PK's Rebalancing Mod

Hi Pisskop,

Still playing with your latest version, nice mod really…

And I was not saying you should reduce further radiation, this if fine for me now since your last tone down. I believe it was required, smokers zombies were just too generous with that.

I guess you are not playing with sounds either (saying that because you are playing in Curses, not graphic version :wink: ) … Because Imps when they launch their fireball… they do a crossbow bolt sound!

And now the true question – If I reduce to rubble a Doom Citadel (I don’t know, with a tactical nuke … ) Will the demons stop appearing around, in the area? Or will they still appear, literally from thin air?

I need to work on a permanent boss for it. Like the doomlabs has one dedicated boss …

Ill do that next! The castle needs one too.

-Labs have the archdemon
-spires will have the archvile maze?
-Castles will be the mastermind? a longranged plasma shooting spider?

is this mod only focused on combat rebalancing or are there any changes made to loot pinatas and or loot tables in general?

new buildings, existing buildings hsve new layouts, new loot tables, oand extended existing tables.

so yes. its a light overhaul for dda

I’ll give it a shot. how do i activate the mod? the mod isnt listed when i create a new world.

  • downloaded it with cdda-launcher
  • mod is in the correct folder

is the old one deleted?

pks_rebalancing is old and tagged as obsolete and wont show up

ok, deleted the old and reinstalled the new one.

  • is the mod stable? 2-3 minutes in, the game crashed (chesthole tileset error).
  • did you add nitten ichy ryu, or is it in the game by default now?

:expressionless:

If chesthole crashed, you should tell him so he can fix it.

It’s Default.

Added in the spider mastermind and ‘cherubs’ which are basically doom3. They are rare doom spawns and they are spawned from demon-robots. They do mild attack damage but they do bio damage too and they are fast and hard to hit. they will eventually evolve into flying versions that will spawn 1 new cherub, effectively making them double in end-endgame. Or against a mon that shares their faction and has the rare upgrade skill.

they MELT, so no bodies.

They also will slash through power armor. Because power armor does not protect you from the inside, which is what bio damage is. But, they arent exactly ‘hard’ to kill or hitting hard,

The mastermind itself shoots a weak gatling gun. The gun causes stun, explodes for 2 power and 1 shrapnel (i.e. weak sin until the shrapnel hits you) and is fired in burst of 9. He has 666 ammo. His melee attack does up to 65 damage. 1 to 65 damage

hey, the cataclysm ++ mod got a folder name change, might want to check it out and see if the noct-pk patch is still compatible.

I found lab journal Gustav today, it usualy had diamond weapons recipes but now its empty, is this from core game or pk mod? why were they removed ?

The diamond weapons are no longer distinct items; now several weapons can be given the new DIAMOND flag using the CVD machine. The Gustav book is still useful as a way to level fabrication to 10.

Neato!

Pisskop made a video

Please watch.

What it is:

  • a no-audio (there is audio, but its just music that will probs trigger copyright at some point) and its just text and the curses.
  • Its a showoff of me surviving the first 4 hours. It only took me 4 hours to deem myself sufficiently equipped to show off success.
  • Its got some tips
  • Its a midnight hobo in early spring in a burning building.

Sorry Pisskop, as much as I appreciate your mod, me (and 75% of others players) can’t decipher Curses :wink:

And now something unrelated. This is about Radiations. I’m not asking you to tone it down further. But I believe you should add a visual cue to any monster generating it. Because I had to (sadly) cheat and revert to 0 my radiation level in a current game. I really don’t cheat often, but here I did not felt to restart yet another game just because I had the fate hammer falling on me (let me explain why it felt like bad karma to me).

I was fighting around a gas station what was for me only regular Zeds (child zeds, grapplers). Only that at some point I read in the text log some entries like ‘you hear a clang sound’ and others messages which intrigued me. But I saw nothing special except that at the end of the fight I was at 541 rad, without any anti-rad meds found and without a pharmacy around to raid.

That’s the problem of radiations I believe, and why it is so toned down in vanilla CDDA. The problem is not that radiation is too lethal. The problem is that there is no advance warning. I don’t mind if I die because I was too greedy and tried to loot a gunstore nearby a hellspire citadel. If I’m killed, that’s my fault. But here, really, I was not taking chances for me. It should have been a simple fight without issue. But somehow I ended up dooming my character and I don’t know why.

Now… If you add say green smoke around each monster generating radiation, then this is entirely different. We can see the danger and weight the risks versus rewards. Radiation this way would feel less like RNGesus hitting you without advance warning.

[quote=“Nibelung44, post:696, topic:11323”]And now something unrelated. This is about Radiations. I’m not asking you to tone it down further. But I believe you should add a visual cue to any monster generating it. Because I had to (sadly) cheat and revert to 0 my radiation level in a current game. I really don’t cheat often, but here I did not felt to restart yet another game just because I had the fate hammer falling on me (let me explain why it felt like bad karma to me).

I was fighting around a gas station what was for me only regular Zeds (child zeds, grapplers). Only that at some point I read in the text log some entries like ‘you hear a clang sound’ and others messages which intrigued me. But I saw nothing special except that at the end of the fight I was at 541 rad, without any anti-rad meds found and without a pharmacy around to raid.

That’s the problem of radiations I believe, and why it is so toned down in vanilla CDDA. The problem is not that radiation is too lethal. The problem is that there is no advance warning. I don’t mind if I die because I was too greedy and tried to loot a gunstore nearby a hellspire citadel. If I’m killed, that’s my fault. But here, really, I was not taking chances for me. It should have been a simple fight without issue. But somehow I ended up dooming my character and I don’t know why.

Now… If you add say green smoke around each monster generating radiation, then this is entirely different. We can see the danger and weight the risks versus rewards. Radiation this way would feel less like RNGesus hitting you without advance warning.[/quote]

If you had a previous fight with some radioactive zeds in the area, or some radioactive zeds idled around the gas station while you were sleeping or something, they will have left a massive amount of radioactively tainted ground. This is actually the biggest problem with balancing radioactive zeds, either you avoid them and they irradiate everything any time your reality bubble is near them, or you take the risk, try to kill them and get irradiated anyway. This means until you get a running stock of ways to purge radiation there’s no winning gameplay. This is somewhat similar to the problem with fungaloids.

The other possibility is that radiation might be crossing Z-levels, and you were standing over a radioactive zed in the sewers or otherwise underground. I had an experience in a run of the mill lab a while back that suggested this may be happening. I’d have to test this further to be sure, though.

ill look into making it like frostbite. which has hard coded triggers but a jsondefined effect

and really guys. this game is a very easy game to learn to curse on, since the setting is modern and the design modular

can someone please explain how radiation works in the mod?

possible ways to get radiated?

  • walking over radiated tiles?
  • melee attack radiated mobs?
  • anything else?

how to protect against radiation?

  • clothing with what kind of env. protection is needed?
  • tablets/pills?
  • anything else?

[quote=“Asura, post:699, topic:11323”]can someone please explain how radiation works in the mod?

possible ways to get radiated?

  • walking over radiated tiles?
  • melee attack radiated mobs?
  • anything else?

how to protect against radiation?

  • clothing with what kind of env. protection is needed?
  • tablets/pills?
  • anything else?[/quote]
    -Walking over radiated tiles, yes.
    -Meleeing, no, but the zeds that spread radiation everywhere do so by spawning irradiated clouds, which melee is going to put you in contact with.
    -Aside from that, some items, namely artifacts, can emit radiation. You’ll get a message about your skin prickling with radiation if that’s the case, so it’s pretty hard to miss.

-Any gear that gives environmental protection and has high coverage. Hazard suits and powered armor are obviously the best, though mutants can’t wear them. Survivor gear helps a bit.
-Potassium Iodide and Prussian Blue prevent radiation and reduce radiation, respectively. They probably wont be enough by themselves, though.
-PK also added a bunch of new ways to remove it in a variety of existing items. You might go back a few pages to find some information on that.