PK's Rebalancing Mod

[quote=“pisskop, post:260, topic:11323”]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.[/quote]
I should have guessed you would have comed up with the idea, I just personally never encounter them in your mod.

Cranial flashlight over night-vision bionic 10/10.

Ill bump them into the spawn lists as rare spawns. I know they do spawn on rare occasions, as Ive seen them on the first day and in surprise locations, but this should help some.

they are incredibly dangerous to a non-endgame character though.

What’s the deal with shady zombies though? They are invisible in the dark?

Yes. even to trait induced night vision.

So, finally got to this:

,{
“id”: “antivenom_posion”,
“name”: “triffid antidote”,
“type” : “COMESTIBLE”,
“comestible_type” : “MED”,
“tool” : “syringe”,
“weight”: 175,
“volume”: 1,
“container”: “flask_glass”,
“phase”: “liquid”,
“color”: “ltgreen”,
“symbol”: “,”,
“material”: [“powder”],
“description”: “A handmade brew to ward off basic poisons. Works on a wide variety of known poisons, but may not be up to the task of the nastier venoms. Cures and blocks biological poisons.”,
“price”: 35000,
“use_action”: {
“type”: “consume_drug”,
“effects”: [
{
“id”: “triffid_cure”,
“duration”: 1
},{
“id”: “doom_unhealth”,
“duration”: 5
}
]}
}

that, if you dont json, is a prototype antidote, set to be crafted from triffid extract, which is extracted from fungal needles, which get dropped from triffids. Cures and blocks basic venom and paravenom. From things like triffids and spiders.

It requires a modest amount of cooking, survival, and aid to make, and will likely be a rarish spawn in select areas that were active postapoc.

Just an FYI, Royal Jelly might cure everything evar, but it blocks nothing. This will block most effects for a while. Or rather, the upgraded version will

Doomlabs are done in structure. no items, no monster conception, no polish. but you can walk around it. and its random. Semi-random.

Updatey

This is the doomlabs, with some prototype items and monsters put in. darned if it wasnt annoying to do, but I found that copypaste was my friend. I went through spawn by spawn and reviewed my work. Its not perfect, but itll do.

Ive also done some nerfing of the revenants, the spawns of the demons in general, and the soda can kit. Because while people might not appreciate early game I spend 90% of my own playtime in that early-midgame. The last time I made it to summer was testing the zombies out a bit ago.

Other changes? Ive added the antivenoms. Using triffid bits and royal sap, you can mix a watered down royal jelly. This works like royal jelly, and can be used to craft the antivenoms, which will block poisons and actually cure them.

Again, royal jelly will cure all poisons, but this jelly will also block future inflictions for a short time.

  All you need is survival and first aid, its autolearned, and booklearned.

I will eventually polish it up, but feel free to tell me things to speed that up. the doomlab spawns 0 to 1 time a region, in a forest close to to far away from the city, with a road connecting to it and forest all around it. It is made of reinforced concrete, and doom monsters can spawn directly outside it.

aaaannnnd updated to new world, deleted my version of a terrain set I have successfully added to the coregame. So download works with newest expi

You may now rejoice to know that it is possible to have open air with a roof above it.

Just stopping by.

Ive been tweaking the doomlab up to standard. For instance Im notincing that I left out a few things I intended to add, and Ive increased the populations of doommonsters in all demon lairs. This gives them more chances to spawn, but doesnt make them have to spawn.

Ive added keennose to ants, and tweaked down the aggression of the workers a little. They are still a defensive force, but they should take longer. This was after a few forees into them with a new survivor.

Ive added some ‘prototype’ wildlife.

Im part of the crowd who believes that wildlife in cdda is too weak. Ive added 2 versions of each monster.

1 is a slightly buffed coregame version, called ‘weak’. This is because its the weakest.
1 is what Ive been using, and it uses the default id just in case some script calls on them for another mod or something.
1 is a stronger version that should be able to hurt you more while not being a tanky brute about it. they all have low armor and low health, or at least low compared to a zombie dealing the same damage.

This was done for bears, cougars, and moose. The three primary wildlife Id complain about being a pushover. Wolves kind of too, but they are plenty strong in my mod.

Now, you cant tell the difference just by seeing them, but you can if you view their description. A sentence was added to the strong and weak version, describing some mottled fur or a lustrous sheen, depending on its strength.

Are Shamblers supposed to be invulnerable? I emptied several glock magazines into one and I didn’t even dent it. Decided to debug spawn in several M72 LAWs and tried to blow it to smithereens. It ate the missiles like candy. Trying to melee them just results in getting stunlocked to death. They’re impossible to deal with as far as I can see.

mobile but…

shamblers (twice evolved crawler zombies) are meant to provide several functions:

1: item cleanup
They absorb any items on their tile. the script grants them 1 health per volume consumed.

2: a believible use for crawlers
crawlers are useless combatants and useless for demolitions. being, mechanically, a weakened shoggoth it is the opposite. given how malliable blob mutation in zeds this transformation from human corpes to mini blob-aligned entity shouldnt be unforseen.

3: to help make cities less raidable.
shambler will eat loads of dakka, and coat the area in goo. shambler eats items, reducing loot. shambler is an anti pc weapon.

trdl, shambler is literally half based on the old shambler, half on a sludge crawler, half on a shoggoth.

its abilities are so like a shoggoth that should a shoggoth ever spawn in a city you can expect a shambler fight. the shoggoth is worse because it regens everything and has a higher base pool to regen from.

shoggoth is literally a huge blob
small blob -> blob -> large blob -> shoggoth
brain blob

are all the blobs of the game.

if the shambler is aggroing you too much or proving untenable in general id nerf its already poor senses before id try to take away its item nomming. idk, i havent yet progressed a character enough to organcally test its newest form.

tbc below

-why shambler is ‘invulnerable’

its not, short answer.
it gains 1hp per 1 volume of items eated. this hp gain is not limited to it hp max, so it can have 900/70 hp, for instance.

consider the average zombie carries ~~30 volume in items, and its corpse is 200 volume. every single fellow zed it eats is 230 health for its hp pool.
consider the favorite zed pasttime; smashing cars. frames and seats and engines and steel lumps and sheet metal, then sombody smashes a gas tank too hard and it Hollywoods up. shambler can make a net gain in hp by eating its comrades.

finally, consider its senses.
iirc very poor vision, smelling, hearing. it is too sliw to track you outdoors, but it can hear combat or a Zombie Tailgate Party.

its attacks, iirc, are sticky sludge, grabbing, and acid. i could nerf its damage output, but melee attacks arent where it shines.

nerfing this relatively perfectly designed (from a lore perspective) critter would be to ease player discomfort

I got Zombies-R-Us’ tiles in my set. It’ll be in the next update, or here:

http://chezzo.com/cdda/ChestHole32TilesetPK.zip

[quote=“pisskop, post:273, topic:11323”]-why shambler is ‘invulnerable’

its not, short answer.
it gains 1hp per 1 volume of items eated. this hp gain is not limited to it hp max, so it can have 900/70 hp, for instance.

consider the average zombie carries ~~30 volume in items, and its corpse is 200 volume. every single fellow zed it eats is 230 health for its hp pool.
consider the favorite zed pasttime; smashing cars. frames and seats and engines and steel lumps and sheet metal, then sombody smashes a gas tank too hard and it Hollywoods up. shambler can make a net gain in hp by eating its comrades.

finally, consider its senses.
iirc very poor vision, smelling, hearing. it is too sliw to track you outdoors, but it can hear combat or a Zombie Tailgate Party.

its attacks, iirc, are sticky sludge, grabbing, and acid. i could nerf its damage output, but melee attacks arent where it shines.

nerfing this relatively perfectly designed (from a lore perspective) critter would be to ease player discomfort[/quote]

Wow, that’s absolutely disgusting. Not even considering that trying to melee the shamblers results in you getting stunlocked over and over again, making you helpless while it straight up kills you.

I’d recommend capping the amount of health the shambler is allowed to have and also fixing it stunlocking you so it’s actually viable to melee it. Make the sludge restrict movement but not stun you, so you’re still locked in place but clobbering the shambler to death is a viable option.

Holy shit… how have I overlooked this mod? Its amazing. I am going to do a playthrough with this mod online. This should be a significant challenge.

Edit: Is there any way to add this mod to an existing world? I know it works for new weapons etc since they are genned afterwards. But this might be a bit too much to add to an existing world I suppose.

[quote=“EldritchSigma, post:276, topic:11323”]Holy shit… how have I overlooked this mod? Its amazing. I am going to do a playthrough with this mod online. This should be a significant challenge.

Edit: Is there any way to add this mod to an existing world? I know it works for new weapons etc since they are genned afterwards. But this might be a bit too much to add to an existing world I suppose.[/quote]
I can be added the same way weapon mods are added but none of the mod’s buldings will appear. The only thing it will do in a “used” world is spawn items and monsters.

[quote=“Noctifer, post:277, topic:11323”][quote=“EldritchSigma, post:276, topic:11323”]Holy shit… how have I overlooked this mod? Its amazing. I am going to do a playthrough with this mod online. This should be a significant challenge.

Edit: Is there any way to add this mod to an existing world? I know it works for new weapons etc since they are genned afterwards. But this might be a bit too much to add to an existing world I suppose.[/quote]
I can be added the same way weapon mods are added but none of the mod’s buldings will appear. The only thing it will do in a “used” world is spawn items and monsters.[/quote]

As I thought. Well then. Genning a new world it is.

just popping back in to say, ayup, when it fills all the surrounding areas wih sludge it you forever dump it into your square; and you will always prioritize cleanup.

so… ill fix this

pedit: the only fix was removing copious amounts of its extra sludge.
emit is still a new function, and still needs some fixing. and it also points out some old hardcode that doesnt need to be

[quote=“pisskop, post:279, topic:11323”]just popping back in to say, ayup, when it fills all the surrounding areas wih sludge it you forever dump it into your square; and you will always prioritize cleanup.

so… ill fix this

pedit: the only fix was removing copious amounts of its extra sludge.
emit is still a new function, and still needs some fixing. and it also points out some old hardcode that doesnt need to be[/quote]

Don’t forget to cap it’s health gain if possible. It’s kinda ridiculous that they can tank multiple missiles to the face after a tailgate party, or just if one pops up while I’m trying to clear out a horde and eats a bunch of corpses before I notice it.