Author Topic: PK's Rebalancing Mod  (Read 88663 times)

Offline pisskop

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Re: PK's Rebalancing Mod [Updated 11FEB15]
« Reply #30 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 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
« Last Edit: February 13, 2016, 11:03:08 PM by pisskop »

Offline Canine

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Re: PK's Rebalancing Mod [Updated 11FEB15]
« Reply #31 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.

Offline multimark

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Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
« Reply #32 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?

Offline pisskop

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Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
« Reply #33 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.

Offline pisskop

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Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
« Reply #34 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?
« Last Edit: February 15, 2016, 01:18:59 AM by pisskop »

Offline pisskop

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Re: PK's Rebalancing Mod [v0.64, Updated 13FEB15]
« Reply #35 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, v0.66.  Tested on 0.C-4417.  May you never meet Marloss Man.
« Last Edit: February 17, 2016, 01:49:30 AM by pisskop »

Offline Malkeus

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #36 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!

Offline TheFlame52

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #37 on: February 17, 2016, 08:10:23 PM »
I'll download this mod just so I can run into myself.
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Offline Noctifer

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #38 on: February 17, 2016, 08:15:08 PM »
I'll download this mod just so I can run into myself.

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May mother Venus guide us all!

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Offline SchDerGrosse

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #39 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..

Offline pisskop

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #40 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

Offline SchDerGrosse

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #41 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.

Offline pisskop

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #42 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 :]
« Last Edit: February 18, 2016, 06:17:54 PM by pisskop »

Offline pisskop

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #43 on: February 19, 2016, 02:57:26 AM »
Hotfix,  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.

Offline Malkeus

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Re: PK's Rebalancing Mod [v0.66, Updated 16FEB15]
« Reply #44 on: February 19, 2016, 04:27:52 AM »
Bruce Campbell died for our sins, and now he's back to settle the debt.