PK's Rebalancing Mod

Added new viable starter locations: farms, swamp shacks, and cabins.
They have no attached professions or scenario, meaning any non-limited profession can take them.

Added new version of swamp shack.

Added Hunter profession.
Hunter profession gets a bow, a stub revolver, a mess kit, 2 bear traps, and is only cold at night on his mouth.

STILL waiting to have this swamp PR committed. :confused:

P:

Took away the leather backpack for HUNTER and added a ā€˜Out of Townā€™ scenerio, in which you presumably have no foreknowledge of the apocalypse due to isolation.

Tempted to add a ā€˜blocked authorā€™ profession. maybe a manual typewritter?

Are there a lot more radioactive monsters in your mod these days? I feel like my NPC companions and I are experiencing waay more radiation then Iā€™ve ever encountered playing DDA. Where does it all keep coming from?

Yes,

Smokers, Bloated Zeds, IRs, CNs, and other ones will be radioactive. And I added a ā€˜smoldering zombieā€™ whose purpose is to spread radioactivity.

Ive also upped the amount of ā€˜cratersā€™. These are the radioactive circles in the ground that are highly toxic for ones health.

Keep an eye out for lingering hazy clouds. Even after the cloud dissipates the tile might be slightly radioactive if it was severely enough polluted.

I think you can craft some herbal Prussian blues, and the ones you find are helpful.

[quote=ā€œpisskop, post:1, topic:11323ā€]
Cataclysm++ monster merger patch
, use this to have cata++ monsters in pks spawnlists, for the game we both intended.[/quote]

Load order?

After both.

How does this cata++ and pk patch work? How do you use it? Replace the .json somewhere?

Load it after both mods.

Its a mod. Put it in the mod folder. and load it after both mods.

[quote=ā€œpisskop, post:483, topic:11323ā€]Yes,

Smokers, Bloated Zeds, IRs, CNs, and other ones will be radioactive. And I added a ā€˜smoldering zombieā€™ whose purpose is to spread radioactivity.[/quote]

Yikes, thatā€™s a lot of rads! Thanks for the spoilers, Iā€™ll try to figure out how to craft PBā€™s now lol.

i want radioactive auras or attacks, but the game only supports radioactive gas, terrain, or items.

if i were more competent at c++ id give that a go

"components": [
    [[ "canister_empty", 1 ], [ "can_food", 2 ], [ "can_drink", 2 ], [ "clay_canister", 2 ]],
    [[ "veggy_tainted", 2 ]],
    [[ "string_36", 1 ]],
    [[ "fertilizer_commercial", 3 ], [ "fertilizer_liquid", 3 ], [ "marloss_seed", 1 ]]
]

Im maybe missing something?

You want can_food_unsealed.

Iā€™m going to move our little discussion to here, since thatā€™s where it belongs.

A Mycus Feeder can only eat mycus fruits and drugs. MMR has to take multivitamins. No liquids, food-drugs (like teas and royal jelly), or mutagens.

Mycus fruits come from marloss bushes and marloss trees, but I have no way to make either. I have to explore new areas to find blooms and blossoms.

Hey there,

I love your mod and I want to play it with Cata+++ but Iā€™m a little confused about the patch instructions. So you have both your mod and Cata+++ and I download both versions, put them in the mod folder, but then what? You have a compatibility patch but you also have a ā€˜monster mergerā€™ patch. Is the monster merger patch just for someone that wants the Cata+++ monsters but not the rest of the mod? Or do I need both the compatibility patch and the monster merger patch for everything in both mods to work?

EDIT: Also, does the Add Bandits mod work for this anymore? You posted a link sometime back to make them both work, but the file was deleted.

Just coming to chime in that zombie lords might need to be toned down a tad. Even an advanced survivor with a katana, a pneumatic bolt driver, survivor armor tier gear, and Niten Ichi-ryu canā€™t get more than a few tiles into most cities because of them. Unless you get lucky and they spawn in a building with no other zombies, they spawn so many tanks and OTHER ZOMBIE LORDS so quickly, they just create a self feeding machine that creates more super high evolution zombies, that by casually destroying the terrain/cars around them by moving, make so much noise they draw other zombies and overmap hordes which in turn get turned into even more tanks and nadirs and etc. And thatā€™s not even mentioning the fact that they can revive all those advanced undead they evolved faster than you can kill them.

Iā€™d honestly rather tussle with a Thriller with twenty zombie dancers than one zombie lord standing behind a group of regular Zā€™s.

the current situation Iā€™m in this character has killed three tanks and two zombie lords already, not to mention several handfuls of other advanced zombies, and Iā€™m still looking at a building with five more lords and two more tanks at least standing in it spewing out a stream of lesser evolved zombies.

Speaking of balance, I think glowing biollantes should be removed or changed. Their radiation kills their own allies.

They kill the vines. Its the toxic gas that kills the vines, the radioactive gas lingers but is breathable. Which does make it easy to overlook - it has no immediate harmful effects.

Ive got the swamps merged, so Ill be updating this later today.

The issue with the lords is not exclusive to the lords. Its also not any faster than basegame masters. Nor is the chance of the zombies evolving into lords high. Quite so, it was 1%

Now Ive nerfed their speed to do both rezzing and upgrading.
The chance for other zoms turning into a master, necro, and lord (all three are now their own distinct flavor of zombie) is now lower, to at endgame just 1%.

Major Version, not going to be updated
Current Patch, going to be updated
Github

^^ all are currently the same files.

So this is considered by me to be a new version.

In this:

-Ive nerfed the zombie masters/lords. Each necro, each master, and each lord is their own distinct monster. Ive nerfed their spawn frequency, although it wasnt high to begin with

-Tanks and hulks cannot come from normal zombies. They come from brutes. brutes can evolve from normal zombies, however.
-Swamps location spawning works and is online.
Locations such as hunters shacks can be selected at spawn-in
Locations such as wasp hives, a new kind of triffid grove, and LMOEs will spawn in the swamp.
Fungal Flowers now only spawn in swamps, but are guaranteed to spawn at least 1 time per overmap.

  • Many existing locations were modified some. megastores have parking lots, apartment complexes can be linked together, malls have subway stops, and there are no less than 3 layouts for evac shelter, each one being capable of beinig spawned at. I cant quite change the actually building but this is the next bestā€¦

-I added a few new ā€˜townletsā€™, small static towns of generic houses and shops that should provide a chance for stability or testing for more complex synthetic townships. The Necropolis has a townlet that has a subway station.

-Pump stations, sewer treatment plants have sewer lines for traveling. I want to make ant hive merge better with them. Well see.

We want YOU ā€¦ to be a mutatantaCo Lab Assistant

Craft exciting new products that will help humanity evolve today!

I also reduced the amount of powder reqqed to make mutagen by a factor of 5

Is this mod compatible with cataclysm++ as long as the utility mentioned in first post is run?

yes. Run it after the 2 mods