Since you asked (I believe) about spawnings⌠I have not encountered in my last game any âwilderness thematic lootâ 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?
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.
Iâll 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 goalsâŚ
Like any other âbossâ, killing it will reduce the population pool of a structure that spawned it.
population is a âpoolâ of monsters that the game uses to distribute monsters over an area. Think ant hill. the game takes the population and does âmathâ to figure out how many monsters per tile. then it tries to spawn them uses a âpoint systemâ.
so, over time, the doom critters will go away after you kill a boss. Like any other boss queen monster
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).
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?)
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 âadd-onâ in your mod, be my guest. Iâll 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 âsomething hurts!â. 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 didnât see any sign of them around.
My issue with that is that as a new character I donât have any way to detect âdonât go there, itâs irradiated!â when the zombies responsible have left, and it didnât 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 doesnât seem like âdonât enter long tasks in areas that might at one point have had zombies without wearing anti-rad gearâ 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.