Everything is working now, thanks for all your hard work. This mod is amazing.
Here we are, a patch.
Adds in some more stuff, such as moving some demon surprises in and prototyping a cyborg with a fusion arm blaster.
Today I spent more time trying to add in insect meat as a source of nutrients than modding this up. I also started a pretty lucky character who found a fur store and is now dressed like a from head to toe in fur.
[quote=āpisskop, post:362, topic:11323ā]huehuehue
[/quote]
Is the Broken Cyborg a terminator now or something? Also, theres an error related to the churl for some reason. Not using mainline version, using the patch you posted.
It was a bad git dingy.
Ive taken smells away from most doom monsters. They have good nightvision anyway. But git was sure I was confused and did that.
But its fixeded now. And well no, thats actually a carbon copy of broken cyborg. He will either be a lab spawn or an evo of the broken cyborg. Im thinking the former. But I didnt even rename him. His eminence
-So I buffed the prm marine underlay slightly by reducing its weight a little and adding superfancy and by adding 2 storage (500mL)
-Ive added the cyborg guard to spawn lists. It spawns primarily, but not only, in labs as a rare spawn.
^^ this is probably going to be my goto for small updates like this.
Pisskop, will your new version of PKās Reimagining Mod work with the Overmap Rebalancing Mod?
(It says on his mod that it was made with the Old version of your mod in mind and he isnāt sure if it works with your newer versions?) Thanks mate, youāre awesome.
P.S.
Seems to be working superficially, I am at least not getting any errorsā¦ BTW, I tried your hobo in burning house startā¦ it is insanely difficult! How do you manage the drinking? Do you have to be drunk or just tipsy to avoid the withdraw? The burning house part isnāt so bad thoughā¦ BUT the 1.5x spawns is insane! I had to make the zombies slower just to have a fighting chanceā¦ still die quick thoughā¦ you can easily get swamped, makes raiding towns super dangerous and also makes for all the survival type skills actually essential now. (I am talking early game here, I havenāt been able to get any further than thatā¦)
the overmap balancing should yes. What he means is that he may not have all the new buildings that have been put in since the last update, nor was he able to account for any changes. Since he didnt update it since then.
Escaping the house is the hardest part. Assuming you are also playing as a hobo or similarly under-armored character, your next step is to grab armor and warm clothing. Assuming it is a nighttime start a flashlight is next, since you need to be able to see or take advantage of the darkness. Finally, you should be heading out of town before dayup comes, looting basements for their weapons, looting bodies for their supplies, and avoiding wasps, suspicious fields that house tunneling spiders, cockroaches, and the rare zombie that has no business being there.
I take a nighttime start, which has benefits and disadvantages. I take 2melee, 3computers, 2firstaid, and 2speaking, so skills are largely optional (but that 2melee really helps.
I also have been doing this kind of start for some time now. The static npc will always have a lighter and sometimes spawn with better things. they can help.
I will keep trying! Thanks for the tips! This game is so so deep, I am totally in love with it! Melee huhā¦ may save me from dying of a swarm of sewer rats maybeā¦ I just died like that in a basement armed with a pocket knifeā¦ not good.
Question: The overmap rebalance mod, suggests the add_bandit mod and installing that mod, it recommends and I quote: āIf you wish to use this mod along side PKās Rebalance mod without conflicting monster_group files, simply overwrite the pk_spawn_list in PKās mod with the one in here.ā I was wondering if this should work with your current iteration of your mod? Or is it out of date and needs editing? Or doesnāt monster_groups change much between versions of your mod?
Slings and slingshots work best against small dodgy things.
the overmap mod deals with overmap locations not monsters. it will work, or should work, even with any new stuff.
[quote=āpisskop, post:370, topic:11323ā]Slings and slingshots work best against small dodgy things.
the overmap mod deals with overmap locations not monsters. it will work, or should work, even with any new stuff.[/quote]
Wow, how many bothans died to bring us this info? LOL. Slings and slingshots, would never have guess. But I did noticed that a crossbow (if you happen to have one handy) works really well, probably for the same reason. (Of course you can just craft slings/slingshots easier I know.)
Here is a compatibility patch for Cataclysm++ and pks-rebalancing.
Just pop it into your mod folder and make sure it is enabled after both.
Hey thanks! Just played it and so far so good.
^^ those are mine. Ive got the idea that I can work around the code to make a functioning tutorial that isnt balls-deep in filth.
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And here be a git representation of this patch
In it, a flying rifle will now rarely spawn and wreck everything. A robotic cop will taze you and spew forth police brutality. A security cyborg with a gunarm will murder you if you stand out in the open for him to.
in it, police stations can spawn robot and cyborg forces. Im working on trying to get roadblocks rehardcoded to spawn from a monsterlist instead of hardcoded mosnters, thus allowing me to sprinkle in more fun.
They are rare spawns, but I mean I walked into one police station and a tribot tried to rip my arms off. Sooā¦ rare yes. But rare means inevitable in a game of chance.
Other things include, well, some monster spawn rebalancing. Added the riot shield to other spawn lists so you can find one should you look hard enough. like in prisons. prisons have a lot of fun guns.
Heres out new friend in action. He has a mean melee attack as well as a rifle. I considered using an smg instead, and still might. weāll see.
Its not so fun when monsters can use the same caliber attacks as the players, enh? :}
o.O
The first of the new weapons. this one isnāt Doom per se, but its a step towards fast gunslinging.
o.O
The first of the new weapons. this one isnāt Doom per se, but its a step towards fast gunslinging. Which is what doom is.
Does the monster merger patch ever need to be updated?
technically yee, but in reality not always.
the bio weapons appear in a few spawnlists, but i think the overlap with helidrone is power stations
ill make sure to post updates for it on occassion, but this time its not much
:}
.>
<.<
Just surviving another day, amirite?
Aye.
doomguy now starts with a shotgun that should be acceptable. There is a standin for the supershotgun as well. Doom spawns have been reworked so expect not to find whole sections of lab overrun with imps. The doomguy megaarmor exoskeleton spawns with some charge in it, for immediate use should you choose. plutonium be rarish yo.
There are the new 410 bore guns and the .45s can befired from them. and vice versa, unfortuatously. There is some slight discrepency, namely that only the smaller ones can be shot from a .45. but I cant help that without hardcoding, so
ā§ (ļ¾ āŠā)ļ¾*:ļ½„ļ¾ā§ āin the future they solved that issue with scienceā ā§*:ļ½„ļ¾ā§
And all of them will spawn.