PK's Rebalancing Mod

Wait, didn’t we already have Child, Fat, and Tough zombies?

I added creatures with the same faction, name, and color scheme, and game them slightly different stats. They should spawn only after 12 hours to a few days have passed though.

Hi! I would totally love to try this, but my stupid perfectionist self won’t really feel good if they don’t have tiles. I’ll end up making myself draw all the variants, and they are indeed a lot! Just asking, do i need to draw a new tile for all of these monsters?

I guess i could, really! But they do are a lot.

Having a lot of fun with it in x5151

The Shambling Zombies are almost impossible for my mid-game character. They regenerate faster than I can damage them and I am able to handle hulks just fine.

They seem to ignore fire underfoot, lightning from my Arc Cannon, 100+ damage hits from my katana… the only way I have killed one was ramming it with an APC at 60mph.

Now one is loose in my sewer batcave, and turns out they swim. Fast. Good thing they can’t batter down doors or work doorknobs.

thats a bug.

try reloading and hitting it? they dont have regen and have 90 hp.

manhacks had a similar issue in the past, where they wouldnt take damage.

these guys are meant to be slashed or set on fire. but they absorb items so anthing you put on the ground is in danger

Reloading, it does nothing.

I trapped one in a small corridor with doors on each end, and have a another loose in the tunnels still.
I can slash it all day and it shows ‘uninjured’.

Several more on the surface in the zombie mosh pit downtown.

They are also invisible to infrared, so make good boogeyman.

Seeing a goo trail gets my poor guy all nervous now.

Set on fire… hmm. I set up a choke point with a few hundred coal units blazing. Lured it into that small fire.
Seemed to do no damage and after the fuel was absorbed the fire guttered out. Maybe I need to think bigger.

upload the save?

i havent had an issue with them and seeing it would help

Can do… if I can figure out how/where. Will PM.

Though maybe modlist is all you need for testing.

[
“FIC_Weapons”,
“generic_guns”,
“ew_pack”,
“Medieval_Stuff”,
“More_Survival_Tools”,
“nw_pack”,
“PK_REBALANCE”,
“more_locations”,
“boats”,
“deoxymod”,
“blazemod”,
“Tanks”,
“no_survivor_armor”,
“no_powered_armor”,
“no_energy_weapons”
]

Patch for Smoke updates, use this if you update to a new version released after this time I have posted at.

[quote=“StopSignal, post:203, topic:11323”]Hi! I would totally love to try this, but my stupid perfectionist self won’t really feel good if they don’t have tiles. I’ll end up making myself draw all the variants, and they are indeed a lot! Just asking, do i need to draw a new tile for all of these monsters?

I guess i could, really! But they do are a lot.[/quote]

Please keep us in touch about any progress :slight_smile: Lack of tiles for new monsters is the only thing that prevents me from playing this nice mod.

I’d have to talk to somebody about it. I dont have the skill or knowhow to make them. If anyone wants to do them, Id accomedate them any way I know how.

Also, I created a wiki page for the mod, and will eventually have pages for most factions. I think Ill try to limit the number of pages I use up, but it will be infordumps.
http://www.wiki.cataclysmdda.com/index.php?title=Pisskop's_Rebalancing_Mod

Okay.

Farms, as in the not abandoned empty fields that come with a tractor and a pond farms, are 0,20. Meaning that the game has no obligation to spawn one. And I didnt see even on, oddly enough.

Cathedrals and churches I did see. So I added my own copy of the farm for now, and gave it 2,20. 2 per map guarenteed. Though, I will not guarentee that it will be a Safe Space™.

Patchy

Ive been genning worlds, and Im coming to the conclusion that the inclusion of the spider dens is throwing off other spawns. Im going to fix that.

Ill update a ‘new version’ once I get basic bees overhauling in. Im thinking that they can keep their (rare) beehives, and Ill also give them a farm/orchid spawn.

Triffid groves could also use a second home. I like the first one, but they got shafted by the devs.

So here is another patchy thing after updating to the latest expi.

Patch

This one, however, has some changes. Ive tuned down the frequency of the spider pits, redid the actual pits of the various spider holes, and made my own farm. Ive added the farm to the rotation, and everything should be spawning with regular frequencies. Im not officially calling this an update though, since I still want to add bee hcanges first.

Hey man, I love your mod, and I’ve been looking forward to that spawn update, since I was bothered by the absence of anything interesting on the map and bajillions of spider pits.

Just did some testing of my own, and wanted to give you a heads up that the rope and pulley system on your new farm doesn’t work. Apparently it needs to have specifically a wooden wall next to the rope and pulley so that it could pull up the metal door. Tested it by changing the wall with the debug map editor.

Also there don’t seem to be any “old” farms on the map, however I do have a small sample size so I can’t guarantee that one.

Edit: after about 15 overmaps, I’ve seen about 14 farms, all of them “new” (the initial overmap didn’t spawn a farm). I’ve also seen about 30ish spider dens per overmap, and no bunkers, no single tile military outposts, no megastores. There were ranches, hospitals and fema camps, as well as malls. Not sure if I missed anything important, but I hope some extra data can help.

When trying to play with your mod i get the following error
http://imgur.com/R5Dwy8W

I am using the latest experimental build 5279

:o

Can do fix.

Ive also made the ‘shambling zombie’, as we know it, rarer.

The new zombie that has the name ‘shambling zombie’, is a weaker, nonabsorbant monster.
‘Shambler’ is the new absorbing acidic zombie.

New beehive centerpiece.

may need some small adjustments >.<

Once that is done and I have made more things spawn Ill be here.

Okay Gibs and Giblets.

So, ‘new version’.
Ive firstly reconsidered my choice to put 250 spider traps in every region. now the new number is 30 required trapdoor lairs. And no more ‘loner’ lairs, which were tougher spawns. Its all rolled into one.
Next, I made sure that every location that is allowed to spawn can spawn, at least only when the game decides to. And I have seen everything, though some are inexplicably rare. For instance the cemeteries. No reason they cant, but the game seems to prefer to put other things in instead. Anything not spawning is because the game doesnt want it to more than because I didnt let it. But, still, megastores are still relatively rare.
Even in the core game some locations just arent that common despite being allowed to spawn.

Next, Ive added in an Orchard. It spawns away from cities, and has a lot of apple trees. and friends. What kind is up to you to find out.
Next. Ive added in that new farm, which is similar to the old one. Inside are goodies and animals. The old one is now spawning without a road, so it can be in the wilderness.

Next. Ive taken out some animals. Namely the kwama ant and the baby acid ant. I doubt anyone ever got close enough to the baby ant to see it do its thing, but its gone. Its now in my ‘phaseout’ file, so it is still safe to use old saves.

Next. Ive added in new bees. They are themed, and the stronger ones can shock you. As in, their coats conduct electricity as a countermeasure. Its straight out of scifi but not so very off the wall. The beehive also have a new insidey bit.

Next. Well, that might be all the major bits. Ill have to patch it up as some things Im trying to merge get merged, and Ill probably be able to improve itemlists in the new areas as I/we experience them.

Here we go

It should be compatible with old saves, but Id just as soon you try to play a new game in this.

Okay. Well thats done. Im off to test it.

Its now error free.