Author Topic: PK's Rebalancing Mod  (Read 75785 times)

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #960 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

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #961 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?

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #962 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

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #963 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.

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #964 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.

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #965 on: April 10, 2017, 09:37:38 PM »

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #966 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.

Offline ZenZen2

  • Zombie Food
  • *
  • Posts: 35
    • View Profile
Re: PK's Rebalancing Mod
« Reply #967 on: April 11, 2017, 11:50:01 PM »
This are some great changes, thank you for the effort pisskop.

Offline ZenZen2

  • Zombie Food
  • *
  • Posts: 35
    • View Profile
Re: PK's Rebalancing Mod
« Reply #968 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 ?

Offline ZenZen2

  • Zombie Food
  • *
  • Posts: 35
    • View Profile
Re: PK's Rebalancing Mod
« Reply #969 on: April 12, 2017, 11:36:54 AM »
shouldnt this make cataclysm++ and your mod more compatible friendly?

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #970 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?

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #971 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
 

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #972 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

Offline pisskop

  • Survivor
  • ***
  • Posts: 3364
  • So Noble he farts Helium
    • View Profile
Re: PK's Rebalancing Mod
« Reply #973 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.

Offline RipRoarinBoogerPenis

  • NPC
  • **
  • Posts: 213
    • View Profile
Re: PK's Rebalancing Mod
« Reply #974 on: April 24, 2017, 07:49:53 PM »
yaaaaaaas!