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The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« Last post by darktoes on Today at 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.
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The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« Last post by pisskop on Today at 12:10:36 PM »
there is:

- jumpsuit
- torso
- head
- arms, weak point
- legs
- boots

- pseudo PA suit
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So why did gun accuracy get nerfed when guns were already mostly pointless?
Even if I have some skill and full steadiness I have a hard time hitting zombies that are a few tiles away.
This is both unfun and very unrealistic.

Will gun accuracy get changed back to how it was before? if not, can I do it myself with some mod or changing some number in the game files?

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vehicle related classes aren't exported to LUA
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The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« Last post by darktoes on Today at 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.
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The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« Last post by pisskop on Today at 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.

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when people discuss 'aiming' i feel like theres an 'aim one turn' option im missing.  i know (f), (a), and (c).  is there amd option to aim for one turn?
As Alec pointed out, that's '.' by default.  The overhaul I reversed disabled this feature, which might be why you didn't notice it.
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Tying radiation to tiles instead of areas is mostly an issue of it being a better way to implement the effect in code, area effects are extremely expensive to process, and really you just bake whatever area effects you want into the code that applies the radiation in the first place and you get the same effect, with the sole exception of powerful dynamic radiation sources, which we don't have.

The effects you're asking for could easily be implimented by just adjusting mapgen, and feel free to do so.

I see no benefit to adding features to bottle up and move around radiation, it's not a remotely sensible thing to do.
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The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« Last post by Rysith on Today at 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
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And are there supposed to be any permanent ones? It might be because of PK's Rebalance, but every time I've had a character endure a Giant Black Widow bite, there has been a 2 speed point penalty that persists long after the venom's effects dissipate, and it's just recently happened, again.

I've checked and re-checked the Status Window, but there are no effects listed for it, and where speed is shown in the top right corner of the Status Window, and used to add up to 100 when all of the penalties were gone, it now only adds up to 98. I suppose that it could just be radiation, this character does have 80 of it, but in either circumstance, how long is the speed penalty supposed to last?
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