PK's Rebalancing Mod

Please nerf secubot, or change what spawns in the last segment of the prison escape.

Secubot has night vision and makes escape impossible without getting extremely lucky with weapon spawns.

Had to disable the mod because I wanted to try out prison escape.

Please try it out yourself and tell me what you think.

mmmmā€¦

actually Ive been wanting to edit the prison, believe it or not. secubots and night vison are fine in my opinion, and the prison escape is unreasonably hard and by far the least ā€˜realā€™ or ā€˜balancedā€™ start.

The issues comes with the zombie drops. The prison should rightfully be a 5x5 setup, and instead of a basement complex for the cafeteria it should be a second floor its based on.

I donā€™t mind it being hard. Itā€™s a great test of mechanics. You canā€™t beat the start without thoroughly understanding the game.

However, the robot at the end makes it literally impossible.

Try it. Seriously if you can get past it, I wanna see.

Hey Pisskop, Iā€™ve been lurking on here for a little while now and playing your mod for the last few months and enjoying it. I havenā€™t said much because there wasnā€™t too much for me to say but now Iā€™ve run into a little issue.

Iā€™ve started a new world Randomly generated with the name Yolo (great huh?) and when I started a new character on it debug messages came up about the Hell Castle and all of itā€™s map bits as the world loaded. Cycling through then (not using I) itā€™s an error loop, if I press I it does let me go on and play with no noticeable issues. If I reset the world and make a character, it does the same thing.

I know it was mentioned before by Zone Wizard on page 16, Iā€™m just letting you know Iā€™ve found the problem too whatever it is.

How does this do??

Ill have to play with it some more, since I was unable to get much to spawn, but it should be more doable? let me know. Ive confirmed the monsters I put in can spawn in if they feel like it, but they usually seem not to feel like itā€¦

pedit:
Its obviously something Ill need to address. Ill look at it tomorrow. If nothing else Ill remove some offending spawns. I dont think it should include pillars, but if they happen to spawn on top of one another they might trip a debugā€¦

Patchy

Ive put in a Prison Break scenario Fix on the git. Its being processed right now. If you use the forum version its right here. Let me know if the doom castle is still on the wonk in the Coregame version, I added the basement where the lootz are.

To clarify, Ive jsonized only the central topside prison tile. Ive made it fit the original version, and Ive added a few things, like more [chances for] item spawns, and some extra furniture on the top to kite things on. Which you may need.
the secubots are no longer a guaranteed spawn, but instead are entries on a list. That list includes secubots, riot bots, eyebots, skitterbots, and zombie cops. Outside, a tank drone or chicken walker might spawn, on a rare day.

And there may or may not be a wrestling brute or nightstalker brute hanging out on the grounds. They are considered endgame monsters of a support type, but they both smash, they both have specialties (wrestlers do close combat very well and nightstalkers do dps well), and they will likely be targets for a gun or perhaps kiting into robot spawns. Remember that zombies will attack the closest enemy to them.

other than that Ive done some minor tweaking of spawn lists, and remind me to make the Zuicide Vest. Gonna happen guys, sorry.
Ive done more work on the DoomLabs. Ive got some communication rooms and some offices. Next I need dorms, I think. Then labs and armories, and I should be 85% done with the labs atp.

Just wanted to drop by and say I love your mod. Iā€™ve been playing with it and zombie health doubled, and the game is still challenging mid-winter, at a stage where I would be casually murdering whole towns in vanilla.

whats the zombie mangler do? i saw it in the screenshot but no description for it in the second and third posts?

mangler is skellington. lunges, high bleed, high cut armor

Error messages in the latest experimental with this mod upon loading a save file

hmmmm.

Its possibille that I ā€¦hmmmm. My coregame version isnt bugged up. Nor is the version I played just last night, that I released as a patch?

Ill upload a new patch here just to be sure, and Ive updated to the newest expi myself. As I said, I was just playing last night in my own world, where I was contemplating complaining about the apparent new horde spawn mechanics. Im really, really not a fan of ā€˜suddenly 2 zombies appear within spitting distance of my car or personā€™ any more than I am a fan of ā€˜suddenly a whole horde wrecks your car because roflā€™.

pedit:

Also, I have made some dorms, some ā€˜open labsā€™. they have no items nor real spawns yet, nor even spawn naturally, but still. For a single spawn per region its got re-playability Id hope

Pisskop you magnificent bastard. This is just what i needed. I hadnā€™t been using this mod for the longest time, because I wanted to experience ā€œvanillaā€ Cata for a while before I got into any crazy changes. But this really breathes additional life into the experience for me. The amount of extra stuff to explore, and the fact that I canā€™t just start off and hold down forward, crunching zeds under foot without thinking, really make this exciting. I feel like Iā€™m back in my first days playing the game poking my head out of the evac shelter.

I havenā€™t gotten to the high level zombies or doom monsters yet. I think I compiled my version without lua support. Should I recompile? How much success are you having with smarter monster AI? One of my biggest gripes with this game is that every monster can be defeated with a window, bush, a rifle, or by holding forward. Is it possible to script complicated AI that ducks behind cover or uses other more advanced tactics?

This mod has inspired me to get into creating content, dungeons, etc. Where should I start? I have some programing experience, though not much with JSON. How difficult is it to make structures and complexes?

In any case, Iā€™m looking forward to exploring some of the new locations and taking on the late game enemies. Iā€™m trying not to read any of your lists of the factions, etc, so I can go in blind. Pretty exciting stuff. Good work mate.

New horde mechanics? I donā€™t think Iā€™ve ever encountered having zombies spawn on top of me like that in any recent versions.

[quote=ā€œDichotomancer, post:252, topic:11323ā€]Pisskop you magnificent bastard. This is just what i needed. I hadnā€™t been using this mod for the longest time, because I wanted to experience ā€œvanillaā€ Cata for a while before I got into any crazy changes. But this really breathes additional life into the experience for me. The amount of extra stuff to explore, and the fact that I canā€™t just start off and hold down forward, crunching zeds under foot without thinking, really make this exciting. I feel like Iā€™m back in my first days playing the game poking my head out of the evac shelter.

I havenā€™t gotten to the high level zombies or doom monsters yet. I think I compiled my version without lua support. Should I recompile? How much success are you having with smarter monster AI? One of my biggest gripes with this game is that every monster can be defeated with a window, bush, a rifle, or by holding forward. Is it possible to script complicated AI that ducks behind cover or uses other more advanced tactics?

This mod has inspired me to get into creating content, dungeons, etc. Where should I start? I have some programing experience, though not much with JSON. How difficult is it to make structures and complexes?

In any case, Iā€™m looking forward to exploring some of the new locations and taking on the late game enemies. Iā€™m trying not to read any of your lists of the factions, etc, so I can go in blind. Pretty exciting stuff. Good work mate.[/quote]
My ai modding is limited to json tags. There are a few, but mostly I tinker with avoid_dumbtrap_1&2 and Fears and Placations and Anger tags. Adding fire as an anger tag to wolves, for instance makes them run from the fire, then turn around and get cautiously pissed about the fire, so they kind of lurk in the shadows of a fire at night.

To add content to the game, Id recommend taking a (simple-ish) idea and copying something that looks kind of like it. like say a house, except people often underestimate how complex houses are actually. A lot of itemlists, and planning has to go into it.

monsters are the easiest, and where I started. Just copy something similar and modify it until you get the hang of what arbitrary numbers like morale and difficulty do. Complexes, as in multi-tile regions are best tackled after you get an idea of single-tile regions. Cities always need more variety.

Just shoot off a pm to me or open a thread about it or something if you have questions. This page should help too.

New horde mechanics? I donā€™t think Iā€™ve ever encountered having zombies spawn on top of me like that in any recent versions.[/quote]
idk. I switched operating systems very recently, and I actually turned on classic zombies for a day or two on accident. Maybe dynamic spawn is on? I didnt think so, butā€¦

ugh, dynamic spawn is another name for ā€˜never safe modeā€™

Made some progress on zuicide vests. Added a glowing boomer. Added in a chinese multitool


Patch

This patch has a bugfix, in that they updated the code requirements for gun shooting monsters and I didnt know about that for some off reason. This fixes their shooting behavior. They were not firing their guns before.
Do not use this until you get the newest experimentals, just to be safer than not.

This adds a new shocker zombie, and a new boomer. dont worry, they arent ā€˜upgradesā€™ per se, more like for flavor/variety. Maybe
This also adds a shockcannon turret and increases the frequency of its spawning. Up next shall be the finishing of the doomlab, or at least a functioning version of it, and the reexamination of the bomblets into something more acceptable. They are, simply put, op for their cost and function.

With the new-ish explosion codes I need to make the weaker and perhaps more common for use.

Id love to see the NPCs using turrets, and love to access their faction for monster-allies. NPC allied dogs, cats, and turrets? Yes please.

today I played with the bomblets and rebalanced them a little. there were a few new codey bits to use, and Ive done so.

Bomblets are, altogether, weaker.

The primary damage dealers are the explosives and the frags. They are both capable of maiming a survivor who knows dickall about launchers. The explosives will maim, the frags outright kill.

Not much to be done there. But their effect on zombies was more or less what I desired. Bomblets are a semi-rare weapon and ammo, and they can (quite noisily) take care of small crowds. There are also more support bomblets, the fire and acid bomblets. These will unreliably coat an area with fire and acid. The damage they do is more or less worth it, its really up to the player to decide.

the acidbombs will also produce small amounts of toxic gas, which damages mouthbreathers and slows down everything.
The firebombs produce more potent fire and some smoke.

Then we have the most common type of bomblet, the stun bomblet.
The stunbomblet was designed to non-lethally put down riots and prisoners. Its got a solid record of suppression, but it does not have a perfect record, as broken limbs have been known to result, and even the impact has been known to cause serious concussions in field testing. The stun bomblet produces a blinding flash and a bit of teargas on location, and problems with the still-emptying casing have been know to happen. Essentially it may get a little volatile, leading to the aforementioned broken limbs.

this way is not ā€˜idealā€™, but it is at least suitable. Ive increased the amount of bomblets per spawn, and also made them somewhat more space efficient. They are still craft-able.

I had an idea for a monster and thought it might be fitting in your mod. I apologize if something similar is already in your mod. I call it the shadow overlord. The premise is that the blob is able to create a self-aware creature to defend its zombies. Wherever this creature is itself a zombie is debate able. It has the abilities of zombie master, necromancer and shady zombie. This will make it a great support monster for enemies and dangerous at night. I would suggest giving it low health and spawn rate since it is to be a support role and it is very dangerous in big amounts. So what do you think?

I have the zombie lord, the endgame spawn that performs the functions of a necro and master, and also creates large blobs on occasion.
I also have burnt versions of the three. They are slow and night invisible versions of themselves. They spawns by being burnt or on rare occasions.

Ive found a surprising number of people dont use flashlight flicking to its fullest; they get surprised by shadies all the time.