PK's Rebalancing Mod

^^^

Thats a fix.

Includes prototype animals. Some more doomlab fixing. Buff to mine critters.

The shambler will no longer stunlock you by continuously pouring goo on you, and you will thus no longer clean it off instead of moving off the square.

A word of warning, the mine faultline is harder. Like bring your guns.

[quote=“Senrain, post:280, topic:11323”][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.[/quote]

No can do. Its hardcoded. I could try to make a case to change it, or to code a second version, but shoggoth is the only coregame monster to use absorb. I only use 2 myself.

Would it be possible for the creator of the Retrodays tileset to add support for this mod?

[quote=“Senrain, post:280, topic:11323”][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.[/quote]

Nah, it’s slow, now that the stunlocking is fixed you can just avoid it. I don’t think it’s an issue to have a monster that is too much bother to kill in most situation, and if you really want it out of the city (to make it your base of operation for exemple) you can always lead it out of town and loose him in the wood or something.

nerfed the shamblers vision.

ran several triffid groves.

so ive nerfed a the creeper grasses again. they vine attack less and have half health, and die (theoretical) seconds sooner.

fixed an oversight with biollantes, and hammered out a new balance between hard and tedious and technical.

I like how pipe bombs have smaller radius but more damage. grenades can 1shot a creeper. the heart needs to breathe. hinthint.

i used a lot of cocaine, and codeine. I kept my speed as high as possible. i wore layers of armor, and shotgunned the creepers and biollantes.

teargas with a filter/gas mask is effective. i tested out holding a teargas grenade on me and running through the swam of grass. much effective.

the hearts massive triffid prduction can overwhelm you.

i took to smashing the root walls to rest in an alcove to regen stamina. requires a strong weapon and stamina to begin with though.

incendiaries and molotovs are pretty dangerous because of all the grabbing.

adding maimed and blind zombies, to give more flavor and make more zoms to upgrade into the decay group.

pedit:
triffid antidotes and neutralizer spawn in science groups. in labs, on randomly spawned in fields, and the like. will block poisons, like slowing triffid poison or their allied venoms. use them

you can booklearn it early, but you autolearn at 4cook, 4faid, and 2fab. its in medine.

keep in mind that triffid damage is modest, their hp lowish, and their speed and combat skill on the low end…

heavy armor is unneeded, but full and redundant coverage is advisable. if you arent immune to acid you have to navigate carefully. my recommendation to use smoke, teargas, and explisive grenades stands

In my quest to make the triffid and fungus more interesting/useful I have added in small purses.

Small purses are a nerf and a bit of a utilitarian buff.

-Fluid sacs are less healthy and less quenching.
-Fluid sacs will rot
-Fluid sacs can be drained to reduce unhealth. Fluid sacs can be boiled to clean water
-The empty sacs, or the full ones, will be soak-able in salty water and boiled into non-perishable and useless sacs.
-These useless sacs can be tallowed or waxed into small purses. Small purses do not seal water, but can be crafted much like a sealed stomach to hold 1 water.
-Small purses can be worn to provide 0 encumbrance and 1 storage.
-Small purses can be used in crafts in all instances that clay canisters can be.

This new utility should help make the triffids less farmable and make them more useful to a woody survivor. Its also useful to anyone who uses small thrown weapons, Id imagine…
-acid bombs, triffid sap bombs (which Ive also added, if I didnt say so earlier), various boobytraps.

Added a small bootleg molotov. It is 250 gasoline and a wick.

-It will need to be lit before thrown, or it wont do anything.
-You have 1-2 turns to get rid of it, or it will activate in your inventory.
-It will spawn 1 tile of fire, intensity 0, 1, or 2. 0 means no fire. 2 means you got extra bang for your buck, since ~500 gas is required for a intensity 2 fire under normal circumstances.
-Its thus possible to have no effect at all. Chance be chancy, but it gives access to fire early.

Patchy

best. description. ever!

You sir won the Catawebs today.

Fixed it for ya.

O.O

I am happies

Patchy

Not too much in the way of changes.

lets see, tweaked some of the new wildlife. The wildlife mammals are all going to be afraid of fire and or sound. To varying degrees. Even a good amount of shouting will upset them.

Ive tweaked their overall spawn rate down some. I knew I was increasing it by adding more types of them but I didnt know if it would be too much. I think in the case of violent animals I should lower it, if only for the woodsman.

Ive tweaked a few other spawns too, such as spider pits. Spider pits have a separate overmap special that governs their spawning closer to cities, so you should see them hanging out near their food… which is animals and peoples.

Ive tweaked some item spawn rates, but meh, the wildlife and triffid tweaks are why you should come by.

Errors upon loading with the (currently newest) 5476 build according to the CDDA Launcher

Fix inbound on the git

Dang that CDDA Game Launcher app doesn’t show the versions of the mods, not even a date. Whenever you update this mod, I can just use the Gamer Launcher to redownload the mod and install it right? Or do I have to do it manually?

yea.

you are using cddalauncher, i.e. the github version, im. not the one in this thread.

i can just update dropbox to fix an error here. hell i even play my games with the thread version.

bur to fix the version that comes the game i hacve to github and wait for them

Total noob question: how do you dump the mod on the mod?

delete the one in

data/mods

and then replace it with this one.

the github/cddalauncher version should be fixed now

I updated to the current expi as of this point.


This is error free.

Pisskop, you are a champ. I love you man. Now can you support all the other mainline mods as well…

Launcher version has errors again