PK's Rebalancing Mod

“the acid rain burns! x 52”

Ive done more mutagen mixer-uppering, and made a basement for this palntation. it will have more food, at the least.

Its a rare enough occurence. Ive been debugging the command to see the weather in every so often, and this is the second or third one ive seen. And the largest Ive seen too. They will come once in a great while and cause all the pain. Remember acid cant hurt items any longer. :frowning:

Ive never been caught in it, to say the least …

snip

Ive done more mutagen mixer-uppering, and made a basement for this palntation. it will have more food, at the least.

Its a rare enough occurence. Ive been debugging the command to see the weather in every so often, and this is the second or third one ive seen. And the largest Ive seen too. They will come once in a great while and cause all the pain. Remember acid cant hurt items any longer. :frowning:

Ive never been caught in it, to say the least …[/quote]

A vehicle roof will protect you from acid rain, ye?

yea.

its like rain, except when you get wet you also get hurt.

Id like to thank borkborkgoesthecode for showing me that I can specify more than one ammo type on guns.

There are not that many .45 guns, so Ill be modifying them as needed to spit the .410. I might make 2 kinds, to mimic the different lengths of the shells.

those squigs are a real pain in the feathered arms

ive been exploring my defensive options with feathered arms. vambraces are a no. bees and squigs taught me this. 50 encumbrance with leather arm guards are better.

gsmbeson is my next totry. but this guy os detoxing w/o prozac and squigs keep popping up whenbi try to sleep.
maybe 25 enc is better; still no good arm protection but at least more wiggle room. and def acid/envio prot

So a pisskop drives into a mancubus’ flame attack

Damn, I missed a lot. Doom stuff most of all. This thread has doubled in size since I last read it. Keep up the good work!

Welcome back man. I still havent made lasergun wielding marloss man. machine gun marloss man shreds anything up.

https://github.com/pisskop/PKs_Rebalancing - Git download source plus readme
Well, Might I suggest this patch?

This adds some more mutagen tweaking. It can be found on scientist corpses, more commonly in labs, rarely on soldiers and in drug deals. Ive altered how mx_spawns happen, making it possible to find things you couldnt before.

If you start to get hurt and/or wake up in pain, youre probably irradiated. Prussian Blues will clear that up, pop a pill or two after contamination.

Ive added armor to many of the most deforming mutations. When called for of course. nothing op either. I hope. You guys gotta help me here. Theres a lot of mutations.
Ive added more categories to more traits, meaning that mutations may well affect you differently and play out differently.

Ive made some starter traits categorical, meaning its possible to mutate into them or out of them. some I left alone, like slow/fast learner and such.

Ive done a bit with balancing out some misc critters, but I still need a few more wildlifes.

I never ask for anything, but if you could make it so I can have both Mycus Sporogenesis and Blossoms at the same time that would be great.

What load order should I use with PKR, Cataclysm++, and the merger patch?

Also, do I copy and paste the newest PK version (or “patch”) over the one included in the experimental, or do I use it as its own mod?

You delete the old ones, including the one from the core game, and pop this in like this.

simply copy-pasting might result in old files and duplicate bugs.

You load either pks or ++ first, then the patch. As long as the patch is last.

@flame. Sure I guess. Give me till tonight.

^^ just click here and then look for the green ‘clone or download’ button on the right side of the page. it doesnt need any special preparation except being placed into the mod folder and the old ones deleted.

The only change is the one that cancels the one that makes blossoms and sporogenisis cancel each other out.

Can I ask why you’d want this?

^^

Armor value readjustments for mutations.
This also adds the exact armor values in the description of the mutations.

Ive found that by stacking armor-granting mutations you can do alright for yourself.

Remind me to add heat/cold armor next. This is actual protection from lava-heat damage and freezing in winter damage. And to add liability to freeze in winter.

Also, speaking of failed prs. there is one for .410 bores on git.

so, i’ve been noticing giant butterflies dropping fungal beds in their square occasionaly. This intended? Doesn’t have a fungusy description.

Its not.

I gave them fungal haze instead of fungicide gas.

It wouldnt spawn any monsters but as you can see they did dust the ground with bedding. Ill fix it.

Thaaaaaaaaaaaaaaaaaaank yoooooooooooooooooou. The reason I wanted that is because it’s so annoying that they keep swapping all the time. Sometimes I don’t have either one and that just sucks.

I think I’m going to get back into Cataclysm.

^^ More work on mutagens.

If anyone cares to halp, comment, or look, its here.
http://smf.cataclysmdda.com/index.php?topic=13441.msg286735#msg286735
I made a list of all the mutations a single postthresh mutie for each type has.

This adds 2 mutations, ‘Enlarged lungs’ and ‘Robust lungs’. beasts and a few others can has them. This adds more mutations cates around.

So this is closer to what I envisioned for mutagens and mutations.

So I also added in a big mole. Ya’ll know Ive been talking about adding a weak/passive mon to space out the spawns.
before the mutates.

^^

this adds in heat armor, or the lack of it in some cases.

This also buffs acid bombs by removing their transform use_action and making them emit acid instead of explode into it. The micro acidbomb is better, and the large is much better.

Still waiting to be able to douse monsters in acid…