PK's Rebalancing Mod

RE: radiation
http://www.wiki.cataclysmdda.com/index.php?title=PRM:_Radiation:_Invisible_Death

Its slso in poison, fyi

"main_parts_only": true,
"base_mods": {
  "per_mod": [-2, -1],
  "dex_mod": [-1, -1],
  "str_mod": [-2, 0],
  "speed_mod": [-5],
  "pain_min": [1],
  "pain_chance": [150, 900],
  "hurt_min": [1],
  "hurt_chance": [450, 2700],
  "vomit_chance": [300],
  "vomit_tick": [30],
  "rad_chance": [1000],
  "rad_min": [1],
  "rad_max_val": [75]
},
"scaling_mods": {
  "per_mod": [-1, -0.5],
  "dex_mod": [-1, -1],
  "str_mod": [-2, -1],
  "speed_mod": [-5],
  "pain_min": [0.5],
  "pain_chance": [-25, -200],
  "hurt_min": [1],
  "hurt_chance": [-50, -900],
  "vomit_chance": [-90],
  "rad_chance": [-200],
  "rad_max_val": [25]
}

},

in the brackets with 2 numbers, the second is if you resist poison

Since you asked (I believe) about spawnings… I have not encountered in my last game any ‘wilderness thematic loot’ any more. i.e no loot from dead scientists, dead soldiers, dead junkies. Before it was a nice source of extra loot. Did you remove them? Am I out of luck? Is vanilla CDDA doing that?

About map gen, see this typo from you on FEMA camps

http://smf.cataclysmdda.com/index.php?topic=13960.msg292909#msg292909

could somebody do me a favor and upload and link to a game where they ca demonstrate overwhelming radiation levels in a local?

preferably a newer one since there have been nerfs

https://github.com/pisskop/PKs_Rebalancing/tree/3.0.0 <<-- Git new version
https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0 << - The dropbox version

New Version, new game. Doom Structures all have a boss now. Its possible to thus eliminate a local invasion much like any other source. Kill the boss.
More radiation nerfs, and a rebalancing of the early game spawning to reflect my (successful by my accounts) attempts to remove a default zombie spawn.

Archvile Lives in the citadel. He does revive monsters and is capable of upgrading revives.
Mechaspider Mastermind lives in the castle, which gets a 2nd basement floor. the 1st one gets gutted and will eventually make its way back.
Archdemon ala Doom2 is in the labs.

I’ll restart a brand new game then, thanks!
Just to be clear about the bosses, killed one will halt any spawning in the Citadel/Castle etc. ? This is a quite end game goal I can only dream reaching, but I like having end game goals…

Like any other ‘boss’, killing it will reduce the population pool of a structure that spawned it.

population is a ‘pool’ of monsters that the game uses to distribute monsters over an area. Think ant hill. the game takes the population and does “math” to figure out how many monsters per tile. then it tries to spawn them uses a ‘point system’.

so, over time, the doom critters will go away after you kill a boss. Like any other boss queen monster

it seems i dont rly understand radiation yet.

  • how much env. protection do i need?
    im wearing a heat-protection-suit Form 3 (100% coverage, 20 env. protection), rad lvl is still increasing.
    im in the same area (reading books right now).

Do you mind uploading your save somewhere for me? You can pm me a link and I can see what youve been doing there. And what the monsters.

Like where is it? A base of yours? If you are heavily irradiated I think you can make the area you stay a long time in irradiated.

send you the save folder via pm.

its just a temp base/stop for me. want to up my skills (read books) and build a car or two.

  • so there is no 100% protection against radiation, env. protection only mitigates a little bit of it, or how does it work?

Great mod, keep up the good work!

Sweetness, thanks.

I tried to add acid as a fear/anger/placate trigger.

that worked for fields no problem. The critters get scared/pissed at acid pools.

But then I tried to expand the concept to acid rain, my real goal. I got nosold.

It kept complaining that it would ALWAYS be acid rain out.

gdi

Well, I figured out that acid drizzle is the warning for acid rain, and the effects are simply nerfed. to whomever asked about that.

Some small tweaks. do get

Just wanted to say thanks for the continued work :slight_smile:

What’s the next big step? Do you have a roadmap?

Hello pisskop,
i just watched your video, its hard to see whats happening because im used to chesthole tile set. But its interessting to see how someone else is playing.

Is it possible to have full PK mod and full cataclysm++ work together? not only the monsters from cataclysm++ (your merger is only for monsters?)

thats the biggest compatibility problem.

monster groups override each other. items and locations dont inthe same way.

but thanks guys! the next step is to learn howdo: c++ and implement the changes i want

and fldshing out.doom and msking more mutants. rn its about how to add depth to the game rather than new content

although i did promise to make a courthouse…

And an Happy New Year in CDDA!

As a player asked me for my modified XOttoPlus file, I gave it to him. This is far from complete, as I add monsters when I see them, not systematically, but it can be used as a base, if you want to include it as a ‘add-on’ in your mod, be my guest. I’ll continue fleshing it as I see new monsters.

I just did the same, although for a different reason: I was in town, stripping the panels off an electric car as a relatively new (~7 day) character, when I got dropped out of the vehicle screen with “something hurts!”. Lo and behold, I had major stat penalties and (as save file examination revealed) I had apparently absorbed close to 800 rads, as far as I can tell all from spending on the order of 2 hours disassembling a vehicle. My /guess/ is that at some point in the past a pack of smokers or something spawned there, heavily irradiated everything, and then de-spawned thanks to dynamic spawn - I certainly didn’t see any sign of them around.

My issue with that is that as a new character I don’t have any way to detect “don’t go there, it’s irradiated!” when the zombies responsible have left, and it didn’t seem like there was any way that I could have avoided my fate. I had no access to anti-radiation gear, no warning of radiation (since I was in the vehicle interaction layer) before I had absorbed a fatal dose, no visible radioactive zombies, and it doesn’t seem like “don’t enter long tasks in areas that might at one point have had zombies without wearing anti-rad gear” is reasonable advice given the importance of scavenging vehicles. Is that an intended consequence of giving smokers and other early-game zombies radioactivity, or no?

Aside from that, though, really liking the mod, especially the zombie packs.

fine.

ill remove the majority of clouds and add in rads as special attack effects for these that emit them.

irridated wanderers
charred nightmares
glowing boomers
bloated zoms
smokers one and 2
smokey bear
radbag

Love this mod but can I ask a Q? :slight_smile:

Please tell me how would one go about removeing the hell spire citadel and its monsters please I think its all the Doom stuff.

Thanks in advamce :slight_smile: