regenerate faster than I can damage them and I am able to handle hulks just fine.

They seem to ignore fire underfoot, lightning from my Arc Cannon, 100+ damage hits from my katana... the only way I have killed one was ramming it with an APC at 60mph. 

Now one is loose in my sewer batcave, and turns out they swim. Fast.  Good thing they can't batter down doors or work doorknobs.



Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 08, 2016, 11:14:51 AM
thats a bug.

try reloading and hitting it?  they dont have regen and have 90 hp.


manhacks had a similar issue in the past, where they wouldnt take damage.


these guys are meant to be slashed or set on fire.  but they absorb items so anthing you put on the ground is in danger
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: vlad_1492 on July 08, 2016, 03:53:59 PM
Reloading, it does nothing. 

I trapped one in a small corridor with doors on each end, and have a another loose in the tunnels still.
I can slash it all day and it shows 'uninjured'.

Several more on the surface in the zombie mosh pit downtown.

They are also invisible to infrared, so make  good boogeyman.

Seeing a goo trail gets my poor guy all nervous now.

Set on fire... hmm. I set up a choke point with a few hundred coal units blazing. Lured it into that small fire.
Seemed to do no damage and after the fuel was absorbed the fire guttered out.  Maybe I need to think bigger.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 08, 2016, 05:02:39 PM
upload the save?

i havent had an issue with them and seeing it would help
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: vlad_1492 on July 09, 2016, 01:07:23 AM
Can do.. if I can figure out how/where. Will PM.

Though maybe modlist is all you need for testing.

[
    "FIC_Weapons",
    "generic_guns",
    "ew_pack",
    "Medieval_Stuff",
    "More_Survival_Tools",
    "nw_pack",
    "PK_REBALANCE",
    "more_locations",
    "boats",
    "deoxymod",
    "blazemod",
    "Tanks",
    "no_survivor_armor",
    "no_powered_armor",
    "no_energy_weapons"
]
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 12, 2016, 06:24:41 PM
Patch for Smoke updates (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0), use this if you update to a new version released after this time I have posted at.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: Vulpes_Inculta on July 14, 2016, 02:14:04 PM
Hi! I would totally love to try this, but my stupid perfectionist self won't really feel good if they don't have tiles. I'll end up making myself draw all the variants, and they are indeed a lot! Just asking, do i need to draw a new tile for all of these monsters?

I guess i could, really! But they do are a lot.

Please keep us in touch about any progress :) Lack of tiles for new monsters is the only thing that prevents me from playing this nice mod.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 14, 2016, 05:38:54 PM
I'd have to talk to somebody about it.  I dont have the skill or knowhow to make them.  If anyone wants to do them, Id accomedate them any way I know how.



Also, I created a wiki page for the mod, and will eventually have pages for most factions.  I think Ill try to limit the number of pages I use up, but it will be infordumps.
http://www.wiki.cataclysmdda.com/index.php?title=Pisskop%27s_Rebalancing_Mod
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 14, 2016, 06:31:00 PM
Okay.


Farms, as in the not abandoned empty fields that come with a tractor and a pond farms, are 0,20.  Meaning that the game has no obligation to spawn one.  And I didnt see even on, oddly enough.


Cathedrals and churches I did see.  So I added my own copy of the farm for now, and gave it 2,20.  2 per map guarenteed.  Though, I will not guarentee that it will be a Safe Space™.


Patchy (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 15, 2016, 04:57:46 PM
Ive been genning worlds, and Im coming to the conclusion that the inclusion of the spider dens is throwing off other spawns.  Im going to fix that.

Ill update a 'new version' once I get basic bees overhauling in.  Im thinking that they can keep their (rare) beehives, and Ill also give them a farm/orchid spawn.

Triffid groves could also use a second home.  I like the first one, but they got shafted by the devs.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 17, 2016, 08:13:09 PM
So here is another patchy thing after updating to the latest expi.

Patch (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)


This one, however, has some changes.  Ive tuned down the frequency of the spider pits, redid the actual pits of the various spider holes, and made my own farm.  Ive added the farm to the rotation, and everything should be spawning with regular frequencies.  Im not officially calling this an update though, since I still want to add bee hcanges first.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: Zombies-R-Us on July 17, 2016, 09:37:10 PM
Hey man, I love your mod, and I've been looking forward to that spawn update, since I was bothered by the absence of anything interesting on the map and bajillions of spider pits.

Just did some testing of my own, and wanted to give you a heads up that the rope and pulley system on your new farm doesn't work. Apparently it needs to have specifically a wooden wall next to the rope and pulley so that it could pull up the metal door. Tested it by changing the wall with the debug map editor.

Also there don't seem to be any "old" farms on the map, however I do have a small sample size so I can't guarantee that one.

Edit: after about 15 overmaps, I've seen about 14 farms, all of them "new" (the initial overmap didn't spawn a farm). I've also seen about 30ish spider dens per overmap, and no bunkers, no single tile military outposts, no megastores. There were ranches, hospitals and fema camps, as well as malls. Not sure if I missed anything important, but I hope some extra data can help.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: Bowa on July 21, 2016, 09:22:50 PM
When trying to play with your mod i get the following error
http://imgur.com/R5Dwy8W

I am using the latest experimental build 5279
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 21, 2016, 09:36:57 PM
:o

Can do fix.


Ive also made the 'shambling zombie', as we know it, rarer. (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)


The new zombie that has the name 'shambling zombie', is a weaker, nonabsorbant monster.
'Shambler' is the new absorbing acidic zombie.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 23, 2016, 06:01:48 PM
New beehive centerpiece.

may need some small adjustments  >.<

(http://i.imgur.com/dKGVLuN.png)


Once that is done and I have made more things spawn Ill be here.
Title: Re: PK's Reimagining Mod [Updated 07JUN16]
Post by: pisskop on July 23, 2016, 09:16:42 PM
Okay Gibs and Giblets.


  So, 'new version'.
    Ive firstly reconsidered my choice to put 250 spider traps in every region.   now the new number is 30 required trapdoor lairs.  And no more 'loner' lairs, which were tougher spawns.  Its all rolled into one.
   Next, I made sure that every location that is allowed to spawn can spawn, at least only when the game decides to.  And I have seen everything, though some are inexplicably rare.  For instance the cemeteries.  No reason they cant, but the game seems to prefer to put other things in instead.  Anything not spawning is because the game doesnt want it to more than because I didnt let it.  But, still, megastores are still relatively rare.
  Even in the core game some locations just arent that common despite being allowed to spawn.

  Next, Ive added in an Orchard.  It spawns away from cities, and has a lot of apple trees.  and friends.  What kind is up to you to find out.
Next.  Ive added in that new farm, which is similar to the old one.  Inside are goodies and animals.  The old one is now spawning without a road, so it can be in the wilderness.

  Next.  Ive taken out some animals.  Namely the kwama ant and the baby acid ant.  I doubt anyone ever got close enough to the baby ant to see it do its thing, but its gone.  Its now in my 'phaseout' file, so it is still safe to use old saves.

  Next.  Ive added in new bees.  They are themed, and the stronger ones can shock you.  As in, their coats conduct electricity as a countermeasure.  Its straight out of scifi but not so very off the wall.  The beehive also have a new insidey bit.

  Next.  Well, that might be all the major bits.  Ill have to patch it up as some things Im trying to merge get merged, and Ill probably be able to improve itemlists in the new areas as I/we experience them.


Here we go (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

  It should be compatible with old saves, but Id just as soon you try to play a new game in this.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on July 23, 2016, 09:27:35 PM
Okay.  Well thats done.  Im off to test it.

Its now error free.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on July 26, 2016, 02:17:38 AM
The coregame version of the mod should have its spawning of locations loosened to the forum version's level.


I just got done organically running through a spider lair, and oh boy it was neat to me.  Id like to remind people that the 'spider' item list spawns inside spider lairs, and it has some uncommon items.  I looted a halligan bar and a teleporter and a flashlight.


Spider sacks will spawn spiders, but will also drop up to and over 10 eggs upon death.  They are also queens, so killing them will stop the local infestations.
   Ive nerfed down some of the web emissions, but Id like to also remind people that you can clear them away quite harmlessly with a lighter.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Noctifer on July 26, 2016, 06:46:21 AM
Had a an error a couple of ants in their own json file, once I deleted them the mod worked again.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on July 26, 2016, 07:14:26 PM
:|  They shouldnt pop an error.  They are there because Im going to delete them anyway.  Right now they should preserve save compatibility.


pedit:  ahh.  The core game version has them still  :|  Ill fix
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: ZoneWizard on July 26, 2016, 08:52:40 PM
I want the latest version of the game...can you post your mod so I don't get this glitch when I fire up your mod?

=D

Small bug I did find in v.5431 = Doom spawn, the lost souls eye orb things. I had a plow going at 40mph and I rammed 3 like 12 times...they didn't take any damage at all. This normal?
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on July 26, 2016, 09:10:40 PM
It wont here with the current DL.

It was in the core game version that had duplicate monsters.  And I have a PR out on that rn.



wrt the lost souls.  Yes, small flying monsters such as lost souls and fungal spores, and manhacks take next to no damage from vehicles, and will wreck the vehicles soft bits.  This is a coregame bug.  Dont hit them  :[
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: ZoneWizard on July 26, 2016, 09:23:38 PM
First= Thanks for that info....2nd......crap cakes =(

But they CAN die by other normal means if that is what you allude too? I just figured...."well poo! I ain't even getting out of my truck if these lil buggers don't die from a 40mph ramming lol "


Oh uh, then how do I remove the ant glitch thing? Naturally I'd like to play the latest versions of the game + mod and not crash =/
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on July 28, 2016, 07:33:50 PM
Here we are.  An update.  Some minor nerfs in fungal prolifacy  (-ancy?), some bee tweaks, and some small nerfing of zombie hordings.  Minor ones, but ones I feel like I noticed.  Maybe you will too?

https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0




  If I didnt talk about them yet -the bumblebees- they are a total of 3 kinds of bees rolled into the name 'giant bee'.  They are all physical in nature, and only possible a shockback on hit for about ~25% of the time.  Minor, really.  They 'royalty' bees possess shocking attacks too, although not so very often.  They have plenty of royal jelly in their hives if you car to dwelve into it.  Killing a queen will eliminate the local bee population, so if you for whatever reason want to keep them around dont do it.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on July 29, 2016, 07:50:22 PM
You guys know how grabbing as buffed recently?

Well, I decided to run through a triffid grove to test it.  Well...  Ive nerfd the creeper hub some as a result.  And its little vines.
   But, that said, a player in civilian leather and a single pipe bomb and a rapier and nail bat got into the underroots, so its not what I would call OP.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on July 31, 2016, 08:30:58 PM
Patch for you (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

  -Further nerfs down the spider pits, alters some rates, nerfs triffid vines, nerfs the larger packs of zombie spawns, and et al.


Shockcannons can be found in beehives.  This may not stick, but for now its there.
  For those of you who did not know what that is:  a tesla coil gun that consumes a lot of battery charge and is large and heavy.  Its inefficient for portable use, but it is perfect in groups of 2 or 3 on a car.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Taberone on August 01, 2016, 04:31:02 PM
When do Marloss Men show up, and is there any reward for killing them? I've never seen a MM spawn naturally, only through screwing around with the debug console so far(Because I haven't survived long enough and I set city size to 16, which is way too big and way too boring. Still trapped in the cities).

I've assuming that Marloss Men are some sort of endgame threat, seeing as how attacking them at all gets my survivors instakilled. Do Marloss Men ever turn hostile outside of the player attacking them?

Also on the latest experimentals, it gives an error message about hell castles occasionally.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: ZoneWizard on August 01, 2016, 07:52:52 PM
Hey PK, notice the Hell/Doom castle building was acting up as of 5301. I think the bug was the pillars. Anyway, the bug cropped up but most of the building seemed to spawn in and still function.

Just a small heads up if you haven't seen this. I have no other info as before I got near it I got ate =/



-----------


In regard to buildings. Do the hospitals have morgues? Do rivers large enough have small boat ports?(docks). Trying to think of locations so that we don't have 5 of the same building show up in one spot. More the better =)

Comic book shop/News Stand? Recycle Center?(has lots of broken stuff and scraps of everything)
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 01, 2016, 08:16:10 PM
Marloss man is an endgame critter.
He isnt agressive by default, but he takes umbrage to you killing his fungus.

And yes, he has 50 damage melee attacks and several special attacks and a machine gun he can aim from his shoulder.  He is going to instakill anything not in PA.


  Ill drop his required time, the games counter of how old your character has to be before a critter can spawn, down to 100.  Queen ants are 50, for reference.


Here you go (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)


This make marloss men appear earlier, though they are still rare spawns.
This drops bad weapon and tool defaults that produce errors

The errors with the doom things is mostly because it tries to put monsters on top of one another.  it happens to zombie hordes too, and Ill look it over.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Zombies-R-Us on August 05, 2016, 12:30:50 PM
"Zombies are red, zombies are blue, if you open up GIMP and mess with the hue"

Hey guys. I made a makeshift tileset for this mod using the MShock Modded one. Here's the download link (https://www.dropbox.com/s/ep6xo7u55nn1zaa/MShockPK.zip?dl=0), and below is an ingame example and a picture of all the added tiles. I say added but really most were just recolors and messing with the hue a bit, or adding a detail here and there. Sorry about the quality, I have 0 artistic skill or talent, but it looks passable I think. I've tested it and haven't found any problems, but I'm not sure if I trust the tool I used that was last updated in May, so some obscure stuff may have been changed for the worse. Keep an eye out and let me know if anything is broken compared to the original MShock Modded tileset.

Edit: Just a heads up for PK: dying arachnotrons and soul cubes cause a debug message to pop about an undefined item. I assume their corpses either aren't defined, or I'm using the wrong version of the mod (I get it through launcher)

(https://s32.postimg.org/nlrmpdd2p/PKExample.png) (https://postimg.org/image/nlrmpdd2p/)

(https://s32.postimg.org/gwl39crqp/PKExample_All.png) (https://postimg.org/image/gwl39crqp/)
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 05, 2016, 08:46:50 PM
1.

That looks awesome!  I downloaded it just to look at them, since I don't as a rule play with too much graphical tilesets.  Even though I learned how to play nethack, DF in tilesets once I switched over I couldn't any longer.

  You have my thanks.


2.

  The bug is due to, I presume, you switching over from the forum-based version to the coregame version included with the DL.  There are simply items that exist in the forum version that don't in the coregame version.


3.

I was given permission to use a custom farm and Im going to try to hammer out this new lab and add queens to the doom faction.  We have several models in the game, such as 2 versions of Archviles and the Archdemon from D2.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Zombies-R-Us on August 05, 2016, 10:07:39 PM
Excellent, I'm glad that you like it!

However I've found the cause of the bug, and it's not because of a switch or anything.

Basically it's the "BROKEN" flag on the arachnotron - its' id is "mon_mechaspider" and the item that it's supposed to drop has the id of "broken_arachnotron". Changing the id from "broken_arachnotron" to "broken_mechaspider" in both item definition and the recipe it's involved in fixed the bug and it seems I can now begin feasting on arachnotron brains. Soulcube apparently doesn't have this problem, I just misattributed it.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 05, 2016, 10:44:46 PM
Fair enough.

I know I should have personally tested those, but I guess I assumed.  :[

Ill try to finish up a rough draft of the lab tonight, and release that and this correction. and the farm.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 06, 2016, 02:01:10 AM
Welp.  Im a dirty liar.    Kind of.


I managed to finish the doom lab, or at least an itemless prototype.  I could have added the items tonight.  But theres a bigger issue.

C++ is doing C++ things, and wont allow the labs to connect with my labbits.  So unless you guys want to jackhammer through 2 walls per area Ive tried to join and blend, then it wont work.  Though all the monsters are there in some capacity.


Here it is (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

Ive fixed the erranty arachnotron corpse issue, Ive added the doomlab, 0 to 1 per region, and Ive added a 'plantation' prototype from Kedryn (http://smf.cataclysmdda.com/index.php?action=profile;u=5119), who has also done a lot of work for chesthole tileset.


-The doomlab is more or less lootable right not, and has a queen monster at the end, and a lab_finale and lab finale loot, if you can or care to get in there.  It will also spawn surface doom monsters, but it shouldnt be an issue because of how isolated most labs will be.

-The plantation is infested.  Its a huge farm with various vehicles and foods and goodies, such as the donated heavy plow and some neat items and a ton of storage and planting space and even some livestock.  It spawns 0 to 1 time per region, and is is isolated.

-Ive added the heavy plow to the regular farm lists and added a vehicle spawn spot to my own farm.

-Ive fixed the arachnotron bit, and Ive tested its eating and such.


Heres a snippit of the boss room.  IF you manage to kill the queen you would gain loot, normally, but in this case you gain the right to say you did.

(http://i.imgur.com/449zTxe.png)
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: ZoneWizard on August 08, 2016, 10:37:44 PM
I did notice the critters lack tiles. I've assumed that stuff was broken or some such when I use you mod with Chest32's.

In short, how do I link up your mod zombies and critters with ChestHole32 tile set?

It would be most convenient to no have "Z's" all over my screen with tiled critters.


Something to ask ChestHole to add to his Tile.json file?
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 10, 2016, 11:58:48 PM
Just a Patch (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

Nothing added, but I removed a few technical things that produced errors since the code for mod data has been being updated.

So if you encounter an error about default values, this is the fix.


My hard drive crashed, so Ive been determining how much money I need to spend and getting it together and buying a new one.  Well, 'new' is relative, its an older one that I got but it suits my needs and provides me the chance to learn Linux without fear of exploding data.

so Ive done nothing this week while I do life things, and this is just to remove technical errors that have emerged as a result of mugling's recent PRs.  Which, btw should help reduce bloat.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 11, 2016, 02:06:38 AM
Also, Im asking people if theyd like me to go through the C++ files and snip snip out the monster group lists and edit them for 'Fun'.


I would, doing things like allowing children to evolve early if they were at schools or make prison guards and prisoners only drop prison themed items, but idk if people want this.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Subhazard on August 11, 2016, 07:49:14 PM
Please nerf secubot, or change what spawns in the  last segment of the prison escape.

Secubot has night vision and makes escape impossible without getting extremely lucky with weapon spawns.

Had to disable the mod because I wanted to try out prison escape.

Please try it out yourself and tell me what you think.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 11, 2016, 07:54:23 PM
mmmm..


actually Ive been wanting to edit the prison, believe it or not.  secubots and night vison are fine in my opinion, and the prison escape is unreasonably hard and by far the least 'real' or 'balanced' start.


The issues comes with the zombie drops.  The prison should rightfully be a 5x5 setup, and instead of a basement complex for the cafeteria it should be a second floor its based on.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Subhazard on August 11, 2016, 08:09:06 PM
I don't mind it being hard. It's a great test of mechanics.  You can't beat the start without thoroughly understanding the game.

However, the robot at the end makes it literally impossible.

Try it.  Seriously if you can get past it, I wanna see.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: noname1208 on August 12, 2016, 01:21:15 AM
Hey Pisskop, I've been lurking on here for a little while now and playing your mod for the last few months and enjoying it. I haven't said much because there wasn't too much for me to say but now I've run into a little issue.

I've started a new world Randomly generated with the name Yolo (great huh?) and when I started a new character on it debug messages came up about the Hell Castle and all of it's map bits as the world loaded. Cycling through then (not using I) it's an error loop, if I press I it does let me go on and play with no noticeable issues. If I reset the world and make a character, it does the same thing.

I know it was mentioned before by Zone Wizard on page 16, I'm just letting you know I've found the problem too whatever it is.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 12, 2016, 02:53:02 AM
How does this do? (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)?

Ill have to play with it some more, since I was unable to get much to spawn, but it should be more doable?  let me know.  Ive confirmed the monsters I put in can spawn in if they feel like it, but they usually seem not to feel like it...



pedit:
  Its obviously something Ill need to address.  Ill look at it tomorrow.  If nothing else Ill remove some offending spawns.  I dont think it should include pillars, but if they happen to spawn on top of one another they might trip a debug...
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 16, 2016, 02:50:01 AM
Patchy (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

Ive put in a Prison Break scenario Fix on the git.  Its being processed right now.  If you use the forum version its right here.  Let me know if the doom castle is still on the wonk in the Coregame version, I added the basement where the lootz are.

To clarify, Ive jsonized only the central topside prison tile.  Ive made it fit the original version, and Ive added a few things, like more [chances for] item spawns, and some extra furniture on the top to kite things on.  Which you may need.
  the secubots are no longer a guaranteed spawn, but instead are entries on a list.  That list includes secubots, riot bots, eyebots, skitterbots, and zombie cops.  Outside, a tank drone or chicken walker might spawn, on a rare day.

   And there may or may not be a wrestling brute or nightstalker brute hanging out on the grounds.  They are considered endgame monsters of a support type, but they both smash, they both have specialties (wrestlers do close combat very well and nightstalkers do dps well), and they will likely be targets for a gun or perhaps kiting into robot spawns.  Remember that zombies will attack the closest enemy to them.



other than that Ive done some minor tweaking of spawn lists, and remind me to make the Zuicide Vest.  Gonna happen guys, sorry.
  Ive done more work on the DoomLabs.  Ive got some communication rooms and some offices.  Next I need dorms, I think.  Then labs and armories, and I should be 85% done with the labs atp.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Sheb on August 16, 2016, 03:45:15 PM
Just wanted to drop by and say I love your mod. I've been playing with it and zombie health doubled, and the game is still challenging mid-winter, at a stage where I would be casually murdering whole towns in vanilla.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: 123nick on August 17, 2016, 03:46:32 AM
whats the zombie mangler do? i saw it in the screenshot but no description for it in the second and third posts?
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 17, 2016, 04:17:41 AM
mangler is skellington.  lunges, high bleed, high cut armor
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Taberone on August 17, 2016, 02:44:03 PM
(http://i.imgur.com/gBdatli.png)(http://i.imgur.com/ps4fjS2.png)

Error messages in the latest experimental with this mod upon loading a save file
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 17, 2016, 09:34:57 PM
hmmmm.

Its possibille that I ...hmmmm.  My coregame version isnt bugged up.  Nor is the version I played just last night, that I released as a patch?

Ill upload a new patch here (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0) just to be sure, and Ive updated to the newest expi myself.  As I said, I was just playing last night in my own world, where I was contemplating complaining about the apparent new horde spawn mechanics.  Im really, really not a fan of 'suddenly 2 zombies appear within spitting distance of my car or person' any more than I am a fan of 'suddenly a whole horde wrecks your car because rofl'.



pedit:

Also, I have made some dorms, some 'open labs'.  they have no items nor real spawns yet, nor even spawn naturally, but still.  For a single spawn per region its got re-playability Id hope
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Dichotomancer on August 18, 2016, 03:22:24 PM
Pisskop you magnificent bastard. This is just what i needed. I hadn't been using this mod for the longest time, because I wanted to experience "vanilla" Cata for a while before I got into any crazy changes. But this really breathes additional life into the experience for me. The amount of extra stuff to explore, and the fact that I can't just start off and hold down forward, crunching zeds under foot without thinking, really make this exciting. I feel like I'm back in my first days playing the game poking my head out of the evac shelter.

I haven't gotten to the high level zombies or doom monsters yet. I think I compiled my version without lua support. Should I recompile? How much success are you having with smarter monster AI? One of my biggest gripes with this game is that every monster can be defeated with a window, bush, a rifle, or by holding forward. Is it possible to script complicated AI that ducks behind cover or uses other more advanced tactics?

This mod has inspired me to get into creating content, dungeons, etc. Where should I start? I have some programing experience, though not much with JSON. How difficult is it to make structures and complexes?

In any case, I'm looking forward to exploring some of the new locations and taking on the late game enemies. I'm trying not to read any of your lists of the factions, etc, so I can go in blind. Pretty exciting stuff. Good work mate.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Grandpuh Ty on August 18, 2016, 04:48:13 PM
As I said, I was just playing last night in my own world, where I was contemplating complaining about the apparent new horde spawn mechanics.  Im really, really not a fan of 'suddenly 2 zombies appear within spitting distance of my car or person' any more than I am a fan of 'suddenly a whole horde wrecks your car because rofl'.

New horde mechanics? I don't think I've ever encountered having zombies spawn on top of me like that in any recent versions.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 18, 2016, 08:08:29 PM
Pisskop you magnificent bastard. This is just what i needed. I hadn't been using this mod for the longest time, because I wanted to experience "vanilla" Cata for a while before I got into any crazy changes. But this really breathes additional life into the experience for me. The amount of extra stuff to explore, and the fact that I can't just start off and hold down forward, crunching zeds under foot without thinking, really make this exciting. I feel like I'm back in my first days playing the game poking my head out of the evac shelter.

I haven't gotten to the high level zombies or doom monsters yet. I think I compiled my version without lua support. Should I recompile? How much success are you having with smarter monster AI? One of my biggest gripes with this game is that every monster can be defeated with a window, bush, a rifle, or by holding forward. Is it possible to script complicated AI that ducks behind cover or uses other more advanced tactics?

This mod has inspired me to get into creating content, dungeons, etc. Where should I start? I have some programing experience, though not much with JSON. How difficult is it to make structures and complexes?

In any case, I'm looking forward to exploring some of the new locations and taking on the late game enemies. I'm trying not to read any of your lists of the factions, etc, so I can go in blind. Pretty exciting stuff. Good work mate.
My ai modding is limited to json tags.  There are a few, but mostly I tinker with avoid_dumbtrap_1&2 and Fears and Placations and Anger tags.  Adding fire as an anger tag to wolves, for instance makes them run from the fire, then turn around and get cautiously pissed about the fire, so they kind of lurk in the shadows of a fire at night.

To add content to the game, Id recommend taking a (simple-ish) idea and copying something that looks kind of like it.  like say a house, except people often underestimate how complex houses are actually.  A lot of itemlists, and planning has to go into it.

monsters are the easiest, and where I started.  Just copy something similar and modify it until you get the hang of what arbitrary numbers like morale and difficulty do.  Complexes, as in multi-tile regions are best tackled after you get an idea of single-tile regions.  Cities always need more variety.



Just shoot off a pm to me or open a thread about it or something if you have questions.  This page (https://github.com/CleverRaven/Cataclysm-DDA/tree/master/doc) should help too.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 18, 2016, 10:17:38 PM
As I said, I was just playing last night in my own world, where I was contemplating complaining about the apparent new horde spawn mechanics.  Im really, really not a fan of 'suddenly 2 zombies appear within spitting distance of my car or person' any more than I am a fan of 'suddenly a whole horde wrecks your car because rofl'.

New horde mechanics? I don't think I've ever encountered having zombies spawn on top of me like that in any recent versions.
idk.  I switched operating systems very recently, and I actually turned on classic zombies for a day or two on accident.  Maybe dynamic spawn is on?  I didnt think so, but...

ugh, dynamic spawn is another name for 'never safe mode'
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 20, 2016, 05:50:02 PM
Made some progress on zuicide vests.  Added a glowing boomer.  Added in a chinese multitool

(http://i.imgur.com/8SX8n2W.png)
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 23, 2016, 01:41:40 AM

Patch
 (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

This patch has a bugfix, in that they updated the code requirements for gun shooting monsters and I didnt know about that for some off reason.  This fixes their shooting behavior.  They were not firing their guns before.
   Do not use this until you get the newest experimentals, just to be safer than not.


This adds a new shocker zombie, and a new boomer.  dont worry, they arent 'upgrades' per se, more like for flavor/variety.   Maybe
    This also adds a shockcannon turret and increases the frequency of its spawning.  Up next shall be the finishing of the doomlab, or at least a functioning version of it, and the reexamination of the bomblets into something more acceptable.  They are, simply put, op for their cost and function.

With the new-ish explosion codes I need to make the weaker and perhaps more common for use.


Id love to see the NPCs using turrets, and love to access their faction for monster-allies.  NPC allied dogs, cats, and turrets?  Yes please.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 24, 2016, 12:58:27 AM
today I played with the bomblets and rebalanced them a little.  there were a few new codey bits to use, and Ive done so.

Bomblets are, altogether, weaker.

The primary damage dealers are the explosives and the frags.  They are both capable of maiming a survivor who knows dickall about launchers.  The explosives will maim, the frags outright kill.

Not much to be done there.  But their effect on zombies was more or less what I desired.  Bomblets are a semi-rare weapon and ammo, and they can (quite noisily) take care of small crowds.  There are also more support bomblets, the fire and acid bomblets.  These will unreliably coat an area with fire and acid.  The damage they do is more or less worth it, its really up to the player to decide.

the acidbombs will also produce small amounts of toxic gas, which damages mouthbreathers and slows down everything.
The firebombs produce more potent fire and some smoke.


Then we have the most common type of bomblet, the stun bomblet.
  The stunbomblet was designed to non-lethally put down riots and prisoners.  Its got a solid record of suppression, but it does not have a perfect record, as broken limbs have been known to result, and even the impact has been known to cause serious concussions in field testing.  The stun bomblet produces a blinding flash and a bit of teargas on location, and problems with the still-emptying casing have been know to happen.  Essentially it may get a little volatile, leading to the aforementioned broken limbs.


this way is not 'ideal', but it is at least suitable.  Ive increased the amount of bomblets per spawn, and also made them somewhat more space efficient.  They are still craft-able.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Noctifer on August 24, 2016, 05:59:46 PM
I had an idea for a monster and thought it might be fitting in your mod. I apologize if something similar is already in your mod. I call it the shadow overlord. The premise is that the blob is able to create a self-aware creature to defend its zombies. Wherever this creature is itself a zombie is debate able. It has the abilities of zombie master, necromancer and shady zombie. This will make it a great support monster for enemies and dangerous at night. I would suggest giving it low health and spawn rate since it is to be a support role and it is very dangerous in big amounts. So what do you think?
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 24, 2016, 06:26:31 PM
I have the zombie lord, the endgame spawn that performs the functions of a necro and master, and also creates large blobs on occasion.
I also have burnt versions of the three.   They are slow and night invisible versions of themselves.  They spawns by being burnt or on rare occasions.

Ive found a surprising number of people dont use flashlight flicking to its fullest; they get surprised by shadies all the time.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Noctifer on August 24, 2016, 06:29:38 PM
I have the zombie lord, the endgame spawn that performs the functions of a necro and master, and also creates large blobs on occasion.
I also have burnt versions of the three.   They are slow and night invisible versions of themselves.  They spawns by being burnt or on rare occasions.
I should have guessed you would have comed up with the idea, I just personally never encounter them in your mod.

Ive found a surprising number of people dont use flashlight flicking to its fullest; they get surprised by shadies all the time.
Cranial flashlight over night-vision bionic 10/10.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 24, 2016, 06:47:24 PM
Ill bump them into the spawn lists as rare spawns.  I know they do spawn on rare occasions, as Ive seen them on the first day and in surprise locations, but this should help some.

they are incredibly dangerous to a non-endgame character though.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Sheb on August 24, 2016, 09:02:33 PM
What's the deal with shady zombies though? They are invisible in the dark?
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: Noctifer on August 24, 2016, 09:05:54 PM
What's the deal with shady zombies though? They are invisible in the dark?
Yes. even to trait induced night vision.
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 26, 2016, 12:18:33 AM
So, finally got to this:

(click to show/hide)

that, if you dont json, is a prototype antidote, set to be crafted from triffid extract, which is extracted from fungal needles, which get dropped from triffids.  Cures and blocks basic venom and paravenom.  From things like triffids and spiders.

It requires a modest amount of cooking, survival, and aid to make, and will likely be a rarish spawn in select areas that were active postapoc.


Just an FYI, Royal Jelly might cure everything evar, but it blocks nothing.  This will block most effects for a while.  Or rather, the upgraded version will
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 29, 2016, 06:04:58 PM
Doomlabs are done in structure.  no items, no monster conception, no polish.  but you can walk around it.  and its random.  Semi-random.

(http://i.imgur.com/6smBrin.png?1)
Title: Re: PK's Reimagining Mod [Updated 23JUL16]
Post by: pisskop on August 30, 2016, 02:05:32 AM
Updatey (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

This is the doomlabs, with some prototype items and monsters put in.  darned if it wasnt annoying to do, but I found that copypaste was my friend.  I went through spawn by spawn and reviewed my work.  Its not perfect, but itll do.

Ive also done some nerfing of the revenants, the spawns of the demons in general, and the soda can kit.  Because while people might not appreciate early game I spend 90% of my own playtime in that early-midgame.  The last time I made it to summer was testing the zombies out a bit ago.

Other changes?  Ive added the antivenoms.  Using triffid bits and royal sap, you can mix a watered down royal jelly.  This works like royal jelly, and can be used to craft the antivenoms, which will block poisons and actually cure them.

Again, royal jelly will cure all poisons, but this jelly will also block future inflictions for a short time. 

      All you need is survival and first aid, its autolearned, and booklearned.




I will eventually polish it up, but feel free to tell me things to speed that up.  the doomlab spawns 0 to 1 time a region, in a forest close to to far away from the city, with a road connecting to it and forest all around it.  It is made of reinforced concrete, and doom monsters can spawn directly outside it.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on August 30, 2016, 02:43:08 AM
aaaannnnd updated to new world, deleted my version  of a terrain set I have successfully added to the coregame.  So download works with newest expi

You may now rejoice to know that it is possible to have open air with a roof above it.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 01, 2016, 05:43:08 PM
Just stopping  by.


Ive been tweaking the doomlab up to standard.  For instance Im notincing that I left out a few things I intended to add, and Ive increased the populations of doommonsters in all demon lairs.  This gives them more chances to spawn, but doesnt make them have to spawn.


Ive  added keennose to ants, and tweaked down the aggression of the workers a little.  They are still a defensive force, but they should take longer.  This was after a few forees into them with a new survivor.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 02, 2016, 08:19:38 PM
Ive added some 'prototype' wildlife.

Im part of the crowd who believes that wildlife in cdda is too weak.  Ive added 2 versions of each monster.

1 is a slightly buffed coregame version, called 'weak'.  This is because its the weakest.
1 is what Ive been using, and it uses the default id just in case some script calls on them for another mod or something.
1 is a stronger version that should be able to hurt you more while not being a tanky brute about it.  they all have low armor and low health, or at least low compared to a zombie dealing the same damage.


This was done for bears, cougars, and moose.  The three primary wildlife Id complain about being a pushover.  Wolves kind of too, but they are plenty strong in my mod.


Now, you cant tell the difference just by seeing them, but you can if you view their description.  A sentence was added to the strong and weak version, describing some mottled fur or a lustrous sheen, depending on its strength.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Senrain on September 03, 2016, 10:04:44 AM
Are Shamblers supposed to be invulnerable? I emptied several glock magazines into one and I didn't even dent it. Decided to debug spawn in several M72 LAWs and tried to blow it to smithereens. It ate the missiles like candy. Trying to melee them just results in getting stunlocked to death. They're impossible to deal with as far as I can see.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 03, 2016, 12:36:14 PM
mobile but....


shamblers (twice evolved crawler zombies) are meant to provide several functions:

1:  item cleanup
        They absorb any items on their tile.  the script grants them 1 health per volume consumed.

2:  a believible use for crawlers
        crawlers are useless combatants and useless for demolitions.  being, mechanically, a weakened shoggoth it is the opposite.  given how malliable blob mutation in zeds this transformation from human corpes to mini blob-aligned entity shouldnt be unforseen.

3:  to help make cities less raidable.
      shambler will eat loads of dakka, and coat the area in goo.  shambler eats items, reducing loot.  shambler is an anti pc weapon.



trdl, shambler is literally half based on the old shambler, half on a sludge crawler, half on a shoggoth.

its abilities are so like a shoggoth that should a shoggoth ever spawn in a city you can expect a shambler fight.  the shoggoth is worse because it regens everything and has a higher base pool to regen from.


shoggoth is literally a huge blob
small blob -> blob -> large blob -> shoggoth
brain blob

are all the blobs of the game.


if the shambler is aggroing you too much or proving untenable in general id nerf its already poor senses before id try to take away its item nomming.  idk, i havent yet progressed a character enough to organcally test its newest form.
 

tbc below
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 03, 2016, 12:46:43 PM
-why shambler is 'invulnerable'

  its not, short answer.
  it gains 1hp per 1 volume of items eated.  this hp gain is not limited to it hp max, so it can have 900/70 hp, for instance.

  consider the average zombie carries ~~30 volume in items, and its corpse is 200 volume.  every single fellow zed it eats is 230 health for its hp pool.
  consider the favorite zed pasttime; smashing cars.  frames and seats and engines and steel lumps and sheet metal, then sombody smashes a gas tank too hard and it Hollywoods up.  shambler can make a net gain in hp by eating its comrades.

  finally, consider its senses.
iirc very poor vision, smelling, hearing.  it is too sliw to track you outdoors, but it can hear combat or a Zombie Tailgate Party.


its attacks, iirc, are sticky sludge, grabbing, and acid.  i could nerf its damage output, but melee attacks arent where it shines.



nerfing this relatively perfectly designed (from a lore perspective) critter would be to ease player discomfort
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Chezzo on September 03, 2016, 05:29:47 PM
I got Zombies-R-Us' tiles in my set. It'll be in the next update, or here:

http://chezzo.com/cdda/ChestHole32TilesetPK.zip
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Senrain on September 03, 2016, 10:57:36 PM
-why shambler is 'invulnerable'

  its not, short answer.
  it gains 1hp per 1 volume of items eated.  this hp gain is not limited to it hp max, so it can have 900/70 hp, for instance.

  consider the average zombie carries ~~30 volume in items, and its corpse is 200 volume.  every single fellow zed it eats is 230 health for its hp pool.
  consider the favorite zed pasttime; smashing cars.  frames and seats and engines and steel lumps and sheet metal, then sombody smashes a gas tank too hard and it Hollywoods up.  shambler can make a net gain in hp by eating its comrades.

  finally, consider its senses.
iirc very poor vision, smelling, hearing.  it is too sliw to track you outdoors, but it can hear combat or a Zombie Tailgate Party.


its attacks, iirc, are sticky sludge, grabbing, and acid.  i could nerf its damage output, but melee attacks arent where it shines.



nerfing this relatively perfectly designed (from a lore perspective) critter would be to ease player discomfort

Wow, that's absolutely disgusting. Not even considering that trying to melee the shamblers results in you getting stunlocked over and over again, making you helpless while it straight up kills you.

I'd recommend capping the amount of health the shambler is allowed to have and also fixing it stunlocking you so it's actually viable to melee it. Make the sludge restrict movement but not stun you, so you're still locked in place but clobbering the shambler to death is a viable option.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: EldritchSigma on September 03, 2016, 11:59:33 PM
Holy shit... how have I overlooked this mod? Its amazing. I am going to do a playthrough with this mod online. This should be a significant challenge.

Edit: Is there any way to add this mod to an existing world? I know it works for new weapons etc since they are genned afterwards. But this might be a bit too much to add to an existing world I suppose.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Noctifer on September 04, 2016, 12:05:39 AM
Holy shit... how have I overlooked this mod? Its amazing. I am going to do a playthrough with this mod online. This should be a significant challenge.

Edit: Is there any way to add this mod to an existing world? I know it works for new weapons etc since they are genned afterwards. But this might be a bit too much to add to an existing world I suppose.
I can be added the same way weapon mods are added but none of the mod's buldings will appear. The only thing it will do in a "used" world is spawn items and monsters.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: EldritchSigma on September 04, 2016, 12:21:29 AM
Holy shit... how have I overlooked this mod? Its amazing. I am going to do a playthrough with this mod online. This should be a significant challenge.

Edit: Is there any way to add this mod to an existing world? I know it works for new weapons etc since they are genned afterwards. But this might be a bit too much to add to an existing world I suppose.
I can be added the same way weapon mods are added but none of the mod's buldings will appear. The only thing it will do in a "used" world is spawn items and monsters.

As I thought. Well then. Genning a new world it is.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 04, 2016, 12:34:47 AM
just popping back in to say, ayup, when it fills all the surrounding areas wih sludge it you forever dump it into your square; and you will always prioritize cleanup.


so....  ill fix this


pedit:  the only fix was removing copious amounts of its extra sludge.
    emit is still a new function, and still needs some fixing.  and it also points out some old hardcode that doesnt need to be
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Senrain on September 04, 2016, 02:11:18 AM
just popping back in to say, ayup, when it fills all the surrounding areas wih sludge it you forever dump it into your square; and you will always prioritize cleanup.


so....  ill fix this


pedit:  the only fix was removing copious amounts of its extra sludge.
    emit is still a new function, and still needs some fixing.  and it also points out some old hardcode that doesnt need to be

Don't forget to cap it's health gain if possible. It's kinda ridiculous that they can tank multiple missiles to the face after a tailgate party, or just if one pops up while I'm trying to clear out a horde and eats a bunch of corpses before I notice it.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 04, 2016, 04:30:33 PM
https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0

^^^

Thats a fix.

Includes prototype animals.  Some more doomlab fixing.  Buff to mine critters.

The shambler will no longer stunlock you by continuously pouring goo on you, and you will thus no longer clean it off instead of moving off the square.

A word of warning,  the mine faultline is harder.  Like bring your guns.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 04, 2016, 04:34:52 PM
just popping back in to say, ayup, when it fills all the surrounding areas wih sludge it you forever dump it into your square; and you will always prioritize cleanup.


so....  ill fix this


pedit:  the only fix was removing copious amounts of its extra sludge.
    emit is still a new function, and still needs some fixing.  and it also points out some old hardcode that doesnt need to be

Don't forget to cap it's health gain if possible. It's kinda ridiculous that they can tank multiple missiles to the face after a tailgate party, or just if one pops up while I'm trying to clear out a horde and eats a bunch of corpses before I notice it.

No can do.  Its hardcoded.  I could try to make a case to change it, or to code a second version, but shoggoth is the only coregame monster to use absorb.  I only use 2 myself.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Taberone on September 05, 2016, 04:39:09 AM
Would it be possible for the creator of the Retrodays tileset to add support for this mod?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Sheb on September 05, 2016, 11:11:29 AM
just popping back in to say, ayup, when it fills all the surrounding areas wih sludge it you forever dump it into your square; and you will always prioritize cleanup.


so....  ill fix this


pedit:  the only fix was removing copious amounts of its extra sludge.
    emit is still a new function, and still needs some fixing.  and it also points out some old hardcode that doesnt need to be

Don't forget to cap it's health gain if possible. It's kinda ridiculous that they can tank multiple missiles to the face after a tailgate party, or just if one pops up while I'm trying to clear out a horde and eats a bunch of corpses before I notice it.

Nah, it's slow, now that the stunlocking is fixed you can just avoid it. I don't think it's an issue to have a monster that is too much bother to kill in most situation, and if you really want it out of the city (to make it your base of operation for exemple) you can always lead it out of town and loose him in the wood or something.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 06, 2016, 12:13:40 AM
nerfed the shamblers vision.

ran several  triffid groves.


so ive nerfed a the creeper grasses again.  they vine attack less  and have half health, and die (theoretical) seconds sooner.

fixed an oversight with biollantes, and hammered out a new balance between hard and tedious and technical.

I like how pipe bombs have smaller radius but more damage.  grenades can 1shot a creeper.  the heart needs to breathe.  hinthint.

i used a lot of cocaine, and codeine.  I kept my speed as high as possible.  i wore layers of armor, and shotgunned the creepers and biollantes.

teargas with a filter/gas mask is effective.  i tested out holding a teargas grenade on me and running through the swam of grass.  much effective.

the hearts massive triffid prduction can overwhelm you.

i took to smashing the root walls to rest in an alcove to regen stamina.  requires a strong weapon and stamina to begin with though.

incendiaries and molotovs are pretty dangerous because of all the grabbing.


adding maimed and blind zombies, to give more flavor and make more zoms to upgrade into the decay group.


pedit:
    triffid antidotes and  neutralizer spawn in science groups.  in labs, on randomly spawned in fields, and the like.  will block poisons, like slowing triffid poison or their allied venoms.  use them

you can booklearn it early, but you autolearn at  4cook, 4faid, and 2fab.  its in medine.


keep in mind that triffid damage is modest, their hp lowish, and their speed and combat skill on the low end...

heavy armor is unneeded, but full and redundant coverage is advisable. if you arent immune to acid you have to navigate carefully.  my recommendation to use smoke, teargas, and explisive grenades stands
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 06, 2016, 10:07:10 PM
In my quest to make the triffid and fungus more interesting/useful I have added in small purses.

Small purses are a nerf and a bit of a utilitarian buff.

-Fluid sacs are less healthy and less quenching.
-Fluid sacs will rot
-Fluid sacs can be drained to reduce unhealth.  Fluid sacs can be boiled to clean water
-The empty sacs, or the full ones, will be soak-able in  salty water and boiled into non-perishable and useless sacs.
-These useless sacs can be tallowed or waxed into small purses.  Small purses do not seal water, but can be crafted much like a sealed stomach to hold 1 water.
-Small purses can be worn to provide 0 encumbrance and 1 storage.
-Small purses can be used in crafts in all instances that clay canisters can be.

This new utility should help make the triffids less farmable and make them more useful to a woody survivor.  Its also useful to anyone who uses small thrown weapons, Id imagine...
  -acid bombs, triffid sap bombs (which Ive also added, if I didnt say so earlier), various boobytraps.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 06, 2016, 11:14:42 PM
Added a small bootleg molotov.  It is 250 gasoline and a wick.

-It will need to be lit before thrown, or it wont do anything.
-You have 1-2 turns to get rid of it, or it will activate in your inventory.
-It will spawn 1 tile of fire, intensity 0, 1, or 2.  0 means no fire.  2 means you got extra bang for your buck, since ~500 gas is required for a intensity 2 fire under normal circumstances.
-Its thus possible to have no effect at all.  Chance be chancy, but it gives access to fire early.


Patchy (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: AdonaiJr on September 08, 2016, 10:01:27 PM
[...] then sombody smashes a gas tank too hard and it Hollywoods up

best. description. ever!

You sir won the Catawebs today.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Noctifer on September 08, 2016, 10:48:10 PM
[...] then sombody smashes a gas tank too hard and it Michaelbays up
Fixed it for ya.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 09, 2016, 08:44:37 PM
(http://i.imgur.com/VJTIrUo.png?1)

O.O

I am happies
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 10, 2016, 02:59:50 AM
Patchy (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

Not too much in the way of changes.

lets see,,,  tweaked some of the new wildlife.  The wildlife mammals are all going to be afraid of fire and or sound.  To varying degrees.  Even a good amount of shouting will upset them.

Ive tweaked their overall spawn rate down some.  I knew I was increasing it by adding more types of them but I didnt know if it would be too much.  I think in the case of violent animals I should lower it, if only for the woodsman.

Ive tweaked a few other spawns too, such as spider pits.  Spider pits have a separate overmap special that governs their spawning closer to cities, so you should see them hanging out near their food... which is animals and peoples.

Ive tweaked some item spawn rates, but meh, the wildlife and triffid tweaks are why you should come by.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Taberone on September 12, 2016, 02:55:31 PM
(http://i.imgur.com/mmFvwvA.png)

Errors upon loading with the (currently newest) 5476 build according to the CDDA Launcher
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 12, 2016, 03:31:19 PM
Fix inbound on the git
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Garfink on September 12, 2016, 05:19:11 PM
Fix inbound on the git

Dang that CDDA Game Launcher app doesn't show the versions of the mods, not even a date.  Whenever you update this mod, I can just use the Gamer Launcher to redownload the mod and install it right?  Or do I have to do it manually?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 12, 2016, 05:37:48 PM
yea.

you are using cddalauncher, i.e. the github version, im. not the one in this thread.

i can just update dropbox to fix an error here.  hell i even play my games with the thread version.

bur to fix the version that comes the game i hacve to github and wait for them
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Sheb on September 12, 2016, 05:48:24 PM
Total noob question: how do you dump the mod on the mod?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 12, 2016, 06:36:26 PM
delete the one in

data/mods

and then replace it with this one.




the github/cddalauncher version should be fixed now
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 12, 2016, 10:40:16 PM
I updated to the current expi as of this point.

https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0
This is error free.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Garfink on September 13, 2016, 08:00:42 AM
Pisskop, you are a champ.  I love you man.  Now can you support all the other mainline mods as well.....
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Taberone on September 13, 2016, 02:37:33 PM
Launcher version has errors again

(http://i.imgur.com/izaxThH.png)
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Snaaty on September 13, 2016, 03:06:52 PM
Is it intended that zombie lords spawn at game start? I did a challenge very bad day guy who was doing really well with a city-only-conduct, until said zombie lord decided to smash his skull in. Double zombie health probably didn't help either.
I'm just asking because it seems that Masters and Necromancers are supposed to upgrade into the Lord so I was wondering whether that was intended.

I did start in the regular spring season with default zombie spawn and everything.

Still, keep up the good work pisskop! I'd love to see your mod included in the main game some day and you working on the main game itself too! :)
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 13, 2016, 05:23:40 PM
masters have long been known to spawn on day1.  and hulks.

a master can upgrade zombies.  a master upgrades into a lord ....



but, they are rare spawns.  i see more day1 hulks than d1 lords
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 13, 2016, 11:19:17 PM
aye.  Were all back on the level.

Devs are slowly but surely updating all the codings
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Snaaty on September 13, 2016, 11:34:41 PM
Hm, so Masters can use their upgrade ability on themselves? If so, why aren't all the masters and necros turning themselves into lord on d1?

What I fond especially remarkable was that I was inside a building doing some reading while I already heard a sound next to the wall (but thought it was probably just a stumbling zombie (that wall had no windows/doors) only to see the lord burst through a window a couple of turns later. I don't think I did anything particularly noisy, it has GOODHEARING though. OR maybe it just caught my scent?

What do you mean with "back on the level"?

(Off topic: May I ask you about your nationality, pisskop?)
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 13, 2016, 11:39:10 PM
Necros cannot self target, for to do so would imply they were dead already.
Masters can, but dont always self target.  I believe [i dont know for certain] that masters will attempt to target an ally before themselves, and may only use their powers when the player can see them, so in that vein you have an answer.

Im american, but I doubt Im typical.


The cddalauncher version should work.  We have devs playing with the code and submitted a pr.  They feel I am too lax with my code format.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Arkenstone on September 14, 2016, 12:59:49 AM
I crashed when a tank drone attempted to use its flame attack on me. I'll try to get a screenshot if it happens again.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 15, 2016, 12:44:32 AM
Updated (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

This time Ive added in more softcore critters.

Or rather, more wildlife and giant bugs.

Lets see....

-Skunks, small critters who will spray you with their stinky juice if you antagonize them.  Their range is melee.
-Goats, basically sheep without wool that can do occasional jumping.

-maggots, baby flies that will provide small amounts of food
-caterpillars, little moths and butterflies that will hang out in the woods
-moths and butterflies, giant critters with are mostly defenseless and there to take up spawn slots
-pupae, little pods of defense


This will hopefully help flesh out all all the animals a little more, open the way for more mutants, and help mitigate the whole 'lets take out all the vermin' thing.

And I havent done too much testing yet, but their spawn rates are about in line with the rates of what Ive already added.


pedit:

I also added a 'large dog' and increased the freqs of a few monsters.  I removed the time constraints of a few more too.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Arkenstone on September 15, 2016, 02:37:06 AM
In the dead of night, a survivor zombie cut off from her horde.

Amid the crinkle of shrubs and forestry, we were alone. I manuevered for a position behind a shrub, readying myself for the duel. I had my kukri, she drew her machete.

She walked toward me, swaying but with a purpose that felt oddly human.

Out of nowhere, a moose came flying out of the forest, rammed her through two trees, and proceeded to kill her.

10/10 will duel again.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 15, 2016, 10:06:37 PM
https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0

^^ there we go, Ive tweaked some numbers and added in a season variation in freqs.

Buffed 'harmless' wildlife freqs.
Added in a null spawn, that returns a 'null' monster that doesnt exist.  This consumes spawn points, thus removing creatures from the game.
Added in a seasonal variation in the above null spawn.  15% extra null in spring and autumn, and 75% in winter.  A whopping 150% in winter at night.

Less critters in winter = less foodstuffs in winter.


im fairly happy with it, though Id need to actually play a bit in each season to see just how awesome it is.  Feedback would be nice.  Im looking to make large predators less common.


Added steel rod to bridge guardrails.  If you are stronk enough to handle the weight, its a heavy piperod that can be useful earlygame.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Noctifer on September 16, 2016, 02:18:11 AM
One suggestion I would add, if not already implemented, is more birds to spawn in the spring. This is both logical and would give a good supply of feathers in the spring for arrows.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 16, 2016, 02:24:17 AM
One suggestion I would add, if not already implemented, is more birds to spawn in the spring. This is both logical and would give a good supply of feathers in the spring for arrows.
I wanted to add robins and bluejays and such.  Pidgeons in cities.  et al.   this is a good idea, and I dont archer so Im glad to have a justification to do so
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Arkenstone on September 17, 2016, 12:54:56 AM
Do animals attack each other? Like 4 days in, I'm finding corpses of goats and other animals everywhere, presumably because the bear has murdered them.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 17, 2016, 01:05:13 AM
They can.

wolves will attack animals, moose will be antagonized and attack animals, bears can occassionally get cheeky, but Ive found bears to be the most chill out of the lot.

cougars are largely passive, except for 'cougar 2'.

so yea, the largest ones will attack animals.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Zilenan91 on September 17, 2016, 11:03:17 PM
Does Space Marine armor do anything special? It doesn't seem very good for how rare it is to find all the pieces. Seems roughly equivalent to SWAT armor.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 17, 2016, 11:33:32 PM
its lighter, less encumbering, and usually more enviormental protection than heavy survivor armor
its better protected than light armor, and better envio than that.  its usually less encumbering.
it blows firefighter gear out of the water.  providing less envio though.




it has good enviornmental protection, solid enough armor, and a weighty but not impractical weight and encumbrance.  its also a little warm.



do you think it should be more common?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 20, 2016, 02:51:44 AM
patchy (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

   -So less goats; they were meant as a filler, tbh.  They arent native wildlife, but there are plenty of farms, and they are domesticated, and I suspect a few would survive long enough to make an appearance in the game.  They go extinct before any other creature atm, and are somewhat uncommon.  or should be.  Buffed their speed I believe too, in response to them dying soo much when a moose or bear goes berserk.
  -Added 3 birds, whose behaviors should be different from each other.  Can you spot them all (and tell me what you think.  They shouldn't be 'free' food/feathers, but should have distinct personalities)
  -Made doomarmor more common by slightly buffing its frequencies in all places it currently can spawn.  Somebody remind me to nerf the prison itemsspawns some.


In the future, I want to add maybe a few more wildlife critters.  Im open to suggestions, but Id like to keep it plausible for 2050 New England.  So no desert scorpions or tigers.

...
...
...

<.<

>.>

Although, the idea of making a zoo had occurred to me.  most of the animals wouldn't last, and there arent breeding pairs usually, but some might survive winter and do the funky monkey?



After that, I need to make some concessions and finish up some doom items.  A full bodysuit and a few of the less realistic guns.  Since an AR is a good stand-in for doom guns and there are plenty of pistols.  Im not sure what to do about the whole 'never reloading' guns of doom.  ideas?  extra large clips/barrels/batteryreserves?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Noctifer on September 20, 2016, 03:00:54 AM
...Although, the idea of making a zoo had occurred to me.  most of the animals wouldn't last, and there arent breeding pairs usually, but some might survive winter and do the funky monkey?...
Alligator wrestling in zoos would be awesome!
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Sheb on September 20, 2016, 08:25:08 AM
Are you looking for real animal, or mutated version (damn thos scyted coyote BTW).
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 20, 2016, 10:52:19 AM
whats wrong with scoyotes?  ;)

i could nerf them, but even a sling should kill them.


real animals for early game.  mutants for later
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Sheb on September 20, 2016, 07:25:44 PM
Yeah, you just have to learn not to melee them. :p
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: BBEG on September 20, 2016, 07:44:53 PM
hey quick question are you planning on making some bosses cause it would be cool to have a few of them runing around. also any plans to expand factions like the netherworld inhabitants or possibly the robots
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 20, 2016, 07:46:51 PM
Bosses for whom?

the game's equivalent of 'bosses' is 'queen' monsters.

I have added a few.  I have the queen ants, the queen bees, the archdemon and (unimplemented) archvile, in addition to minor alterations of the fungal and triffid bosses.

Zombies dont have a boss, unless you count the boss of the blobs, which I havent touched.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 21, 2016, 01:43:54 AM
patch (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

Exactly 1 change:  the addition of 'scrap chimes'.

what are scrap chimes?

well...

 - You know how Ive been complaining about how inaccessible a running car can be?  Well, if you dont, then theyre hard to come by in the latest expies.
 - It requires a level 1 mechanical skill to even change  battery.


Scrap chimes are a level 0 mechanical item that requires 2 fabrication to autolearn.  This means that at 2 fabrication, you autolearn the recipe to make this craft that levels up mechanics to a max of level 1.

So, with either 2fab or 0fab and the mag 'crafty crafters quarterly', you  can make the scrap chimes with:

- 6 scrap metal
- 6 more scrap metal (or 2 chunks of metal)
- 1 long string or 6 short strings
- 12 minutes

This will produce mechanical skillpoints and a scrap chime.

Throwing (or activating) the scrap chimes will cause it to rattle and clang around for a short time, with a volume loud enough to attract local zombies to that area.
  This will allow you to bait zombies if you know they are there.  Which can come in handy if you are sneaking through town.

and it grants mechanical experience so that the books and/or a soldering iron are no longer a req.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Arkenstone on September 21, 2016, 02:20:33 AM
Beautiful! Can you turn them into noise-making traps too? It sounds very much like a simple noise-making trap.

Incidentally, I think I'm going to start a diary of my latest adventure in your world. Hope you enjoy!
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 21, 2016, 02:24:36 AM
Thatsa pretty good idea.  Ill have to look  into how traps work; I seem to recall that they only used use-actions, but Id like that.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Sheb on September 21, 2016, 08:33:13 AM
Thatsa pretty good idea.  Ill have to look  into how traps work; I seem to recall that they only used use-actions, but Id like that.

Bubble wrap can be used to make a noise trap already.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Kaitol on September 21, 2016, 11:10:35 PM
yeah, but Its kinda hard to find/make bubblewrap. Being able to throw together some simple cans or bits of metal for a noise trap would actually be super useful. Also metal bits would probably make more noise and be more likely to wake a heavy sleeper.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Arkenstone on September 22, 2016, 12:33:32 AM
yeah, but Its kinda hard to find/make bubblewrap. Being able to throw together some simple cans or bits of metal for a noise trap would actually be super useful. Also metal bits would probably make more noise and be more likely to wake a heavy sleeper.

Noise traps made of cans were used in Bosnia.

Noise traps made of bubblewrap have never existed.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Grandpuh Ty on September 22, 2016, 02:24:57 AM
Literally you could put some pebbles or marbles in a tin can and leave in on the floor as a noise trap. I strongly dislike that the Booby Trap with a grenade needs super glue, so if you do make a stringed tin can noise trap please don't make it use superglue.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Sheb on September 22, 2016, 08:57:01 AM
yeah, but Its kinda hard to find/make bubblewrap. Being able to throw together some simple cans or bits of metal for a noise trap would actually be super useful. Also metal bits would probably make more noise and be more likely to wake a heavy sleeper.

Sorry, I meant it as "bubble wrap does it already, so it should be possible".
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: xotto on September 27, 2016, 12:04:57 AM
Can i use tiles made by Zombies-R-Us for our tileset project (http://smf.cataclysmdda.com/index.php?topic=12029.0)?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 27, 2016, 12:07:04 AM
please.  I would imagine he is okay with it too, but ask him.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: BorkBorkGoesTheCode on September 27, 2016, 12:12:27 AM
Can i use tiles made by Zombies-R-Us for our tileset project (http://smf.cataclysmdda.com/index.php?topic=12029.0)?
If Zombies-R-Us distributed it with a CC-BY-SA notice, You'll need to give credit. If not, ask a lawyer.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: AdonaiJr on September 27, 2016, 10:18:08 PM
Hey Pisskop! So, I started a new char/new world, PK mod lastest version.

I'd like to say that... I was killed by a blue jay. Yes. It took a while. Couldn't land a single hit on the little moth#$%@.

Started as a Survivalist. Melee Skill 0. Tried to hit with a Cudgel. Also tried to throw rock, and throwing sticks.

So yeah. Mocking Jay. xD
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 27, 2016, 10:21:18 PM
shout.  Getting close to them upsets their feels, yelling at them upsets their feels in the other direction.

I have to say you asked for it.  Because of the heavy resistance Im getting in my quest to make it impossible for 2 bears and a moose to spawn wiithin a 72x72 area Ill add in a clause to make it afraid of attacking.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: AdonaiJr on September 27, 2016, 11:00:55 PM
Oh I didn't know about that! But I can say for sure I shouted in my head, though I guess that doesn't count.. xD tnx!
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 27, 2016, 11:28:24 PM
slings/slingshots.

Those will kill anything you cant hit in melee.  Ranged combat is not subject to melee limitations.  A dodge 6 critters wont be dodging a rock to the head.

I recommend these for when you dont have a pistol.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 28, 2016, 01:15:08 AM
https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0

^^ here we go.

So, the most important update here is that zombie masters and necroes dont *technically* evolve into lords.
    They instead evolve into a stronger version of themselves.  They are still stronk for early game and maybe midgame depending on your build.  If you can kill their early form they dont leave a body to rez . . . . . . . .

pedit

i also nerf nonzombie infection bites.  rats, crocs, and the like give more germs.

ants, brutes, bears give less
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Kaitol on September 29, 2016, 02:29:20 AM
That version throws up an error for clean water recipe, a { instead of a [ or something. It only popped up once, now it just won't let that character load and boots me back to the main menu. Think I also saw something about plant sacs or something, if that helps.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 29, 2016, 02:44:50 AM
Theres a github issue rn, and idk if that is part of the issue.

Recent builds have been borked, but I dont know if thats because of the new versions.

Id try a slightly older one.  Im using 18688 if that helps.  from 4 or 5 days ago?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Kaitol on September 29, 2016, 02:49:46 AM
Edit: Useless post was useless. Move Along.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 29, 2016, 02:53:59 AM
Thanks, but I meant using an older build of cdda, because the newest ones from the past day or two have been of suspect integrity.  Theyre fixing it right now, mugling and rivet
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 29, 2016, 03:50:45 AM
it occurs to ask if you deleted the old version before adding the new.  ive added new folders into the mod, and not all the files will be erased or overwritten so they need to be deleted.

i downloaded and tested my dropbox, but since i play with it i was fairly sure it would work.  once dropbox unbggers itself i xan update to see if new versions edit out some code or whonot

afa: your world.
it may be borked.  they added autosave to the latest expies, but not in the god way.  it autisaves on closing the window, which prevents scumming, but also revents bugtesting.

theyve also added it to worldgen...
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: BorkBorkGoesTheCode on September 29, 2016, 05:43:10 AM
Autsave is actually pretty old. I have a 4000 series copy that has it. It was the recent revision of autosave that borked it if anything.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 30, 2016, 12:59:24 AM
So yes.  It appears theyve made linting mandatory.  So Ive got to fix that.

sorry for the inconvenience, it means that all the code has to follow a rigid structure now, with hp listed on the line after the line for species which is after the line for faction which is ...

this means that Ive got to reorganize the raws.  Thank you for the bug reports.  Now that theyve fixed jenkins and Ive got time to sit down Ill try to get it done.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 30, 2016, 01:08:27 AM
idgi

Ive updated to the latest and my version runs fine.

Here it is again, this is my version im literally playing on the latest experimental version right now with.
https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on September 30, 2016, 01:46:29 AM
I may not be supporting any further github updates to this, as per this PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/18553#issuecomment-250630549).

That means that the only way the mod will be updated is here.  You'll have to download it from this thread and add it manually.  This unfortunately means that any cddalauncher players will have to do the same, as the one offered up on git is may end up abandoned.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: XaoG on September 30, 2016, 05:09:53 AM
I may not be supporting any further github updates to this, as per this PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/18553#issuecomment-250630549).

That means that the only way the mod will be updated is here.  You'll have to download it from this thread and add it manually.  This unfortunately means that any cddalauncher players will have to do the same, as the one offered up on git is may end up abandoned.
...

Wow, so that's where all the neat odds and ends wildlife went. I've been lurking for a while, but I haven't kept that close attention on the github before recently.

I actually came here to say I liked what you were doing with your mod, and to keep up the good work. Seeing this is pretty sad, I frankly don't at all blame you.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: AdonaiJr on September 30, 2016, 09:26:53 PM
Sorry to hear that, Pisskop. It saddens me to see people like you, and Muggling, fighting each other. I think I understand your points on that PR, also some Muggling points. I have great respect for all dev's and modders, though I can see that some attrition is expected to happen.

I hope you don't ever lose your will to contribute to the game.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: Arkenstone on September 30, 2016, 09:28:13 PM
That's fine. I'll continue to support your mod here.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: hobophobic on October 02, 2016, 10:09:10 PM
I may not be supporting any further github updates to this, as per this PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/18553#issuecomment-250630549).

That means that the only way the mod will be updated is here.  You'll have to download it from this thread and add it manually.  This unfortunately means that any cddalauncher players will have to do the same, as the one offered up on git is may end up abandoned.

Is this effective immediately? Do I need to delete and replace the PK file in the official download with this one right away in order for everything to work properly? I'm experiencing some crashes at the moment, not sure if caused by this mod...

Also, is the Doom stuff still included in the base mod?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on October 02, 2016, 10:42:32 PM
Well, we're still talking, but it could be.  The forum version has always been ahead of the git.  by the time the git sees it, most of the basic testing and balance is already done.  Its mostly functional when I upload it here, but its mostly balanced there.


https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0

  ->  I give into you, Doom Underlayer suit  and Doom exoskeletal powered armor!

These are added to all spawns where the green armor can spawn, and provide various benefits (i hope) over using the default stuff.  note that the powered armor is technically an artifact that activates on wearing, and that the powered version and unpowered version are two different artifacts with different powers (activated one is better).  The underlay is a bodysuit that protects from radiation.  Like a wetsuit, if you will.  But spacier.

This update also includes Doomguy starting scenerio  Its been tested to work, so far as spawns go.  You may actually get a static npc to spawn with you if you have them on, but you start with a full set of doom armor, 40 shells, 30 .45 bullets, a knife, a holster and drop leg pouches, a flashlight, a medkit, berserker stims, and 2 guns for the ammo to fit into.

You can start in any one of the doom structures, but by default its the prison of the Hell Citadel.  You may have to regen the world a few times if it doesnt spark.

The doomguy start is called "the last marine" and the profession can be taken alone without the doom_X start, but cost 10 points  for the guns and skills (2 guns, 1 shotgun, 1 dodge, 1 firstaid) and traits (psycho, Terrifying).


Speaking of, Ive buffed the number of allowed hell_X structures in an effort to make them spawn.  How occurrences work is, it seems, that each max occurrence allows a 'chance' for the item to spawn.  Each guaranteed is, well, guaranteed to produce one.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on October 03, 2016, 12:38:24 AM
ohh, i realized ive ignored most your questions.


no, i dont think im causing you crashes.  others have reported 'random' crashes and dont use the mod.  but if you get evidence that either version is tell me.  no matter what else i want the mod to work.

You would delete the old and place the new. 

you would not have to start a new world, since this version has all the coregame version does; and more.

the coregame version would still be maintained, just not updated (by me, except to bugfix)
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: hobophobic on October 04, 2016, 12:02:37 AM
I am getting a debug error from the forum download version. Something to do with pk_recipe.json and getting a [ instead of a {. The game world won't load, and returns to the main menu screen. Version included with DDA is working.
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on October 04, 2016, 12:13:03 AM
Thats going to boil me.

Ive deleted my old update, from 3-4 days ago, and will clone up in a clean one.  For all I know the linter runs over windows versions?  Or now works?
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on October 04, 2016, 12:55:50 AM
:}

So I found the problem in the new linter.  theres a git to document a change that affected this in the works now, so its identifiable.

https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0


Ill be cutting off  older experimentals here; at least until I get together a better naming convention for it.

give this a ring and tell me if errors?  By_products had its syntax changed on us


But, if you dont mind waiting until a little later Ill have more updates to pass around.


- In addition to fixing that syntax revision, Ive bugfixed some doomlab stuff, including making the finale accessible to you no matter what direction the labs spawn from.  Ive fixed some stuff that shouldnt be, like showers where sinks should be and pinball machines in the bathroom, and Ive made it possible for most of the mid tier doomies to spawn right out of the worldgen, but tell me if too hard because I still have an obligation to make sure any character can survive if they start next to a doom structure.  At least to run away
Title: Re: PK's Reimagining Mod [Updated 29AUG16]
Post by: pisskop on October 04, 2016, 02:46:02 AM
So here is what Im considering a new version (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)

- This patch features a new profession, riot pointman.  Riot pointman gets a tactical shield and a bomblet launching arbiter.
- This features a new item, tactical shield.  You wear it like a shield (on one hand) and it is fairly encumbering.  It will block attacks for you like a shield of the mods.
    When activated, it will be drawn up to the body and cover everything but the top of the head and the feet.  The shield isnt perfect, but if youre looking to barrel through zombies this is how to do it.
-This adds churches, small cemeteries, and large cemeteries to acceptable start locations.
-This adds the 'fled the riots' start condition.  This is a surrounded start in a variety of public buildings.

- This adds a stamina potion to the doomguy start.


I will work on consolidating my mapgens down, adding doom weapons, and waiting for finally feedback about the bomblets.  If you dont score a direct hit you probably wont kill anything, but Ive found direct hits to stun for long periods of time and/or kill.  I may drop the dispersion down more.


So, Im now going to work out how to name these and readmes.  Thats another reason this is a major update; we'll call it v1.0.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Profugo Barbatus on October 04, 2016, 05:23:10 PM
Ooh. I'm holding off upgrading to the newer experimental versions until the quirks and bugs I've heard about get sorted down (Vehicle volume, etc), but the idea of a surrounded start to balance out a milsurp shop start or gunshop start is pretty appealing.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Chezzo on October 04, 2016, 09:27:44 PM
Here is what I have been working on:

(http://imgur.com/vdkctq0.png?1)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 05, 2016, 01:55:40 AM
That is 100% awesome  o.o

He - she - they are completely ready to murder


Ive got this, so anytime you want you can doodal with if youd like.  maybe download from it, maybe do some things in it?

idk.


https://github.com/pisskop/PKs_Rebalancing
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: hobophobic on October 05, 2016, 02:27:18 AM
Everything is working now, thanks for all your hard work. This mod is amazing.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 06, 2016, 02:50:12 AM
huehuehue
(click to show/hide)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 06, 2016, 03:03:33 AM
Here we are, a patch.
https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0

Adds in some more stuff, such as moving some demon surprises in and prototyping a cyborg with a fusion arm blaster.

Today I spent more time trying to add in insect meat as a source of nutrients than modding this up.  I also started a pretty lucky character who found a fur store and is now dressed like a from head to toe in fur.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Taberone on October 06, 2016, 02:33:34 PM
huehuehue
(click to show/hide)

Is the Broken Cyborg a terminator now or something? Also, theres an error related to the churl for some reason. Not using mainline version, using the patch you posted.

(http://i.imgur.com/smPBDYj.png)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 06, 2016, 03:50:36 PM
It was a bad git dingy.

https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0
Ive taken smells away from most doom monsters.  They have good nightvision anyway.  But git was sure I was confused and did that.


But its fixeded now.  And well no, thats actually a carbon copy of broken cyborg.  He will either be a lab spawn or an evo of the broken cyborg.  Im thinking the former.  But I didnt even rename him.  His eminence
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 07, 2016, 02:22:46 AM
-So I buffed the prm marine underlay slightly by reducing its weight a little and adding superfancy and by adding 2 storage (500mL)
-Ive added the cyborg guard to spawn lists.  It spawns primarily, but not only, in labs as a rare spawn.

https://github.com/pisskop/PKs_Rebalancing

^^ this is probably going to be my goto for small updates like this.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Garfink on October 07, 2016, 07:56:51 AM
Pisskop, will your new version of PK's Reimagining Mod work with the Overmap Rebalancing Mod? 

(It says on his mod that it was made with the Old version of your mod in mind and he isn't sure if it works with your newer versions?)   Thanks mate, you're awesome. 

P.S.
Seems to be working superficially, I am at least not getting any errors....  BTW, I tried your hobo in burning house start....  it is insanely difficult!  How do you manage the drinking?   Do you have to be drunk or just tipsy to avoid the withdraw?  The burning house part isn't so bad though.... BUT the 1.5x spawns is insane!  I had to make the zombies slower just to have a fighting chance.... still die quick though... you can easily get swamped, makes raiding towns super dangerous and also makes for all the survival type skills actually essential now.  (I am talking early game here, I haven't been able to get any further than that....)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 07, 2016, 07:56:43 PM
the overmap balancing should yes.  What he means is that he may not have all the new buildings that have been put in since the last update, nor was he able to account for any changes.  Since he didnt update it since then.


Escaping the house is the hardest part.  Assuming you are also playing as a hobo or similarly under-armored character, your next step is to grab armor and warm clothing.  Assuming it is a nighttime start a flashlight is next, since you need to be able to see or take advantage of the darkness.   Finally, you should be heading out of town before dayup comes, looting basements for their weapons, looting bodies for their supplies, and avoiding wasps, suspicious fields that house tunneling spiders, cockroaches, and the rare zombie that has no business being there.


  I take a nighttime start, which has benefits and disadvantages.  I take 2melee, 3computers, 2firstaid, and 2speaking, so skills are largely optional (but that 2melee really helps.
  I also have been doing this kind of start for some time now.  The static npc will always have a lighter and sometimes spawn with better things.  they can help.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Garfink on October 07, 2016, 10:35:31 PM
I will keep trying!  Thanks for the tips!  This game is so so deep, I am totally in love with it!  Melee huh... may save me from dying of a swarm of sewer rats maybe...  I just died like that in a basement armed with a pocket knife... not good.

Question: The overmap rebalance mod, suggests the add_bandit mod and installing that mod, it recommends and I quote: "If you wish to use this mod along side PK's Rebalance mod without conflicting monster_group files, simply overwrite the pk_spawn_list in PK's mod with the one in here."  I was wondering if this should work with your current iteration of your mod?  Or is it out of date and needs editing?  Or doesn't monster_groups change much between versions of your mod? 

Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 07, 2016, 10:37:07 PM
Slings and slingshots work best against small dodgy things.
the overmap mod deals with overmap locations not monsters.  it will work, or should work, even with any new stuff.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Garfink on October 07, 2016, 10:41:41 PM
Slings and slingshots work best against small dodgy things.
the overmap mod deals with overmap locations not monsters.  it will work, or should work, even with any new stuff.

Wow, how many bothans died to bring us this info?  LOL.  Slings and slingshots, would never have guess.  But I did noticed that a crossbow (if you happen to have one handy) works really well, probably for the same reason.  (Of course you can just craft slings/slingshots easier I know.)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 08, 2016, 07:44:08 PM
Here is a compatibility patch for Cataclysm++ and pks-rebalancing.

Just pop it into your mod folder and make sure it is enabled after both.


https://www.dropbox.com/s/a454aavsf0idq01/noct-pk%20Patch.zip?dl=0
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Garfink on October 08, 2016, 09:27:44 PM
Hey thanks!  Just played it and so far so good. 
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 11, 2016, 02:48:05 AM
https://github.com/CleverRaven/Cataclysm-DDA/blob/ff6eed3453303870e3df9823b981eb9b50cb9b33/src/tutorial.cpp
https://github.com/CleverRaven/Cataclysm-DDA/blob/67668987fee36729cac0c24d9d7c99e8a29063a8/src/tutorial.h
https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/tutorial.json

^^  those are mine.  Ive got the idea that I can work around the code to make a functioning tutorial that isnt balls-deep in filth.


--------------------------------------------


Here be a patch (https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0)

And here be a git representation of this patch (https://github.com/pisskop/PKs_Rebalancing)

In it, a flying rifle will now rarely spawn and wreck everything.  A robotic cop will taze you and spew forth police brutality.  A security cyborg with a gunarm will murder you if you stand out in the open for him to.

in it, police stations can spawn robot and cyborg forces.  Im working on trying to get roadblocks rehardcoded to spawn from a monsterlist instead of hardcoded mosnters, thus allowing me to sprinkle in more fun.

They are rare spawns, but I mean I walked into one police station and a tribot tried to rip my arms off.   Soo... rare yes.  But rare means inevitable in a game of chance.


Other things include, well, some monster spawn rebalancing.  Added the riot shield to other spawn lists so you can find one should you look hard enough.  like in prisons.  prisons have a lot of fun guns.

(http://i.imgur.com/J01oWvw.png?1)


Heres out new friend in action.  He has a mean melee attack as well as a rifle.  I considered using an smg instead, and still might.  we'll see.



Its not so fun when monsters can use the same caliber attacks as  the players, enh?  :}
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 11, 2016, 11:19:40 PM
o.O

The first of the new weapons.   this one isn't (http://i.imgur.com/zEcvBmA.gif)Doom(http://i.imgur.com/zEcvBmA.gif) per se, but its a step towards fast gunslinging.
(http://i.imgur.com/CeDQTt8.png?1)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 11, 2016, 11:20:05 PM
o.O

The first of the new weapons.   this one isn't (http://i.imgur.com/zEcvBmA.gif)Doom(http://i.imgur.com/zEcvBmA.gif) per se, but its a step towards fast gunslinging.  Which is what doom is.
(http://i.imgur.com/CeDQTt8.png?1)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Taberone on October 12, 2016, 02:40:04 PM
Does the monster merger patch ever need to be updated?
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 12, 2016, 05:31:44 PM
technically yee, but in reality not always.


the bio weapons appear in a few spawnlists, but i think the overlap with helidrone is power stations


ill make sure to post updates for it on occassion, but this time its not much
Title: Re: PK's Rebalancing Mod [Updated 03OCT16]
Post by: pisskop on October 13, 2016, 02:37:14 AM
:}

>.>
<.<

Just surviving another day, amirite?
(http://i.imgur.com/VylrSuY.png?1)
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 14, 2016, 01:19:26 AM
Aye.

doomguy now starts with a shotgun that should be acceptable.  There is a standin for the supershotgun as well.  Doom spawns have been reworked so expect not to find whole sections of lab overrun with imps.  The doomguy megaarmor exoskeleton spawns with some charge in it, for immediate use should you choose.  plutonium be rarish yo.

There are the new 410 bore guns and the .45s can befired from them.  and vice versa, unfortuatously.  There is  some slight discrepency, namely that only the smaller ones can be shot from a .45.  but I cant help that without hardcoding, so

  ✧ (ノ ◕Д◕)ノ*:・゚✧    "in the future they solved that issue with science"  ✧*:・゚✧


And all of them will spawn.


patch?  Patch (https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0).
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Ember on October 15, 2016, 10:11:58 PM
are goats and pigs and other animals supposed to be aggressive and attack on sight?
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 15, 2016, 10:12:35 PM
Pigs may be.

goats are not really built to be aggressive.  what have you been doing  :o


Remember that sound scares most timid mammals.  Yelling with shitft+C is sound
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: Ember on October 15, 2016, 10:51:52 PM
only foraging, they just came out and attacked my while doing that even a jay came at me
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 15, 2016, 10:55:14 PM
https://github.com/pisskop/PKs_Rebalancing


^^

Radioactive zombies.  Smokers evolve into them.  Small (small) amounts of radiation from things like wanderers and bloated zeds and whonots.
       Too much time holding hands with them will make you sick in other ways than inhalation.


This also contains a test of the regional map settings Ive worked up.  less basements as a whole until I sit down and plan out 'normal' ones that people in NE tend to have.  glorified storage basins for old record, wet trash, and porn, and maybe the occasional mancave or den.  Sometimes extra bedrooms or bathrooms, occasionally a bar or something kinkier.


This also tries a few other things.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 15, 2016, 10:55:58 PM
only foraging, they just came out and attacked my while doing that even a jay came at me

shouting should fix it, but pigs are more aggressive than goats, and goats will be upset if youre killing things around them.
  Theyre almost completely passive and skittish though.
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 16, 2016, 11:45:57 PM
Ive added zombie pigs and graboids to the spawn lists, since they were markedly abscent.  For farms Ive lowered the spawning cost of various creatures that almost never ever spawn, such as zombie pigs.

Ive lowered the time restraint on things that mutate or evolve afa wildlife.  Megabears, coyotes of both types, and now, my new critter, the sabertooth boar.  its got the aggressiveness of the pig, and I took stalk off the pig.  Its still perfectly capable of getting rip-roaring mad, but stalk did mean it got mad until it got scared.


So tell me if too  many graboids.  Graboids are stronk enough to have been one of my own creations -dont fuck with them lightly.


Ive made actually modifications to the weather-regional settings.  a chance (i think) for acid rain.  Id be happy if it was a small chance and a rare freak occurrence - I miss it but Im not crazy enough to destroy my immersion for it.  Ive halved basement spawns, and need to get around to adding a plantation basement and some regular house ones.

  Ive tweaked some extra special spawns.  you know, the crates, the minefields, the military bodies, the portals, them things.

https://github.com/pisskop/PKs_Rebalancing

^^ Im trying to push this.  Just clone or download and make.  if linux.  Otherwise gimme 10 to make a zip and dropbox it.


https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0

^^ dropbox is a gogo
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 17, 2016, 12:08:32 AM
//  Frequency: If you don't use the whole 1000 points of frequency for each of
//     the monsters, the remaining points will go to the defaultMonster.
//     Ie. a group with 1 monster at frequency will have 50% chance to spawn
//     the default monster.
//     In the same spirit, if you have a total point count of over 1000, the
//     default monster will never get picked, and nor will the others past the
//     monster that makes the point count go over 1000


o.o


https://github.com/pisskop/Cataclysm-DDA/blob/master/src/mapgen.cpp#L1679
https://github.com/pisskop/Cataclysm-DDA/blob/master/src/mapgen.cpp#L2598

also
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 18, 2016, 07:31:12 PM
Updated to remove the error message that resulted from the category reworkings.  The offending item was on the obsolescent list anyway,  but still.

Updated all monster spawn lists to run off 1000 point systems.  most were running on 10, 35, 100, 200, 400, 500, or 1000 point lists, though some were well above 1.2k.

this standardizes it and makes sure that the intended spawns will spawn, though I will have to make sure to tweak around some numbers are undoubtedly ratios may have been thrown out of sync.


https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0
^^ here we go.  Dont underestimate how much difference these spawn lists can make.


And Github Version (https://github.com/pisskop/PKs_Rebalancing)

As long as I am running it I will be pushing it.  It has a whole readme and history of the mod since git's beginnings so...
    All the changes can be read here.  And its easy to do, once you get an idea of what info is stored in which file.  which is why they are named, so you can tell.


now with comma fix
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 19, 2016, 05:06:30 AM
Update to the noctifer cataclysm++ mod / this mod monster merger

https://www.dropbox.com/s/a454aavsf0idq01/noct-pk%20Patch.zip?dl=0
Title: Re: PK's Reimagining Mod [Updated 03OCT16]
Post by: pisskop on October 21, 2016, 02:09:11 AM
Update is in (https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0)
https://github.com/pisskop/PKs_Rebalancing


This adds in a small reworking of mutagen.  Mutagen can be crafted at much lower levels, while purifier cannot.  Though you can craft it with lower skills.


Mutagen, in its basic form, now take level 3 cooking and the proper ingredients.  The various varieties take their own ingredients and have similar skill reqs.  The lab books will let you learn the recipes quicker, but not that much.

The purifier is level 6 cooking.  This is to encourage mutagen play if you want to and discourage taking it back.  But you can find purifier like normal, so....




the deal here is simply to allow mutagen to be a larger part of the roguelike experience.  Its a large change to those who seek it out, but is easy to ignore if you dont.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: proxiehunter on October 21, 2016, 03:50:11 AM
How do I Install it?
  - You first have to go to:

[game]/data/mods/pks_rebalancing

and delete the folder already there.  Then you simply copy a version from here and paste it into the mod folder.  If you do not delete it first you may get some errors, as not all the files will be overwritten.

Sorry if I missed this being answered in the last 26 pages. I update the game itself regularly, is it going to overwrite my new up to date copy with the copy that comes with the game every time I do that? It's not going to be an issue for a while I think because my current character in a game without the mod is doing quite well but it would be good to know in the future.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 21, 2016, 04:07:27 AM
the one that comes in the game is older than this forum one.  deleting the one that comes w/the game is required, yes.

because it shares the same id.

the older forum version too, since i reorganize files on occassion
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: proxiehunter on October 21, 2016, 04:11:02 AM
the one that comes in the game is older than this forum one.  deleting the one that comes w/the game is required, yes.

because it shares the same id.

the older forum version too, since i reorganize files on occassion

No, I'm asking if when I update my game (using the launcher) the new version I installed from here is going to be overwritten by the old version requiring me to re-download the mod every time I update the game.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 21, 2016, 04:15:56 AM
its unfortunately something i have little direct controll over.  my workaround is to keep backups and a shortcut or two so i can pop the mod in.

it would be neat if the cdda launcher let you store data/folders and transfer them like saves or config folders
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: proxiehunter on October 21, 2016, 04:23:50 AM
its unfortunately something i have little direct controll over.  my workaround is to keep backups and a shortcut or two so i can pop the mod in.

it would be neat if the cdda launcher let you store data/folders and transfer them like saves or config folders

I might have been over thinking this. I just renamed the folder of the up to date version PKs_Rebalance Oct 20 which should mean I don't have to delete the old one and nothing will be overwritten.

Edit: Well, it was a thought but clearly it's looking somewhere else for the name of the mod. No matter what I rename the folder to it pops an error message that tells me that there's already a mod by the ID PKs_Rebalance.

Edit 2: Ahah. It's in mod info. If I change the ident do I have to change anything else in the mod?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: proxiehunter on October 23, 2016, 12:12:48 AM
Running version 5750 (Windows Tiles) installed according to instructions. Getting a whole slew of errors when I try to turn on this mod.

Code: [Select]
Tried to get invalid vehicle part diesel_tank

missing item definition src/item_factory.cpp

unknown vehicle part diesel_tank in heavy_plow_tractor

undefined category symbol not defined src/item_factory.cpp

sac_purse_clean_water (all varieties) undefined category comestible

spider_steak_cooked undefined category meat

itemid granade is unknown
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 23, 2016, 12:45:00 AM
try deleting the old ones and adding this new one i just made.

those errors are from old versions.  i cam quote the posts in which i fixed them.  they are result of zealous linting.


you have:

- an outdated version of this forum mod
- the coregame version as well as my forum version
- both the above
- copies of old files hanging around

delete the old, pop in the new
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: proxiehunter on October 23, 2016, 01:37:50 AM
try deleting the old ones and adding this new one i just made.

those errors are from old versions.  i cam quote the posts in which i fixed them.  they are result of zealous linting.


you have:

- an outdated version of this forum mod
- the coregame version as well as my forum version
- both the above
- copies of old files hanging around

delete the old, pop in the new

I'm getting the error with the one I got from here:

Quote
Current Major Version Link is here (https://www.dropbox.com/s/73prrtsvi74qeyw/PKs_Rebalance%20v1.0.zip?dl=0),  v1.0 dated 20OCT16.

Is that not the most current one? Let me just double check that I didn't do something stupid and delete the wrong one.

Edit: That is definitely the one I'm using.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 23, 2016, 01:44:40 AM
it is not.

i see i am inerror here.

https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0


that is the most up to date.
the version: n your quote is old.  i seem to have crossed links somewhere.  ill fix it tomorrow
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: proxiehunter on October 23, 2016, 01:46:08 AM
it is not.

i see i am inerror here.

https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0


that is the most up to date.
the version: n your quote is old.  i seem to have crossed links somewhere.  ill fix it tomorrow

Yep. Missed the October 21st update somehow. Working fine now, thanks.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 24, 2016, 03:31:53 AM
"the acid rain burns!  x  52"
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 24, 2016, 11:52:09 PM
"the acid rain burns!  x  52"
(http://i.imgur.com/Pxh1qSo.png?1)


Ive done more mutagen mixer-uppering, and made a basement for this palntation.  it will have more food, at the least.



Its a rare enough occurence.  Ive been debugging the command to see the weather in every so often, and this is the second or third one ive seen.  And the largest Ive seen too.  They will come once in a great while and cause all the pain.  Remember acid cant hurt items any longer.  :(


Ive never been caught in it, to say the least ...
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Profugo Barbatus on October 24, 2016, 11:54:52 PM
"the acid rain burns!  x  52"
*snip*


Ive done more mutagen mixer-uppering, and made a basement for this palntation.  it will have more food, at the least.

Its a rare enough occurence.  Ive been debugging the command to see the weather in every so often, and this is the second or third one ive seen.  And the largest Ive seen too.  They will come once in a great while and cause all the pain.  Remember acid cant hurt items any longer.  :(

Ive never been caught in it, to say the least ...

A vehicle roof will protect you from acid rain, ye?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 25, 2016, 12:09:39 AM
yea.

its like rain, except when you get wet you also get hurt.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 25, 2016, 02:41:07 AM
Id like to thank borkborkgoesthecode for showing me that I can specify more than one ammo type on guns.

There are not that many .45 guns, so Ill be modifying them as needed to spit the .410.  I might make 2 kinds, to mimic the different lengths of the shells.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 25, 2016, 03:35:30 PM
those squigs are a real pain in the feathered arms

ive been exploring my defensive options with feathered arms. vambraces are a no.  bees and squigs taught me this.  50 encumbrance with leather arm guards are better.

gsmbeson is my next totry.  but this guy os detoxing w/o prozac and squigs keep popping up whenbi try to sleep.
maybe 25 enc is better; still no good arm protection but at least more wiggle room.  and def acid/envio prot
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 25, 2016, 10:51:28 PM
So a pisskop drives into a mancubus' flame attack

(click to show/hide)
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on October 26, 2016, 12:32:30 AM
Damn, I missed a lot. Doom stuff most of all. This thread has doubled in size since I last read it. Keep up the good work!
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 26, 2016, 02:44:36 AM
Welcome back man.  I still havent made lasergun wielding marloss man.  machine gun marloss man shreds anything up.


https://github.com/pisskop/PKs_Rebalancing  - Git download source plus readme
Well, Might I suggest this patch (https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0)?

This adds some more mutagen tweaking.  It can be found on scientist corpses, more commonly in labs, rarely on soldiers and in drug deals.  Ive altered how mx_spawns happen, making it possible to find things you couldnt before.

If you start to get hurt and/or wake up in pain, youre probably irradiated.  Prussian Blues will clear that up, pop a pill or two after contamination.

Ive added armor to many of the most deforming mutations.  When called for of course.  nothing op either.  I hope.  You guys gotta help me here.  Theres a lot of mutations.
  Ive added more categories to more traits, meaning that mutations may well affect you differently and play out differently.

Ive made some starter traits categorical, meaning its possible to mutate into them or out of them.  some I left alone, like slow/fast learner and such.

Ive done a bit with balancing out some misc critters, but I still need a few more wildlifes.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on October 26, 2016, 03:04:25 AM
I never ask for anything, but if you could make it so I can have both Mycus Sporogenesis and Blossoms at the same time that would be great.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Necrosia on October 26, 2016, 06:03:04 PM
What load order should I use with PKR, Cataclysm++, and the merger patch?

Also, do I copy and paste the newest PK version (or "patch") over the one included in the experimental, or do I use it as its own mod?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 26, 2016, 07:29:34 PM
You delete the old ones, including the one from the core game, and pop this in like this.

simply copy-pasting might result in old files and duplicate bugs.


You load either pks or ++ first, then the patch.  As long as the patch is last.



@flame.  Sure I guess.  Give me till tonight.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 26, 2016, 10:56:14 PM
https://github.com/pisskop/PKs_Rebalancing

^^ just click here and then look for the green 'clone or download' button on the right side of the page.  it doesnt  need any special preparation except being placed into the mod folder and the old ones deleted.

The only change is the one that cancels the one that makes blossoms and sporogenisis cancel each other out.


Can I ask why you'd want this?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 27, 2016, 03:03:48 AM
https://github.com/pisskop/PKs_Rebalancing

^^

Armor value readjustments for mutations.
This also adds the exact armor values in the description of the mutations.

Ive found that by stacking armor-granting mutations you can do alright for yourself.


Remind me to add heat/cold armor next.  This is actual protection from lava-heat damage and freezing in winter damage.  And to add liability to freeze in winter.

Also, speaking of failed prs.  there is one for .410 bores on git.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: ussdefiant on October 27, 2016, 08:44:20 PM
so, i've been noticing giant butterflies dropping fungal beds in their square occasionaly. This intended? Doesn't have a fungusy description.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 27, 2016, 08:49:14 PM
Its not.

I gave them fungal haze instead of fungicide gas.

It wouldnt spawn any monsters but as you can see they did dust the ground with bedding.  Ill fix it.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on October 27, 2016, 11:20:14 PM
Thaaaaaaaaaaaaaaaaaaank yoooooooooooooooooou. The reason I wanted that is because it's so annoying that they keep swapping all the time. Sometimes I don't have either one and that just sucks.

I think I'm going to get back into Cataclysm.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 28, 2016, 03:06:36 AM
https://github.com/pisskop/PKs_Rebalancing

^^ More work on mutagens.



If anyone cares to halp, comment, or look, its here.
http://smf.cataclysmdda.com/index.php?topic=13441.msg286735#msg286735
I made a list of all the mutations a single postthresh mutie for each type has.


This adds 2 mutations, 'Enlarged lungs' and 'Robust lungs'.  beasts and a few others can has them.  This adds more mutations cates around.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 29, 2016, 02:33:04 AM
https://github.com/pisskop

So this is closer to what I envisioned for mutagens and mutations.


So I also added in a big mole.  Ya'll know Ive been talking about adding a weak/passive mon to space out the spawns.
  before the mutates.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 29, 2016, 10:17:08 PM
https://github.com/pisskop/PKs_Rebalancing

^^

this adds in heat armor, or the lack of it in some cases.

This also buffs acid bombs by removing their transform use_action and making them emit acid instead of explode into it.  The micro acidbomb is better, and the large is much better.

Still waiting to be able to douse monsters in acid...
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on October 30, 2016, 07:06:50 PM
I think one of your updates reverted the ability to have both Mycus spore mutations. Also, you forgot to make fungal broods part of the fungal side. MMR just got pissed off because he saw one.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Necrosia on October 31, 2016, 08:23:23 PM
Playing with the latest experimental, I can't get the game to start. It loads core data then gives me an error about a Monster missing some kind of string, Name or something. It's related to an ant larvae.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on October 31, 2016, 11:12:49 PM
https://github.com/pisskop/PKs_Rebalancing

^^^

latest fix for that.  This requires the newest experimental.


be aware that there is currently a bug in the coregame about mon_null not having a description.  this is not my fault, doing, or reasoning.  So its non-fatal as far as I know, and I probably could edit mon_null to have a description but noes.


This has that mycus fix.  the third stage of mycusflowering still cancels the others.


Ive added a doomguy npc, but have failed to get him to spawn in my own testing.  if you see him tell me.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 01, 2016, 12:05:34 AM
Anyone have any NPC ideas?

Ill put them in and we can try to spawn them.



We can make custom mutation chances and custom weapons and custom armor and custom medicine, drugs, loot, and items they npcs can use.  and ammo.

within reason, of course.  Id prefer to have less loot than more, but you know.

Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 01, 2016, 12:09:02 AM
Heres how it works:


-NPCs roll their stats, which I can choose both the method of picking and the accepted ranges.
-NPCs roll their skills, which I can also choose method of generation, amount of points, ranges of skills, and constant bonuses.
-NPCs roll for weapons, armor, and carried gear.  NPCs will take the best weapons for their skill levels.
-NPCs roll for mutations, with me having to specify which ones and the chance for them to incur it.


the game relies upon me to not make them wear plastic bags or grant them negative skill levels.  So it doesnt 'have' to make sense, but it can crash if I get nutters.

But the example NPC  has a strength of 108.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 01, 2016, 12:15:42 AM
Damn, I really want to find that guy. I think I'll turn on NPC spawns.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: RipRoarinBoogerPenis on November 01, 2016, 01:21:41 AM
For NPC's make some generic marines with the doomguy. Maybe scientists as well.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Necrosia on November 01, 2016, 02:27:00 AM
I've not seen all of them yet, so what NPCs are currently in? Any military or soldier types? It'd be fun to see some kind of rogue military contingent running around killing zombies and survivors alike.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 01, 2016, 02:39:54 AM
npcs are defined as individual npcs for custom placement and as classes.


but classes are very vague.  their kitout has a bit of overlap, and there is currently little to set them apart ala mechanically, by mission, or by functionality.


- arsonist
- 'no class'
- hardcoded default
- soldier
- merc
- thug
- bandit
- shopkeep
- doctor
- hacker

maybe a few more that will randomly spaw as dynamic npcs
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Coolthulhu on November 01, 2016, 11:04:39 AM
Anyone have any NPC ideas?

If you wait after the mutant NPC update https://github.com/CleverRaven/Cataclysm-DDA/pull/18840 you can add traits to them.

Are you planning to synchronize the master branch of your mod with the one on your github?
If not, it could be easier to remove it from core game and avoid the whole "delete folder then apply the one from different repo".
As far as I recall, the author of cata launcher (RemyRoy?) wants to add the ability to automatically download mods that are outside core game.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 04, 2016, 01:03:46 AM
As normal, here be a patch (https://github.com/pisskop/PKs_Rebalancing).

download is that green button that says clone/download on the right side of the screen.

Now, Ive actually got more for you, buuut I cant release it in good concious.

Ive been tweaking around on the mapgen overmap specials.  Ive added some superfluous flavor things, like long rows of apartment/condos, and Ive added spawns for swamps which relies on the swamp location PR going through.  I dont see why it wouldnt.  Ill have to make it more valuable by adding in other swamp-exclusive locations.

But, Ive done more than just flavor buildings and swamp spawning.  Ive also made many buildings, especially smaller buildings, stop spawning at the end of a tendril of road and instead spawn on the side of the road.
    Small power substations, sai centers, and even some farms -can- spawn along the road, spicing up the world a little I hope.  Ive made some structures like megastores spawn on the side of roads and plan to add a generic 'parking lot' overmap special so I can add it to these structures.  Ive made some things only spawn in swamps, again, and Ive reduced some spawns to make sure everything else can spawn.

But none of what I do is permanent yet, since mapgen is being overworked right now.



--- --- --- --- ---


Now, this patch above does have extended poison effects, ai-pathing, and some utilization of the new codes for json monsters.

poisons can last for over an hours now :eek:  and triffid antidotes, which spawn on scientists and in survivor drug caches and labs, and can be crafted with moderate survival and cooking skill, can arrest and block the poisons.  there are 2 flavors -regular and badpoison- and one is stronger.  Both block the poisons while royal jelly only cures the current case without future protections.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 04, 2016, 01:32:33 AM
This is how I walked into the game:

(http://i.imgur.com/4CZhivH.png?1)

And yes, being a naked drunk in a burning house necessitates leaving said house.  Usually naked.


So Im 2 houses down after being chased out of my first house and then having to burn zombies outside.


p:

Web spider poisoned me, and I had to burn it too.

I huddled in a Mancave basement for a while, tearing up a leather jacket, crying, and being too weak to lift a pipe for a bit.  Then I left and now Ive got a filthy rucksack and enough storage to leave town before sunup.  Im killing zombies in like 15 hits, and Ive got my sling and 20 marbles.  As far as survivors go, this guy has the basics down already.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 04, 2016, 07:00:36 PM
(click to show/hide)

*whistles innocently*
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 04, 2016, 10:26:05 PM
TIL that you can spawn in ANY shelter id ANYWHERE a shelter is.  If I made shelters spawn right inside a lava rift, guess where you would be spawning?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 04, 2016, 10:48:09 PM
So I know Im posting a lot:

(http://i.imgur.com/446F1xx.png?1)

Ta-da!  Its my own little bay's first township.

Anywho, its its own town.  It spawns under the standard zombie rules.


This also should be able top spawn by roads and thus be a 'routeside township' Ive mentioned wanting before.  If they are rare enough I can add 4 or so and have real good time with it.


The game picks random houses for the houses, so in theory any houses could spawn.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Firestorm_01 on November 05, 2016, 10:41:03 AM
It may be cosidered trolling but I can't resist :)

Quote
What PRM Does Not Do:
...
PRM does not add grossly to the sci-fi theme of the game.
PRM does not try to break lore.


And at the same time I found that in  PKs_Rebalancing/items/tool.json:
Code: [Select]
...
 "name": "pocket ball",
...
 "description": "A fist-sized ball that holds the ...erm, 'energy' of a monster, allowing you to transport them within safely. Seems to conserve weight, making its use impractical.",
...
"use_action": "CAPTURE_MONSTER_ACT"

Pocket baaal (https://www.youtube.com/watch?v=eA6p82EZOaw#t=1m23s)

And also question:

Where should I get  last version? On your github repo(https://github.com/pisskop/PKs_Rebalancing) or by your patch links? I mean is github version always ready to go and partially tested?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 05, 2016, 02:03:10 PM
Git is usable.  It's as also easier to update than Dropbox, so I'm using it for patches.

Have you found a pocket ball?  I've found one since adding it.  I used it to catch a hulk
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Firestorm_01 on November 05, 2016, 02:07:45 PM
Have you found a pocket ball?  I've found one since adding it.  I used it to catch a hulk

I actually just planning to try your mod.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Firestorm_01 on November 05, 2016, 02:20:52 PM
And straight away:
src/overmap.cpp:991 [void overmap_special::finalize()] Overmap special "bog" has invalid location "swamp".
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 05, 2016, 04:42:04 PM
Mmm. There a PR in the coregame to add swamps as spawn locations for buildings.  It should be okay to ignorenmy over anxiousness

Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Shopkeeper on November 05, 2016, 07:03:26 PM
Anyone have any NPC ideas?

Ill put them in and we can try to spawn them.



We can make custom mutation chances and custom weapons and custom armor and custom medicine, drugs, loot, and items they npcs can use.  and ammo.

within reason, of course.  Id prefer to have less loot than more, but you know.

A variety of monster girl lizard/raptor mutant that run the gambit in wear from scavenged sports gear and equipment to legitimately forged medieval arms and armour.

Have you found a pocket ball?  I've found one since adding it.  I used it to catch a hulk

I haven't found one yet, but are they reusable? This is giving me the stupidest idea to try and start a monster zoo.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 05, 2016, 07:24:58 PM
They are.  They originally cost battery, but that complicated its use and they arent meant as a serious weapon or anything.  Youre much more likely to be able to kill something before you can catch it.

It s a funsies item found in doom, and vet clinics and eventually labs.



https://github.com/pisskop/PKs_Rebalancing
Here, I took out the swamp for the moment.  my pr to allow swamp spawning is still open and I expect to pass.  In coregame many locations can spawn in swamps and the fungal blooms will spawn in the swamp
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Firestorm_01 on November 05, 2016, 09:40:30 PM
It s a funsies item found in doom, and vet clinics and eventually labs.
Here is PR to change pockeball description and name:
https://github.com/pisskop/PKs_Rebalancing/pull/10

It looks better without "strange energy" or "erm":

Code: [Select]
"name": "pocket ball creature warp container",
"description": "Creature holding container in form of ball based on experimental warp packing technology. Allows to safely transport creatures but seems to conserve weight, making its use impractical. Someone may misleadingly reference it as Pockeball."
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Shopkeeper on November 06, 2016, 01:13:31 AM
You PR'd a change to somone else's mod, if it was a bug fix that'd be cool. But it's a boring fluff change up to personal taste... That's pretty rude desu.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Firestorm_01 on November 06, 2016, 09:35:53 AM
You PR'd a change to somone else's mod, if it was a bug fix that'd be cool. But it's a boring fluff change up to personal taste... That's pretty rude desu.
It is PR after all. It can be easily rejected.

Also:
Quote
PRM does not add magic.
PRM does not add grossly to the sci-fi theme of the game.
PRM does not try to break lore.

Previous description refers it exacltly as Pokeball  from Pokemon universe. And have no meaning description related to the game LORE.
Now it is releates to portal experiments and it is still recognizable reference to the Pokemon Universe.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 06, 2016, 11:26:30 AM
gotta tell people that a monster will add weight to the ball.  its a hardcoded effect, huge monsters will add 200kg iirc


They cant think its a practical weapon or a get out of jail free card.



but other than that I dont mind PRs.  Ive been completely open about asking for them if people want to.  And this one is about as unintrusive as PRs will get.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Firestorm_01 on November 06, 2016, 11:28:04 AM
gotta tell people that a monster will add weight to the ball.
It is already in:
Quote
Allows to safely transport creatures but seems to conserve weight, making its use impractical.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: dragoduval on November 06, 2016, 05:23:10 PM
Hey, im getting weird error from your mod. It keep buggering me that all monster whit the midify thing are invalid, and require a name, a species and a faction. Same for the symbol.

If i delete he modified monster from your fikes, it dissapesr.

Do i need to do something for it to work ?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 06, 2016, 05:26:35 PM
Try the new version.

https://github.com/pisskop/PKs_Rebalancing

^^  here we go
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: ZoneWizard on November 06, 2016, 09:26:35 PM
PK-

Whats with all the ants? 6 in 9 fresh starts have ants near a shelter or near my toon. Some are triffid like but getting a ton of ant spawn all over the place. Random and strange for just moi or could you tone it down a little. I was using 5832.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 06, 2016, 09:36:53 PM
moi?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Grandpuh Ty on November 06, 2016, 10:31:15 PM
PK-

Whats with all the ants? 6 in 9 fresh starts have ants near a shelter or near my toon. Some are triffid like but getting a ton of ant spawn all over the place. Random and strange for just moi or could you tone it down a little. I was using 5832.

I thought I was the only one. Maybe it's just coincidence, but I have noticed a large amount of ants everywhere as well.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 06, 2016, 10:36:27 PM
(click to show/hide)


(click to show/hide)


I actually have less anthill potential than the coregame.
   Well, I have less possible hills, more minimal hills, and the ones I have can be placed closer to towns and have a slightly larger range.


If this is a very recent problem than its likely due to the mapgeneration overhaul currently underway by codemine.  he has, amoung other things, disabled min frequencies and Ive noticed a difference in how structures are spawning.  when did this problem really start?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 07, 2016, 02:58:22 AM
I certainly hope it hasnt been a longstanding issue with the mod; that anthills are overspawning.

(http://i.imgur.com/Ja4dxDS.png?1)


What do you think?  Theres a lot going on in that picture, even if it doesnt look like it.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Grandpuh Ty on November 07, 2016, 12:37:44 PM
As a newly mutated carnivore, I support more local anthills than ever before.

Sincerely,
-The Board of Concerned Carnivores & Cannibals
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 07, 2016, 11:19:44 PM
3 kinds of 'shelters', 2 more apartment complexes, a township, subways for malls and sewers for treatment plants.

  Wasp hives and these.  I plan to make a few versions of this

(http://i.imgur.com/AGiTgUP.png?1)

Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 08, 2016, 03:06:00 AM
Ive updated the git with my own up-to-date version.

Id recommend you wait until you either are willing to accept the error message about swamps, until the swamp pr is added and cleared, or I upload a compressed copy of my whole game.  The one single extra line I added allows swamp spawning.

Some of this stuff Id end up adding to the coregame, given time to make sure they are relatively bug free.  Or at least free of the programming kinds.

-Wasp hives will contain a sticky glue-like substance that can be refined into superglue.  And wasp eggs.  They also contain wasps, and a queen wasp that will allow a player who wishes to disperse the population by killing her.

-Swamp shacks are unmarked hunter's shacks that will have supplies and goodies.  I need to likely add more things for tanning and such, but for now it has a bunch of clothing and hardware and a set of furniture to help you refine/ferment/smoke products.

-Apartment complexes were modded.  There are the ones you are used to seeing, then 2 more.  A wide version with 2 apartment complexes together to form a little 'projects', and a minimal lockout condo unit with 4 parking lots and a subway station across the street.

-Sewage plants and pump stations get sewage access.

-Malls get 2 subway stops.  Be careful, I tested 4 of them and 2 of them were 'sheer drops'.

-I added 2 flavors of evac shelters.

-I added various other 'can be in the roadside' places and many things can be in swamps.

-Fungal blooms will be by roadsides explicitly (thems the fungal tendrils one) and fungal flowers only in swamps.


https://www.dropbox.com/s/3d8ce6f39d4bsnc/Cataclysm-DDA-110716.zip?dl=0
^^ heres a whole game,packaged earlier today.  If you want to use this updates, I suggest you use this.  Unzip it and play it like normal.  Mind any files I may have on it.


I think 1 world.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: AdonaiJr on November 08, 2016, 04:50:49 PM
Pisskop, you are a Creative Hard-Work Self-Updating Machine.

Just tell me the kind of coffe you are drinking, so I can have a taste of being so full of energy to try to even compile the game and learn to do some modifications I'm willing to. (I know your mod doesn't change the main code)
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: ZoneWizard on November 08, 2016, 09:45:41 PM
moi?

French = me or I =)

Oh and weren't you making more site locations? City Hall etc.? I looked inside the mod text and didn't see anything especially new....bummer =(

WHERES MA NEW BILDINS!!!! lol XD

Anyway, I do not know how long as my last version before the experimental 5800's rolled out was 52.. something. It was stable and only missing the bionic implant limits.

I dig ants(pun intended), But just not so many. Not sure why they've sprung up in almost every area I travel too either =/
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 09, 2016, 12:10:29 AM
I'm using a version that's a bit older, but I don't think killing mutilated zombies should make me guilty.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 09, 2016, 12:14:30 AM
fair enough.

It was more about shooting a trapped critter.  Ill take it out.


Prozac it up for now, man.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 09, 2016, 12:21:51 AM
Wow, fast response. How good are medkits and what does a soulcube do?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 09, 2016, 12:23:20 AM
Better than first aid.  Damages your health stat.

Soulcube is the doodad from Doom3.  It incubates for a time then you let it go and it murderates something.  Then you heal with it. and rinse and repeat.  Blaze made it for me.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 09, 2016, 12:31:29 AM
That's cool. I guess I'll carry it around then.

Also, no need for Prozac, my guilt went away before I even got back to the surface. MMR gets over stuff quickly, I guess.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 09, 2016, 02:50:32 AM
Guys gotta tell me if there are too many cars/parking lots now.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Zhilkin on November 09, 2016, 04:19:00 PM
1.32 Gb? Wow!
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 09, 2016, 09:19:55 PM
(http://i.imgur.com/FGVWAet.png?1)
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 10, 2016, 12:16:47 AM
(click to show/hide)

This is my first attempt to non-intrusively add in frostbite and vitamin effects.  I dont really ever experience vitamin problems, and frostbite is really situational, but more relevant.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 10, 2016, 10:35:38 PM
Well, While we sit on our thumbs for somebody to fix this one line, Ive gone ahead and removed all swamp references.  So this patchp (https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0) should be completely playable and updated, save that all 'swamp' are now 'wilderness'  So swamp shacks in the woods and wasp hives.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 10, 2016, 11:43:06 PM
(http://i.imgur.com/MlP9bNx.png?1)

Just look at those moves per attack.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 11, 2016, 12:52:37 AM
Just look at those moves per attack.
Not even gonna ask what you plan to do with a building-sized fungus trapped in a ball the size of your hamfist.




For when we do get this processed in git:


(http://i.imgur.com/1dG1D4h.png?1)


Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 11, 2016, 02:04:12 AM
Well, it's been a long time since I made Marloss Town...

(http://i.imgur.com/fKhavH0.png?1)

UM WHAT WHY
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 11, 2016, 02:10:43 AM
You see, when a mommy ant and a daddy ant love each other very much ...

All of the ones with inverted colors are egglayers.  They poop eggs every so often, and can create the drone ants or the soldier ants.

these can evolve on their own if you have been in the world long  enough than the evo on them will push them into the specialized forms.

So what you see is the production of many queens, combat drawing them from the reality bubble into this location as a swarm of ants, and I guess bad luck?


Queens have a two percent chance of spawning (25 points) in the spring only.
  The queens came in response to the noise.  They pooped other ants who can evolve.  The forager and jack ants have better sight and hearing than the soldiers and drones so they can come over.  The only ones who are deaf are the brown drone ants.  So a big combat attracted them, the queens all laid eggs, and now that.

But thats a lot of queens.  Are people having this issue?  because Im not.  Id like to know, if you are, how old the world is and how high your monster spawn setting is.  Mine is at 1.5.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 11, 2016, 02:19:51 AM
I knew that, but just... What the fuck. My spawn rate's at 50, and I just spent an hour or so fighting in a megamall. Still, this is insane.

I tried to wade in, but the queens just breathed fire on me. I'm fireproof but not heat-proof, so I had to teleport out of the horde and make for my vehicle. There are some fungal ants mixed in, and every time one dies, the spore burst converts more. And the queens just keep making more. DEAR GOD THE LAG
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 11, 2016, 08:53:19 PM
Quote from: https://vk.com/wall-50167442_19272
* Моды
- Мод PK-ребаланс был вынесен в отдельный репозиторий (https://github.com/pisskop/PKs_Rebalancing). Версия, поставляемая вместе с игрой более не обновляется, и, скорее всего, будет полностью удалена из основного репозитория (это не означает отказа от поддержки самого мода).

*squee*
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: hmstanley on November 12, 2016, 02:50:54 AM
Have you updated the core mod in the experimental build? Or do we need to download it here?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 12, 2016, 02:53:17 AM
Here.
https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0  ->  this is the latest patch.  This has all my additions for the latest version.

https://github.com/pisskop/PKs_Rebalancing  ->  this is where Im trying to upload my latest stuff.  But right now Ive been adding some 'swamp' locations.  The coregame doesnt yet support the swamp locations; a PR is submitted to let it.  So the dropbox one is better.



The reason you cant use the github version anyway is that it produces a bunch of errors for the swamp location tag.  The dropbox one has all swamps renamed as 'wilderness', and this does result in things like the hunter's shack, designed for swamps with a swamp tileset, spawning in forests instead.  But its also playable, and its effect is small.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: hmstanley on November 12, 2016, 06:15:49 AM
Thanks. I guess the original question remains, are you pushing your latest updates to the core game (minus the swamps)? Or is should I look here for mod updates?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 12, 2016, 09:42:18 AM
Coregame is outdated by about a month.  Its no longer updated but should be playable
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 14, 2016, 02:05:40 AM
Boil bombs can only be crafted with sealed cans, but you can only get opened empty ones, making them uncraftable.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 14, 2016, 09:46:27 PM
Added new viable starter locations:  farms, swamp shacks, and cabins.
    They have no attached professions or scenario, meaning any non-limited profession can take them.

Added new version of swamp shack.

Added Hunter profession.
    Hunter profession gets a bow, a stub revolver, a mess kit, 2 bear traps, and is only cold at night on his mouth.


STILL waiting to have this swamp PR committed.  :/


P:

Took away the leather backpack for HUNTER and added a 'Out of Town' scenerio, in which you presumably have no foreknowledge of the apocalypse due to isolation.


Tempted to add a 'blocked author' profession.  maybe a manual typewritter?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: hobophobic on November 15, 2016, 09:09:53 PM
Are there a lot more radioactive monsters in your mod these days? I feel like my NPC companions and I are experiencing waay more radiation then I've ever encountered playing DDA. Where does it all keep coming from?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 15, 2016, 09:12:47 PM
Yes,

Smokers, Bloated Zeds, IRs, CNs, and other ones will be radioactive.  And I added a 'smoldering zombie' whose purpose is to spread radioactivity.

Ive also upped the amount of 'craters'.  These are the radioactive circles in the ground that are highly toxic for ones health.


Keep an eye out for lingering hazy clouds.  Even after the cloud dissipates the tile might be slightly radioactive if it was severely enough polluted.



I think you can craft some herbal Prussian blues, and the ones you find are helpful.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: hobophobic on November 15, 2016, 10:24:55 PM



Cataclysm++ monster merger patch (https://www.dropbox.com/s/a454aavsf0idq01/noct-pk%20Patch.zip?dl=0)
, use this to have cata++ monsters in pks spawnlists, for the game we both intended.


Load order?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 15, 2016, 10:30:50 PM
After both.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: hmstanley on November 16, 2016, 02:17:55 AM
How does this cata++ and pk patch work? How do you use it? Replace the .json somewhere?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 16, 2016, 02:18:32 AM
Load it after both mods.

Its a mod.  Put it in the mod folder.  and load it after both mods.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: hobophobic on November 16, 2016, 10:15:30 AM
Yes,

Smokers, Bloated Zeds, IRs, CNs, and other ones will be radioactive.  And I added a 'smoldering zombie' whose purpose is to spread radioactivity.

Yikes, that's a lot of rads! Thanks for the spoilers, I'll try to figure out how to craft PB's now lol.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 16, 2016, 02:09:32 PM
i want radioactive auras or attacks, but the game only supports radioactive gas, terrain, or items.

if i were more competent at c++ id give that a go
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 16, 2016, 10:52:48 PM
Boil bombs can only be crafted with sealed cans, but you can only get opened empty ones, making them uncraftable.

    "components": [
        [[ "canister_empty", 1 ], [ "can_food", 2 ], [ "can_drink", 2 ], [ "clay_canister", 2 ]],
        [[ "veggy_tainted", 2 ]],
        [[ "string_36", 1 ]],
        [[ "fertilizer_commercial", 3 ], [ "fertilizer_liquid", 3 ], [ "marloss_seed", 1 ]]
    ]


Im maybe missing something?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 16, 2016, 11:00:58 PM
You want can_food_unsealed.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 17, 2016, 02:40:08 AM
I'm going to move our little discussion to here, since that's where it belongs.

A Mycus Feeder can only eat mycus fruits and drugs. MMR has to take multivitamins. No liquids, food-drugs (like teas and royal jelly), or mutagens.

Mycus fruits come from marloss bushes and marloss trees, but I have no way to make either. I have to explore new areas to find blooms and blossoms.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: War_Torech on November 17, 2016, 05:41:34 PM
Hey there,

I love your mod and I want to play it with Cata+++ but I'm a little confused about the patch instructions. So you have both your mod and Cata+++ and I download both versions, put them in the mod folder, but then what? You have a compatibility patch but you also have a 'monster merger' patch. Is the monster merger patch just for someone that wants the Cata+++ monsters but not the rest of the mod? Or do I need both the compatibility patch and the monster merger patch for everything in both mods to work?

EDIT: Also, does the Add Bandits mod work for this anymore? You posted a link sometime back to make them both work, but the file was deleted.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Kaitol on November 19, 2016, 04:01:09 AM
Just coming to chime in that zombie lords might need to be toned down a tad. Even an advanced survivor with a katana, a pneumatic bolt driver, survivor armor tier gear, and Niten Ichi-ryu can't get more than a few tiles into most cities because of them. Unless you get lucky and they spawn in a building with no other zombies, they spawn so many tanks and OTHER ZOMBIE LORDS so quickly, they just create a self feeding machine that creates more super high evolution zombies, that by casually destroying the terrain/cars around them by moving, make so much noise they draw other zombies and overmap hordes which in turn get turned into even more tanks and nadirs and etc. And that's not even mentioning the fact that they can revive all those advanced undead they evolved faster than you can kill them.

I'd honestly rather tussle with a Thriller with twenty zombie dancers than one zombie lord standing behind a group of regular Z's.

the current situation I'm in this character has killed three tanks and two zombie lords already, not to mention several handfuls of other advanced zombies, and I'm still looking at a building with five more lords and two more tanks at least standing in it spewing out a stream of lesser evolved zombies.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 19, 2016, 05:33:24 PM
Speaking of balance, I think glowing biollantes should be removed or changed. Their radiation kills their own allies.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 19, 2016, 05:41:04 PM
They kill the vines.  Its the toxic gas that kills the vines, the radioactive gas lingers but is breathable.  Which does make it easy to overlook - it has no immediate harmful effects.



Ive got the swamps merged, so Ill be updating this later today.


The issue with the lords is not exclusive to the lords.  Its also not any faster than basegame masters.  Nor is the chance of the zombies evolving into lords high.  Quite so, it was 1%

Now Ive nerfed their speed to do both rezzing and upgrading.
The chance for other zoms turning into a master, necro, and lord (all three are now their own distinct flavor of zombie) is now lower, to at endgame just 1%.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 19, 2016, 10:32:46 PM
Major Version, not going to be updated (https://www.dropbox.com/s/x5y0r0v2ju7r8s4/PKs_Rebalancing_11_2016.zip?dl=0)
Current Patch, going to be updated (https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0)
Github (https://github.com/pisskop/PKs_Rebalancing)

^^ all are currently the same files.

So this is considered by me to be a new version.

In this:

-Ive nerfed the zombie masters/lords.  Each necro, each master, and each lord is their own distinct monster.  Ive nerfed their spawn frequency, although it wasnt high to begin with

-Tanks and hulks cannot come from normal zombies.  They come from brutes.  brutes can evolve from normal zombies, however.
-Swamps location spawning works and is online.
   Locations such as hunters shacks can be selected at spawn-in
   Locations such as wasp hives, a new kind of triffid grove, and LMOEs will spawn in the swamp.
   Fungal Flowers now only spawn in swamps, but are guaranteed to spawn at least 1 time per overmap.

- Many existing locations were modified some.  megastores have parking lots, apartment complexes can be linked together, malls have subway stops, and there are no less than 3 layouts for evac shelter, each one being capable of beinig spawned at.  I cant quite change the actually building but this is the next best...

-I added a few new 'townlets', small static towns of generic houses and shops that should provide a chance for stability or testing for more complex synthetic townships.  The Necropolis has a townlet that has a subway station.

-Pump stations, sewer treatment plants have sewer lines for traveling.  I want to make ant hive merge better with them.  Well see.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 21, 2016, 08:32:34 PM
We want YOU ... to be a mutatantaCo Lab Assistant
(http://i.imgur.com/nGfM5QA.png?1)

Craft exciting new products that will help humanity evolve today!



    I also reduced the amount of powder reqqed to make mutagen by a factor of 5
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 21, 2016, 10:29:10 PM
Is this mod compatible with cataclysm++ as long as the utility mentioned in first post is run?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 21, 2016, 10:33:11 PM
yes.  Run it after the 2 mods
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Wally-kun on November 22, 2016, 05:44:18 AM
I saw a post that said the coregame is outdated.

Is this in reference to the version of the mod available on downloading another version of the game, or is there something I'm missing?

I can also attest to the clusterfuck that ant queens cause on the surface. Young queens spawning an endless field of ants that are being perpetually engaged in fighting with fungal ants. Constant conversion, constant inter-ant warfare. I used the cheat menu to kill everything nearby or else I imagine it could have just grown like that exponentially.

I think fungal ants as part of the evolution pool is a bad idea. I also think that queens on the surface is a bad idea. I've got enough ants on my map already just by living within a square mile of them, I don't need Ant Wars raging on in the background devouring my game speed as well.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 22, 2016, 09:07:42 AM
yes.  Run it after the 2 mods

Thanks. And I guess each time either of the mod is updated, right? No adverse effect of running the util extra time?

One of the feature I like the most in cataclysm++ is the refugee fortified camp, any chance to have something similar in your mod?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 22, 2016, 07:20:12 PM
Heads up guys and gals, just mentioning that its possible to install car batteries onto solar cars and use those as power should you lack another way to mobilize.

Quick, disposable, and a way to store those heavy batteries for later when and if you want to use a liquid fuel engine.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 24, 2016, 12:29:07 AM
Ive added the compatibility mod and the blacklist mods here.
https://github.com/pisskop/PKs_Rebalancing


If you do use the 'creepy crawly' blacklist gotta tell me what to add to it.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 24, 2016, 06:59:17 PM
So this is compatible with which experimental version, sorry that's not too clear to me?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 24, 2016, 07:02:06 PM
any recent one.

what is. 'fortified camp'?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 25, 2016, 01:15:46 PM
Is it difficult to enable your mod within a current game? I did not encounter yet a city, so I guess they will generate with your mod if enabled.

Is there a setting that prevent any city for being spawned in the base game, but this is suspiciously devoid of any town in my current game. Yes that's not directly related to your mod I know! ;)
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Zhilkin on November 25, 2016, 04:04:08 PM
"PRM marine underlay" can be made using "PRM marine underlay" - is this a normal behavior?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 25, 2016, 04:58:38 PM
Yes.

Its an experimental recipe.  The other ingredients and that allow a player to repair it.



fungal ants spawn rarely in summer at hives.  If they are creating massive melees with the queens feeding them Ill take them out.  But the queens arent quite a problem.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 25, 2016, 09:17:54 PM
Ants are ridiculous right now. MMR nearly died, and he's fireproof. Can you please either make queen multiplying go much slower, make queens not breathe fire, or make queens not make more queens?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 25, 2016, 09:29:31 PM
queens dont make queens.

nor do fungal ants 'evolve' from normal ants
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 25, 2016, 09:48:53 PM
Queens do make queens. I had two queens make hundreds in very little time. You can check. Though, I am using an older version of the mod/game because of recent changes.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 25, 2016, 09:55:26 PM
:|

queens can lay ans hatch eggs.

hatching eggs oa hardcoded.




-queen lays egg
-queen hatches egg into brown drone ant
-queen upgrades drone ant into soldier ant.

ill check my evo tables but they shouldnt be evolving into queens.


ir regardless, however, i have to mostly rely on you guys for late lategame data.  so okay, i can nerf queen egg laying
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 25, 2016, 09:59:21 PM
},{
    "type":"monstergroup",
    "name": "GROUP_DRONE",
    "default": "mon_ant",
    "monsters": [
      { "monster": "mon_ant_terminal", "freq": 800, "cost_multiplier": 5 },
      { "monster": "mon_ant_scrib", "freq": 150, "cost_multiplier": 7 }
    ]
    },{
    "type":"monstergroup",
    "name": "GROUP_SOLDIER",
    "default": "mon_ant_soldier",
    "monsters": [
      { "monster": "mon_ant_soldier_terminal", "freq": 750, "cost_multiplier": 5 },
      { "monster": "mon_ant_soldier_pk", "freq": 100, "cost_multiplier": 10 }
    ]
    },
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: TheFlame52 on November 25, 2016, 10:34:53 PM
I don't know what to tell you, man. There were two queens and then there were hundreds.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 25, 2016, 11:39:47 PM
50x spawn rates much?

:p

I suspect that the game has a tendency to pick out high-cost monsters for mass spawning to be a dick sometimes. i.e day 1 hulks and masters.
  But yea man, Queens spawn, not evolve.  Same w/fungus ants in summer.  Ill tone them both down.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: DeclanFrost on November 27, 2016, 04:06:02 AM
I don't know what to tell you, man. There were two queens and then there were hundreds.
Sounda like something you'd say after a Saturday night in Amsterdam ot something xD

My gam crashed once bc of the queen-spawning mayhem, but that was on a 5-year-old relic of a Dell that was dying. Still a problem. Was, since the Queens are fixed.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 27, 2016, 04:36:10 PM
Started tweaking engine fuels.

For now, Ive doubled efficiency and dropped idle fuel consumption by 7/8 for gas and 1/2 for diesel.  I can guess what the other values do, but I dont want to go to town before we hammer out an acceptable baseline in coregame.

Added more food poisoning effects.  Rearranged some override files.  And Im working on trying to get some cheap, homemade rad curing stuff.

Nerfed young ant queens egglaying and nerfed the frequency of native fungal ants in a hive.  The fungal ant are meant to add flavor and if they are ruining late game then they have got to go.

https://github.com/pisskop/PKs_Rebalancing
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 27, 2016, 06:23:30 PM
https://github.com/pisskop/PKs_Rebalancing

I updated it more.  If one tank of gas should last a car for 3 day (72hours) just idling, they now do.  A little faster, but for 8 hours the 12% of a gas tank was consumed by a car car.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Arendeth on November 27, 2016, 11:06:20 PM
Getting 2 errors with latest pk reimagining mod:
No mapgen terrain exists for lab_complex_b1
No mapgen terrain exists for trapdoor_pit_loner
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 27, 2016, 11:08:04 PM
Your game shouldnt be trying to gen 'loner'.  I suspect you may have been using a (well) outdated version previously in this world.  perhaps the one that comes with the main game?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Arendeth on November 28, 2016, 12:19:33 AM
Nope this is with the newest and only thing that is refing it is the mod.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Arendeth on November 28, 2016, 12:21:57 AM
Both seem to be reffed in recent git of it in pk_overmap_terrain
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 28, 2016, 12:34:19 AM
Ill update and check but if they are suddenly throwing issues in a new world its due to increasing linting strictness.  Those are there for backwards  compatibility.  mostlly.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 28, 2016, 01:00:47 AM
Aye, Ill fix it up.  Gimme 3 minutes.


done.  Thanks for the prompt word of warning.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: DeclanFrost on November 28, 2016, 01:29:57 AM
Aye, Ill fix it up.  Gimme 3 minutes.


done.  Thanks for the prompt word of warning.
Goddamn. Are you ever not working on something cata-related?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Arendeth on November 28, 2016, 02:21:43 AM
Its working now.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 28, 2016, 06:10:14 AM
Added in  a cheap deradding.

-gummy vitamins will derad you.  Id recommend you not overdose on viramin pills.  but multiple doses will cleanse you faster.
-Aquarium fertilizer will taste bad, be unhealthy, and will advance your iron surplus, but will skip right over the small stuff and give you a lot of rad cleansing over time.

(click to show/hide)

dl on git for it.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 28, 2016, 07:42:14 AM
What is the tileset you are using for your mod? Because I'm using MShock32Xottoplus.zip and there are a lot of sprites missing right now.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Garfink on November 28, 2016, 08:57:53 AM
I manually went in to replaced the missing sprite references from xotto's jsons. 
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 28, 2016, 12:35:40 PM
How you did that?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 28, 2016, 03:07:52 PM
I dont use tilesets and I dont really know how to them.  Ive so far been lucky to have people help me out there.


Ive also added in clay for rad removal and boiled clay for parasite-free rad removal.  Also low iron to help stave down hypermetabolism.

https://github.com/pisskop/PKs_Rebalancing

^^  Ill have to test it some, but so far its working.  Its a slow process, so dont expect the rads to melt away instantly, but by taking them you can expect to be cleansed.  Dont worry though, with a max intensity of 6 you wont waste them.  Unless you eat more than 6 at once.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 28, 2016, 10:48:07 PM
That's a mystery to me too, as for example your weak Moose is a copy of the properties of the standard Moose. And the sdt Moose has an icon, but not your!! I'm clueless it seems :(

ok, I found how it is done. You don't actually edit your own monsters file, which is much more practical for updates. What is necessary is to edit the tile_config.json file of the graphic pack and append it with new entries, like:

        {
          "id": "mon_moose_weak",
          "fg": 2297,
          "bg": 967,
          "rotates": false
        },   

this is actually the copy of the record from the original moose
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: ragamer on November 29, 2016, 05:52:03 PM
I found that some mods I was using still have some recipes that are explicitely asking for welding goggles instead of the quality glare-protection. I "fixed" it on my game, so after been told this mod is been updated out of the main branch of CDDA I thought it could be better to report it on each Mod forum thread. Most are on blazemod, but yours have 1 incidence (The version I use is the old one from MB repo as downloaded on experimental 0.C-5966):

Code: [Select]
pk_recipe.json (1 hit)

Line 330:         [["goggles_welding", -1]],

Hope it helps.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 30, 2016, 01:27:26 PM
Any idea on how to solve that?

(https://s21.postimg.org/rudvf9uwn/Too_Many.jpg)
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 04:02:23 PM
update your version?

I no longer use 'too many' overmaps.  But if you are using multiple mods you might pop that error.


there is no 'problem' with that error.  Theres no detriment to having too many mandatory map tiles.  The game i telling you you wont be able to have that many out there though.  Some of them will be cut off and not spawn.  And because [quest] thats a bad thing.


so ignore it or go into the overmap_special.jsons in the mods and remove some mandatory occurrences.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: AdonaiJr on November 30, 2016, 04:16:04 PM
PK

(http://i.imgur.com/zCQaaMl.png)

Fresh install, fresh world. Just Core Cataclysm and your mod.
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: Nibelung44 on November 30, 2016, 04:26:53 PM
I have updated to latest, both in experimental and your mod, and the saved game still generates that. It might not be your mod though. I don't see any 'mandatory' tags in the JSON file you are talking about, any pointer on that?

And as this is an ongoing game, I guess I'm doomed with this message until the end of my current game?
Title: Re: PK's Reimagining Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 04:45:56 PM
https://github.com/pisskop/PKs_Rebalancing.git


please try this.  The dropbox version is the one released as a 'new version'.  give me a few and Ill update the dropbox one as well


Done.  The dropbox is updated to the latest as well
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 08:22:40 PM
(http://i.imgur.com/gnSyTMg.png?1)
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 08:27:12 PM
I ... think I know why some structures are underwhelmingly rare.

I think the -1 value for min distance from a city is somehow making them not spawn.  Perhaps they try to spawn on a city tile and fail to?


I removed them from my spawns and they all spawned as intended.  mostly.  So Ive uploaded that into git.
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: 123nick on November 30, 2016, 10:26:03 PM
I ... think I know why some structures are underwhelmingly rare.

I think the -1 value for min distance from a city is somehow making them not spawn.  Perhaps they try to spawn on a city tile and fail to?


I removed them from my spawns and they all spawned as intended.  mostly.  So Ive uploaded that into git.

ok, how do i download it? from the latest download dropbox link? or the github link? thje github says its been updated many days ago.
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: TheFlame52 on November 30, 2016, 10:26:12 PM
ants
Holy hell man, was that intended?
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 10:28:00 PM
Ive nerfed their frequency and added a few new field structures, so no.

but 4 of them spawned in the same area creating one superhive.
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 10:31:06 PM
I ... think I know why some structures are underwhelmingly rare.

I think the -1 value for min distance from a city is somehow making them not spawn.  Perhaps they try to spawn on a city tile and fail to?


I removed them from my spawns and they all spawned as intended.  mostly.  So Ive uploaded that into git.

ok, how do i download it? from the latest download dropbox link? or the github link? thje github says its been updated many days ago.

sorry, Im trying to work with Remroy to get the mod included into the CDDALauncher.  So some wonkyness.

I made a new release, pls try that again.  All of you I suppose.  As an aside, Ill release more of those.
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: 123nick on November 30, 2016, 10:43:46 PM
Ive nerfed their frequency and added a few new field structures, so no.

but 4 of them spawned in the same area creating one superhive.

http://i.imgur.com/x0dSJqD.png

how should i go about fixing it? im using this, with the PRM++ spawn list merger thingy, for use with both cataclysm++ and PK's rebalance. i assume that patch needs updating?
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 10:54:43 PM
https://www.dropbox.com/s/a454aavsf0idq01/noct-pk%20Patch.zip?dl=0


That issue is saying you dont have the raws for the radbag


(click to show/hide)

That error, however is about you missing the radiation zombie code.  Which Ive included above.  If this persists, you can add it yourself.  Though its in the mod.  Just stick it into the monster file.  Or really, dont tell anyone, but any json file will make it be read
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: 123nick on November 30, 2016, 11:22:47 PM
https://www.dropbox.com/s/a454aavsf0idq01/noct-pk%20Patch.zip?dl=0


That issue is saying you dont have the raws for the radbag


(click to show/hide)

That error, however is about you missing the radiation zombie code.  Which Ive included above.  If this persists, you can add it yourself.  Though its in the mod.  Just stick it into the monster file.  Or really, dont tell anyone, but any json file will make it be read

thanks, but i think that if the radbag was broken, then maybe other things would also be working wierdly, beside just the radbag? maybe the whole patch needs to be updated. i can give more logs, maybe
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: pisskop on November 30, 2016, 11:23:56 PM
It was.  I just linked it for you.

The 'patch' doesnt work by redefining monsters, it works by compiling monster lists.
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: 123nick on December 01, 2016, 01:14:50 AM
It was.  I just linked it for you.

The 'patch' doesnt work by redefining monsters, it works by compiling monster lists.

oh thanks :D yeah, i checked it and it seems to be working, just some wierd things about the survivors SUV seat belt or seat placement, but thats cataclysm ++.

also, the first post, there is a misspellign in the word color on a text tag or something, so it should look green but it doesnt
Title: Re: PK's Rebalancing Mod
Post by: TheFlame52 on December 01, 2016, 01:36:44 AM
Oh yeah, that reminds me. How is the smoldering zombie invisible at night if it glows? It's extra visible at night!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 01, 2016, 01:42:10 AM
:o

well you see, you cant see it from far away?  :o  I couldnt just make it a smoker zombie.

I did consciously add both tags to it.
Title: Re: PK's Rebalancing Mod
Post by: hobophobic on December 01, 2016, 05:27:45 AM
I brought this up recently, but was is the current status on radiation and anti-rads? I haven't updated since before we last spoke, but I'm finding the amount of radiation I'm getting hit with to be pretty excessive. I managed to find a geiger counter and I figured it would help me with the struggle but it's just informing me that bloody friggin' everywhere is heavily irradiated... Me and both my companions have heavy radiation sickness and I've resorted to debugging myself PB's but it's still a losing battle. At this point I want to just debug the rads back to zero but I don't know how.

Sorry, I'm ranting, love your mod, this is just getting to me :P
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 01, 2016, 03:26:13 PM
gummy vitamins reduce rads
aquarium fertilizer reduces rads a lot
clay reduces rads raw but can have parasitic bacteria
boiling clay makes it clean, provides a small bonus to antiradding

prussians are best. and iodine pills will dramatically reduce exposure if taken before combat


non of them act instantly, but over time.
Title: Re: PK's Rebalancing Mod
Post by: TheFlame52 on December 01, 2016, 03:40:32 PM
If you have thousands of bionic power, use the Radiation Scrubber System CBM.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 01, 2016, 05:51:34 PM
i tried giving fungus fruit it too. but thr game nosold me
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 01, 2016, 11:38:17 PM
https://github.com/pisskop/PKs_Rebalancing/tree/2.2.5

https://www.dropbox.com/s/a454aavsf0idq01/noct-pk%20Patch.zip?dl=0


Updated to give royal jelly and the royal jelly derivatives instant rad reduction.


This also fixes subway stations and nerfs the radbag into a very small portion of the game.  I added a new smoker and made an evo groups of smokers.  This should reduce the deterioration of the world as radiation fills it.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 01, 2016, 11:45:16 PM
To make it clear:

    Suddenly stat loss, pain, or vomiting is probably caused by radiation.

    Radiation will go away over time naturally, or by taking medicines.

    Prussian Blues will take away existing rads, Iodine tablets will prevent radiation that you will get exposed to. Take Iodine before heavy combat with smoking zeds.

    Ive added some makeshift/weaker rad reducers.

    Clay from clay mounds has been given rad reducing power. It will spawn in stores, bathrooms, and on zoms. It can give you a parasite if you are unlucky.

    Boiled clay will not give you parasites. Boil raw clay from a mound to make boiled clay. It is also more efficient at rad removal.

    Aquarium fertilizer will hurt your health and maybe make you vomit but is the best makeshift rad remover.

    Royal jelly and royal jelly sap will remove rads instantly. up to 100 rads per use.

    All of the above, except royal jelly, will take some time to take effect, and overdosing on rad removal items will cause unfortunate side effects. Not lethal, but annoying.
Title: Re: PK's Rebalancing Mod
Post by: hobophobic on December 02, 2016, 01:49:07 AM
I support these changes. Gonna give the updated mod version a try now.
Title: Re: PK's Rebalancing Mod
Post by: hobophobic on December 02, 2016, 01:55:21 AM
Hey, I haven't seen any Doom creatures or structures lately. Are they more rare or does this have something to do with the "too many special location" errors I get on loading?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 02, 2016, 02:20:24 AM
they have been spawning for me.  ill look tomorrow, the only recent change is to cathedral, where i took out the intercity spawning to test my theory above about city blocking
Title: Re: PK's Rebalancing Mod
Post by: hobophobic on December 02, 2016, 02:33:14 AM
I just did debug>reveal map and I have no Doom locations.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 02, 2016, 05:38:46 AM
To get the latest version I typically download your 'latest trial git' and not the 'latest patch', is that ok?

Would you say it if your latest version is not compatible with latest experimental also? Perhaps it can be precised on the front page? I'm never sure the two get along ;-)
Title: Re: PK's Rebalancing Mod [Updated 20OCT16]
Post by: Nibelung44 on December 02, 2016, 06:18:41 AM
(http://i.imgur.com/gnSyTMg.png?1)

How you use these symbols for the overland map? That's the overland map, right?

Also on 'too many mandatory location', even with the removal of 'additional buildings' mod, I still get it on a new world with your mod. I'm seeing that adding PK Re-imagining add 'crazy cataclysm' as a dependency, that's normal right?
Also use boats, huge vehicle mods, but they don't add locations, right?
Title: Re: PK's Rebalancing Mod
Post by: BorkBorkGoesTheCode on December 02, 2016, 06:45:33 AM
Update your Mining Mod.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 02, 2016, 12:22:09 PM
i add a fair bit of new buildings.  so yes another mod adding buildings could easily tip off the 'too many mandatory buildings' warning.


ill look at the doom structures, but short of forcing them to spawn what else can i do?  has taking the doomguy start worked?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 02, 2016, 03:29:50 PM
I just did debug>reveal map and I have no Doom locations.
What are your settings?  I genned a world and got all three structures on one map:  the castle, the spire, and the lab.


I want them to spawn for everyone, but I dont know what settings are changing them to not do so.

I use 10 city size, 5 city distance, and no extra building mods.
Title: Re: PK's Rebalancing Mod
Post by: Nodus on December 03, 2016, 01:48:16 AM
Are the demons and other monsters added by this mod supposed to appear as letters or sprites?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 03, 2016, 02:01:28 AM
If the tileset modders havent made any sprites for them they will be ascii symbols
Title: Re: PK's Rebalancing Mod
Post by: hobophobic on December 03, 2016, 07:31:06 AM
I use 10 city size, 5 city distance, and no extra building mods.

I'm using the More Locations (by Sunshine) mod in this world. I don't know how to check the other World Gen settings I might have used.
Title: Re: PK's Rebalancing Mod
Post by: TheFlame52 on December 03, 2016, 08:41:38 PM
There's a Doom Lab? Does it look any different from a regular lab?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 03, 2016, 08:45:20 PM
Well it had to be custom made by me.  It is a set of 4 or ids with 6 or 7 maps for each, laid onto a persistent layout.

ie:  the layout is always the same ids, but each id has many kinds to give it a more random appearance.


except stairs and the finale.  there are only 2 kinds of up and downs stairs and 1 of the upper and lower finale.


P:
id check it out.
  Its a trip.  not just demons, but robots v blobzoms v demons.


Pp:
Also theres only 1 b1 foyer.
Title: Re: PK's Rebalancing Mod
Post by: TheFlame52 on December 03, 2016, 08:46:16 PM
I meant on the overmap.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 03, 2016, 11:25:30 PM
a lab with 5x4 forest directly behind it.

its walls are reinforced concrete, and reglabs are simple concrete
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 04, 2016, 05:41:16 PM
[
Also on 'too many mandatory location', even with the removal of 'additional buildings' mod, I still get it on a new world with your mod. I'm seeing that adding PK Re-imagining add 'crazy cataclysm' as a dependency, that's normal right?
Also use boats, huge vehicle mods, but they don't add locations, right?

no.  I dont require 'crazy cataclysm'.  Use the version downloaded here please; the other version that comes with the coregame is obsoleted and Ive never added such a dependency.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 04, 2016, 07:27:50 PM
Hey,

I realized, to my dismay, that I did not add your mod when generating my new world. Can I add it to the list of mods in 'mods.json' ? My understanding will be that the areas I already generated won't have your extra buildings, but the new ones can get these (or is it all determined in advance everywhere, but the world is infinite, right?)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 04, 2016, 07:28:55 PM
already generated overmaps will not have any of my map stuff.
Monsters and items will generate as you move into now areas.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 05, 2016, 04:53:39 AM
Fair enough!

How monster evolution works? Will some of the base monsters in the already generated areas evolve into one of you?

Also about mandatory map specials. Before adding your mod, I was just above the limit at 73, after I'm at 102. Can you enlighten me a bit of how this whole thing works?
a) map specials can't be placed, but where? Most of the areas are not generated and the world is infinite in theory? Is it within the 165x165 legacy world size limit?
b) why there is so many mandatory structures, even in the base game?
Title: Re: PK's Rebalancing Mod
Post by: hmstanley on December 05, 2016, 06:21:50 AM
PK, do you automatically include skill rust in the Balance mod?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 12:36:07 PM
thats an option,. cant set that for you


but if you ask me if i play with it on, yes i do
Title: Re: PK's Rebalancing Mod
Post by: DeclanFrost on December 05, 2016, 12:39:43 PM
Fair enough!

How monster evolution works? Will some of the base monsters in the already generated areas evolve into one of you?

Also about mandatory map specials. Before adding your mod, I was just above the limit at 73, after I'm at 102. Can you enlighten me a bit of how this whole thing works?
a) map specials can't be placed, but where? Most of the areas are not generated and the world is infinite in theory? Is it within the 165x165 legacy world size limit?
b) why there is so many mandatory structures, even in the base game?
I also have this problem, although my game's at 73 with the mod.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 01:11:02 PM
theres not much to say

everytime an ovrrnap special demands it spawn one of the 72 slots for mandatory specials is taken up.  with more thab 72 mandated spawns the gamw cannot guarantee they will spawn.  tjis is codemines and coolthulus baby, ho ask them why you have to see this error.

my mod, run without any other moda, has not tripped this error.  the only intermediate solution would be go get al lsist of mods being used and add anotber 'patch'. which would have to be constantly updated.  i think a better solution is to teach eople howto make their own changes to the overmap_special.json file
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 05, 2016, 05:41:08 PM
Hello pisskop,
thank you a lot for your work on this great mod, in my eyes it is a realy needed addition to the game to keep the endgame challenging.

I am playing with the core game release around mid november and the build in PK mod from you.
I dont want to update anything there because its running stable and i am very happy with it for now.

Except ofc one problem. I am following this thread and someone already stated the problem with zombie lord total out of balance, a few pages back.
This was fixed by you. You stated that you tuned him down and that zombie hulks/tanks could only upgrade out of brutes.

Could you please be so kind and help me out with 3 questions
1: From a quick look it seems that only changes in pk_spawn_upgrades.json and pk_spawn_list.json have to be made to fix that problem. Am i right?
2: Will changes in there take immediately effect on loading a game from a save? For example if i change mon_zombie_lord faction to ants. (no im not doing that) :p
Or zombie lord upgrade abilitys.

Now to the important one.
3: Could you tell me what changes needs to be made for the tune down? this way i dont need to make game upgrades and i can change it to my taste, because right now in my game with the actual zombie lord problem the evolution time doesnt realy matter.

Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 08:36:57 PM
1:  Nope.  I also reduced their stats and the frequency of their rezzing / upgrading.
2: Yes.  Already present zoms will stay but new ones will spawn according to the new formula.'
3: Go to monster/zombie.json and find the zombie lord.  Then change him.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 05, 2016, 08:57:16 PM
theres not much to say

everytime an ovrrnap special demands it spawn one of the 72 slots for mandatory specials is taken up.  with more thab 72 mandated spawns the gamw cannot guarantee they will spawn.  tjis is codemines and coolthulus baby, ho ask them why you have to see this error.

my mod, run without any other moda, has not tripped this error.  the only intermediate solution would be go get al lsist of mods being used and add anotber 'patch'. which would have to be constantly updated.  i think a better solution is to teach eople howto make their own changes to the overmap_special.json file

Well, I would like to know if some of the buildings added by mods, like 'Tree Orchards' etc. can lose this 'mandatory tag', so your buildings are more a priority, so if you can give me extra infos... What is a mandatory special, how to recognize it?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 08:58:07 PM
Most can.  Especially if you dont care about quest locations.

NONE of the game's locations are required unless you want to do npc quests.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 10:33:36 PM
https://www.dropbox.com/s/w52wvj4t07mgpn2/CDDA%20Combined%20Mongroup%20-Dinomod%2C%20Cata%2B%2B%2C%20pk%2C%20fRaces-.zip?dl=0

This is my attempt to reduce the number of mandatory spawns within my mod, to try to increase compatibility with other mods.  Each one hurt me to drop, but if it works than it works.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 11:27:55 PM
Attempting to tweak the default of zombie groups into mon_null, resulting in less zombies spawns overall.  Ive started by buffing the chance for normal zeds to spawn and making some special zeds more time restricted.

The result will be that less 'random, single zeds' will spawn.  hopefully.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 05, 2016, 11:29:45 PM
from zombie.json

[ "UPGRADE", 20 ],
[ "RESURRECT", 20 ],

how is the 20 calculated? this is on zombie lord from up to date pk mod.
Tested it and with 20 there, he didnt upgrade any zombie at all after maybe 200 steps. with 0 he does it after a few steps.
But he formed Blobs out of zombies  1 or 2 times and its a 180 there. I dont get it.

zombie master and necros still have [ "UPGRADE", 0 ], means there is still a problem here?
Title: Re: PK's Rebalancing Mod
Post by: hmstanley on December 05, 2016, 11:31:24 PM
can I turn off imps and demons destroying my 6 month old character out of nowhere? I mean, seriously?  I am beyond pissed, Imps? I mean, chimps with flames?  wow. hate this mod.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 05, 2016, 11:39:05 PM
@hmstanley you can pat out the fire if you burn by passing time. Just make sure you drop burnt clothes if you are below fire intensity 3. Because theres a core game bug here with patting.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 11:39:45 PM
In fact, Try it!

https://github.com/pisskop/PKs_Rebalancing/tree/2.3.0
https://www.dropbox.com/s/w52wvj4t07mgpn2/CDDA%20Combined%20Mongroup%20-Dinomod%2C%20Cata%2B%2B%2C%20pk%2C%20fRaces-.zip?dl=0

Ive reduced the number of required special building spawns, to make it easier to use other mods with this one.
I have also removed the zombie as the default monster for zombie monster groups.  hopefully this will make less 'stray' zombies while not really making the game explicitly 'easier' from our points of view.  Although this does mean that zombies will be more concentrated and dense.

To explain perhaps a better way:  The game will choose tiles to spawn 'something' at.  It will decide what group to spawn.  Every time a zombie groups was chosen, it would roll 1000 sided die.  if it hit a number that was for a certain zombie or pack of zombie it would spawn that.  If it hit nothing it would spawn 1 regular zombie. Ive removed that regular 'nothing' zombie and made it actually nothing.  But Ive also made normal zombie packs more common.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 11:41:07 PM
from zombie.json

[ "UPGRADE", 20 ],
[ "RESURRECT", 20 ],

how is the 20 calculated? this is on zombie lord from up to date pk mod.
Tested it and with 20 there, he didnt upgrade any zombie at all after maybe 200 steps. with 0 he does it after a few steps.
But he formed Blobs out of zombies  1 or 2 times and its a 180 there. I dont get it.

zombie master and necros still have [ "UPGRADE", 0 ], means there is still a problem here?
'20' is 20 turns of combat.  4-6 turns is about the average PC running 1 tile.  the 20 does not take into account how long the master/necro spends actually raising the target, which can take up to a minute in some cases.

Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 11:42:08 PM
can I turn off imps and demons destroying my 6 month old character out of nowhere? I mean, seriously?  I am beyond pissed, Imps? I mean, chimps with flames?  wow. hate this mod.
I can make a mod to take them out of the game, but demons and imps are vocal and (imps) are easy to melee to death with a midgame character.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 05, 2016, 11:46:30 PM
So 159 people said they used this mod, according to the annual CDDA survey!

I was one, so 158 people!  YoY
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 05, 2016, 11:57:10 PM
You dont know how many use your mod that didnt take part in the survey. And it will be more, there are many skilled people that keep improving the game. A new stable release will do a lot here. Experimental can somtimes be very frustrating with nasty bugs.
Title: Re: PK's Rebalancing Mod
Post by: hmstanley on December 06, 2016, 12:20:19 AM
Q1-> regarding the mix of cata++ and your mod? .. if I use the new version you just posted, will this stop the overspawn problems? I was getting that error too?

Q2 -> when you see imps, demons, and other doom nonsense, which I just high tail it and run from, but when you do see them, does that mean there is a spire close? or some location from which they spawn? this doesn't make sense to me.  For example, if you see a triffid, you know that there is a triffid grove close, or ants, etc.. you get the point.

Q3 -> if I see my stats decreasing significantly, (strength to zero for example) while I enter a survivor bunker or another bunker in a town, does this mean the place is completely irradiated?  I was seeing this and I didn't see this in the game, well, never saw radiation in the stock game? Also, I've noticed that these stats don't return to their normal values, they are white, but they 2 points lower than what I started with?  What does this mean? and how does one deal with that?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 12:32:36 AM
1:

  idk.  I didnt check, I removed many 'unnecessary' mandatory spawns that I had kept to ensure 'quality' of spawning.


2:
  Yea, demons will not spawn randomly.  they spawn because somewhere nearby is a hell structure.


3:
  Radiation may not immediately affect you, but if you suddenly have decreased stats Id stay away from a place, take some iodine and prussains, or at least get some clay to chew on.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 06, 2016, 01:33:47 AM
@pisskop i suggesst you to alter upgrade and ressurection on zombie necro and master to 20, or even 30 because they are weaker than a lord. Its both 0 on them. And because lord has 20 here, i think this isnt intended.
Maybe people dont see a problem here because they turn themself into a lord. But as long as hes not a Lord, he upgrades nearby zombies at insane speed.

This was tested in debug mode on my older pk mod version. If the necro and masters, on more recent mod version, cant use upgrade on themself anymore, then its even worse with the actual upgrade setting.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 01:53:23 AM
I dont know what you think the numbers mean, but the lower the number the lower the cooldown.  the lower the number, the stronger the move because it can be used more often.

Thus, I nerfed the lords as asked.  The necros and masters are at coregame settings.  i.e. no cooldown.


As I stated above, the cooldown does not take into consideration how long the monster spends actually performing their move, i.e. the more damaged the corpse the longer it takes to revive it.


this does make the lords, in theory, 'weaker' than a master or necro.  But it has both abilities, and using one of those will take more than its cooldown.  I did nerf it, though.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 02:07:41 AM
Okay, after playing with the new settings for spawns I think its ... interesting.

Not bad.  but def different.


Overall, there are less zombies, because there are no 'single' zombies.  Zombies will spawn in loose packs, and therefore are easier to detect and avoid than singular zombies.  I found it easier to stealth at night, though getting caught meant fighting a crowd.

I spawned on the outskirts of a city, and raided a pawn shop for a war hammer.  I hammered the shit out of zombie heads for a bit and found a gobag.  This gave me clean, unfitting, but good clothing.  I found a running car in  a parking lot soon after, and the few zombies nearby  were accommodating.


hmmm..  its 'easier', for sure.  I may end up nerfing down the spawning cost of things as a result.  Id really like your opinions about this change.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 06, 2016, 02:22:33 AM
I dont fully understand the spawn_upgrades yet
On the list where it says: "Masters pick from here when upgrading...." there is no mon_zombie_hulk_pk at all, how can masters, necros or lords create them?
What do i miss here?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 02:25:07 AM
Youre not looking at what upgrades into that list.

"masters upgrade into here" is no longer true, and is a carryover from the coregame.  Children evolve into children group, brutes into brute group.


Brutes can evolve into hulks.
mon_zombie_pk evolves into pks group.
Going to the monster files tells you who uses what group to evolve.


The masters evolve pick from here group is what normal green zombies turn into.  masters do pick from that group, because most zombies evolve into that group.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 06, 2016, 02:27:09 AM
Those single zombies give the game life. I hope you revert this change.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 02:29:00 AM
have you tried this change?  you seem to have an opinion of them already.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 07:21:59 PM
Added a new runny zombie that is grabby but weak of melee.  This is an early game runner, so I can reduce the number of runner running around without killing the early game.

They have a good bite, bad melee, and an occasional grab attack.  their role is to grab you as you flee.  fair enough.


Ive tweaked some spawn settings, reducing the cost of normal zed groups, but I need to test it more to see if its really viable.  I have hordes on, so Im going under that.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 06, 2016, 08:10:33 PM
Hello pisskop,
i didnt test the removal of single zombies. I have no time to start a new game right now. I think looking at this only in debug mode by revealing map wouldnt bring the right results how the game feels with that change. i hope for someone else reporting.
But on paper its a bad change, those sinlge zombies add a lot. Imagine "the walking dead" without the single zombies!


Title: Re: PK's Rebalancing Mod
Post by: egomassive on December 06, 2016, 08:15:57 PM
theres not much to say

everytime an ovrrnap special demands it spawn one of the 72 slots for mandatory specials is taken up.  with more thab 72 mandated spawns the gamw cannot guarantee they will spawn.  tjis is codemines and coolthulus baby, ho ask them why you have to see this error.

my mod, run without any other moda, has not tripped this error.  the only intermediate solution would be go get al lsist of mods being used and add anotber 'patch'. which would have to be constantly updated.  i think a better solution is to teach eople howto make their own changes to the overmap_special.json file

Well, I would like to know if some of the buildings added by mods, like 'Tree Orchards' etc. can lose this 'mandatory tag', so your buildings are more a priority, so if you can give me extra infos... What is a mandatory special, how to recognize it?
I didn't see Nibelung44's question get answered. The instruction you're looking for looks like this:
"occurrences" : [2, 3],
The first number is the mandatory spawn number, the second is the potential spawn number. So, look for entries of type "overmap_special" in other mods and lower those first numbers. Leaving the second number alone will make it possible for them to still spawn if there's any room left.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 06, 2016, 08:46:19 PM
..  The necros and masters are at coregame settings.  i.e. no cooldown.

I have to correct you here, the coregame setting for master is [ "UPGRADE", 10 ] not 0. And theres a new necro_pk with an upgrade 0 too.
From testing in debug, its a big difference how fast they evolve everthing around them.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 08:47:28 PM
There is currently a 0.6 percent chance of nothing spawning because it was picked.

This does not include nothing spawning because a high-value target was picked.



'On paper', this is a very small change.  It gets a little more noticeable in the the early game because many monster spawns are time-gated.  And then more simply cannot be afforded on day 01 of a world because they are too expensive.  The game should pick up.  Im  asking people to give me feedback on how it changes horde playthroughs.




..  The necros and masters are at coregame settings.  i.e. no cooldown.

I have to correct you here, the coregame setting for master is [ "UPGRADE", 10 ] not 0. And theres a new necro_pk with an upgrade 0 too.
Have you noticed a discrepancy or difference in their play?  is it unfair or in need of change?
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 06, 2016, 09:23:15 PM
In my opinion all Monsters with [ "UPGRADE", 0 ] are a balance problem.
Please take a minute and use debug to spawn a master_pk with a few normal zombies around him and watch what happnes. Do it again after you increased upgrade to 10 or 20.

mon_zombie_necro_pk
mon_zombie_master_pk
from what i see they do not evolve to anything bigger and they use [ "UPGRADE", 0 ].

On the other hand, i have to add here that i play your mod with (only) 1.1 spawnrate. I read some people play your mod with (crazy!) 5.0+ I think those players want this [ "UPGRADE", 0 ]  challange :D
Its realy up to you what you want to do with your mod.

With your help i have already found out how to change this to my taste.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 06, 2016, 09:40:12 PM
Well in either case, Ive added a few spawns to make early game more populated while the spawns trickle in.

https://github.com/pisskop/PKs_Rebalancing/tree/2.3.2

^^  adds in small bands of Greenies that will stop spawning around the time the heavier spawn groups start.

Fixes a bug with duplicate martial arts too
Title: Re: PK's Rebalancing Mod
Post by: 123nick on December 07, 2016, 12:15:05 AM
Well in either case, Ive added a few spawns to make early game more populated while the spawns trickle in.

https://github.com/pisskop/PKs_Rebalancing/tree/2.3.2

^^  adds in small bands of Greenies that will stop spawning around the time the heavier spawn groups start.

Fixes a bug with duplicate martial arts too

are the pk-cataclysm ++ patch fixed for it? if it needs updating?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 07, 2016, 12:22:24 AM
So I just raided 2 grocery stores, a concrete electronics store, a pawn shop, and a garage down the street.

All while demons and zombies are running around.

(http://i.imgur.com/Ue81yW8.png?1)



I used a hacksaw to get into the hardware store while the lost soul distracted zombies by being visible.

Then I used my warhammer on small groups of zombies - hordes are really obvious now - and circled the pawn shop twice.  Once to smash the alarm and run from a shocker brute.  once to get in once a hell knight engaged the brute back to it.

across the street, to the south and 5 tiles south of my current pictured location, I went into the garage and a caccodemons busted into the window to taze a fat zombie.  I shat myself and ran through the shadows, grabbing a torch and 2 welders.  I have now gotten all I need save more booze.

On my way back a revenent pulled me into its loving embrace and I headshotted it.  A caccodemon came up behind me but a zombie found it first and they arced north of me instead of west to me.

Much excite.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 07, 2016, 12:22:34 AM
Well in either case, Ive added a few spawns to make early game more populated while the spawns trickle in.

https://github.com/pisskop/PKs_Rebalancing/tree/2.3.2

^^  adds in small bands of Greenies that will stop spawning around the time the heavier spawn groups start.

Fixes a bug with duplicate martial arts too

are the pk-cataclysm ++ patch fixed for it? if it needs updating?

Gimme 5 min


P;

of course I did.  :p
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 07, 2016, 05:01:24 PM
It's not clear to me how monsters spawn in the wild? Once I cleared an area, it seems weird to see new monsters popping up in my 'behind' so to speak. Is it different from vanilla cdda?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 07, 2016, 08:14:49 PM
nope, ssdd
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 07, 2016, 11:09:52 PM
Dropped the cost of 'standard' zeds more.

Depending on what people say Ill reduce the time for evolutions and drop the frequency of straight-up specials.
Title: Re: PK's Rebalancing Mod
Post by: 123nick on December 07, 2016, 11:24:35 PM
Dropped the cost of 'standard' zeds more.

Depending on what people say Ill reduce the time for evolutions and drop the frequency of straight-up specials.

i sorta like it as it is now, in 2.3.2, assuming u changed anything. i dont think i have much to complain about, but i may be wrong. seems pretty good right now, good mix of stuff, maybe if some of the new specials this mod adds had a tiny bit more priority over vanilla specials and normal greenies, but its probably just fine as it is now.
Title: Re: PK's Rebalancing Mod
Post by: 123nick on December 07, 2016, 11:26:02 PM
Well in either case, Ive added a few spawns to make early game more populated while the spawns trickle in.

https://github.com/pisskop/PKs_Rebalancing/tree/2.3.2

^^  adds in small bands of Greenies that will stop spawning around the time the heavier spawn groups start.

Fixes a bug with duplicate martial arts too

are the pk-cataclysm ++ patch fixed for it? if it needs updating?

Gimme 5 min


P;

of course I did.  :p

thanks :D
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 08, 2016, 01:54:38 AM
(http://i.imgur.com/UNOa1gK.png?2)


This is a survivor.  1/4 to see the sun.

Its 'easier' in a sense, but it leaves more room for the player to fail by their own actions.  Loot seems less guarded, but Ive had a horde tear down the walls to surprise me.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 08, 2016, 02:40:58 PM
I have troubles with the latest experimental it refuses to load a saved game even if I update your mod.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 08, 2016, 04:25:41 PM
what errors diaplay?
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 08, 2016, 05:00:08 PM
some monsters not recognized, like mon_bjay, the mole and another . You have removed it from misc.json?
You also removed 410_revolver from gun.json and I had one.

I have deleted manually the 410 from my save. Upon saving, the game skips invalid monsters, so it seems that's ok now ... Except map specials are back to 102.

About removing monsters and items, perhaps you should phase them out without removing their definition for say 2 weeks, i.e remove them from the spawn tables but keep their references for players with ongoing games.

Thanks for your mod in any case
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 08, 2016, 06:43:01 PM
are you modifying the mod? :|
Title: Re: PK's Rebalancing Mod
Post by: hmstanley on December 09, 2016, 12:52:10 AM
hey pk, so, I started eating some aquarium fertilizer and it does what it's supposed to do, removes radiation.. but since I've eaten a bunch of it, my display is constantly reporting "your metabolism becomes unstable...", followed quickly by "your metabolism becomes more stable.." over and over for days.. with no messages in the character sheet about any issues going on with my health? so, I'm not sure if I've borked myself by eating this junk, or if this will eventually go away?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 09, 2016, 12:54:56 AM
Hypervitamintosis is from eating too much of one mineral.

The fertilizer has iron at the moment.  Just like eating too much vitamins makes you float into hypervitamintosis.

It goes away over time.  But unlike rads we cant stop it.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 09, 2016, 01:54:57 AM
i zhould mention that takjng 3 doses of fertilizer grants the max benefit and it lasts for 4 hours


ill nerf the iron content and buff the side effects for next release
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 09, 2016, 08:09:12 AM
No I did not modify your mod in any way. I download from latest GIT, and there is no such monsters or items in the latest version I have, so it makes sense to me. Are you saying you still have the Blue Jay in your latest version, because I don't.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 09, 2016, 11:42:57 AM
one error in code can cascade into many asbthe game refuses to reset its parsehttps://github.com/pisskop/PKs_Rebalancing/blob/master/monsters/misc.json

im not getting an error with the version i hard ckeaned yeaterday.  ive gotten feedback for the most recent changes.


Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 09, 2016, 04:03:39 PM
It is anyway solved as I said, I removed references in my inventory to the .410 and the game cleaned itself the removed monsters. On to conq ... survive the world!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 09, 2016, 04:48:00 PM
:p

well if youre feeling up to it you can send me the files if it happens again.  that way i can see exactly what happened
Title: Re: PK's Rebalancing Mod
Post by: hmstanley on December 09, 2016, 05:43:33 PM
PK, how could I manually fix the overmap errors? Currently it indicates 78 > 72? Is there a way I could do this? I have both your mod and Cata++ installed in my world.
Title: Re: PK's Rebalancing Mod
Post by: Samanta Lost on December 10, 2016, 01:35:39 PM
Hello PK! First of all thank you for your mod, its amazing. I use last version of the mod, do not use other mods, downloaded it yesterday from latest download link button and have a problem with unusual big itemspawn - with your mod its like I have 1.00 itemspawn. But actually in game settings I used itemspawn 0.15, doublechecked it. So my question is: does your mod afflict somehow on itemspawn or its just my mistake? If Its afflict, how I can return my hardcore rare itemspawn?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 10, 2016, 01:37:30 PM
i do not alter any nonjson assests.

if default settings are not being saved/honored then thats a bug to report to the devs
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 10, 2016, 02:13:09 PM
PK, how could I manually fix the overmap errors? Currently it indicates 78 > 72? Is there a way I could do this? I have both your mod and Cata++ installed in my world.
There are no 'errors' per se.  The game is reporting that it does not have enough slots reserved for mandatory things.  GO TALK TO CODEMINE ON THE GIT AND COMPLAIN WITH ME ABOUT THIS HALFASSED IMPLEMENTATION.  It is not a fault of my mod [or any other] and its presence serves to soley fuck over mod makers and palyers who use mods.

Right here:  https://github.com/CleverRaven/Cataclysm-DDA/issues/19290

^^ tell him its hurting the game.


But, generic rant aside, how you can remove that error without sumbitting a PR.

  {
    "type": "overmap_special",
    "id": "Crater",
    "overmaps": [
      { "point":[0,0,0], "overmap": "crater"}
    ],
    "locations": [ "land", "swamp" ],
    "city_distance": [0, -1],
    "occurrences": [0, 12],
    "flags": [ "BLOB", "CLASSIC" ]
  },


^^^ that is an example of an overmap_special.json entry.

I have 2 files that support these.  pk_overmap.json and pk_overmap_freqloc.json
Go into these files and whatever other mods you use and take the:

    "occurrences": [0, 12],

flag and change the first number to 0.  Or any number you want.  The first number is how many have to spawn on each overmap.  the second is how many can spawn.
Title: Re: PK's Rebalancing Mod
Post by: hmstanley on December 10, 2016, 04:46:52 PM
thanks man.. appreciate it.  Is the reasoning behind this limitation, speed? or mem size?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 14, 2016, 01:21:56 AM
I made a list of all the monsters my mod adds for somebody saying they want to make sprites for 'em ...

(click to show/hide)
Title: Re: PK's Rebalancing Mod
Post by: bouchacha on December 14, 2016, 09:53:23 AM
I love this mod! Just checking if this is working as intended. I'm about one year in with the recommended world gen settings. Something keeps spawning new basic zombies, and the zombie lords keep upgrading them to ever increasing levels. Look:

(http://i.imgur.com/4vrJonS.jpg)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 14, 2016, 12:48:45 PM
zombie lord = necromancrt plus master in one

maybe hordes make new basic ones voa wandrring.  no monster 'spawns' zombies
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 14, 2016, 02:02:51 PM
Thanks a lot Pisskop, for:

a) the list of added monsters, so I can more easily tweak the graphic pack I use

b) provide more details on this 72 mandatory specials limit... I read GitHub, the dev seems serious this is needed. Is it really? Should mandatory specials supported not increased a bit in the code at the very least?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 14, 2016, 02:06:08 PM
The 72 limit?

yes.  it allows mandatory spawns to work


the errorcode interrupting everyone and providing hassle to modders?

no.

Using multiple mods will almost certainly trigger the limit.  the devs give no consideration to the modders, and the error message creates spam for me that I cant really fix (because its a combination of mods, not just my own), and theres nothing a player can do except ignore it.

I should not have to field questions about the error, even if I dont mind doing so.  its not 'just' my mod,and its not something I can fix.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 14, 2016, 02:48:02 PM
I took the week off and now I dont know what I want to do with the mod ...

Make buildings?
implement the new animal-corpse harvesting to make alchemy more doable?
idk?
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 14, 2016, 02:53:12 PM
Given some players complain they have no challenge after a while, a combination of special buildings with special monsters only spawning in said buildings would be very nice. Top that with a few specials loot, and if the game allows, a bit of lore or text added on items, books or on scratch of papers, that would be really nice. If you can do a chain like building X gives key for building Y gives key for building Z it can even give the impression there is a big secret to discover.
Title: Re: PK's Rebalancing Mod
Post by: bouchacha on December 14, 2016, 04:42:36 PM
zombie lord = necromancrt plus master in one

maybe hordes make new basic ones voa wandrring.  no monster 'spawns' zombies
Maybe I'm misremembering but isn't there a zombie that consumes items? I thought I read their description as transforming the items on the ground into spawns.

Is the number and strength of the spawns working as intended? Is it even possible to clear this horde? I can definitely do it with rollerskates + longbow + kiting but it would take forever.
Title: Re: PK's Rebalancing Mod
Post by: Wyzack on December 14, 2016, 05:19:12 PM
Did a few runs with the Doom start

Not sure if this is intentional design but because of how fire works in the game basically every enemy with a fire projectile is unbelievable deadly.

Also i think that Cacodemon lightning balls were setting me on fire, is that intentional?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 14, 2016, 05:23:47 PM
you have to stop moving to put out fire


default is period [.]


you have to ocassionally fight while on fire and may run to a choke point and put out fire.

yes, fire is supposed to be deadly.  doom monsters were made before the 'attempt to pit out fire' mevhanics were introduced.


back when incendiary did fire damage instead of setting a bp on fire
Title: Re: PK's Rebalancing Mod
Post by: Wyzack on December 14, 2016, 06:16:09 PM
Extinguishing yourself takes a really long time as is, is there any way to mitigate this or make it go a little bit quicker?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 14, 2016, 09:42:18 PM
small fires are too punishing.

we need to nerf them.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 15, 2016, 12:11:24 PM
I guess using a small extinguisher would work?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 15, 2016, 07:54:32 PM
It could, but its something the core game needs to deal with.  Maybe I  could make some doom items that suppress fire?


Ive added more EG spawns.  Just grabber, (pk)runners, and normals.  They spawn more often, and hopefully in small droves that will make noises to bring more in.  I know hordes are almost deaf rn.

pk-runners are runners but with less melee and more grabby.  and they dont turn into hunters.
Title: Re: PK's Rebalancing Mod
Post by: AdonaiJr on December 16, 2016, 04:50:47 PM
So, Pisskop, help me to remember... There's this Item you made a while ago, whose purpose was to make possible to practice Mechanical Skill at level 0 or so. It makes sound once activated. Was made of scrap metal.

I very much liked the purpose and Iten's general idea, but I didn't like 2 things: once activated, it kept making noise for too long, in fact it kept forever. I cound't disassemble nor destroy the item to stop said annoying fact.

Could you check that? :D
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 16, 2016, 05:46:36 PM
scrap chimes.

its possible it broke, but it is supposed to be disassemblable.

yea.  ivr got to gey back to this.  harvesting is a thjng i need to understsnd and implement
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 17, 2016, 01:33:05 AM
https://github.com/pisskop/PKs_Rebalancing/tree/2.3.5

doink.  here is the chimes fix.  remind me to obsolete the active version at some point.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 18, 2016, 08:56:13 PM
https://github.com/CleverRaven/Cataclysm-DDA/blob/deaa3ce4a88c4da301acdfba550e1716a91d6671/src/iuse.cpp#L2359

so Im making a note to look this over to try to make yourself a targetable .... target
Title: Re: PK's Rebalancing Mod
Post by: Logrin on December 19, 2016, 10:47:35 PM
Currently enjoying a city size 16/static+wander spawn start as a Swat Point Man.

"In the far flung future their is only the City. There is only Winter. There is only....Max Law"
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 20, 2016, 06:08:33 AM
Apartment mod tower generates 3 errors at world creation, latest cdda exp and GIT from you
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 20, 2016, 04:39:40 PM
theyve been messing with it because theyrr jerkholes. hang on
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 20, 2016, 09:24:07 PM
https://github.com/pisskop/PKs_Rebalancing/tree/2.3.6

here we are
Title: Re: PK's Rebalancing Mod
Post by: Logrin on December 20, 2016, 11:04:21 PM
Nice, so just redownload from page one or move the apartment fix into our mod folder?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 20, 2016, 11:35:26 PM
just dl it or simply copy the "overmap_freqloc" file over your current one.
Title: Re: PK's Rebalancing Mod
Post by: Logrin on December 21, 2016, 12:41:47 AM
Works like a charm, thanks!
Title: Re: PK's Rebalancing Mod
Post by: bouchacha on December 21, 2016, 08:20:16 PM
This is what it's like every time I encounter more than one zombie lord

(http://i.giphy.com/qbXbju1ZsGwqA.gif)
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 22, 2016, 02:26:12 AM
Hello pisskop

i met some ant queens, they produce eggs and it looks liks new ants come out of it and also new queens.
But it also looks like somtimes fungus ants appear out of the eggs too. The queens are in constant battle versus the fungus ants. Are the fungus ants intended or a mistake ?
My version is a bit older.

Another Question: what does this special attack do [ "ANTQUEEN", 3 ] ? is this her droping egg cooldown?
Title: Re: PK's Rebalancing Mod
Post by: Arendeth on December 22, 2016, 04:38:35 AM
Is there a way to reduce the radioactivity of the areas that zombies have contaminated or mod in a item to absorb it into a item so that it can be dumps elsewhere? If not how do i edit out the added rads from poison clouds and such.
Title: Re: PK's Rebalancing Mod
Post by: Arendeth on December 22, 2016, 05:04:48 AM
Found your optional mod for turning off radioactive zombies so I think I use that til i can figure out how to mod tool for reducing/moving added environment rads.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 22, 2016, 12:32:17 PM
1:
  fungus ants cannot appear from eggs.  its hardcoded.  i can swap the evo path from larval ants, jtbs
 
2:
  cannot currently reduce background radioactivity
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 22, 2016, 10:49:45 PM
http://www.wiki.cataclysmdda.com/index.php?title=PRM:_Radiation:_Invisible_Death
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 22, 2016, 10:57:58 PM
Hello pisskop
mon_ant_fungus is in the GROUP_ANT, this makes larvas from ant faction evolve into fungus faction, is this a mistake ?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 22, 2016, 11:00:27 PM
It does.  Ive fixed it just today by granting the larval ants a separate group evo
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 22, 2016, 11:07:15 PM
nice! thanks a lot for your fast answer.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 22, 2016, 11:45:01 PM
It does.  Ive fixed it just today by granting the larval ants a separate group evo
Is it possible this change isnt on your github yet ? latest change on ant.json is 27 Nov.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 22, 2016, 11:47:21 PM
yea.  Ill do it before I close down for the night
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 23, 2016, 03:10:46 AM
kk.


ive noticed that since they fixed the inversion of the spawn packs packs of rabbits and crows are much more common.  thought?
Title: Re: PK's Rebalancing Mod
Post by: Arendeth on December 23, 2016, 08:51:07 AM
Manually removed the radiation added to the zombies til its possible for me to make a item to remove the added rads since can cause major issues with my npc minions (and before i even get them joined).
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 23, 2016, 12:14:59 PM
I thought PK reduced greatly the amount of Zeds generating rads? Because indeed, I'm playing with NPCs and that will be a trouble if they step into rads.

As for rabbits etc. packs, I confirm, I now see groups of dogs. What do you need as feedbacks?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 24, 2016, 01:12:43 AM
Stahp.

Im not terribly interested in further reducing the amount of rads within a world.

Ive added some more industrial strength radaway into the spawn lists, made them edible by NPCs, and while I havent tested if an NPC will eat them on their own there is nothing stopping them from doing so, nor you giving them this stuff.


Mutations are a part of the apocalypse.
Radiation is a part of the apocalypse.
Not the only part, or even a large part, but a part.  and given the type of weapons and warp hijinks going on in DDA its a relatively under-repped part.

I have nerfed the smokers rad emissions.
I would consider adding a special attack function to zombies that grant them small amounts of rads per strike, but I suspect people will be saddened by this.

Venomous creatures also inject small amounts of rads into you when they inject you with venom.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 24, 2016, 01:17:23 AM
Ive been reducing the pack strengths of animals.  And zombies.

I have much more work to do, but I hope to make it a touch more scarce.  I want food to be a small concern, and 12 rabbits in the field isnt doing it.

Ive added rats to spawns in the city, and rats can attack zombies.  Zombies mostly ignore rats.  This means that there may be some rat attacks on zeds in the city itself, and thats fine with me.


Ive been playing with the game, testing out the spawns I do have.  Im more or less fine with a lot of it.  But finetuning cant hurt.  For instance the wrough iron rod weapons is much heavier now, resulting in it being a less effective (slower) weapon.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 25, 2016, 06:23:52 AM
Is it possible to slow down how fast the survivor burns away calcium in the json files?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 25, 2016, 11:54:29 AM
nafaik.  but looking cant hurt
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 26, 2016, 05:23:07 AM
Hi Pisskop,

Still playing with your latest version, nice mod really...

And I was not saying you should reduce further radiation, this if fine for me now since your last tone down. I believe it was required, smokers zombies were just too generous with that.

I guess you are not playing with sounds either (saying that because you are playing in Curses, not graphic version ;-) ) ... Because Imps when they launch their fireball... they do a crossbow bolt sound!

And now the true question -- If I reduce to rubble a Doom Citadel (I don't know, with a tactical nuke ... ) Will the demons stop appearing around, in the area? Or will they still appear, literally from thin air?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 26, 2016, 06:02:15 AM
I need to work on a permanent boss for it.  Like the doomlabs has one dedicated boss ...

Ill do that next!  The castle needs one too.


-Labs have the archdemon
-spires will have the archvile maze?
-Castles will be the mastermind?  a longranged plasma shooting spider?
Title: Re: PK's Rebalancing Mod
Post by: Asura on December 27, 2016, 11:21:52 AM
is this mod only focused on combat rebalancing or are there any changes made to loot pinatas and or loot tables in general?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 27, 2016, 04:15:53 PM
new buildings, existing buildings hsve new layouts, new loot tables, oand extended existing tables.

so yes.  its a light overhaul for dda
Title: Re: PK's Rebalancing Mod
Post by: Asura on December 27, 2016, 04:56:58 PM
I'll give it a shot. how do i activate the mod? the mod isnt listed when i create a new world.

- downloaded it with  cdda-launcher
- mod is in the correct folder
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 27, 2016, 06:25:30 PM
is the old one deleted?

pks_rebalancing is old and tagged as obsolete and wont show up
Title: Re: PK's Rebalancing Mod
Post by: Asura on December 27, 2016, 09:13:24 PM
ok, deleted the old and reinstalled the new one.

- is the mod stable? 2-3 minutes in, the game crashed (chesthole tileset error).
- did you add nitten ichy ryu, or is it in the game by default now?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 27, 2016, 09:23:04 PM
:|

If chesthole crashed, you should tell him so he can fix it.
Title: Re: PK's Rebalancing Mod
Post by: BorkBorkGoesTheCode on December 27, 2016, 11:30:24 PM
- did you add nitten ichy ryu, or is it in the game by default now?
It's Default.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 27, 2016, 11:42:09 PM
Added in the spider mastermind and 'cherubs'  which are basically doom3.  They are rare doom spawns and they are spawned from demon-robots.  They do mild attack damage but they do bio damage too and they are fast and hard to hit.  they will eventually evolve into flying versions that will spawn 1 new cherub, effectively making them double in end-endgame.  Or against a mon that shares their faction and has the rare upgrade skill.

they MELT, so no bodies.


They also will slash through power armor.  Because power armor does not protect you from the inside, which is what bio damage is.  But, they arent exactly 'hard' to kill or hitting hard,


The mastermind itself shoots a weak gatling gun.  The gun causes stun, explodes for 2 power and 1 shrapnel (i.e. weak sin until the shrapnel hits you) and is fired in burst of 9.  He has 666 ammo.  His melee attack does up to 65 damage.  1 to 65 damage
Title: Re: PK's Rebalancing Mod
Post by: 123nick on December 28, 2016, 02:37:53 AM
hey, the cataclysm ++ mod got a folder name change, might want to check it out and see if the noct-pk patch is still compatible.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 28, 2016, 05:27:39 PM
I found lab journal Gustav today, it usualy had diamond weapons recipes but now its empty, is this from core game or pk mod? why were they removed ?
Title: Re: PK's Rebalancing Mod
Post by: BorkBorkGoesTheCode on December 28, 2016, 06:49:37 PM
The diamond weapons are no longer distinct items; now several weapons can be given the new DIAMOND flag using the CVD machine. The Gustav book is still useful as a way to level fabrication to 10.
Title: Re: PK's Rebalancing Mod
Post by: Logrin on December 28, 2016, 09:48:37 PM
Neato!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 28, 2016, 10:57:02 PM
Pisskop made a video (https://www.youtube.com/watch?v=f2llnNl_Ya8&feature=youtu.be)

Please watch.



What it is:

- a no-audio (there is audio, but its just music that will probs trigger copyright at some point) and its just text and the curses.
- Its a showoff of me surviving the first 4 hours.  It only took me 4 hours to deem myself sufficiently equipped to show off success.
- Its got some tips
- Its a midnight hobo in early spring in a burning building.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 29, 2016, 05:29:30 AM
Sorry Pisskop, as much as I appreciate your mod, me (and 75% of others players) can't decipher Curses ;-)


And now something unrelated. This is about Radiations. I'm not asking you to tone it down further. But I believe  you should add a visual cue to any monster generating it. Because I had to (sadly) cheat and revert to 0 my radiation level in a current game. I really don't cheat often, but here I did not felt to restart yet another game just because I had the fate hammer falling on me (let me explain why it felt like bad karma to me).

I was fighting around a gas station what was for me only regular Zeds (child zeds, grapplers). Only that at some point I read in the text log some entries like 'you hear a clang sound' and others messages which intrigued me. But I saw nothing special except that at the end of the fight I was at 541 rad, without any anti-rad meds found and without a pharmacy around to raid.

That's the problem of radiations I believe, and why it is so toned down in vanilla CDDA. The problem is not that radiation is too lethal. The problem is that there is no advance warning. I don't mind if I die because I was too greedy and tried to loot a gunstore nearby a hellspire citadel. If I'm killed, that's my fault. But here, really, I was not taking chances for me. It should have been a simple fight without issue.  But somehow I ended up dooming my character and I don't know why.

Now... If you add say green smoke around each monster generating radiation, then this is entirely different. We can see the danger and weight the risks versus rewards. Radiation this way would feel less like RNGesus hitting you without advance warning.
Title: Re: PK's Rebalancing Mod
Post by: XaoG on December 29, 2016, 06:43:35 AM
And now something unrelated. This is about Radiations. I'm not asking you to tone it down further. But I believe  you should add a visual cue to any monster generating it. Because I had to (sadly) cheat and revert to 0 my radiation level in a current game. I really don't cheat often, but here I did not felt to restart yet another game just because I had the fate hammer falling on me (let me explain why it felt like bad karma to me).

I was fighting around a gas station what was for me only regular Zeds (child zeds, grapplers). Only that at some point I read in the text log some entries like 'you hear a clang sound' and others messages which intrigued me. But I saw nothing special except that at the end of the fight I was at 541 rad, without any anti-rad meds found and without a pharmacy around to raid.

That's the problem of radiations I believe, and why it is so toned down in vanilla CDDA. The problem is not that radiation is too lethal. The problem is that there is no advance warning. I don't mind if I die because I was too greedy and tried to loot a gunstore nearby a hellspire citadel. If I'm killed, that's my fault. But here, really, I was not taking chances for me. It should have been a simple fight without issue.  But somehow I ended up dooming my character and I don't know why.

Now... If you add say green smoke around each monster generating radiation, then this is entirely different. We can see the danger and weight the risks versus rewards. Radiation this way would feel less like RNGesus hitting you without advance warning.

If you had a previous fight with some radioactive zeds in the area, or some radioactive zeds idled around the gas station while you were sleeping or something, they will have left a massive amount of radioactively tainted ground. This is actually the biggest problem with balancing radioactive zeds, either you avoid them and they irradiate everything any time your reality bubble is near them, or you take the risk, try to kill them and get irradiated anyway. This means until you get a running stock of ways to purge radiation there's no winning gameplay. This is somewhat similar to the problem with fungaloids.

The other possibility is that radiation might be crossing Z-levels, and you were standing over a radioactive zed in the sewers or otherwise underground. I had an experience in a run of the mill lab a while back that suggested this may be happening. I'd have to test this further to be sure, though.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 29, 2016, 10:28:17 AM
ill look into making it like frostbite.  which has hard coded triggers but a jsondefined effect

and really guys.  this game is a very easy game to learn to curse on, since the setting is modern and the design modular
Title: Re: PK's Rebalancing Mod
Post by: Asura on December 29, 2016, 12:55:11 PM
can someone please explain how radiation works in the mod?

possible ways to get radiated?
- walking over radiated tiles?
- melee attack radiated mobs?
- anything else?

how to protect against radiation?
- clothing with what kind of env. protection is needed?
- tablets/pills?
- anything else?
Title: Re: PK's Rebalancing Mod
Post by: XaoG on December 29, 2016, 03:26:09 PM
can someone please explain how radiation works in the mod?

possible ways to get radiated?
- walking over radiated tiles?
- melee attack radiated mobs?
- anything else?

how to protect against radiation?
- clothing with what kind of env. protection is needed?
- tablets/pills?
- anything else?
-Walking over radiated tiles, yes.
-Meleeing, no, but the zeds that spread radiation everywhere do so by spawning irradiated clouds, which melee is going to put you in contact with.
-Aside from that, some items, namely artifacts, can emit radiation. You'll get a message about your skin prickling with radiation if that's the case, so it's pretty hard to miss.

-Any gear that gives environmental protection and has high coverage. Hazard suits and powered armor are obviously the best, though mutants can't wear them. Survivor gear helps a bit.
-Potassium Iodide and Prussian Blue prevent radiation and reduce radiation, respectively. They probably wont be enough by themselves, though.
-PK also added a bunch of new ways to remove it in a variety of existing items. You might go back a few pages to find some information on that.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 29, 2016, 06:26:29 PM
RE: radiation
http://www.wiki.cataclysmdda.com/index.php?title=PRM:_Radiation:_Invisible_Death



Its slso in poison, fyi
(click to show/hide)

in the brackets with 2 numbers, the second is if you resist poison
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 30, 2016, 05:27:24 AM
Since you asked (I believe) about spawnings... I have not encountered in my last game any 'wilderness thematic loot' any more. i.e no loot from dead scientists, dead soldiers, dead junkies. Before it was a nice source of extra loot. Did you remove them? Am I out of luck? Is vanilla CDDA doing that?
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 30, 2016, 01:47:37 PM
About map gen, see this typo from you on FEMA camps

http://smf.cataclysmdda.com/index.php?topic=13960.msg292909#msg292909
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 30, 2016, 08:27:36 PM
could somebody do me a favor and upload and link to a game where they ca demonstrate overwhelming radiation levels in a local?

preferably a newer one since there have been nerfs
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 30, 2016, 08:33:38 PM
https://github.com/pisskop/PKs_Rebalancing/tree/3.0.0  <<--  Git new version
https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0  << - The dropbox version

New Version, new game.  Doom Structures all have a boss now.  Its possible to thus eliminate a local invasion much like any other source.  Kill the boss.
More radiation nerfs, and a rebalancing of the early game spawning to reflect my (successful by my accounts) attempts to remove a default zombie spawn.


Archvile Lives in the citadel.  He does revive monsters and is capable of upgrading revives.
Mechaspider Mastermind lives in the castle, which gets a 2nd basement floor.  the 1st one gets gutted and will eventually make its way back.
Archdemon ala Doom2 is in the labs.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 30, 2016, 10:09:20 PM
I'll restart a brand new game then, thanks!
Just to be clear about the bosses, killed one will halt any spawning in the Citadel/Castle etc. ? This is a quite end game goal I can only dream reaching, but I like having end game goals...
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 30, 2016, 10:12:57 PM
Like any other 'boss', killing it will reduce the population pool of a structure that spawned it.

population is a 'pool' of monsters that the game uses to distribute monsters over an area.  Think ant hill.  the game takes the population and does "math" to figure out how many monsters per tile.  then it tries to spawn them uses a 'point system'.


so, over time, the doom critters will go away after you kill a boss.  Like any other boss queen monster
Title: Re: PK's Rebalancing Mod
Post by: Asura on December 30, 2016, 10:49:08 PM
it seems i dont rly understand radiation yet.

- how much env. protection do i need?
im wearing a heat-protection-suit Form 3 (100% coverage, 20 env. protection), rad lvl is still increasing.
im in the same area (reading books right now).
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 30, 2016, 10:55:48 PM
Do you mind uploading your save somewhere for me?  You can pm me a link and I can see what youve been doing there.  And what the monsters.

Like where is it?  A base of yours?  If you are heavily irradiated I think you can make the area you stay a long time in irradiated.
Title: Re: PK's Rebalancing Mod
Post by: Asura on December 30, 2016, 11:07:27 PM
send you the save folder via pm.

its just a temp base/stop for me. want to up my skills (read books) and build a car or two.

- so there is no 100% protection against radiation, env. protection only mitigates a little bit of it, or how does it work?

Title: Re: PK's Rebalancing Mod
Post by: Gunsmith on December 30, 2016, 11:08:58 PM
Great mod, keep up the good work!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 31, 2016, 12:33:23 AM
Sweetness, thanks.



I tried to add acid as a fear/anger/placate trigger.

that worked for fields no problem.  The critters get scared/pissed at acid pools.


But then I tried to expand the concept to acid rain, my real goal.  I got nosold.

It kept complaining that it would ALWAYS be acid rain out.



gdi


Well, I figured out that acid drizzle is the warning for acid rain, and the effects are simply nerfed.  to whomever asked about that.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 31, 2016, 01:45:11 AM
https://github.com/pisskop/PKs_Rebalancing

Some small tweaks.  do get
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on December 31, 2016, 05:43:29 AM
Just wanted to say thanks for the continued work :-)

What's the next big step? Do you have a roadmap?
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on December 31, 2016, 11:41:39 AM
Hello pisskop,
i just watched your video, its hard to see whats happening because im used to chesthole tile set. But its interessting to see how someone else is playing.

Is it possible to have full PK mod and full cataclysm++ work together? not only the monsters from cataclysm++ (your merger is only for monsters?)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on December 31, 2016, 03:14:40 PM
thats the biggest compatibility problem.

monster groups override each other.  items and locations dont inthe same way.

but thanks guys!  the next step is to learn howdo: c++ and implement the changes i want

and fldshing out.doom and msking more mutants.  rn its about how to add depth to the game rather than new content

although i did promise to make a courthouse...
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on January 01, 2017, 08:09:23 AM
And an Happy New Year in CDDA!

As a player asked me for my modified XOttoPlus file, I gave it to him. This is far from complete, as I add monsters when I see them, not systematically, but it can be used as a base, if you want to include it as a 'add-on' in your mod, be my guest. I'll continue fleshing it as I see new monsters.

https://we.tl/4UCJnHCedG
Title: Re: PK's Rebalancing Mod
Post by: Rysith on January 02, 2017, 06:03:00 AM
Manually removed the radiation added to the zombies til its possible for me to make a item to remove the added rads since can cause major issues with my npc minions (and before i even get them joined).

I just did the same, although for a different reason: I was in town, stripping the panels off an electric car as a relatively new (~7 day) character, when I got dropped out of the vehicle screen with "something hurts!". Lo and behold, I had major stat penalties and (as save file examination revealed) I had apparently absorbed close to 800 rads, as far as I can tell all from spending on the order of 2 hours disassembling a vehicle. My /guess/ is that at some point in the past a pack of smokers or something spawned there, heavily irradiated everything, and then de-spawned thanks to dynamic spawn - I certainly didn't see any sign of them around.

My issue with that is that as a new character I don't have any way to detect "don't go there, it's irradiated!" when the zombies responsible have left, and it didn't seem like there was any way that I could have avoided my fate. I had no access to anti-radiation gear, no warning of radiation (since I was in the vehicle interaction layer) before I had absorbed a fatal dose, no visible radioactive zombies, and it doesn't seem like "don't enter long tasks in areas that might at one point have had zombies without wearing anti-rad gear" is reasonable advice given the importance of scavenging vehicles. Is that an intended consequence of giving smokers and other early-game zombies radioactivity, or no?

Aside from that, though, really liking the mod, especially the zombie packs.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 02, 2017, 11:25:12 AM
fine.

ill remove the majority of clouds and add in rads as special attack effects for these that emit them.

irridated wanderers
charred nightmares
glowing boomers
bloated zoms
smokers one and 2
smokey bear
radbag
Title: Re: PK's Rebalancing Mod
Post by: stk2008 on January 02, 2017, 01:16:47 PM
Love this mod but can I ask a Q? :)

Please tell me how would one go about removeing the hell spire citadel and its monsters please I think its all the Doom stuff.

Thanks in advamce :)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 02, 2017, 05:29:50 PM
ill make a nodoom mod too. been meaning to but nobody asked
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on January 02, 2017, 06:04:33 PM
Hello pisskop

I wanted to report that on maps with city size set to 1 or 2, the spire seem to never spawn.
i revealed many man sections, saw castles but no spire. Was that just bad luck?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 02, 2017, 10:21:12 PM
spires are supposed to be a size 4 and up structure.

to stop them from taking over the few scattered and small towns of wilderness games
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on January 03, 2017, 05:52:12 AM
Thanks Pisskop, about rads that's a pity, I can understand that, but there must be either a visual cue you are in 'danger zone', or as you did it should be an attack from a monster. Sure, life is a b*** and you can simulate that by having your mod disperse radiations without the player knowing, but CDDA is still a game, with some 'transactions' to do with real life...

As for the rest, I see you did not derive some weapons, like the Klaxon shotgun from base guns, so they are losing properties like the noise they do when firing.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 04, 2017, 12:04:52 AM
https://github.com/pisskop/PKs_Rebalancing

Rads reduced into attack form.


They can and will still emit gas, but much less of it, again, and its their attacks that do radiation.  Roughly a 1 in 10 chance of 1 rad per tick, lasting for an average of 30 ticks.

The intensities stack up to 9 times, and the chance of rads increases per intensity.  So at max intensity its 1 rad a tick.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on January 04, 2017, 02:59:04 AM
This mod gets more and more mele unfriendly, why should i risk get radiation in mele combat?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 04, 2017, 03:00:53 AM
Lol its a step down from what we had - unavoidable radiation from melee.
  Which is exactly what you asked for, isnt it?

Do you find this mod unfriendly to melee?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 04, 2017, 04:01:28 AM
to further clarify in case people were wondering.


there were 4 different ids of radiation clouds.  all different levels and consistency.

- puff was a smoker
 small was a bloated zed
- plume was a smoldering zed and CN
- 'radbag' was smolderers' streams


i deleted radbag and nerfed the percentage chance per tick down on the others.
i 'downgraded' all zed gas clouds by 1 level.  smokers lost their cloud, smolderers gain plume, etc
i added two kinds of effects.  a 'single' and 'fives'. 

single is a 1/10 chance per tick to increase rad by 1.  at max intensity it is 1/1 chance
fives is a 1/5 chance to increase rads 3 to 8 per tick.  max intensity is 1/3

both will lower health slightly too.  hmod, the behind the scenes one.



this reduces the clouds, meaning less ambient rads.  which is peoples issue with rads. or the main one
Title: Re: PK's Rebalancing Mod
Post by: stk2008 on January 04, 2017, 11:29:36 AM
ill make a nodoom mod too. been meaning to but nobody asked

That would be awesome thank you :)
Title: Re: PK's Rebalancing Mod
Post by: Rysith on January 04, 2017, 03:29:07 PM
this reduces the clouds, meaning less ambient rads.  which is peoples issue with rads. or the main one

Yeah, that was definitely my main problem - since Cata lacks a good way to inform the player that they are in an irradiated area[1] and zombies can leave but radiation stays, unexpected ambient rads feel frustrating. I'm fine with monsters attacking me and giving me rads, since at least I know what's going on there.

[1] Apart from finding the CBM or constantly running a geiger counter, I don't think there are any. Or just wearing radiation-proof gear all the time.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 04, 2017, 06:07:57 PM
https://www.dropbox.com/s/w9qzhv2ymphxqpj/PK%2C%20No%20Doom.zip?dl=0

^^  NO DOOM MOD, going to be found within the mods folder of the mod when I update it, but can be found here right now.

Note that you will still see demon hallucinations.
Title: Re: PK's Rebalancing Mod
Post by: KliPeH on January 04, 2017, 07:34:54 PM
Decided to give your mod a go as I've become quite bored with my vanilla playthrough. Also saw this as a chance to try a combination of some settings I've been meaning to try for a while.

First thing I get when I load my save up is a few dozen errors. All of them look like this, except with different entity names (I assume, didn't feel the need to read all of them).
(click to show/hide)

I didn't read the rest of the thread, just my first comment in it which I don't even remember posting. Is this supposed to happen? Will it impact my game or my experience playing it?

Using your latest download from this thread, experimental #6110, SDL Tiles version, on Windows 7.
(click to show/hide)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 04, 2017, 07:40:53 PM
Failed weapon is the Cata++ mod by noct.

Im honestly not sure how people occassionally get that error.

Go into the 'mod' folder inside pk mod.
Delete any uncompressed files in there.


Inside is a 'compatibility patch' for Noct's mod and my own, so that the game will spawn both sets of monsters.  if it was uncompressed for any reason that can happen.
  As for the many errors, once one error triggers, the rest will cascade along because CDDA doesnt know how to exempt data and every piece after the first is read wrong.
Title: Re: PK's Rebalancing Mod
Post by: KliPeH on January 04, 2017, 07:53:49 PM
Failed weapon is the Cata++ mod by noct.

Im honestly not sure how people occassionally get that error.

Yeah, that's why I was wondering. I'm not using Cataclysm++.

My game crashed when I alt-tabbed to take a screenshot and the save was lost. It only does that in the PRM-suited world. Are these crashes common?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 04, 2017, 07:56:49 PM
The mod is stable.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 04, 2017, 09:50:19 PM
PKs got youtube audio now (https://www.youtube.com/watch?v=6oeVwVYxeYo&feature=youtu.be)

So ...  ... I ever tell you I hate the sound of my voice?
Title: Re: PK's Rebalancing Mod
Post by: KliPeH on January 05, 2017, 11:24:43 AM
PKs got youtube audio now (https://www.youtube.com/watch?v=6oeVwVYxeYo&feature=youtu.be)

                                                                                                                          "I will be playing with curses, or no tilesets [...]"

                                                                                                                                                                                                                                  "I will be playing with curses, or no tilesets [...]"

                                                                                                                                                                      "I will be playing with curses, or no tilesets [...]"

                                                                            "I will be playing with curses, or no tilesets [...]"

                                                                                                                                                                                                                    "I will be playing with curses, or no tilesets [...]"

(https://media.giphy.com/media/1L5YuA6wpKkNO/giphy.gif)

A let's-player who doesn't use poorly drawn tilesets appealing to 6 year olds who don't have the attention span to figure ASCII out? DAE NOT LE GET LE KEYBOARD GRAPHIKS XDDDDDDD?DXDXdxd?!!?!
Holy fuck. This might be the first playthrough of CDDA that not only do I actually finish watching, but also one I bloody well enjoy watching to begin with. I have been waiting for this moment for so long. The last time I've watched someone play CDDA with tilesets disabled was SilverDragon, and that was nearly 4 years ago. Congratulations. You're my hero and the savior of this community.

Excellent color palette, by the way. Mind sharing the color picker settings/necessary files to make the change? Unless every non-Windows build look like that, in which case I actually wanna know how to do this for my own game running on Windows 7.

Since this doesn't seem like a temporary showcase of a mod but rather a full playthrough, here's a couple of small criticisms you might wanna take note of for future videos:

Other than that, truly well made videos. Not only does the game actually look phenomenally well the way you set it up, but you're also providing good information when talking about the stuff you do as you play. Well done! Have a view, have a like, have a subscribe and have a good day!

(click to show/hide)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 05, 2017, 06:37:48 PM
May Lay Dee?
Asskeys
Title: Re: PK's Rebalancing Mod
Post by: Grandpuh Ty on January 05, 2017, 10:39:26 PM
-snip-

Which tilesets are those? I wanna use poorly drawn ones! All the ones around here look too good :C
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 06, 2017, 03:05:15 AM
Maybe somebody who reads this thread will have an answer.

Im trying to clip together 2 clips plus the audacity output audio files of these videos into one video before I upload it.

since youtube apparently wont accept raw audio files for upload and combining on their little editty thingy.

Ive tried a bunch of programs, but most wont compile the video, and will crash or spit out error abouts all/all media being incorrect.

I dont really know of a recourse, but I cant seem to find a simple way to do it to it.
Title: Re: PK's Rebalancing Mod
Post by: Skeptopotamus on January 06, 2017, 03:46:12 AM
I can't seem to get this mod to work properly. I got a fresh install of 0.C and only downloaded the PK rebalance mod (the core download did not include it) and the PRM++ Patch. I get these error messages when I try to enter a world with either or both of those mods enabled. I'm not enabling any other mods besides these two. Once I'm actually in the world, there are absolutely no creatures at all. What gives?

(click to show/hide)
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on January 06, 2017, 12:38:49 PM
Does anyone know how long evolution is going when not changing the start setting (evolution 4.00 and one season 14days)
How many Years until the evolution is finished?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 06, 2017, 12:45:55 PM
0.C is incompatible with the mod

it needs to be an experimental, and a recent one
Title: Re: PK's Rebalancing Mod
Post by: Skeptopotamus on January 07, 2017, 07:21:28 AM
0.C is incompatible with the mod

it needs to be an experimental, and a recent one

The latest experimental version gives me similar errors. I did delete the game's built in PK_Rebalance folder then dropped the latest version of PK_Rebalancing into the mods folder! Below are examples of the the error messages.

(click to show/hide)
Title: Re: PK's Rebalancing Mod
Post by: Oragepoilu on January 07, 2017, 10:39:59 AM
Hi,

I got the exact same error but I'm not here to talk about that.

-Using latest exp, and mod version, along cata++ and prm patch

How I can kill squig ? I'm doing a sheltered start (the one underground), but as soon as I step outside there is very often 2-3 squig right here, waiting for me.

Can't burn them' (no space or else I burn myself too), can't kill them (they heal them self) and can't avoid them (block the path, and fallow me). Gun, if I'm lucky, can eventually get trough them, but I end badly wounded, infected, bleeding, and no way to find what is needed to save me as I'm too much low life/slowed by pain.

Maybe I'm missing something about the healing capacity ? Couldn't find any info on it. They should be fungal, but even after I use debug function to map the surrounding I can't see anything funguns related that could spawn them. Didn't played for some time, so I don't really know what should I do beside restart a lot and hope, or don't use this cool mod.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on January 07, 2017, 01:27:49 PM
Hi PK!

I got irradiated to 650 because I dwelled in a radioactive basement with a damaged Hazmat suit! No, not complaining about rads this time, I have now learnt that damaged items don't protect completely :-)

I'm now down to 520 in one hours, because I took 'horse medicine', i.e:
2 vitamins
2 aqua. fertilizers
1 prussian blue
1 honey + 2 waxes

Now, perhaps I have overdone the anti-rads, so ... can you tell me what these items do, in term of potency and duration (just 'mild' etc. is enough) and did I went too far?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 07, 2017, 02:22:45 PM
Over time.

Take them every 3-4 hours.  A max of 3 at a time.


Im going to have to figure out how these errors are appearing.  Ive started a LP thing with a fresh install of the game (and thus my own mod) and I  had no such issues.  So I know its not the mod itself.
Title: Re: PK's Rebalancing Mod
Post by: Chezzo on January 07, 2017, 02:37:41 PM
I hear you can also eat clay to stop being radiated. Neat addition, PK.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 07, 2017, 04:47:56 PM
I just downloaded the mod and replaced my own version and ran a new  game just fine.


Are you guys downloading the mod from github?  Dropbox?  The CDDA Launcher?

https://github.com/pisskop/PKs_Rebalancing

This link is the one I used for this.
Title: Re: PK's Rebalancing Mod
Post by: Skeptopotamus on January 07, 2017, 05:16:50 PM
I just downloaded the mod and replaced my own version and ran a new  game just fine.


Are you guys downloading the mod from github?  Dropbox?  The CDDA Launcher?

https://github.com/pisskop/PKs_Rebalancing

This link is the one I used for this.

Still getting the same error after fresh installing the most recent experimental build and using your linked copy of the mod... Before I was downloading the mod from the "LATEST DOWNLOAD LINK" provided in the OP.

Thanks for taking the time to do some troubleshooting with this btw, it's really cool how active and helpful people are in this game's community.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 07, 2017, 07:18:05 PM
Hi,

I got the exact same error but I'm not here to talk about that.

-Using latest exp, and mod version, along cata++ and prm patch

How I can kill squig ? I'm doing a sheltered start (the one underground), but as soon as I step outside there is very often 2-3 squig right here, waiting for me.

Can't burn them' (no space or else I burn myself too), can't kill them (they heal them self) and can't avoid them (block the path, and fallow me). Gun, if I'm lucky, can eventually get trough them, but I end badly wounded, infected, bleeding, and no way to find what is needed to save me as I'm too much low life/slowed by pain.

Maybe I'm missing something about the healing capacity ? Couldn't find any info on it. They should be fungal, but even after I use debug function to map the surrounding I can't see anything funguns related that could spawn them. Didn't played for some time, so I don't really know what should I do beside restart a lot and hope, or don't use this cool mod.

Squigs are regenerating monsters that are fairly damaging in their attack.  Especially their bites.

They should have lower speed than you if you sprint away, but their danger is their light armor and regeneration.  Simply dont fight them or use methods like fire or guns.

Melee needs to be quick and overwhelming.  their health is somewhat low.
Title: Re: PK's Rebalancing Mod
Post by: Skeptopotamus on January 07, 2017, 08:10:39 PM
So I've got the world to load without errors now by using a different experimental release of the game (cataclysmdda-0.C-6110). I can see the apple orchard and pond locations in my game, which seems promising. I'm only able to run PK_rebalance though. If I try to do the PRM++ patch as well, I get the same errors as before.
Title: Re: PK's Rebalancing Mod
Post by: Oragepoilu on January 07, 2017, 08:13:01 PM
@pisskop
Thx for your reply, I will keep this in mind. They were actually at the same speed as me, but it's likely it was due to the cold and pain I got while I was trying to flee.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 07, 2017, 08:14:50 PM
Yea.

the patch is for if you use noctifers mod as well
Title: Re: PK's Rebalancing Mod
Post by: Fett on January 09, 2017, 12:26:01 PM
Hi,

I got the exact same error but I'm not here to talk about that.

-Using latest exp, and mod version, along cata++ and prm patch

How I can kill squig ? I'm doing a sheltered start (the one underground), but as soon as I step outside there is very often 2-3 squig right here, waiting for me.

Can't burn them' (no space or else I burn myself too), can't kill them (they heal them self) and can't avoid them (block the path, and fallow me). Gun, if I'm lucky, can eventually get trough them, but I end badly wounded, infected, bleeding, and no way to find what is needed to save me as I'm too much low life/slowed by pain.

Maybe I'm missing something about the healing capacity ? Couldn't find any info on it. They should be fungal, but even after I use debug function to map the surrounding I can't see anything funguns related that could spawn them. Didn't played for some time, so I don't really know what should I do beside restart a lot and hope, or don't use this cool mod.

Squigs are regenerating monsters that are fairly damaging in their attack.  Especially their bites.

They should have lower speed than you if you sprint away, but their danger is their light armor and regeneration.  Simply dont fight them or use methods like fire or guns.

Melee needs to be quick and overwhelming.  their health is somewhat low.

I bumped in to one with a npc in tow who engaged it instantly. Since it HP never seem to go down after repeated crossbow-hits, i decided to try to light it on fire with a lighter. Died instantly!
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on January 09, 2017, 02:00:11 PM
The aquarium bag is too generous in doses, 10 per bag would be enough. I have already found 5 such bags in a medium sized town, so it will probably last until I'm done with this char.
OTOH the Prussian blue tablets are quite a rarity in all my games.
Title: Re: PK's Rebalancing Mod
Post by: Oragepoilu on January 10, 2017, 09:52:37 AM
As my last save is bugged (CTD 5 turn after save point, can't do anything to help as I don't even know how to solve it as the log only show the error we talked before and nothing after), i'm trying to get this working with no error with the latest version.

I downloaded from git your version PKs_Rebalancing-master as I'm typing right now, using the laucher I updated to b6130.

Then I deleted the old folder of your mod and put the new one (they aren't using the same same but well in case of), start the game, give it a try with no mod; fine. Toggle your mod; error.

http://pastebin.com/zd2RUqu3

So, I don't understand what's up, but looking at the error can I guess than it shouldn't be a problem by itself ? Sound like that's just a few thing that won't spawn.

@Fett
Yeah, I though of using some fire too but as I was just going out of my shelter, as soon as I opened my door there was one here. Couldn't really burn everything.
I'll do it if I can next time, though.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 10, 2017, 06:03:27 PM
the 'old version' is not my mod anymore;

its obsolete.

use the new ones only
Title: Re: PK's Rebalancing Mod
Post by: Oragepoilu on January 10, 2017, 06:05:06 PM
the 'old version' is not my mod anymore;

its obsolete.

use the new ones only
Yeah, that's exactly what I'm doing since the start.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 10, 2017, 10:57:17 PM
https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0

Try it again.

If dropbox has a bad link then it is my mistake.
Title: Re: PK's Rebalancing Mod
Post by: Oragepoilu on January 10, 2017, 11:15:12 PM
The last link give me the exact same error. (b6130)

(https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0)

I didn't used dropbox link, but downloaded the last instance from git btw, before you asked to use this link instead.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 11, 2017, 05:42:25 PM
i think maybe its a windows issue?

:|

is swears it, i am not gettong error pops nor do i exepct to given what has been shown in the jsons
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 11, 2017, 05:42:48 PM
ill test it later today with wine
Title: Re: PK's Rebalancing Mod
Post by: Oragepoilu on January 11, 2017, 06:05:31 PM
No problem. I understand how it works when you can't get the error yourself, that's a pain to see what's up and even more to "fix" it.

I'm not really asking for a solution either, but I would mostly like if, by the look of the error, it sound something *bad* for my save(s) or if it's something than can be ignored as it won't crash. Or maybe you don't know. No big deal anyway, as far as I'm playing, I don't see any direct problem.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on January 12, 2017, 05:49:28 AM
Is it ok to update PK mod to latest experimental?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 13, 2017, 05:40:57 PM
https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0
https://github.com/pisskop/PKs_Rebalancing/tree/3.0.3

Here we go.  Fixes the errors.  Apparently now I have to specify two values for coordinates if I use brackets.  Because why would the game use the first value as both a min and max?  :roll:


although, strictly speaking, its an improvement because you could just not use any brackets if you wanted to use just 1 point.  thus it aids in bugchecking in a very specific circumstance.
Though it only hurt me so expect me to ignore that and bitch about it.
Title: Re: PK's Rebalancing Mod
Post by: veedanya on January 14, 2017, 08:47:19 PM
Hey Pisskop, I didn't see it mentioned in this thread, but just thought you should be aware we made a patch for the MShock32+ottoplus tileset to give all the PK's Rebalancing mobs a sprite. Partially built by Nibelung44 and finished/compiled by myself.

It's currently being pushed into the main game to replace the base MShock32 spriteset and will be in the main experimental branch after a few more days.

Just thought I'd let you know so that if anyone ever asks you about tilesets for the game, you can point them there.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on January 16, 2017, 01:28:30 AM
Anyone else getting an error message about too many overmap specials when using both PK and Cataclysm++ (With the patch of course)
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on January 16, 2017, 07:21:20 AM
PK, are you sure incendiary ammo work? I have unloaded 7 incendiary bullets onto an acidic zombie, and I had no proof it was even moderately on fire.
Title: Re: PK's Rebalancing Mod
Post by: robert_tiger on January 18, 2017, 09:24:51 PM
Hey PK,
Brought this to the forums. My question is about the way that health and nutrition are working in game. It seems that no matter how well I eat, live, avoid parasites, monsters, poison, and radiation, my health keeps declining. I was curious so I started a new character and closely monitored his health through the debug menu. All he did was sit around, eat a healthy diet, and sleep, but his health still declined despite having a positive "Health Modifier" score. He was not irradiated, infected, or injured.

I believe that a beginning player should be able to put together a balanced meal with low skills, and I set out to simulate this with a diet of wild vegetables, meat, and (eventually) the occasional bone broth.

Once I began monitoring the needs menu, I noticed that it was possible I wasn't getting enough calcium, which was contributing to my negative health. I began adding bone broth to my rotation, working on the assumption that I could probably drink one a day during normal game play. Despite this, the health value remains in the negatives, and seems to be getting worse.

When I expanded beyond my meat, vegetable, bone broth diet, and spent time collecting a variety of foodstuffs it didn't work out to well: There doesn't seem to be enough time in the day to eat properly. I can handle pretty much everything else that this mod throws at me, but I can't handle the simple task of eating properly.

I did another test with no PK, just the core game, and following the above I had no health problems. In fact, my health was quite good.

I know a core element to this mod is the unstoppable decay of the world and yourself, so I wasn't sure if this was a bug or a feature.

P.S. Your mod is the reason I started playing cataclysm again. I really appreciate your take on the game, and hope you keep up the good work. I also wanted to say that I've been really enjoying your videos, and can't wait to see how you handle imps.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 20, 2017, 01:31:46 PM
ive been away from a terminal all week, later today ill go into detail re:health
but



@incendiary ammos.

which ammo?  i add a few.  but the one i suspect is the 10gauge.
ut does have incendiary.  youre looking at a coregame flaw



@health
.in a nutshell, i suspect your new survivor was cold.

yup.  cold people reduces health.  but ive lacked feedback about it until now.
its by no means a final finished product, but reducing health for being to hot or cold has been a thing for a little while now
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 21, 2017, 01:48:22 AM
Aye.


Health in the game is usually an easy stat to manipulate.  drink some tea --> never sick  :roll:  yea okay.

Health is hard to lose ingame, except by eating crap.  And any midgame character can survive off of literal roadkill (one of my favored activities is to make opossum soup midgame with my mini-deathmobile).  So I mean meh.  health is a good idea wasted on shit you can easily avoid.


So, I added some health lose to many activities. 
  First up, its important to know that there are 2 health modifiers.
     - health is the one you see, and the one most stats use.
     - hmod is the underlying health score, the one that an 'at rest' character will gravitate towards.  while it can be zero, its often higher or lower depending upon what you do and experience.


poison can reduce hmod.  and health
being too cold can really reduce you health and also hmod
being to hot can slowly reduce your hmod
eating crap like fertilizer can reduce your health
taking drugs and combat stims can reduce your health

Many things will reduce your health.  and hmod.

The scale for both health and hmod is -100 to 100.  at 100 health you experience 2x the healing.  at -100 you get none.
    Like I said, hmod is the natural 'state' of your character, which is analogous to their longtime health.  Drinking a few cups of tea or taking a flu shot won't lift this much.

Living a healthy lifestyle will raise your hmod though.





---



This all said, I can revise the stat lose for both hmod and health.

Cold and heat will probably be slow loss
poison will be higher.
Title: Re: PK's Rebalancing Mod
Post by: robert_tiger on January 21, 2017, 05:20:33 AM
PK, Thank you for the responses.

I did some follow up testing on two characters, and found that it is much easier to maintain a positive health score than to regain a negative one. Test character one(1) was never chilly once, ate well, and slowly raised the health score to ~6 by day three. Test character two(2) was chilly for ~4 hours on the first day while I made warm clothing. He ate well that day, but despite having a hmod of 36, developed a health score of -6 by the end of the day. He was chilly during the night, and by day 2 had a health score of -8. During that day I maintained a hmod of 22-36, and the health score went up to -6. He was cold again that night, and by the next morning had a health score of -22, and was getting the message about eating better. This might be irrelevant information if you have changed the values, but I thought I would share.

All considered, it is actually a very realistic system, but perhaps a little too accelerated. Reducing the negative effects of cold/hot while increasing the effect of poison seems like a good step: I've always felt that poison is much too easy to get over.

Thanks again for all your work.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 22, 2017, 09:08:34 PM
https://github.com/pisskop/PKs_Rebalancing/tree/3.0.4

This will need to be further updated to accommodated the just minutes ago merged customizable attack doodads.


https://github.com/CleverRaven/Cataclysm-DDA/pull/19702
Title: Re: PK's Rebalancing Mod
Post by: Coolthulhu on January 24, 2017, 11:08:53 AM
The new generic attack system is quite untested (other than "it works in the cases it was tested with"), so if it is hard to use, undocumented or "weird", it would be helpful if that was reported on github. I don't usually check mod-specific threads.
Title: Re: PK's Rebalancing Mod
Post by: Nibelung44 on January 30, 2017, 08:28:30 AM
Hey PK,

Found a bug in your mod (I think). Firing a .410 ammo leads to 10 shells each time.
Title: Re: PK's Rebalancing Mod
Post by: BorkBorkGoesTheCode on January 30, 2017, 09:08:24 AM
That type of bug is caused by obsolete casing entries from before the generic casing PR. Look at ammo_casings itemgroup and the generic file.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 30, 2017, 12:57:27 PM
ill have to fix it



and hey bork!  good to see you around these oarts
Title: Re: PK's Rebalancing Mod
Post by: pisskop on January 30, 2017, 01:23:58 PM
hey.

opinions on moose tossing?

i think i may reduce the variation in damage moose do to make them throw you 'less far' but up their static damage.

kind of like armor piercing of vampire bats or Cupids
Title: Re: PK's Rebalancing Mod
Post by: Chezzo on January 30, 2017, 08:50:46 PM
I am FOR moose tossing. I think it adds a lot to your mod.

If you want to tone it down, I would be fine with that. But I would be sad if you took it out entirely.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on January 31, 2017, 02:31:14 PM
Moose tossing is kinda hilarious and unexpected, though. They're the last things I expect to be punting me halfway across the world.
Title: Re: PK's Rebalancing Mod
Post by: Midaychi on January 31, 2017, 04:18:11 PM
Maybe if Moose Tossing required the Moose to get a charging head start first?
Title: Re: PK's Rebalancing Mod
Post by: Rysith on February 02, 2017, 11:21:51 PM
Any suggestions for good mutation trees to pursue in the mod (assuming that there aren't spoilers involved)? I know there was a comment earlier about Chimera now being a mess of crazy, and I know that at least in my previous games I've gravitated toward post-thresh Elf-a (primarily for Tireless, because who needs to sleep) but this time I've got an atomic coffee maker and radiogenic[1] so not sleeping via drugs seems more doable.

Mostly, since I have all the mutagen recipes and the ability to bulk-craft it now, which of the trees have interesting and unique post-threshold abilities that I should be considering?

[1] I've been injecting a lot of the random serums I find in labs this time, which has mostly worked out. The only ones I've found so far that are more trouble than they are worth seem to be Ursine and Fish, but I also haven't seen any Rat or Troglobite, and obviously no chimera/raptor/medical/alpha/elfa
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 02, 2017, 11:34:27 PM
The trees are all going to be mostly the same.  The elfa is a good one still, and Ive tried to make beast, lupine, and cat different.  I tried to make rat some what more pronounced and lizard has always been a good one if you want a mix of passive abilities.


The issue with bear is that they lose their speed and the ability to drive.  Fish is that they lose a lot of ability to live on land.


Try slime?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 03, 2017, 02:05:42 AM
For those of you capable of navigating to the download button on Github:

https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.0.5


And wanting to try out the new moose throwing.


Still gotta sit down and do the customizable attacks.  And see what I can do and what I want to even do.
Title: Re: PK's Rebalancing Mod
Post by: Rapthor on February 03, 2017, 04:30:41 PM
Can I Use the Cataclysm++ mod with you're mod?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 03, 2017, 04:33:42 PM
yes.  theres even a compatibility in my files
Title: Re: PK's Rebalancing Mod
Post by: Asura on February 04, 2017, 02:44:42 PM
is the mod up to date in CDDA Game Launcher or should i download the mod from github? the github version has some additional folders
(mods, locations, speech).
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 04, 2017, 05:09:55 PM
its my understanding that the cdda launcher pulls the newest version from my git.

so yes?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 05, 2017, 08:27:22 PM
Added in a new attack for zeds.  'SCRATCH' will allow them to target hands, feet, and eyes.

This makes gloves, boots, and eyewear a little more important.  And allows me to see if the 'max damage' acts as an overridder for melee attack or not.


- Say a zombie does 2d3+1c damage.  2-6 bashing plus 1 cutting.
- Now say he uses his new attack that stipulates a max damage of 3 cutting with 3 armor piercing.
-Thats up to 3 damage dealt max, affecting people with up to 6 armor on.
-Does that also include what they are dealing in melee?  I suspect not.


Anywho, just wondering how leap, bite, melee, and gun work functionally.  probs a bit like they do already in json.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 07, 2017, 03:12:36 PM
Stopping by to ask what kind of special attacks you guys want to see.

Understand that what I can do is fairly limited, but with some ingenuity, theres a bit I can do.

For instance

- I could remove the poison from spiders and make it a special attack.
- Or ants, more likely.
- I could give a skunk a ranged attack, hopefully that gives you the 'overpowerfully smelly' debuff
- I could give birds divebomb attacks, if the text cooperates and I can customize it.
- I can make special gun attacks, which are code for 'ranged attack'.  IDK if they can stack or get rewritten like the ones in the mon_ file though.  testy testing tests?
- I can make wraiths throw shadows at you instead of spawn them from themselves.
- I may be able to revamp current attacks.
- I can make less or more severe impale, smash, or grabbing attacks.

In short, I can spread effects and status ailments, I can make monsters spawn monsters, and I may be able to make fields.  But youd be surprised how good that can look to your imagination when you play with a bunch of fighting letters.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 07, 2017, 05:21:52 PM
Added some new attacks.


So, new release thingie.

- zombies and a few nonzoms will claw at your arms, hands, feet, and eyes.  They will pierce them if you have lacking armor there.
- ants will no longer instantly poison you, or force upon you the overpowerfully smelly debuff.  This will still happen in melee, but via special attack they dont use every turn.
- Scribs will have a special paralyze attack they can use.  I mean forager ants.  But it has a long chargeup time, so enh.
- Triffids, some of them, have had the duration of the pitifully weak paralyzer enhanced to make them stack better,  a max of bloody 20, and it last long enough for you to get off like 2 attacks.  Ive also added a 4x intensity effect that last almost long enough to matter.

For reference, 400 is considered by me to be a super-shortterm duration that matters.  600 is how long the average creeping grass lives for, and 800-900 is how long an average poison lasts for.
Title: Re: PK's Rebalancing Mod
Post by: Rysith on February 07, 2017, 05:39:37 PM
Stopping by to ask what kind of special attacks you guys want to see.

Understand that what I can do is fairly limited, but with some ingenuity, theres a bit I can do.

For instance

- I could remove the poison from spiders and make it a special attack.
- Or ants, more likely.
- I could give a skunk a ranged attack, hopefully that gives you the 'overpowerfully smelly' debuff
- I could give birds divebomb attacks, if the text cooperates and I can customize it.
- I can make special gun attacks, which are code for 'ranged attack'.  IDK if they can stack or get rewritten like the ones in the mon_ file though.  testy testing tests?
- I can make wraiths throw shadows at you instead of spawn them from themselves.
- I may be able to revamp current attacks.
- I can make less or more severe impale, smash, or grabbing attacks.

In short, I can spread effects and status ailments, I can make monsters spawn monsters, and I may be able to make fields.  But youd be surprised how good that can look to your imagination when you play with a bunch of fighting letters.

As someone who generally likes playing melee-centric builds (because guns are noisy and ammo is rare), I think I'd like to see more special attacks that are 'interesting' in melee combat[1]. Disarms, for example. Another potentially interesting attack would be a monster that created many fast low-damage minions that grabbed, with the intent that it would release a swarm of them to hold you down while it wandered over to murder you - a melee character might be able to fend the minions off but a ranged character would have trouble killing them before they were grabbed without automatic fire.

Also: More monster interactions. Right now, monsters can be treated individually with two exceptions (necromancer and master), in the sense that a pack of monsters isn't more dangerous than the sum of it's parts except in terms of it's ability to close with you and surround you. More monsters that had interactions with each other in some way (fire-explosion monsters mixed with monsters that transform when burned?) would be nice.

Is it possible to make a monster that buffs other monsters? Similar to the necromancer and master, but giving +10 speed or +10% damage or whatever in a radius? I could see all three of the major factions having something like that.

[1] As opposed to, say the medusa spider's acid, which is a reason to put it on the "only engage from range" list like hulks, spitters, hissing broods, and ant queens
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 08, 2017, 02:32:42 PM
reminder to self to revert the changes made to filter masks so that special casual snowflakes can wear it in summer.

just a little miffed about that.
Title: Re: PK's Rebalancing Mod
Post by: Samanta Lost on February 08, 2017, 05:03:23 PM
hey Pk!
Like a Tiger_Robert I have an issue with a hmod. First of all its reduces too quickly during first days, when my character have no choice and have to explore under a rains, have to eat what he can find ( its usually wild vegetables and not cooked). Second, its very hard to regain hmod when its too low: teas, proper nutrition and vitamins do not helps much. I already lost two good midgame characters simply because they do not healing during the night. So, can you decrease speed of reducing hmod? And maybe you can suggest some way of quick regaining it ( I have no wish to sit in one place and doing literally nothing for a days and drink teas with vitamins, come on). Also radiations is a common problem now and it killing already destroyed hmod completely. Also its not me alone have this problem, at least two other people complaining about this with me. So. can you patch it? Your mode is great, but this hmod problem is too annoying
Title: Re: PK's Rebalancing Mod
Post by: Wally-kun on February 10, 2017, 07:25:39 PM
I'm playing an older version of the game so I'm not sure if this is fixed or not, but I have problems with the health system this mod makes. I seem to take huge spikes in health for little to no reason and I can't find explanations for it. Sometimes it's radiation sneaking up on me, sometimes it's...idk I stood outside or something. It's really bad, and I burn through vitamins like candy trying to keep it under control. No matter what I seem to do I always end up taking huge dives into the negatives and spend weeks getting it under control, just for it to tank one night at random.

Can this get looked at as far as balance is concerned? I love everything else about the mod but this really grinds my gears.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 10, 2017, 07:39:07 PM
Its many things.

Its also not random.  The major sources of unhealth are:

- being too hot or cold
    - The first level of too hot or cold will only hurt your current health.  This is 'chilly' or 'warm'.  The next ones will hurt your longterm health.

- Radiation
    - I dont change this, its already present in the base game.

- Poison
    - Poison will drain your health by quite a bit.  Poison resistance will help a lot, but poison will make you less fit, period.  This applies to food poisoning as well.

- Crappy (non)foods
    - Taking lawn fertilizer isnt a healthy thing to do, nor is eating junk or impure water.


Its a scaling system that is being tweaked.  But in general negative health isnt a untenable position.  In newer versions its looked at.  Specifically the health loss by temp.  its nerfed down quite a bit.



Stay comfortable, be aware of what is and isnt poisonous, and dont eat poorly.


P:

And dont trouble too much about health; its less of a hindrance than you think.  Its a passive and relatively unimportant stat.  Unless it is at -200.

In my playthrough on youtube my character's health is -50 and hmod is -150, and hes doing good but any standards.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 10, 2017, 08:02:41 PM
Try this newest release of mine.

https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.0.7


I did find one bug.  So I hope this fixes that for you
Title: Re: PK's Rebalancing Mod
Post by: Wally-kun on February 10, 2017, 10:43:21 PM
(http://i1130.photobucket.com/albums/m528/Didact04/error_zpsdiuwy2vf.jpg) (http://s1130.photobucket.com/user/Didact04/media/error_zpsdiuwy2vf.jpg.html)

Was this supposed to be dropped on top of an existing version? Because I removed the older version and put this one in instead.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 10, 2017, 10:59:24 PM
Sorry.  I didnt test I was in the hurries.

https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.0.7a


Replacing it is fine.
Title: Re: PK's Rebalancing Mod
Post by: H__D on February 16, 2017, 07:12:58 PM
Hi there I updated core game and PKRebalanced (via github) and I'm getting these:
(click to show/hide)

Help? Am I doing something wrong? Thanks!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 16, 2017, 09:03:03 PM
Not you.  They appear to have altered the id of the public works building.   Because why the hell would we have consistency?

Ill fix.  should be as easy as finding what the new id is and inserting it via replace function
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 16, 2017, 09:30:59 PM
https://github.com/pisskop/PKs_Rebalancing/tree/3.0.7.b

Yo.  so yea.  jsonifying anything means that you can no longer rely upon C++ placements and editting. this is fix
Title: Re: PK's Rebalancing Mod
Post by: H__D on February 16, 2017, 10:31:58 PM
Thank you very much! Unfortunately that first debug message still shows on screen after new world creation. Is it important? I'll try to play a bit anyway to see if it's not gamebraking.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 16, 2017, 10:34:44 PM
Its not.

Its complaining that I have an empty definition bracket.  Which was intentional.  Ill see about dumping it, but the issue is finding it.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 16, 2017, 11:42:12 PM
yea, all fixxed and an issue opened on git about it.  technical stuffs really.  about linting.
Title: Re: PK's Rebalancing Mod
Post by: Coolthulhu on February 17, 2017, 02:33:54 AM
Not you.  They appear to have altered the id of the public works building.   Because why the hell would we have consistency?

Because old version was using ancient neighbor-dependent generation, which can only be hardcoded.
Title: Re: PK's Rebalancing Mod
Post by: Coolthulhu on February 17, 2017, 02:43:45 PM
In general, expect all the hardcoded mapgen functions to go away some day, while also losing their old IDs in the process.

Next one is school: https://github.com/CleverRaven/Cataclysm-DDA/pull/20304
Title: Re: PK's Rebalancing Mod
Post by: Lazy_lizard on February 17, 2017, 11:24:50 PM
In general, expect all the hardcoded mapgen functions to go away some day, while also losing their old IDs in the process.

Next one is school: https://github.com/CleverRaven/Cataclysm-DDA/pull/20304

And prison: https://github.com/CleverRaven/Cataclysm-DDA/pull/20306
Title: Re: PK's Rebalancing Mod
Post by: Cringe on February 18, 2017, 02:26:17 AM
I'm using the CDDA launcher to play the game, but I notice I don't see the option for your mod when I am making a new world. Whenever I use the launcher I clearly see it is within my list of installed mods, but I do not see it when generating a world. Is this a known issue? Or am I just doing something wrong?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 18, 2017, 07:52:20 PM
Did you make sure to delete the folder/mod called pks_rebalance?

its the obsoleted version of the coregame.
Title: Re: PK's Rebalancing Mod
Post by: Cringe on February 18, 2017, 08:16:32 PM
Did you make sure to delete the folder/mod called pks_rebalance?

its the obsoleted version of the coregame.

Just figured out I had to do that right before you posted. Thanks!
Title: Re: PK's Rebalancing Mod
Post by: Smellfungus on February 19, 2017, 04:56:15 AM
I'm using latest experimental, PK's Rebalancing and Cataclysm ++. There's a conflict somewhere when having both mods loaded as character generation hangs at the 'verifying world' screen. It doesn't hang when using them separately, only together. I'm guessing this is a new issue?

Just to confirm: I've used CDDA game launcher to install, removed the old versions of the mods and replaced them with the most up-to-date versions.

Thanks!
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on February 19, 2017, 05:00:08 AM
I'm using latest experimental, PK's Rebalancing and Cataclysm ++. There's a conflict somewhere when having both mods loaded as character generation hangs at the 'verifying world' screen. It doesn't hang when using them separately, only together. I'm guessing this is a new issue?

Just to confirm: I've used CDDA game launcher to install, removed the old versions of the mods and replaced them with the most up-to-date versions.

Thanks!

In PK's mod folder, look for the compatibility patch for both mods, extract it and put it in your mod folder. When choosing mods for your world, load the patch mod last! This is very important. Also, when you download the Cataclysm++ mod, try using the onedrive link if you downloaded any other way just to confirm.
Title: Re: PK's Rebalancing Mod
Post by: Smellfungus on February 19, 2017, 05:06:34 AM
Very nice and very fast! Didn't think to check in there! I'm pretty familiar with modding so I always load patches last. :D Thanks for reminding me though!

I didn't think another patch would be needed, let alone that it would be packaged with the mod, as I had to download the spawnlist patch separately. Might be worth having that on the front page. :p

Alright, so I tried with the packaged patch, which is possibly identical to the one I had obtained from the front page. I'm not sure, but either way it still hangs at verifying. And yes, I did download from onedrive. :/
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on February 19, 2017, 05:35:38 AM
Might be a conflict between Pk's current version and the obsoleted one that come with the game.

Try deleting the world, closing the game and deleting the PK's mod from the mod folder. Install the mod again and make sure there are no other clones of it. Create a new world but don't choose PK's mod, when you choose the patch mod it will also auto-choose PK's mod since it is dependent on it; if everything is in order then the correct version of the mod will load and might fix the problems.

If after this it still cause problem, make an issue in git or PM me to make one myself.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 19, 2017, 06:28:37 PM
Yea.  Nocts got the idea.

Ummm, so interesting story.  I reformatted my computer because I needed to partition something something something and I ... uh, deleted my youtube world.  :[
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on February 23, 2017, 10:38:22 PM
Hello and thank you for making this. I'd say it does what it was intended to do quite well.

As of the latest experimental build however, I seem to be having some problems using it.
Whenever I attempt to create a character in a world the game reports an error.
In the debug field of the error message it reports: Invalid terrain "school_3" in overmap special "School".
I ignored the error with "i" and everything went as normal until the game began generating the world.
It reported the error again while attempting to generate the world, and when I ignored it this time the game crashed.
I made a world using only PKs_Rebalancing-3.0.7.b and the core content and it still reported the error. Then I made one using only the core content and it didn't.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 23, 2017, 10:53:49 PM
Yes.

They are 'jsonizing' everything.

So these will pop up.  However, this is not a fatal error, and should not significantly affect gameplay.  Schools will still spawn, and the difference is how many.


Still, will fix.  when I have time.
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on February 23, 2017, 11:12:22 PM
Never mind. I was using 6264. Downloading 6265 seems to have fixed it. Thank you for the prompt response, though.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on February 23, 2017, 11:43:37 PM
I found a weird lab that looked like a regular science lab on the overmap, but once I got inside it was filled with doom monsters. The lab was generated incorrectly in some areas (Ex. finding a dead end, debug spawning a clairvoyance artifact, and discovering an inaccessible part of the lab), and none of the computers worked. Trying to use them would just spawn a debug message.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 23, 2017, 11:46:08 PM
Yes.

Its not guaranteed to be able to access every part of the labs, but the finale and at least 1 staircase should be viable.
    Not incorrect, a result of the json mapgenning.   An intentional part.


The computer bitty is due to not being able to code in C++ computer terminal.


'full of monsters'  How full, and only demons?

P:  also how old is your world in days.  How many days/season?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 26, 2017, 05:18:57 PM
New Versionening is out.

Just a small update to make it work with the latest expies.  Some help from Dangernoodle too.


https://github.com/pisskop/PKs_Rebalancing
Title: Re: PK's Rebalancing Mod
Post by: Gamerlord on February 27, 2017, 05:50:22 AM
I use the CDDA Game Launcher, how do I go about slotting this into that? Is it even possible?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 27, 2017, 12:57:22 PM
im fairly sure It automatically does that for you when it checks for updates
Title: Re: PK's Rebalancing Mod
Post by: Gamerlord on February 28, 2017, 07:35:50 AM
It's not included in the Installed or Repository mo.
Title: Re: PK's Rebalancing Mod
Post by: nameless on February 28, 2017, 09:04:00 AM
Too much anthills generated. about 4~5 anthills per map when i got labs surface map.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on February 28, 2017, 10:49:32 AM
mapgen no longer works like that.

the only way to stop a theoretical swarm of anthills is to reduce the max allowed anthills.  the mapgen code was changed
Title: Re: PK's Rebalancing Mod
Post by: Taberone on March 01, 2017, 03:06:05 AM
Are Doom monsters capable of shooting you from beyond 30 tiles? I noticed an Arachnotron and a Cacodemon attacking me and my party of NPCs from more than 30 tiles away, although it's possible that they were actually targeting an NPC that was within 30 tiles.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 01, 2017, 11:44:40 AM
yes.

well the arachno can do it that far.  but its accuracy is suspect.
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on March 03, 2017, 02:03:38 AM
6288 and 6289 crash when I try to generate a world. I'm using 6287 right now since it still works, but I was wondering if you were aware of the issue.

It reports several debug messages before crashing, and the last one is always with "invalid overmap terrain id" followed by a different terrain every time (the first time it was hell_city_entranceNW, the second was forest_slaghter [which I assume was supposed to be "slaughter"], and the most recent was barn_old). I hope this can be of some help.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 03, 2017, 02:05:35 AM
I have zero clue what 'forest_slaughter' is.

Ill look  into it though.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 03, 2017, 02:09:12 AM
But, for now, can you make sure you've deleted any old files in the mod folder of the new versions and delete the mod titled 'pks_rebalnce'?


DLing new versions cause the obsolete version of the mod to be re-added into the game.
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on March 03, 2017, 02:42:50 AM
forest_slaghter is from the cata++ mod, and yes, it is misspelled but it was left like that for legacy reasons.
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on March 03, 2017, 02:49:29 AM
But, for now, can you make sure you've deleted any old files in the mod folder of the new versions and delete the mod titled 'pks_rebalnce'?


DLing new versions cause the obsolete version of the mod to be re-added into the game.

Every time I download a new version of the game I make certain to delete the old PK's_Rebalance and extract a copy of PK_s Rebalancing-master there in its place.

forest_slaghter is from the cata++ mod, and yes, it is misspelled but it was left like that for legacy reasons.

Right before you posted that I was testing 6289 in a world that had only nocs_cata_mod_master, and it gave the same problem. I assume it has something to do with the terrain that the mods add being incompatible with whatever system is used to generate the worlds in  the new versions.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 03, 2017, 02:50:07 AM
If you really want to fix it you can keep the misspelled version and add in the proper id that clones the area.  Then replace the id in the overmap_special.
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on March 03, 2017, 02:53:48 AM
If you really want to fix it you can keep the misspelled version and add in the proper id that clones the area.  Then replace the id in the overmap_special.

forest_slaghter is from the cata++ mod, and yes, it is misspelled but it was left like that for legacy reasons.

I wasn't complaining about it, and I apologize if it came across as such. I was more curious about it than anything else.
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on March 03, 2017, 03:02:41 AM
If you really want to fix it you can keep the misspelled version and add in the proper id that clones the area.  Then replace the id in the overmap_special.

forest_slaghter is from the cata++ mod, and yes, it is misspelled but it was left like that for legacy reasons.

I wasn't complaining about it, and I apologize if it came across as such. I was more curious about it than anything else.
Don't worry, I did not take it as such, I was just pointing out that that piece is mine. I am currently looking at it to see any possible issue.
It appears this (https://github.com/CleverRaven/Cataclysm-DDA/pull/20295/files) might be it.
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on March 03, 2017, 03:11:31 AM
Don't worry, I did not take it as such, I was just pointing out that that piece is mine. I am currently looking at it to see any possible issue.
It appears this (https://github.com/CleverRaven/Cataclysm-DDA/pull/20295/files) might be it.
The debug messages before it crashed did say something about overmap specials being rotatable, but that they can't be rotated.
I hope you get it figured out soon, but I have no problem playing on 6287 until it is. Good luck.
Title: Re: PK's Rebalancing Mod
Post by: nameless on March 03, 2017, 11:31:39 AM
I played it 1 years (game time)
no survivor armor. no power armor.
started as lab challage,lab techichan.
TOO EASY midgame. (harder than Vanila,though)
Biggest reason is.
Just i dont need to go town but get USB drive with HackPRO.
Dont need to go Doom buildings as PRM armors spawned at lab,Military outpost and zombie-bio-op sometimes drop it.
Just go for lab,Military bunker. enough.

[ SUGGESTION ]

1. remove "+ STAT" Traits like 15-20 vision.
at least fix abuse with 15+ stat point returns 2 point,abusing it for infinty stat points.

2. Fix bug : disassamble PRM Marine armor gives 2 PRM Marine armor + misc.

3. Make reasons for go town and go doom strutures other than "for kill"

4. Add some comments (at least error message) at Doom labs computer.

5. Fix bug : When u start as strength 14,u will get 122 hp instead 102

6. NERF REPAIR NANOBOT BIONIC IT REALLY OVERPOWERED.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 03, 2017, 10:41:59 PM
Well, good news.  All that nice mapgen diversity I worked so hard to make is now going to be quite a bit more static.

Because we cant rotate things if theres a parking lot in them, nope not at all.  We werent doing that at all.  nope.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 03, 2017, 11:04:57 PM
https://github.com/pisskop/PKs_Rebalancing/tree/3.0.8a

Fixed for the most recent experimentals
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 03, 2017, 11:55:22 PM
Do mooseses still pimp-slap you into next week? Because while it's kinda funny, it was...well, my first, last, and only experience with this mod.

"Oh, rebalancing mod, changes a lot of stuff. Wonder what all's been nerfed and what's been buf-" *punted into orbit by moose* "Yep. That TOTALLY needed to be buffed."
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on March 04, 2017, 12:04:55 AM
*punted into orbit by moose* "Yep. That TOTALLY needed to be buffed."

My exact thoughts when I first tried this mod. It has a certain charm to it now, though. They have been weakened since this mod was first introduced, but they can still bash you. I once saw a moose kill a full health mi-go and not get below 2 bars hp.

my first, last, and only experience with this mod.


So you've never seen the flying mi-gos? You don't know what you're missing, or what you will be missing if you do.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 04, 2017, 12:24:17 AM
I'll have to try it again sometime, but...eh. ;w;

Oh. Flying mi-gos? I already get plenty of that in my Dwarf Fortress mod.
Title: Re: PK's Rebalancing Mod
Post by: Gamerlord on March 04, 2017, 02:45:39 AM
It's not included in the Installed or Repository mo.
Um, did you see this? I didn't get a reply...
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 04, 2017, 03:11:14 AM
well the best way to test it is to either delete and reinstall the mod with the launcher or to see if you get errors now on a new expie.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 04, 2017, 03:19:23 AM
Do mooseses still pimp-slap you into next week? Because while it's kinda funny, it was...well, my first, last, and only experience with this mod.

"Oh, rebalancing mod, changes a lot of stuff. Wonder what all's been nerfed and what's been buf-" *punted into orbit by moose* "Yep. That TOTALLY needed to be buffed."

yea theyre nerfed some but i mean if its really going to be a thing i still have to flesh out the mutations of the game.  I really should sit down and get some inspiration for them ...

i like the vampire bats but most people wont see them before you can simply pelt them to death.
megabears are endgame.  very endgame.
jabberwocks can evolve
robotic cops exist, and most wildlife got small buffs.
Amigara are buffed to satisfaction.  i actually want an opinion on them slash idea for The Thing.
Slugmen are midgame threats
all major factions are revamped.  zeds, trifs, fung, spiders, ants, bees, wildlife.


ironically though, migo are pretty unbuffed.  they are pretty perfect how they are.  unless we move to grant them sentience
Title: Re: PK's Rebalancing Mod
Post by: Cringe on March 04, 2017, 11:09:05 PM
On the latest experimental I am getting errors when trying to spawn a new character into a world. It is having trouble placing locations such as doom citadels and stuff, and for some reason there are almost no cities being placed at all. I downloaded your latest build as well.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 05, 2017, 12:43:46 AM
im getting a menu popup as well, its also in coregame.  even when everything spawned
Title: Re: PK's Rebalancing Mod
Post by: Cringe on March 05, 2017, 01:12:40 AM
im getting a menu popup as well, its also in coregame.  even when everything spawned

Oh okay. I'm glad it wasn't something I updated incorrectly. Hope it gets fixed soon!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 05, 2017, 01:14:13 AM
pressing 'a' will let the world spawn anyway
any other button seems to cause regenning
Title: Re: PK's Rebalancing Mod
Post by: Cringe on March 05, 2017, 01:59:22 AM
pressing 'a' will let the world spawn anyway
any other button seems to cause regenning
Yeah, but for some reason whenever I do that I end up with cities that only have like 2 buildings total. Strange.
Title: Re: PK's Rebalancing Mod
Post by: nameless on March 05, 2017, 09:01:21 AM
hey please dont ignore my suggestion.
if this topic doesnt for suggestion, then sorry.
Title: Re: PK's Rebalancing Mod
Post by: Navarone on March 05, 2017, 04:55:15 PM
Tried to create a character in a world with this mod. Got an error.

Quote
1:48:25.996 : src/main_menu.cpp:626 [bool main_menu::new_character_tab()] Error: data/mods//PKs_Rebalancing//items/engine_override.json: line 7:13: tried to start object, but found '"', not '{'


    "type": "ENGINE",
    "name": "base diesel engine",
    "fuel": "
            ^
             diesel",
    "efficiency": 60,
    "idle": 6,
Title: Re: PK's Rebalancing Mod
Post by: Coolthulhu on March 05, 2017, 06:02:52 PM
The error is caused by invalid definition. "fuel_type" describes which fuel is used by given engine, while "fuel" recently gained a meaning: it describes use of this item as fuel.
Up until then, the override simply did nothing, now it tries to give engine heating value.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 05, 2017, 11:12:28 PM
in the latest version ive deleted the engine.json file.

get the new one.  and ignore that one error about ants.  ants be _krazzzay_
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 05, 2017, 11:13:05 PM
hey please dont ignore my suggestion.
if this topic doesnt for suggestion, then sorry.
youve made several good points.  let me get to a terminal tomorrow and see about a reponse
Title: Re: PK's Rebalancing Mod
Post by: Navarone on March 06, 2017, 04:19:45 PM
in the latest version ive deleted the engine.json file.

get the new one.  and ignore that one error about ants.  ants be _krazzzay_
I did that and it works. Thank you!
Title: Re: PK's Rebalancing Mod
Post by: Gamerlord on March 06, 2017, 04:59:10 PM
Okay, I still can't use your mod with the launcher. I am on the latest update. In the launcher's installed mods section it's there. In the games mod section it is not there. Please advise.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 06, 2017, 05:06:39 PM
Delete the folder titled 'PKs_Rebalance' and keep the one titled 'PKs_rebalancing'.

Title: Re: PK's Rebalancing Mod
Post by: Gamerlord on March 06, 2017, 05:08:01 PM
There is only a PKs_Rebalance. Where do I find the other one?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 06, 2017, 05:10:10 PM
https://github.com/pisskop/PKs_Rebalancing

Go here, click on the green button, download it, delete the pksrebalance you have now, add this one into its place.
Title: Re: PK's Rebalancing Mod
Post by: Gamerlord on March 06, 2017, 05:12:11 PM
Done, but now it's stuck on loading world data for it.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 06, 2017, 05:16:12 PM
It may take a few moments.  You can choose to regen the world as much as you want, but if you are happy with what it does or does not spawn by its id you can press 'a' to play.
Title: Re: PK's Rebalancing Mod
Post by: Gamerlord on March 06, 2017, 05:18:32 PM
It's not that, it's stuck on the bit between choosing the mods and settings of the world and character creation. It's still there in fact.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 06, 2017, 05:28:56 PM
I played it 1 years (game time)
no survivor armor. no power armor.
started as lab challage,lab techichan.
TOO EASY midgame. (harder than Vanila,though)
Biggest reason is.
Just i dont need to go town but get USB drive with HackPRO.
Dont need to go Doom buildings as PRM armors spawned at lab,Military outpost and zombie-bio-op sometimes drop it.
Just go for lab,Military bunker. enough.

[ SUGGESTION ]

1. remove "+ STAT" Traits like 15-20 vision.
at least fix abuse with 15+ stat point returns 2 point,abusing it for infinty stat points.

2. Fix bug : disassamble PRM Marine armor gives 2 PRM Marine armor + misc.

3. Make reasons for go town and go doom strutures other than "for kill"

4. Add some comments (at least error message) at Doom labs computer.

5. Fix bug : When u start as strength 14,u will get 122 hp instead 102

6. NERF REPAIR NANOBOT BIONIC IT REALLY OVERPOWERED.

1:  20/15 is a base 1 perception, which is beneficial to ranged players, and is meant to flavor a game.  I agree that powergaming is a problem, but I don't add all that much permanent stat buffing.  thats more a coregame thing.  And only a moderate (metagame) problem.

2:  This Ill look at and see about fixing.  Thanks for pointing it out.

3:  I cant really control towns any more than I have.  There are a plethera of reasons to go to town.  To get welders, to get batteries, to get weapons, ammo, and supplies.   Similarly, the doom structures provide challenge and good combat supplies like weapons, ammo, and, importantly, stims.  They are there exactly for their challenge and the high end products you can find, but the goal of them is not to be a 'bank' of top-tiered items.

4:  I wish I could.  It is on my list of things to do, but unfortunately I dont have the knowledge in C++.  Ill have to do it sooner or later.  Thank you.

5:  I dont understand.  Anything relating to hp calculation is beyond my ability to control in the mod.  That is a coregame device.  Perhaps you are also getting a buff in hp from another source?  Like a mutation?

6:  This is a coregame issue.  I know its overpowered.  Ask people like coolthulu or RD about my opinions of bionics.  But this is simply not something I have control over since its effects are hardcoded into the game.



-  But, more than anything else, the mod is not meant to harass people as they try to live in relative safety.  The armor spawns as often as it does because people were complaining it wasnt common enough.  After testing I found that its not perfect armor, merely 'better than many'. It isnt 100 coverage, isnt airtight, and does not repair well.  It is also not ideal for all situations.

  - In the cities, I would take a helmet over chest armor.  In the country I would prefer chest armor over head armor.  This is because I am aware of how combat works.  No one piece of doomguy armor is going to provide a perfect solution to your needs.   <.<  >.>  <.<  unless, that is, your armor is the red powered exoskeleton.

-  The country is meant to be safer than the city.  The wildlife can be more dangerous to a player, but I have (many times) explicitly stated and corrected the spawn lists/ratios to ensure that many more weak monsters spawn than strong ones, and even nerfed the total population of the wilderness.  The wild is safer.  Hanging out in the wild will be safer.

-  The starts of the game will vary in challenge.  I design the mod around my preferred start, a naked noncombatant who starts in the city and has 1.5 spawns around him.  Its a 'Really Bad Day Lite' start.  If the game is proving a little too easy with on character, than making the seasons go by faster (increasing evolution speed and animal mutation speed) will help.  Taking a less competent character will help.  Going to places that you don't explicitly need to will help.



This mod is designed to make the game more challenging and throw some loops into the game, and it cannot be designed for just hardcore gamers in mind.  the game is, for one, too diverse a prospect for that.  And random chance means that eventually somebody will spawn with a power armor suit in the same room as them.  Its inevitable.
Title: Re: PK's Rebalancing Mod
Post by: Coolthulhu on March 06, 2017, 07:00:42 PM
6:  This is a coregame issue.  I know its overpowered.  Ask people like coolthulu or RD about my opinions of bionics.  But this is simply not something I have control over since its effects are hardcoded into the game.

I don't remember your opinion about bionics.
But I agree that nanobots are overpowered. It's just that I don't know how to nerf them "right".

It's fine to make requests regarding moding interface if you have concrete ideas (preferably with examples of how you see it in json).
In a great deal of cases, the changes would be really easy to write, so if you can compile the game, you could jsonize some values yourself and then use that.
For example, jsonizing hp multipliers as in TOUGH is so easy that if I wrote a tutorial on it, half of it would be about how to properly search for ids. Vision range adjustments, walking speed adjustments, metabolism, pain multipliers, tiredness gain/removal, movement noise adjustment, scent adjustment, healing speed adjustment, hearing adjustment and many more changes are all easy and would all follow the same tutorial.

Jsonization of most (not all) mutation values is a menial job that I avoid because no one requests it, I don't need it (I will probably add some for the BrightNights mod) and it requires recompiling the whole game to test if it works. But it's not hard.

And regarding C++: random_dragon once managed to pretend he can write in it well enough that for a while I didn't notice he wasn't actually compiling anything locally and was using Jenkins to test for errors. He even got 2-3 PRs in that way. Of course I don't recommend doing that, but it just shows how much you can pull off just by copying people and having others correct your attempts.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 06, 2017, 07:50:31 PM
6:  This is a coregame issue.  I know its overpowered.  Ask people like coolthulu or RD about my opinions of bionics.  But this is simply not something I have control over since its effects are hardcoded into the game.

RD? Haven't really had the chance to discuss bionics with you, mostly just shitposted about making moose even more OP than they already are. XP
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 06, 2017, 08:08:35 PM
Way to yank out my creds, guiz  :\
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 06, 2017, 08:36:30 PM
We love you anyway. XP
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 07, 2017, 02:10:02 AM
Here we are

https://github.com/pisskop/PKs_Rebalancing/tree/3.0.9a


Ive made some more changes wrt to the custom attacks, such as having a better understanding of their working and adding a stronger version of 'claw'.
Ive added wasps the need to attack specially to inject you.  Probs less lethal now.
Ive buffed up the thing.  I want some kind of feedback wrt THE THING and AMIGARAs,  pls.
This works with the latest expies
Armored zombies got a small extra.
Some more attempts at mutated wildlife.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 07, 2017, 08:30:21 PM
https://github.com/CleverRaven/Cataclysm-DDA/blob/503c0ccd7ac2b002eb37b609d9a8a3a66c8a0380/src/computer.cpp#L342

mine.  That can be louder now.


Assuming that wandering hordes =/= infinite
then we can use this to draw them into an area and flee them.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 07, 2017, 10:15:43 PM
Added a health bonus to antibiotics.  They will (relatively significantly) bump up your h_mod stat and will carry a chance of addiction ala some kind of germophobia thing.

Reminder that I have made medical tape good for making bandages.  5 meditapes for 3 bandages, and 100 in a stack.  thats a lot of bandaging.
Title: Re: PK's Rebalancing Mod
Post by: Zhilkin on March 08, 2017, 04:43:09 PM
Added a health bonus to antibiotics.  They will (relatively significantly) bump up your h_mod stat and will carry a chance of addiction ala some kind of germophobia thing.

Reminder that I have made medical tape good for making bandages.  5 meditapes for 3 bandages, and 100 in a stack.  thats a lot of bandaging.
Antibiotics are bad for health actually
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 08, 2017, 04:53:03 PM
They are worthless as far as comestibles go.

How should I make them?
Title: Re: PK's Rebalancing Mod
Post by: NoriSilverrage on March 08, 2017, 05:38:02 PM
First time using your mod and I may have run into a bug or something.

I started with the really bad day challenge (and most of your suggested settings) and thought I had gotten really lucky with my initial spot. Right next to a grocery store with a few functional carts. Loaded up the food, looted a house and found some basic clothing and weapons. Then went north to look for a "safe" secluded spot. Well I ran into a whole gaggle of doom creatures. Reverants, Hell Knights, a Mancubus, Demons, Lost Souls and Imps..

For a lowly person hauling a shopping cart around and wearing random crap, the Reverant, hell knight and Mancubus seemed pretty rough.
I died horribly, started a new guy, happened to spawn in the same town and then died from a Mancubus. Figured I'd look em up on the wiki and it says there that they shouldn't be spawning early on. Thus this post.

Should a character just a few hours in be seeing Doom creatures?
Title: Re: PK's Rebalancing Mod
Post by: Cringe on March 08, 2017, 10:28:49 PM
First time using your mod and I may have run into a bug or something.

I started with the really bad day challenge (and most of your suggested settings) and thought I had gotten really lucky with my initial spot. Right next to a grocery store with a few functional carts. Loaded up the food, looted a house and found some basic clothing and weapons. Then went north to look for a "safe" secluded spot. Well I ran into a whole gaggle of doom creatures. Reverants, Hell Knights, a Mancubus, Demons, Lost Souls and Imps..

For a lowly person hauling a shopping cart around and wearing random crap, the Reverant, hell knight and Mancubus seemed pretty rough.
I died horribly, started a new guy, happened to spawn in the same town and then died from a Mancubus. Figured I'd look em up on the wiki and it says there that they shouldn't be spawning early on. Thus this post.

Should a character just a few hours in be seeing Doom creatures?

You may have spawned near a Doom Castle or something of the like.
Title: Re: PK's Rebalancing Mod
Post by: NoriSilverrage on March 08, 2017, 10:30:25 PM
Oh lucky me. That would explain it though. Those Mancubus guys are really nasty. Not a lot I could do with my skimpy shotgun.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 08, 2017, 10:33:19 PM
I would assume Doom castles are unmarked on the map, like bandit camps?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 08, 2017, 11:45:51 PM
Not at all.  Theyre clear as day red.  But if you dont know where they are or what they look like or know the general radius they can spawn in ...


Those spires, the city ones, have a radius of a few city blocks.
The castles are a little smaller than ant hills.
The labs are like 2 tiles.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 08, 2017, 11:49:13 PM
Not at all.  Theyre clear as day red.  But if you dont know where they are or what they look like or know the general radius they can spawn in ...


Those spires, the city ones, have a radius of a few city blocks.
The castles are a little smaller than ant hills.
The labs are like 2 tiles.

It is terrifying. D:
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 08, 2017, 11:51:11 PM
t'was inevitable.

Added new release
https://github.com/pisskop/PKs_Rebalancing

This is adding 2 new attacks.  Plus one you may not have known about.  and there are a few floating around that are creature-specific.

- Scratch is a popular attack that will hit a random body part.  This includes your mouth, eyes, hands, and feet as well as those with proper hp.  This can damage armor there and circumvent your strong armor to find weak spots you may have taken for granted, like your eyeballs or your fingers.

- Slash is an attack that will cause bleeding for a time when it hits.  Its (typically) harder hitting than scratch, but won't hit non-hp parts.

-  'Hammer' is a bashy attack that will stun you for a short period, about 1-3 turns.  Getting hammered will impede but not negate your ability to melee and will prevent you from running.  Because you'll be stunned and dizzy.


This also buffs the Nether-portal spawns and adds in the 4 ninja turtles and master splinter to the game in the sewers as a rare spawn.


P:

For sanity's sake Ive nerfed the flaming eye's vision down to 40 or 30 or somewhere around there.

30 tiles at day or night.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 08, 2017, 11:56:02 PM
Oh lucky me. That would explain it though. Those Mancubus guys are really nasty. Not a lot I could do with my skimpy shotgun.

Sorry about that.  It was that way, but then we added in the ability for doomguy starts inside the places.  Now they can.  But its not all bad.

they only spawn in rare locations, they have a limited radius they can spawn in, and they cannot smell.  Though they have better night vision than zeds, its usually less than 10 tiles.  So fleeing into the dark fast enough can work.
Title: Re: PK's Rebalancing Mod
Post by: NoriSilverrage on March 09, 2017, 03:59:58 AM
Oh lucky me. That would explain it though. Those Mancubus guys are really nasty. Not a lot I could do with my skimpy shotgun.

Sorry about that.  It was that way, but then we added in the ability for doomguy starts inside the places.  Now they can.  But its not all bad.

they only spawn in rare locations, they have a limited radius they can spawn in, and they cannot smell.  Though they have better night vision than zeds, its usually less than 10 tiles.  So fleeing into the dark fast enough can work.
Oh no biggie. I haven't played the game in a while so I'm making dumb mistakes. So, stay away from doom guys for now is what I've learned.. :)
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 09, 2017, 04:02:22 AM
Cybermoose demon when? XP
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on March 09, 2017, 12:25:46 PM
Cybermoose demon when? XP

If we're going down that road, how about a moose that spits acid behind you, then bashes you into the acid pool and leaves you stunned. While downed, the acid burns all of you instead of just your feet.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 10, 2017, 10:46:46 PM
spent a few hours playing today.

i forgot to mention before that i added ball bearings as an uncommon spawn for hardware spots.  stores and personal stashes.  they come in stacks of 50, so they ll do since they have 1 armir pierce and twice the damage on marbles.



I've been reacquainting myself with the game.  its changed some.  the zed spawns are perfect in my eyes, but mapgen is dufferent and combat is too.


i died when a lone hell knight crashed into my evac shelter and instead of fleeing i tried to ironshod quarterstaff it to death.  got it to yellow before it headshotted me with plasma.

slash and scratch are doing well enough.   i tend to want to reserve hammer for bigguns.  i dont think i gave it to brutes even.  not yet, at least

i tried to throw c4 at a secubot in a lab, but a skitterbot blocked the door and i got lit up like a tree.

crash physics are improved.  i skirted a turret roadblock by a swamp and hit the bumper of a cop car and i went into the swamp.  i also got shot in my chest for my trouble
Title: Re: PK's Rebalancing Mod
Post by: mentos046 on March 11, 2017, 01:42:04 AM
I noticed recently that the moose are hardly doing damage anymore, even when they bash it doesn't seem to do anything. Even the giant wasps seem to have been weakened. I'm not talking about them only sometimes poisoning, either. I had an mutant character in the experiment scenario, no defence traits, who encountered a giant wasp and it hit twice and did no damage. This is a brand new start, no armor, just briefs, foot rags, and a subject suit, was it just random chance? I'm not complaining here, I'm quite happy to not get reduced to paste by woodland creatures, but what happened?
Title: Re: PK's Rebalancing Mod
Post by: manoftron on March 11, 2017, 06:22:34 PM
Is the Cataclysm++ patch up to date? When I use it the world just loads forever, literally, I left it overnight and it was still trying to load.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 11, 2017, 08:48:32 PM
I can update it again, but all it does is allow my and their monsters to spawn in the same world.


afa:  the wasps and the meese.

  - Well, I dont mod the wasp attack, and the coregame value is

    "melee_dice": 2,
    "melee_dice_sides": 6,
    "melee_cut": 8,

i.e. 10-20 damage.  Thats a goodly amount.  Ill up the sting attack damage.  The poison hits hard.


Meese, otoh, do 2 instances of bash damage.  They also seem to have nerfed the smash attack in general.  So Ill add a few points of bash and see.  I may do more later.


https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.0.9d
So, buffs to the wasp and the moose.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 12, 2017, 09:42:33 PM
The Moosening begins anew.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 13, 2017, 01:18:16 AM
a moose rammed me through a cube van just a while ago.

clean through the hull.  splat on the far wall.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 13, 2017, 01:38:32 AM
a moose rammed me through a cube van just a while ago.

clean through the hull.  splat on the far wall.

[Joking About How Insane You Are For Buffing Moose Intensifies]
Title: Re: PK's Rebalancing Mod
Post by: Wasylus on March 13, 2017, 03:23:59 PM
I have a question, you recommend to play this mod with Z-levels setting on. Does it mean that the mod includes new buildings that use z-levels or should i use the mod ("additional buidlings" or whatever its name was) included in standard cataDDA install ?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 13, 2017, 03:43:21 PM
I use some buildings that use multiple z-levels, but the primary reason I recommend zlevels is that it allows monster below and above you to simulate fighting and moving, and path to stairways to come after targets.

It also allows flying monsters to utilize that ability.


I plan to do more building work, but part of the problem is the 3d viewing is still experimental.


If you want to use the more-buildings mod that is perfectly okay.  it adds buildings and makes the mapgen less monotonous.  which is another thing I strive for with the mod.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 13, 2017, 07:20:40 PM
Changed flares.


Flares now will take a few seconds after 'cracking' to active and ignite.  This gives you enough time to throw it and possible run behind cover before they illuminate their area.

- Warning:  You probably won't be able to throw it far enough to escape its radius without some cover to hide behind.  if your speed is too low or something ...
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 13, 2017, 09:48:32 PM
https://github.com/pisskop/PKs_Rebalancing

Pisskop releases some tweaks to the mutants, attacks, spawn ratios, and a small focus on the river spawns.


- flares can be activated and thrown.  With decent speed you can also move before they activate and then as normal.  This can allow you to throw them out to see whats in an area.

- buffs worms and graboids, crayfish, various attacks for misc mons

- adds seagulls, giant lobsters, eels, and 'flying fish'

- tweaks some spawn ratios

- makes sewer water more swimmy

- nerf ant's accuracy

-nerfs moose melee again



this is of course in addition to the various critter changes since the last update
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 20, 2017, 02:09:32 PM
First post back on the site
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 20, 2017, 02:16:13 PM
Ive removed some of the constraints for large structures spawning.

Ive changed the sludge pits into a terminal structure.  Their appeal is the variety of science loot and surviviorized loot you can find there, if you go digging through the muck.
  May need more loot ...

Ive begun, and ~66% completed, a 'police hub' building, a 3x3 structure that has a robotics bay, an armory, a kennel, and etc.  Dont know if it should be in the city or a terminal structure at the end of a roadway.  Ideas?

Ive removed some building spawn options, and tried to provide the game's mapgen with more options for genning terminal structures.  Going with the idea that the game will spawn more of what I want if I give it more terminals.  And in order to do so I want there to be more variety of terminals.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 20, 2017, 02:24:15 PM
Lets see,

*  nerfs to:

- squigs - they were quite powerful if encountered under less than optimal conditions.
- shoggoths.  If the extra 10 acid damage made the critters, Id just as some grant them more base hp.
- turtle man, purple.  His staff attack is less punishing for an unarmored player.  not that unarmored characters without obscene dodge skill have business around them.
- graboids.  Well, this isnt a nerf, its a reimagining of them.  They will attempt to grab and pull you off of any rock you are on, and confuse you with hard hitting hammering.


Changes incoming:

- a new 'field' spawn group that, you guessed it, only spawns in fields.  no more bears, squirrels, tree dwellers in the fields.  Or at least more rarely.
Title: Re: PK's Rebalancing Mod
Post by: ynemo on March 20, 2017, 06:45:35 PM
Is this mod only for non-graphical version ?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 20, 2017, 07:46:42 PM
No, there is some support for graphical packs.  I dont know the exact extent of them.


Police Hub, version 1
(http://i.imgur.com/RKdmg3m.png?1)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 20, 2017, 10:59:14 PM
https://www.reddit.com/r/PKs_Rebalancing/
A subreddit, for the time being it doesnt really cost me anything to set up.
Except the inevitable hit to my pride, but you know ...


https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.1.2

This update adds in

- police hub,  a large, close-to-city structure that gens robots and some loot.
- sludge pit, a place to get some sciency stuff
- Sky Vortex, an anomaly in the wilderness that spawns nether critters and some fairly choice items.

- nerfed squigs, shoggoth, and etc.

- NEW SPAWN CHOOSING FOR THE WILDERNESS.  YoY
  The fields now have their own spawn pool to pick from, and should be emptier of critters.


- 'Homebrewed Balm'.  A healing salve that should be the answer for wilderness players early game.  For 2 survival or 3 survival and 1 cook you can make this item that has an ... unreliable chance of healing infections and bites.  But its easy enough to make ...
Title: Re: PK's Rebalancing Mod
Post by: TheFlame52 on March 23, 2017, 02:09:17 AM
I like the way this mod is going
Title: Re: PK's Rebalancing Mod
Post by: bisousbisous on March 24, 2017, 02:40:59 AM
So I posted this on Reddit as well but I figure I'd ask in this thread too. Whenever I try to generate a world with this mod I get a huge list of buildings the game can't generate, https://puu.sh/uWsMl/9363212408.png. I'm using the latest experimental and the latest github of the mod.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 02:42:19 AM
Yea I get those too.

as far as I know its just a thing.  Coolthulu has a fix for the nonessential errors popping up.  So hopefully that helps ...  I accept the world if the list isnt too long myself.
Title: Re: PK's Rebalancing Mod
Post by: bisousbisous on March 24, 2017, 02:50:09 AM
Reading up on it it seems that certain buildings have to have a specific area to spawn in properly, like I assume too much forest or not enough field tiles means something won't spawn in.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 02:58:01 AM
Those buildings though, dont require all that much special circumstance.  and not every world gens that long list.  its mapgen purposely throwing out structures.  I dont make most buildings harder to place; in fact in many cases I make it easier because I dont require so many of them,
Title: Re: PK's Rebalancing Mod
Post by: bisousbisous on March 24, 2017, 03:09:01 AM
Ah, okay. Thanks for clearing it up.
Also I really enjoy watching your LP of your own mod, it's interesting to see a creator playing something they created and talking about stuff they implemented, like fire scaring away certain critters.
Title: Re: PK's Rebalancing Mod
Post by: bisousbisous on March 24, 2017, 04:09:46 AM
Also super quick question: does your mod make zombies default move speed faster? I feel that I'm slower than them even with fleet flooted.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 04:21:26 AM
Not slower than them, unless you are pained or encumbered.  There are varying zed speeds, and I do have 3 versions of the most basic zeds (Greenies, toughies, fatties, children).  Some will be faster.


I did not change the basic zombie's speed though.  The coregame has seen a few nerfs to things lately.  idk where it ends for coregamers.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 12:41:03 PM
Added a technique for heavy melee weapons.  mostly hammers and such.  Candlestick was buffed.
Title: Re: PK's Rebalancing Mod
Post by: Firons2 on March 24, 2017, 06:59:01 PM
Hi, strange question, why does this not get merged with the other mods into the main(nightly) versions? Seeing the mod is already in the game to some extent. Sorry if stupid question is stupid.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 08:23:35 PM
Well, It was at one point part of the coregame.  But then I had some disagreements with a dev or two about what could or could not go into my own mod.

Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 24, 2017, 08:25:08 PM
Well, It was at one point part of the coregame.  But then I had some disagreements with a dev or two about what could or could not go into my own mod.

Is that how it went? Wasn't sure what led to your mod getting obsoleted. D:
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 08:32:14 PM
I did that, to force people to stop using the coregame version as it fell out.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 24, 2017, 08:42:19 PM
Ah. I mainly meant why it got obsoleted in the first place. :V
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 09:45:11 PM
Internal politics.


Anywho
https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.1.2b

This should let you have heavy smashing attacks on heavy weapons.  If I missed a good example for hammerblow do tell.
 This also reduces the amount of robots in the police hub.


Later on I have to revise that list to make them all friendly and more coplike.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on March 24, 2017, 11:13:49 PM
Internal politics.


Anywho
https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.1.2b

This should let you have heavy smashing attacks on heavy weapons.  If I missed a good example for hammerblow do tell.
 This also reduces the amount of robots in the police hub.


Later on I have to revise that list to make them all friendly and more coplike.

By more coplike, do you mean dialogue or making them somehow hold fire until you wield a weapon or attack?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 24, 2017, 11:18:09 PM
I mean more themed for cops instead of robots.

right now they can spawn the majority of robots in the game, 9 to 27 over a very, very large area.  Something like 3-4 times the size of an ant hill.  So its rare to find one, I hope, but theyre there.

But again, skitterbots rustling through the underbrush isnt quite coplike.


P:  ive already added a boss monster for the police hub and changed the spawns, Im testing it locally first.  Just a generator.  no attacks, high hp and armor.  kill it, stop the robots from spawning.
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on March 25, 2017, 01:34:28 AM
...kill it, stop the robots from spawning.
Care on sharing how that is done? I want to make it so that its possible to rid the world of the fungus in Cata++.
Title: Re: PK's Rebalancing Mod
Post by: Random_dragon on March 25, 2017, 01:36:08 AM
...kill it, stop the robots from spawning.
Care on sharing how that is done? I want to make it so that its possible to rid the world of the fungus in Cata++.

The QUEEN flag. Fungal bosses already have that flag and it does jack shit to stop the spread of fungus. :V
Title: Re: PK's Rebalancing Mod
Post by: ynemo on March 25, 2017, 12:18:37 PM
OMG! this mod enables Acid rains! thanks a lot ))))
Title: Re: PK's Rebalancing Mod
Post by: ynemo on March 25, 2017, 01:12:40 PM
in items/vihicle_parts

need to add line to "storage_battery_removable"
    "requirements": { "install": { "time": 1000 } },


Because it takes 27min to remove it without this line added.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 25, 2017, 08:13:22 PM
Sure.  I can dig that change.

https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.1.2c


^^ a bunch of misc changes, including (re)restricting many starting traits back to the starting game instead of as unaligned random traits.  Some have simply been made a postthresh mutation instead to compensate, and some only push you down a path instead of counting towards one directly.

Other changes include that spawnlist rebalancing for the police hub and adding a bossmonster to their.  An immobile, nonattacking monster.

A nerf to the solid iron pipes that come off of bars, bar doors, and guard rails along bridges.  No more block for them; too heavy.

Just a handfull of miscellaneous changes to brighten up my playthrough and your day.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 26, 2017, 12:58:58 AM
https://github.com/pisskop/PKs_Rebalancing


I made the chicken walker dangerous.  I exchanged it 'monster only' attack cycle for a 'mass-reactive' round that hits the ground (and the target) and drops as an item.  This item counts down and explodes into a moderate strength explosive.  This can be spawned 12 at a time, and can take off tires from vehicles.
  From before, it can also spawn tribots, who do not have flamethrowers but instead welders.

The chickenbot still has a turds-for-arms melee attack, but it did gain zapback defensive ability like shockers do and will hammer you down and run away to shoot you full of angry grenades.



Also:  a nerf to mancubus' accuracy with their flamer, and the addition of hunger and thirst modifiers to warm and cold.  You will slowly get thirsty when hot and slowly get hungry when cold.
Title: Re: PK's Rebalancing Mod
Post by: Rysith on March 26, 2017, 04:52:31 PM
Hey PK, Using 3.1.2 of your mod, and I seem to be getting a crash to desktop. Posting here rather than in the garage because it seems like it's related to zombie masters being in the bubble, and it seems like it's possible (since I don't see any existing threads about it) that the issue is one of your evolution paths rather than something with the base game. Any idea if that's possible?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 26, 2017, 05:01:46 PM
Ive encountered masters since that update.


Not to say it cant be them ...  what platform?
What were you doing, they doing, any intense activity, and how do you know it was the master?



I made chicken walkers more deadly.  laser beams and fire and brimstone.
Title: Re: PK's Rebalancing Mod
Post by: Rysith on March 26, 2017, 05:10:56 PM
Ive encountered masters since that update.

What were you doing, they doing, any intense activity, and how do you know it was the master?


I'm currently wandering through a city and running into packs of masters + stuff occasionally. The evidence that I have for it being master-related was that there was a pack with a master that I'd consistently crash on, but when I avoided that pack and went a different way I didn't crash until a different area, where I encountered a different master and crashed.

I've seen masters and not crashed before, so my suspicion was that it was masters attempting to upgrade a particular zombie type or something of that nature.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 26, 2017, 05:22:13 PM
I was able to evolve them without issue, and they evolved a few zeds without issue.

I couldnt tell which zombie it could be.  if it is one.


Masters work by accelerating the evolution process.  They dont create new zombies, they are evolution.  Over the course of time, Id have to expect any specific zombie evolving into an upgrade to cause this crash if it were one.

I know that some locations can cause issues, perhaps it was some zombie or monster tinkering where they shouldnt, or an NPC doing naughty things?  Thank you for reporting it, I can look for it, but we dont have a clear cause for it.  many issues could just be due to the temporary nature of the experimentals
Title: Re: PK's Rebalancing Mod
Post by: Rysith on March 27, 2017, 06:08:17 AM
I was able to evolve them without issue, and they evolved a few zeds without issue.

I couldnt tell which zombie it could be.  if it is one.

Further experimentation is pointing to something with vehicle turrets - which were probably being used around masters since I normally drive at them to try to kill them before they make things unmanageable. Maybe related to the stuff I saw a bit ago about turrets trying to find NPCs on the overmap. Anyway: Not masters, sorry to have jumped to conclusions as to the cause.
Title: Re: PK's Rebalancing Mod
Post by: nameless on March 28, 2017, 03:42:54 AM
THAT SHIT KEEP CRASHING HELP
WITHOUT DEBUG MESSAGE, SO I CANT HELP WITH WHATS WORNG

um. ok, well done. tried 14 times and not crashed. anyway, fix debug message about sewer gator.

BUG SEEMS ABOUT YOUR NEW LOCATION. WHEN I DOWNLOAD LAB'S MAP DATA, IT CRASHS.  AGAIN.
using 0.C experimental version 6180, which modded to support korean language and new fonts.

that fixed when i accepted lastest experimental.

fix bug : Near/far sighted mutation can appear after telescopic eye bionic was implanted
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 28, 2017, 05:53:37 PM
just looking, but is it possible that the Korean lamguage patch isnt handling the new location names well?  they wouldnt have a dox file
Title: Re: PK's Rebalancing Mod
Post by: RipRoarinBoogerPenis on March 28, 2017, 06:30:22 PM
Ran into a weird bug, when I goto a new overmap it's like straight wilderness. No roads save for a single 4 house little town in the middle of nowhere. Ran into a hotel with no roads leading to it as well. I had gotten some debug message when trying to start a game "invalid terrain "farm_3_north" in overmap special "Farm_wild", I deleted that overmap special specifically and I could play. Not sure if that fucked my maps or not.

Also on a side note, really enjoying your PRM play through on youtube, haven't finished it yet but hope you keep it up. I like hearing about the game mechanics instead of typical youtuber lol so randumb screaming. Keep it up fam love your work!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 28, 2017, 06:40:17 PM
1:  i swapped OSs and lost the save :(
        but i can make a new one asp

2:  it seems likely that they jsondefined the farm.  if so, like the prison or school, i have to hunt down the new ids.
Title: Re: PK's Rebalancing Mod
Post by: RipRoarinBoogerPenis on March 28, 2017, 06:46:26 PM
Ah, well I've done some more debug exploration of several new overmaps, same deal. I've seen orchards and fema camps spawn, and theres a huge river that seems to stay connected when the new overmap is generated, but it's still vast forest swamp and field.

I forgot to mention I'm playing on the mobile version for android and I replaced the included PRM with the most current (I think) version

edit: started seeing several apartment complex with parking lots spawn right next to each other sometimes 4 at a time. I suspect thats because of jsonification fuckery
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 28, 2017, 06:56:27 PM
Its supposed to be there.  3 apartments and 2 double lots.


The roads not being there sounds like a bug.  What is your city size and distance?  You should consider reporting it or genning a world without the mod to see if the difference is too much.

If you could give me your basic overmap settings Ill run them and see, but my maps are playable.  I need more terminal buildings, like mansions.  They dont seem to want to spawn unless I force them to.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 28, 2017, 08:00:10 PM
The farm is fine in the coregame version, and in the mod I can place them fine.
Title: Re: PK's Rebalancing Mod
Post by: RipRoarinBoogerPenis on March 28, 2017, 08:47:01 PM
city size 10 spacing 5.and I mean apartment complexes with parking lots. I'll post a screen shot later
Title: Re: PK's Rebalancing Mod
Post by: Taberone on March 31, 2017, 06:09:22 AM
Cata++ and PK Monster Merger patch has a broken link?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 31, 2017, 02:05:19 PM
the updated one is in the folder labeled 'mods' in the mod itself.


/data/mods/pks/mods/cata++.zip
Title: Re: PK's Rebalancing Mod
Post by: pisskop on March 31, 2017, 02:06:33 PM
city size 10 spacing 5.and I mean apartment complexes with parking lots. I'll post a screen shot later

ill have to check.  mapgen seems to work more smoothly with some settings than others.

and make a patch to remove any new structure ids
Title: Re: PK's Rebalancing Mod
Post by: manoftron on March 31, 2017, 04:38:18 PM
It seems that even with the patch, your mod and Cata++ refuse to work together and get stuck on the verifying and finalizing part of the character creator screen. Although I don't think its the patchs fault, I tried loading the two mods without it and it was still happening.
Title: Re: PK's Rebalancing Mod
Post by: ynemo on April 04, 2017, 06:08:42 AM
hey,hey, i lost my acid rains with latest experimental ((
Looks like they changed smthing and there is no acid rains currently

great mod btw )
Title: Re: PK's Rebalancing Mod
Post by: Shiramizu on April 04, 2017, 07:19:18 AM
Not sure if it's this mod, but I got into a weird issue after an update some 2 weeks ago. Namely I finally left my starter town after a year of fighting bit by bit, house by house with the zombie horde and after driving for about 20-30 tiles I encountered the "horde" and by that I mean +/- 300 young queen ants and over 2k normal ants. I know it's stated in the mod descryption ants are supposed to swarm the surface in sprning, but is it supposed to be to this extend?
Title: Re: PK's Rebalancing Mod
Post by: stk2008 on April 04, 2017, 08:14:23 AM
I was sure the devs put a hard limit to the amount of spawns from blobs etc.

I think it was me that triggered that pr not sure.
i posted about terrible slow down did some looking and it was a huge ass blob spawn underground.

Im sure the devs put a hard limit on amount of blobs that could then be spawned...probably wrong though.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 04, 2017, 02:44:57 PM
ive haf _thousands_ of triffids in play at one time before, during testing.


queens will reproduce at unprecedented levels like fungus if they spend enough gametime within the bubble.  it's at a hardcoded speed, but i can increase the cooldown for it.  but that only delays the inevitable
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on April 04, 2017, 09:25:17 PM
ive haf _thousands_ of triffids in play at one time before, during testing.


queens will reproduce at unprecedented levels like fungus if they spend enough gametime within the bubble.  it's at a hardcoded speed, but i can increase the cooldown for it.  but that only delays the inevitable
This is one part of this mod that i love. I used mini nukes to clean the place :p

pisskop could you please look into pigeons spawnrate, i think there are way to many of them in towns.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 04, 2017, 09:34:22 PM
I was just on my way over to say that I finally found time to clear island 1 on hard in my other game.  what a pain in the rumpus, Im considering actually replaying the game on normal.

Cuz the only winning move is to play slow and cautious and slowly save.  it takes only one bad piece of luck to screw up 25 minutes of work, and since I cannot control my minions directly (or even indirectly via DF style waypoints and ai changes) I have to savescum  through the worst of it.


So Im taking a break from applying head against wall.  besides I have irl stuff I need to do too.  I tend to binge game.  its unhealthy.
  anywho.  I just updated and will look.  Pidgeons should be common but not swarming like zeds.  small flocks
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 05, 2017, 04:31:01 PM
https://github.com/pisskop/PKs_Rebalancing/tree/3.1.4


- Adds in a mod to remove new structure ids, for any language issues.  or simply preference.
- Adds in more rads. again.  this time without _all_ the nasty ambient rads.  hopefully.
- tweaks over various things.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 05, 2017, 06:07:59 PM
>.<

(http://i.imgur.com/Sft3cSq.png?1)


Make no mistake though.  A giant rattlesnake is deadly to an EG character.
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on April 06, 2017, 05:17:38 AM
>Full
>Dehydrated

How?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 06, 2017, 01:05:23 PM
no -clean- water.


so i drank toilet water.  and vomited.  amd gave up on it and ate and took my heartburn meds.


i had to raid grocery stores to get enoigh water, and leave town to find a river to get enough to live on
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 06, 2017, 06:59:33 PM
Ive added a recipe to line a kevlar vest with an undershirt.  The default kevalr (and subsequently the makeshift version) have +1 encumbrance now, and this has -1.  So 6 for the default, and at 2 tailoring a recipe to make it 4.

Which I hope is fine for peoples.


  I have added a 'quality refillable lighter' which consume double the fuel for 30% firestarter speed.  Uncraftable and uncommon.
    The hunter profession I added starts with it, since I do discourage debugging.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 06, 2017, 11:17:13 PM
Sooo, one thing Ive really grown fond of is the amount of infighting my mod tends to produce.

Do you think I have a chance of doing my mechanic-ery unnoticed?  I might even head inside if the horde looks to be thinning.

(http://i.imgur.com/S7Q0Vq9.png?1)
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 06, 2017, 11:32:30 PM
The vines are caused by a 'root' monster.  A mid-high level critter that digs.  So its invisible to zeds, the vines do minor damage to the zeds,and it can respawn them.  They disappear after an average length of time though, so it can only make so many.  I could kill it, but not without risking myself.  It does fair melee damage plus hefty acidic direct damage.  So far its done well enough to stop the hordes, but it seems unwilling to let me loot the corpses or smash the bodies ...
Title: Re: PK's Rebalancing Mod
Post by: ynemo on April 06, 2017, 11:53:11 PM
  I have added a 'quality refillable lighter' which consume double the fuel for 30% firestarter speed.  Uncraftable and uncommon.
    The hunter profession I added starts with it, since I do discourage debugging.

btw, can we wear lighters somehow?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 07, 2017, 05:50:59 PM
Yes I could do this, but only with refillable lighters.  due to cheathacks.


So Ill add a recipe for it.  a long string and some duct tape.
Title: Re: PK's Rebalancing Mod
Post by: ynemo on April 08, 2017, 05:47:46 AM
would be great ;)
and i hope no incumbrance wearing it?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 08, 2017, 04:42:11 PM
Try it out.  Wearable lighter, diff 1 fab.

You can find it in OTHER/TOOLS
https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.1.4b
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 08, 2017, 10:03:34 PM
Added in 'disease attacks'.



- added in special disease attacks for the decomposing zeds.

- add in generic 'minor infection' that causes pain over time.  small amounts, low chance to transmit, and only done via a special attack that has a fair amount of cooldown.  should add up and make the character feel more 'wary' of their life.  cata really lacks that longterm worndown feel that would inevitably result from constant combat.

- added in 'armored arm guards'.  A compromise between the light leather guards and the heavier metal ones, this will fill a niche that bone guards fill, while lacking the environmental protection of bone guards.

- changed the nature of how heartburn meds work.  they no longer work by reducing the per-tick chance of vomiting, they now add more ticks in between a roll-for-vomitus.

- dropped the minimal mandatory time to be on fire from 5 to 2.  I assume this is ticks.  Fire is still just as deadly however.


Im happy enough with these changes.  what think you?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 09, 2017, 02:29:15 PM
today is a good day for mutation tweaks, fixing the supposedly fixed chickenbot, and more tweaking of the infection attacks
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 10, 2017, 07:46:32 PM
ideas for 'on-demand' smoke for the purposes of obscuring scent.


---

h2o2, 30%
sulferic acid ->> electricity
scrap metal
plasic chunk
--> moderate burst of smoke, quick burning


"smoke candles"
-small smoke stream, long burning, noncraftable



'smoke machine'

3 candles
or
100 batteries, 1 hotplate

100 aluminum
or
1 tin plate

1 gallon jug
(15) clean water
(25) sugar

-- > Long lasting, deconstructs into base components, requires 'smoke juice' item.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 10, 2017, 09:28:24 PM
implemented both uncraftable, uncommon smoke candles, and the craftable smoke machine.

-Smoke machine will reduce scent by a large extent, so long as its by a window/door or your person.
-Smoke candles are less effective but work as well.  They are just like candles, and found rarely outside of churches and with moderation in churches.

https://www.reddit.com/r/PKs_Rebalancing/comments/64m4l3/smoke_machines_candles_scrap_metal_chimes/
^^ basic recipes.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 10, 2017, 09:37:38 PM
Ohs, download too
https://github.com/pisskop/PKs_Rebalancing/releases/tag/3.1.5c
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 10, 2017, 11:32:05 PM
Buffed the bandages, 1st aid, and improved frist aid.   And medical gauze.

these items will resist the new minor diseases and lessen their effects.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on April 11, 2017, 11:50:01 PM
This are some great changes, thank you for the effort pisskop.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on April 12, 2017, 11:34:03 AM
Hello Pisskop, how will this affect your mod?
https://github.com/CleverRaven/Cataclysm-DDA/pull/20833
will this give you more freedom ?
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on April 12, 2017, 11:36:54 AM
shouldnt this make cataclysm++ and your mod more compatible friendly?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 15, 2017, 06:01:48 PM
I know I've posted here with many, if not most, of these tips, but they get lost, and the wiki is sometimes obscure.

https://www.reddit.com/r/PKs_Rebalancing/

^^ added some help threads, and tried to mark them out as such.

So far, there are 3.

- radiation
- health
- demon faction

They aim to educate players on the general functioning of these within the mod, so as to make it less intimidating, frustrating, or offputting.  Education helps with that stuff, so I believe.  Do you think it helps ease new players into the game or reduce the anxiety some people would feel about these effects/topics?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 21, 2017, 11:30:35 PM
New version


- added missing mi-go evo speech text
- added new cave variant
- added new cult enemies and fleshed up the cult a bit more
    - All cult enemies, almost, have some tweaked statlines and some abilities
    - cult enemies are centered upon the strange cabin and the Stonehenge
    - boss monsters for cult
    - Nerfed darkman but made him a rare enemy instead of uniquely spawning in 2 locations
    - added 2 'more human' cult faction members
 
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 23, 2017, 01:16:38 AM
started work on properly setting up the strange cabin.  felt I should do it right or not at all ...

new one is gonna be 2x2, 2pos3 floors.  basements, of course.

no 'boss room', but since nobody told me what the quest to go to the cabin is im preserving both the darkman spawn and the 2 building ids.


and i loaded up the desktop recorder today, in hopes of starting anew survivor to showcase the mod with.  gotta make a post audio file for it probably tomorrow.  surprised to see my first attempt was successful.  a few shadies, and a npc tried to rob me while i had a shotgun nearby
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 24, 2017, 06:44:43 PM
https://www.youtube.com/watch?v=H0AN_LalL4U&feature=youtu.be

Better known as:  How I learned you can sew a fully-functioning coat in 40 minutes.
Title: Re: PK's Rebalancing Mod
Post by: RipRoarinBoogerPenis on April 24, 2017, 07:49:53 PM
yaaaaaaas!
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 28, 2017, 01:48:12 AM
Next video title:  Jackass: Wasteland Edition.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on April 30, 2017, 05:37:30 AM
Is there a way to clean a place from radioactivity? or will it remove itself after some time?

This can get a problem for players that live in a house and it gets attacked by radioaktive zombies.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on April 30, 2017, 08:56:23 PM
Not currently.  Ant solution would need new hard coding, and new code to support that hard code.

What I can do is add more rad-resistant clothing options, but they need to be weighed carefully.  For now, clay is infinite, gummies are common, and prussians spawn occassionally.

Royal jelly significantly reduces rads, and ambient rad producing zeds are rare.  The huge boomer is the most common zed to release rads ambiently, and thats infrequent.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 08, 2017, 06:18:50 PM
New version, changes specials spawn radii, makes bears placated by sound instead of afraid of it, and adds a technique to break grabs
Title: Re: PK's Rebalancing Mod
Post by: Taberone on May 13, 2017, 05:47:27 PM
Is it safe to play with both PK's and Cata++ now without going way past the mandatory overmap special limit or something?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 13, 2017, 05:52:30 PM
should be.  the overmap limit error is a warning, not an actual bug in the way most errors are.

The issue is that we both add structures to the game, though I dont know how mandatory C++ makes its buildings.

But again, I dont know if the error still pops up with both mods enabled.  it can be skipped and still produce a playable map however.

in either case, I do supply a mod that blends the two spawnlists together.  its in the pks_rebalance/mod folder.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on May 13, 2017, 06:28:12 PM
I still get the mandatory overmap special message with both PK's and Cata++. I also use Arcana mod, More Locations, and Z-level Buildings.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 13, 2017, 06:34:26 PM
Def why.  Each one has their own mandatory special buildings.

I reduce the coregames requirement, but its not enough.  Youll either have to choose what one(s) to use or accept that not all these mandatory buildings can be placed.  The issue isnt on the json side - there is a hard cap on the reservation of mandatory special sites.  But, that said I would be remiss if I did not point out that you dont need some of the mandatories offered by the mods.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on May 15, 2017, 03:29:37 AM
Are the prison computers still supposed to be broken and giving errors upon using them with this mod enabled? How come Jabberwocks get paralyze attacks too, also? I thought only the "secret" Jabberwocks with "It's coming for you" in the description get them?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 15, 2017, 01:45:03 PM
Yes.  coolthulu had a pr to let json defined computers happen, ill go check on it.  dont expect miracles, but some nonerror dialogue should be possible

i can pull the fear effect if its bothering you, but the stronger one is an evo of the earlier one
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 15, 2017, 05:59:28 PM
1:  I nerfed the fear effect of the basic jabberwock, from '20' to '40'.  The abhorrence of their appearance is why I even added it.
2:  The computer jsonizing that should allow me to control the terminals and add some type of dialogue is here: https://github.com/CleverRaven/Cataclysm-DDA/pull/20770  And open still.  Cant help those besides removing them, and the error is unfortunate but harmless.
3:  Ive rekajiggered how the antibiotics work.  They provide an initial health boost and immunity to various diseases, including minor infections, infections, and (notably) fungus.  They also steadily drain your health over the next 2 days, so the net loss of health is expected.


This way, for number 3 at least, antibodies have some use and can justify their presence in the world.  Antibodies also now come in a week's supply instead of 15.


I will update the mod for this later today.


P:

  The antibodies have 2 'levels' of protection.  One for 'simple' or 'conventional' diseases and one for 'neo-diseases' or otherwise non mundane disease.  The harsher diseases will lose their immunity first, and warn you via a text warning.

  Ive also doubled the amount of survivor first aid you get per find and per-crafting.  2 cheapo first aids for you per crafting.  They still suck compared to real aid though.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 15, 2017, 11:12:52 PM
okay.  Updated the game to include this above, plus small tweaks.


I finished laying out the new 'cabin', which is actually an abandoned hotel that will spawn, probs by or at the end of a road.  Functioning hotels are eventually on my list of things to make not-boring.


I have to populate it, and finalize the terrain and furniture aspects as well, but the core should be there.
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on May 16, 2017, 12:23:18 AM
I noticed that the fast healer trait has a different description as the one in main, did you alter it in any way?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 16, 2017, 01:18:07 AM
More likely it was altered after i got mine.  ill check.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on May 16, 2017, 02:55:16 AM
Are giant cockroaches and zombies supposed to be teaming up against me? Does this happen in vanilla, too?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 16, 2017, 09:16:04 AM
they dont fight one another.

zeds dont fight insects in coregame
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 16, 2017, 10:05:26 AM
I noticed that the fast healer trait has a different description as the one in main, did you alter it in any way?
lol i see now.

yes it is altered.

however, mechanically the trait acts the same.
.002 awake
.005 sleeping
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on May 16, 2017, 07:04:06 PM
I noticed that the fast healer trait has a different description as the one in main, did you alter it in any way?
lol i see now.

yes it is altered.

however, mechanically the trait acts the same.
.002 awake
.005 sleeping
Good to know, it was mostly the mechanics that concerned me.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 19, 2017, 11:31:19 PM
New Version (https://github.com/pisskop/PKs_Rebalancing/releases/tag/5.3.0)

(http://i.imgur.com/PNE5ThY.png?1)


Adds in the strange cabin redux on top of the other additions since a last 'big' update.
Title: Re: PK's Rebalancing Mod
Post by: Taberone on May 21, 2017, 03:18:05 AM
Fought a Jabberwock for a NPC, got maimed to near-death, but killed the Jabberwock. After fighting my way back to the NPC, I noticed that I had 419 radiation. Are Jabberwocks radioactive?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 21, 2017, 03:37:48 AM
their attacks are, but i was under the assumption youd get faceclawed to death or kill it before you got that much radiation.

i can nerf that. 
Title: Re: PK's Rebalancing Mod
Post by: Taberone on May 21, 2017, 04:38:41 AM
I survived getting faceclawed with only a silver of health left, and then I immediately got zapped to death by a shocker zombie right after. At least the radiation didn't get me.
Title: Re: PK's Rebalancing Mod
Post by: darktoes on May 21, 2017, 06:02:09 AM
I don't really know if it's this mod or another, but I suspect this one since it's the main one I've added since my last game. The issue is my health. No matter what I do it seems to continually drop like a rock. At one point it was at -300 and every night my health bars would drop to one / while I slept. I think that was caused by a rough summer where I had nothing to drink but soft drinks and wine, but once I got my water supply sorted it kept dropping despite a proper diet and daily multivitamins. Has anyone else had this issue?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 21, 2017, 12:35:04 PM
healrh doesn't cause degeneration.  the lowest health you should be able to get is -100, which cauae zero regen  not degen.

afa health:  i need to know more  about your habits ingame.

its not unusual for my characters to hit -70 hmod or health early game, due to alcoholism. wine is unhealthy, yes, but i dont tweak this.

degenerating health is more likely radiation ...
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on May 21, 2017, 11:36:17 PM
Got a debug on entering a new world:
nonexistent vehicle type: "aapc_bfg"

I noticed the strange cabin is forced to spawn, the game has problems to do it, most of the time i have to retry a few times.
Doomlab doesnt spawn if it is NOT forced to spawn. Thats a real problem. By forcing it to spawn, it takes me some "retrys" until it generates a map with it.

I dont get how the overmap_special spawn work, was trying to get shipwreck to spawn. From what i see it should spawn without problems but it doesnt.
Forcing it to spawn will result in many retrys (i gave up after around 10 trys, that thing shouldnt be forced to spawn).
There are other locations that seem never to appear.
What do i miss?
Title: Re: PK's Rebalancing Mod
Post by: darktoes on May 22, 2017, 12:18:23 AM
Coincidentally, I've had the same issue with the strange cabin not generating and giving me errors when I read the mysterious note.
My health habits were pretty decent, I was eating well, sleeping lots and taking multivitamins twice a day, but my health dropped like a rock. When I checked my health I think my modifier was at 30 and I had 0 radiation, so I have no idea what was going on. It seems to have evened out and I'm starting to get my health up again after I reset it to 0 but I don't have a clue what that was all about.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 22, 2017, 12:41:39 AM
we can address it tomorrow.  theres always some initial tweaking with objects when they are new.



in other news, my game throw up 2 corrupted map files.  found them by poe. but this is my play through file  :(  loads now though

caused by a 'sugrar shack'.  wtf is a sugar shack?
Title: Re: PK's Rebalancing Mod
Post by: darktoes on May 22, 2017, 02:22:10 AM
we can address it tomorrow.  theres always some initial tweaking with objects when they are new.



in other news, my game throw up 2 corrupted map files.  found them by poe. but this is my play through file  :(  loads now though

caused by a 'sugrar shack'.  wtf is a sugar shack?
I found one of those too. Thought it would be a drug den, but it was just full of maple syrup, pies and pancakes. Didn't help that there was a cop zombie out the front....
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 22, 2017, 06:05:04 PM
Got a debug on entering a new world:
nonexistent vehicle type: "aapc_bfg"

I noticed the strange cabin is forced to spawn, the game has problems to do it, most of the time i have to retry a few times.
Doomlab doesnt spawn if it is NOT forced to spawn. Thats a real problem. By forcing it to spawn, it takes me some "retrys" until it generates a map with it.

I dont get how the overmap_special spawn work, was trying to get shipwreck to spawn. From what i see it should spawn without problems but it doesnt.
Forcing it to spawn will result in many retrys (i gave up after around 10 trys, that thing shouldnt be forced to spawn).
There are other locations that seem never to appear.
What do i miss?


1: aapc bfg is real and spawns with no issues for me.

2: doomlab is not forced to spawn.  However, I can make it spawn in the wilderness and/or swamp as well as forests.  Might have to be done to preserve the start, at least until Coolthulu gets working on this new mapgen he was talking about

3: cabin was fixed by expanding its range.  The problem is the game does not intelligently place objects, so it has to randomly place it in a correct position.  I refer to my comment about coolthulu from (2).

4: I guess there are only 3.


AFA:  RE:Health

Yes, if you drink wine exclusively, wear warm clothing on hot days, and fight baddies with germs, you will be getting sick.  PRM does do this; it takes the health system and makes it more integrated into the game.  More things make you unhealthy because the stress of the apocalypse isnt limited to bad food.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 22, 2017, 06:34:14 PM
https://github.com/pisskop/PKs_Rebalancing/releases/tag/5.3.1

So the tweaks.

I had already given the cabin anywhere, just like a certain camp ...  but now doomlab can as well.
Title: Re: PK's Rebalancing Mod
Post by: ZenZen2 on May 22, 2017, 08:55:19 PM
Spawning aapc_bfg from debug menu works without any problems. Will report with full debug message if it happens again.

Thanks a lot for the fast changes.
Going to play with it now.
Title: Re: PK's Rebalancing Mod
Post by: darktoes on May 23, 2017, 01:26:29 AM
AFA:  RE:Health

Yes, if you drink wine exclusively, wear warm clothing on hot days, and fight baddies with germs, you will be getting sick.  PRM does do this; it takes the health system and makes it more integrated into the game.  More things make you unhealthy because the stress of the apocalypse isnt limited to bad food.
I was inside reading and craft most of the time. It might have gotten a bit warm during the day but I did little or no fighting and wasn't sitting in the sun or anything. I guess I'll just have to keep a good eye out for the leukocyte breeder...
Title: Re: PK's Rebalancing Mod
Post by: lenomilo on May 25, 2017, 05:08:41 PM
Hello,

is there any optimal way to create a world with this mod enabled? So far I tried at least 20 different combinations and I'm always unable to create a world since some structures don't have space to be placed? Do I just ignore this and play or is there some magic number you can use to create the world without errors.

This is the only mod that modifies the overmap for me if that matters.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 25, 2017, 05:23:56 PM
you can safely ignore any error about unspawned structures unless you demand they be present.

The reason it may report that is the game doesnt look for the conditions to place them; it places everything and removes things after.

I play with 5 city distance, 10 city size.  I have adjusted some of the more demanding structures to spawn more liberally; things like the necropolis, beehives, and doomlabs need specific conditions in order to spawn.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 25, 2017, 05:56:11 PM
I would like opinions on monster frequency.


-  Squigs:  too common?
-  Special zeds: too common?
-  Ants: too dense?
-  Fungus:  Too dense?
-  Robots:  Too common?
-  Other things:  how do?
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 25, 2017, 06:26:30 PM
Piss.

I healed my legs but didnt record my harrowing adventure into 'hospital land'.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 25, 2017, 11:11:14 PM
Added in a portable syringe of stem cell treatment ala MR STEM CELL terminal at the hospitals.

Works exactly like the computer.

Obviously very rare.  Look at hospitals or on drug dealers or scientists.
Title: Re: PK's Rebalancing Mod
Post by: hatcher on May 25, 2017, 11:30:59 PM
Imo, squig bite attack is too strong now. They are regenerating fast and tearing apart zombies like rags. I've seen 2 squigs and how they erased whole zombie horde. Fuck, impressive. Even high explosive can't create that much gore and blood.
Fuking hate blobs and their paralize.
Too many triffid queens sometimes. Maybe it worth to make them stronger, but less frequent.
Goddamn creepers are spawning almost in front of me, day time.
Robocops may stunlock you real hard with a teargas+confuse+blindness combo, i think its little bit overpowerful for one single enemy.
Also, freaking guard ciborgs and their fusion cannons completely burned down the police hub. There was fight with zombies, who were in the hub with them too, even tank drone didn't survive that hell. I didn't get close to the building.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 25, 2017, 11:40:54 PM
The creepers dig, so you wont see them until they surface.  You should be able to spot their trail, however.
Title: Re: PK's Rebalancing Mod
Post by: hatcher on May 26, 2017, 05:09:43 AM
The creepers dig, so you wont see them until they surface.  You should be able to spot their trail, however.

Im talking about suicide bombers, not the exploding plants, i disabled them. In the xotto tileset they appear like minecraft creepers, lol. Common and emp-charged.
Title: Re: PK's Rebalancing Mod
Post by: kostik33 on May 26, 2017, 11:08:44 AM
Hey PK,
I really appreciate your take on the game, and hope you keep up the good work in progress. Your mod cost ~20 ordinary mods in game. I also wanted to say that I've been really enjoying your video Lets play CDDA personally whith only one correction - without audio tracks. I listen OST mp3: Gothic III, TESV Skyrim, The Incredible Adventures of Van Helsing, The Witcher. My congratulation! Cheer!
(click to show/hide)
Can you see suggestion, errors about game for developers
https://github.com/korick/1/...
08_CDDA_idea_eng.txt.xml
CDDA_bot_main_menu.gif CDDA_PKs_mod_sample_1.png CDDA_statistica.gif
I not have internet connections now can read thread later
CDDA Russian-Team
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 26, 2017, 11:58:00 AM
The creepers dig, so you wont see them until they surface.  You should be able to spot their trail, however.

Im talking about suicide bombers, not the exploding plants, i disabled them. In the xotto tileset they appear like minecraft creepers, lol. Common and emp-charged.
the minecraft hissing broods dig.  can_dig, so they cross road and swim too.

defeating them is kind of like defeating a manhack that explodes.  get it to puff and hiss and flee
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 26, 2017, 11:58:59 AM
Hey PK,
I really appreciate your take on the game, and hope you keep up the good work in progress. Your mod cost ~20 ordinary mods in game. I also wanted to say that I've been really enjoying your video Lets play CDDA personally whith only one correction - without audio tracks. I listen OST mp3: Gothic III, TESV Skyrim, The Incredible Adventures of Van Helsing, The Witcher. My congratulation! Cheer!
(click to show/hide)
Can you see suggestion, errors about game for developers
https://github.com/korick/1/...
08_CDDA_idea_eng.txt.xml
CDDA_bot_main_menu.gif CDDA_PKs_mod_sample_1.png CDDA_statistica.gif
I not have internet connections now can read thread later
CDDA Russian-Team
hunh.

a soundpack would be good, tbh
Title: Re: PK's Rebalancing Mod
Post by: Rysith on May 26, 2017, 04:02:48 PM
I would like opinions on monster frequency.


-  Squigs:  too common?
I actually haven't been having a problem with squigs, except that they make swamps even more a a warzone and seem not to be tied to spawning near fungal structures
Quote
-  Special zeds: too common?

I have noticed that it seems like non-regular zombies replace large hoards of regular zombies - the most numerous zombie I see right now (spring year 2, 28-day seasons) is hungry zombies. That might be an evolution-dead-end thing, especially since most large groups I encounter at this point have several masters with them, and that could be just taking all of the zombies and pushing them to maximum evolution. Maybe relying more on evolution dead ends rather than long evolution timers because the frequency of masters makes the evolution timers irrelevant?

It also seems like there is something wrong with spawn tables or something like that - a few times when I've been venturing into cities, rather than finding hoards of zombies I've encountered hoards of zombies fighting swarms of blobs (which normally turns into just a swarm of blobs pretty quickly). Is that intended?

Quote
-  Ants: too dense?
I haven't noticed any issues with ants
Quote
-  Fungus:  Too dense?
Or fungus.

It does seem like squigs and infected survivors can spawn regardless of distance to a fungal structure, and I remember reading something in the lore about the triffids being the anti-fungus and thus wondering at the fungal triffids, but I haven't seen any issues with density of either fungal monsters or structures
Quote
-  Robots:  Too common?
The one robot that I'll object to is the guard cyborg, simply because the arm blaster can allow them to insta-kill you without warning, even with fairly-late-game gear. I think I've only encountered
Quote
-  Other things:  how do?
When do Megabears start showing up? I see the helmet recipe, but haven't seen any megabears to get the requisite skull from.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 26, 2017, 06:11:29 PM
Ive reduced the populations of triffids, made squigs rarer in swamps (they are not explicitly tied to fungal structures), and Ive made megabears spawn earlier around radioactive environments.
Title: Re: PK's Rebalancing Mod
Post by: darktoes on May 27, 2017, 03:40:39 AM
Maybe it's just me, but the PRM marine armor set seems to be a bit weak. It seems to fall somewhere between heavy and medium survivor gear in terms of protection, but usually has more encumbrance than the heavy set, and not nearly as much bash/cut protection, though it does pretty well in environmental/acid protection. Personally, I think the protection should be raised in all fields and the encumbrance lowered, considering that it's high end, pre-cataclysm military gear that's fairly difficult to refit/repair. Possibly also add electrical protection.
Title: Re: PK's Rebalancing Mod
Post by: Rysith on May 28, 2017, 02:20:00 AM
Maybe it's just me, but the PRM marine armor set seems to be a bit weak. It seems to fall somewhere between heavy and medium survivor gear in terms of protection, but usually has more encumbrance than the heavy set, and not nearly as much bash/cut protection, though it does pretty well in environmental/acid protection. Personally, I think the protection should be raised in all fields and the encumbrance lowered, considering that it's high end, pre-cataclysm military gear that's fairly difficult to refit/repair. Possibly also add electrical protection.

Unless I'm misremembering, the marine armor is an outer-layer item, which means you should be comparing it to the survivor trenchcoat or similar, not the survivor gear. That said, I do find that polyplastic equipment is a bit encumbering for what it is - increasing it's protective qualities[1], either with or without a reduction in material thickness to keep protection the same while reducing encumbrance, might be in order.

[1] As it stands, it's only slightly more protective than regular plastic
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 28, 2017, 02:28:19 AM
You guys may not want my opinion of survivor armor ...

I can look to reduce the encumbrance, but I purposely designed it to not be as protective as heavy magicite armor.
  The layered plastic is not kevlar, though, and is designed with enviornmental protections in mind, since the idea is that they were designed to combat hellfires.  Who, btw, do not do a lot of raw ranged damage.  The danger of their ranged attacks are the special effects associated with their chosen elements and the pain/slowing caused allowing them to close to melee.

Title: Re: PK's Rebalancing Mod
Post by: darktoes on May 28, 2017, 05:27:09 AM
Yeah, that makes sense, and I understand why you don't like survivor armor. My only issue is that I simply can't justify wearing it considering that it's so heavily encumbering and doesn't have that much protection. Looking at some of the base game items; a hazmat suit has 20 Env, rubber boots have 12 Env, and most other reasonably protective items have somewhere between 2 and 4. I'd expect around 10ish Environmental for most of the PRM gear, if you're going for an environmental protection emphasis.

It's also quite strange how the set is layered, seems like some parts are missing or redundant.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on May 28, 2017, 12:10:36 PM
there is:

- jumpsuit
- torso
- head
- arms, weak point
- legs
- boots

- pseudo PA suit
Title: Re: PK's Rebalancing Mod
Post by: darktoes on May 28, 2017, 01:11:20 PM
there is:

- jumpsuit
- torso
- head
- arms, weak point
- legs
- boots

- pseudo PA suit
Yes, however the jumpsuit and sleeves are both in the skintight layer, which is redundant, while the torso armor and boots are both outer, which means you need to find a normal layer item for the hands, torso, arms and feet. I'm just being pedantic really, but it seems like there should be a 'shirt' and some sort of gauntlets. Maybe even socks.
You could just add a PRM Marine fatigue shirt. No real protection, but matches the rest of the set. You could even give it the fancy tag.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on June 07, 2017, 11:45:22 PM
New version.

Updated for steel spear and pipe spear.  You need the new version to use it without it popping errors.

Title: Re: PK's Rebalancing Mod
Post by: TeeEight888 on June 19, 2017, 04:20:37 PM
Hey so, I made a mod to remove the spiders from the basegame (The spider pit included). I'm wondering, is it possible for me to edit my mod and blacklists the spiders this mod adds? Sorry, arachnophobia is a vicious jerk and I like the mod but good god does this mod make them seem scarier from what i've read of the json file.
Title: Re: PK's Rebalancing Mod
Post by: Noctifer on June 19, 2017, 06:55:26 PM
Just add said spiders to the monster blacklist in the modinfo.json of the mod.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on July 01, 2017, 10:17:13 PM
Been a while since Ive played.

Nerfed down the health loss for being too cold and reduced the paralyzing poison's effects.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on July 01, 2017, 10:20:14 PM
Anybody got comments about the loot spawns for my own buildings since the change to item spawn chance?

Too much?  Little?
  Lets iron those out.
Title: Re: PK's Rebalancing Mod
Post by: RipRoarinBoogerPenis on July 04, 2017, 12:08:31 AM
I've only been in your doom tower and castle, haven't hit a lab yet. I think they're ok as it is.
Title: Re: PK's Rebalancing Mod
Post by: EnDSchultz on July 12, 2017, 01:54:19 AM
Quote from: pisskop
Anybody got comments about the loot spawns for my own buildings since the change to item spawn chance?

Not sure I can help with that. I've found loot spawns overall to be frustratingly scarce since they "bugfixed" the spawn chance to WAD, so especially with the higher difficulty of these mods, I've upped my loot spawn to 1.5x. I'm also playing with Cata++ and the associated patch so I can't be sure which buildings are yours and which belong to the other mod... All I can say is that I've been fairly happy with my loot spawns at 1.5x; I'm a greedy SOB.

Also, it occurs to me that in the latest version I haven't seen a single spitter zombie. I've seen acidic and maybe corrosive. Is this an intended change or have the spitters somehow been accidentally purged from the spawn list?
Title: Re: PK's Rebalancing Mod
Post by: Arkenstone on July 27, 2017, 05:46:59 PM
My thoughts are:

1) Make the fact that everything has radiation a bit more obvious. I was really surprised when my healthy woodland guy began to mutate.

2) Boiled clay should also have a note that it reduces radiation in the description.

"A portion of clay that has been boiled in salt to remove hard minerals and parasites. Will cleanse the body of some radiation, but can no longer be used for sculpting."


3) Repose is very unclear on what it does, I had to look into the code. I edited it to this, which is a bit clearer and I suggest it:

{
    "id": "repose",
    "type": "technique",
    "name": "Reposition",
    "min_melee": 0,
    "weighting": -3,
    "crit_tec": true,
    "unarmed_allowed": true,
    "melee_allowed": true,
    "grab_break": true,
    "stun_dur": 1,
    "messages": [
      "You reposition yourself defensively as you attack",
      "<npcname>%s defensively reposes itself."
    ],
    "mult_bonuses": [
      [ "movecost", 1.1 ],
      [ "damage", "bash", 0.9 ],
      [ "damage", "cut", 0.9 ],
      [ "damage", "stab", 0.9 ]
    ]
  }

Ideally, it should announce that the technique breaks you free from zombie grabs and only if grabbed, but I'm not sure if that's easily codeable.   I also capitalized the the name, bringing it in line with other techniques in the game.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on July 27, 2017, 06:19:04 PM
The reason I dont capitalize things like this are so that people can tell they are modded-in.

The convention for json-added techs, attacks, and special moves is to keep them lowercase.
Title: Re: PK's Rebalancing Mod
Post by: Arkenstone on July 27, 2017, 06:21:36 PM
Ah, okay, my apologies.
Title: Re: PK's Rebalancing Mod
Post by: pisskop on July 27, 2017, 06:35:50 PM
why?

Youve done nothing wrong ...  :/

But the suggestions are good.  i like them.