PK's Rebalancing Mod

Is it intended that zombie lords spawn at game start? I did a challenge very bad day guy who was doing really well with a city-only-conduct, until said zombie lord decided to smash his skull in. Double zombie health probably didn’t help either.
I’m just asking because it seems that Masters and Necromancers are supposed to upgrade into the Lord so I was wondering whether that was intended.

I did start in the regular spring season with default zombie spawn and everything.

Still, keep up the good work pisskop! I’d love to see your mod included in the main game some day and you working on the main game itself too! :slight_smile:

masters have long been known to spawn on day1. and hulks.

a master can upgrade zombies. a master upgrades into a lord …

but, they are rare spawns. i see more day1 hulks than d1 lords

aye. Were all back on the level.

Devs are slowly but surely updating all the codings

Hm, so Masters can use their upgrade ability on themselves? If so, why aren’t all the masters and necros turning themselves into lord on d1?

What I fond especially remarkable was that I was inside a building doing some reading while I already heard a sound next to the wall (but thought it was probably just a stumbling zombie (that wall had no windows/doors) only to see the lord burst through a window a couple of turns later. I don’t think I did anything particularly noisy, it has GOODHEARING though. OR maybe it just caught my scent?

What do you mean with “back on the level”?

(Off topic: May I ask you about your nationality, pisskop?)

Necros cannot self target, for to do so would imply they were dead already.
Masters can, but dont always self target. I believe [i dont know for certain] that masters will attempt to target an ally before themselves, and may only use their powers when the player can see them, so in that vein you have an answer.

Im american, but I doubt Im typical.

The cddalauncher version should work. We have devs playing with the code and submitted a pr. They feel I am too lax with my code format.

I crashed when a tank drone attempted to use its flame attack on me. I’ll try to get a screenshot if it happens again.

Updated

This time Ive added in more softcore critters.

Or rather, more wildlife and giant bugs.

Lets see…

-Skunks, small critters who will spray you with their stinky juice if you antagonize them. Their range is melee.
-Goats, basically sheep without wool that can do occasional jumping.

-maggots, baby flies that will provide small amounts of food
-caterpillars, little moths and butterflies that will hang out in the woods
-moths and butterflies, giant critters with are mostly defenseless and there to take up spawn slots
-pupae, little pods of defense

This will hopefully help flesh out all all the animals a little more, open the way for more mutants, and help mitigate the whole ‘lets take out all the vermin’ thing.

And I havent done too much testing yet, but their spawn rates are about in line with the rates of what Ive already added.

pedit:

I also added a ‘large dog’ and increased the freqs of a few monsters. I removed the time constraints of a few more too.

In the dead of night, a survivor zombie cut off from her horde.

Amid the crinkle of shrubs and forestry, we were alone. I manuevered for a position behind a shrub, readying myself for the duel. I had my kukri, she drew her machete.

She walked toward me, swaying but with a purpose that felt oddly human.

Out of nowhere, a moose came flying out of the forest, rammed her through two trees, and proceeded to kill her.

10/10 will duel again.

^^ there we go, Ive tweaked some numbers and added in a season variation in freqs.

Buffed ‘harmless’ wildlife freqs.
Added in a null spawn, that returns a ‘null’ monster that doesnt exist. This consumes spawn points, thus removing creatures from the game.
Added in a seasonal variation in the above null spawn. 15% extra null in spring and autumn, and 75% in winter. A whopping 150% in winter at night.

Less critters in winter = less foodstuffs in winter.

im fairly happy with it, though Id need to actually play a bit in each season to see just how awesome it is. Feedback would be nice. Im looking to make large predators less common.

Added steel rod to bridge guardrails. If you are stronk enough to handle the weight, its a heavy piperod that can be useful earlygame.

One suggestion I would add, if not already implemented, is more birds to spawn in the spring. This is both logical and would give a good supply of feathers in the spring for arrows.

I wanted to add robins and bluejays and such. Pidgeons in cities. et al. this is a good idea, and I dont archer so Im glad to have a justification to do so

Do animals attack each other? Like 4 days in, I’m finding corpses of goats and other animals everywhere, presumably because the bear has murdered them.

They can.

wolves will attack animals, moose will be antagonized and attack animals, bears can occassionally get cheeky, but Ive found bears to be the most chill out of the lot.

cougars are largely passive, except for ‘cougar 2’.

so yea, the largest ones will attack animals.

Does Space Marine armor do anything special? It doesn’t seem very good for how rare it is to find all the pieces. Seems roughly equivalent to SWAT armor.

its lighter, less encumbering, and usually more enviormental protection than heavy survivor armor
its better protected than light armor, and better envio than that. its usually less encumbering.
it blows firefighter gear out of the water. providing less envio though.

it has good enviornmental protection, solid enough armor, and a weighty but not impractical weight and encumbrance. its also a little warm.

do you think it should be more common?

patchy

-So less goats; they were meant as a filler, tbh. They arent native wildlife, but there are plenty of farms, and they are domesticated, and I suspect a few would survive long enough to make an appearance in the game. They go extinct before any other creature atm, and are somewhat uncommon. or should be. Buffed their speed I believe too, in response to them dying soo much when a moose or bear goes berserk.
-Added 3 birds, whose behaviors should be different from each other. Can you spot them all (and tell me what you think. They shouldn’t be ‘free’ food/feathers, but should have distinct personalities)
-Made doomarmor more common by slightly buffing its frequencies in all places it currently can spawn. Somebody remind me to nerf the prison itemsspawns some.

In the future, I want to add maybe a few more wildlife critters. Im open to suggestions, but Id like to keep it plausible for 2050 New England. So no desert scorpions or tigers.



<.<

.>

Although, the idea of making a zoo had occurred to me. most of the animals wouldn’t last, and there arent breeding pairs usually, but some might survive winter and do the funky monkey?

After that, I need to make some concessions and finish up some doom items. A full bodysuit and a few of the less realistic guns. Since an AR is a good stand-in for doom guns and there are plenty of pistols. Im not sure what to do about the whole ‘never reloading’ guns of doom. ideas? extra large clips/barrels/batteryreserves?

Alligator wrestling in zoos would be awesome!

Are you looking for real animal, or mutated version (damn thos scyted coyote BTW).

whats wrong with scoyotes? :wink:

i could nerf them, but even a sling should kill them.

real animals for early game. mutants for later

Yeah, you just have to learn not to melee them. :stuck_out_tongue: