So, what exactly is this?
- Well, I have a few wiki pages set aside to cover just that question Here, 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.