Author Topic: PK's Rebalancing Mod  (Read 111198 times)

Offline Random_dragon

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Re: PK's Rebalancing Mod
« Reply #885 on: March 09, 2017, 04:02:22 AM »
Cybermoose demon when? XP

Offline mentos046

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Re: PK's Rebalancing Mod
« Reply #886 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.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #887 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

Offline mentos046

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Re: PK's Rebalancing Mod
« Reply #888 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?

Offline manoftron

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Re: PK's Rebalancing Mod
« Reply #889 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.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #890 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.
« Last Edit: March 11, 2017, 08:50:33 PM by pisskop »

Offline Random_dragon

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Re: PK's Rebalancing Mod
« Reply #891 on: March 12, 2017, 09:42:33 PM »
The Moosening begins anew.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #892 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.

Offline Random_dragon

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Re: PK's Rebalancing Mod
« Reply #893 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]

Offline Wasylus

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Re: PK's Rebalancing Mod
« Reply #894 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 ?

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #895 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.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #896 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 ...

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #897 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

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #898 on: March 20, 2017, 02:09:32 PM »
First post back on the site

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #899 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.