PK's Rebalancing Mod

Moose tossing is kinda hilarious and unexpected, though. They’re the last things I expect to be punting me halfway across the world.

Maybe if Moose Tossing required the Moose to get a charging head start first?

Any suggestions for good mutation trees to pursue in the mod (assuming that there aren’t spoilers involved)? I know there was a comment earlier about Chimera now being a mess of crazy, and I know that at least in my previous games I’ve gravitated toward post-thresh Elf-a (primarily for Tireless, because who needs to sleep) but this time I’ve got an atomic coffee maker and radiogenic[1] so not sleeping via drugs seems more doable.

Mostly, since I have all the mutagen recipes and the ability to bulk-craft it now, which of the trees have interesting and unique post-threshold abilities that I should be considering?

[1] I’ve been injecting a lot of the random serums I find in labs this time, which has mostly worked out. The only ones I’ve found so far that are more trouble than they are worth seem to be Ursine and Fish, but I also haven’t seen any Rat or Troglobite, and obviously no chimera/raptor/medical/alpha/elfa

The trees are all going to be mostly the same. The elfa is a good one still, and Ive tried to make beast, lupine, and cat different. I tried to make rat some what more pronounced and lizard has always been a good one if you want a mix of passive abilities.

The issue with bear is that they lose their speed and the ability to drive. Fish is that they lose a lot of ability to live on land.

Try slime?

For those of you capable of navigating to the download button on Github:

And wanting to try out the new moose throwing.

Still gotta sit down and do the customizable attacks. And see what I can do and what I want to even do.

Can I Use the Cataclysm++ mod with you’re mod?

yes. theres even a compatibility in my files

is the mod up to date in CDDA Game Launcher or should i download the mod from github? the github version has some additional folders
(mods, locations, speech).

its my understanding that the cdda launcher pulls the newest version from my git.

so yes?

Added in a new attack for zeds. ‘SCRATCH’ will allow them to target hands, feet, and eyes.

This makes gloves, boots, and eyewear a little more important. And allows me to see if the ‘max damage’ acts as an overridder for melee attack or not.

  • Say a zombie does 2d3+1c damage. 2-6 bashing plus 1 cutting.
  • Now say he uses his new attack that stipulates a max damage of 3 cutting with 3 armor piercing.
    -Thats up to 3 damage dealt max, affecting people with up to 6 armor on.
    -Does that also include what they are dealing in melee? I suspect not.

Anywho, just wondering how leap, bite, melee, and gun work functionally. probs a bit like they do already in json.

Stopping by to ask what kind of special attacks you guys want to see.

Understand that what I can do is fairly limited, but with some ingenuity, theres a bit I can do.

For instance

  • I could remove the poison from spiders and make it a special attack.
  • Or ants, more likely.
  • I could give a skunk a ranged attack, hopefully that gives you the ‘overpowerfully smelly’ debuff
  • I could give birds divebomb attacks, if the text cooperates and I can customize it.
  • I can make special gun attacks, which are code for ‘ranged attack’. IDK if they can stack or get rewritten like the ones in the mon_ file though. testy testing tests?
  • I can make wraiths throw shadows at you instead of spawn them from themselves.
  • I may be able to revamp current attacks.
  • I can make less or more severe impale, smash, or grabbing attacks.

In short, I can spread effects and status ailments, I can make monsters spawn monsters, and I may be able to make fields. But youd be surprised how good that can look to your imagination when you play with a bunch of fighting letters.

Added some new attacks.

So, new release thingie.

  • zombies and a few nonzoms will claw at your arms, hands, feet, and eyes. They will pierce them if you have lacking armor there.
  • ants will no longer instantly poison you, or force upon you the overpowerfully smelly debuff. This will still happen in melee, but via special attack they dont use every turn.
  • Scribs will have a special paralyze attack they can use. I mean forager ants. But it has a long chargeup time, so enh.
  • Triffids, some of them, have had the duration of the pitifully weak paralyzer enhanced to make them stack better, a max of bloody 20, and it last long enough for you to get off like 2 attacks. Ive also added a 4x intensity effect that last almost long enough to matter.

For reference, 400 is considered by me to be a super-shortterm duration that matters. 600 is how long the average creeping grass lives for, and 800-900 is how long an average poison lasts for.

[quote=“pisskop, post:791, topic:11323”]Stopping by to ask what kind of special attacks you guys want to see.

Understand that what I can do is fairly limited, but with some ingenuity, theres a bit I can do.

For instance

  • I could remove the poison from spiders and make it a special attack.
  • Or ants, more likely.
  • I could give a skunk a ranged attack, hopefully that gives you the ‘overpowerfully smelly’ debuff
  • I could give birds divebomb attacks, if the text cooperates and I can customize it.
  • I can make special gun attacks, which are code for ‘ranged attack’. IDK if they can stack or get rewritten like the ones in the mon_ file though. testy testing tests?
  • I can make wraiths throw shadows at you instead of spawn them from themselves.
  • I may be able to revamp current attacks.
  • I can make less or more severe impale, smash, or grabbing attacks.

In short, I can spread effects and status ailments, I can make monsters spawn monsters, and I may be able to make fields. But youd be surprised how good that can look to your imagination when you play with a bunch of fighting letters.[/quote]

As someone who generally likes playing melee-centric builds (because guns are noisy and ammo is rare), I think I’d like to see more special attacks that are ‘interesting’ in melee combat[1]. Disarms, for example. Another potentially interesting attack would be a monster that created many fast low-damage minions that grabbed, with the intent that it would release a swarm of them to hold you down while it wandered over to murder you - a melee character might be able to fend the minions off but a ranged character would have trouble killing them before they were grabbed without automatic fire.

Also: More monster interactions. Right now, monsters can be treated individually with two exceptions (necromancer and master), in the sense that a pack of monsters isn’t more dangerous than the sum of it’s parts except in terms of it’s ability to close with you and surround you. More monsters that had interactions with each other in some way (fire-explosion monsters mixed with monsters that transform when burned?) would be nice.

Is it possible to make a monster that buffs other monsters? Similar to the necromancer and master, but giving +10 speed or +10% damage or whatever in a radius? I could see all three of the major factions having something like that.

[1] As opposed to, say the medusa spider’s acid, which is a reason to put it on the “only engage from range” list like hulks, spitters, hissing broods, and ant queens

reminder to self to revert the changes made to filter masks so that special casual snowflakes can wear it in summer.

just a little miffed about that.

hey Pk!
Like a Tiger_Robert I have an issue with a hmod. First of all its reduces too quickly during first days, when my character have no choice and have to explore under a rains, have to eat what he can find ( its usually wild vegetables and not cooked). Second, its very hard to regain hmod when its too low: teas, proper nutrition and vitamins do not helps much. I already lost two good midgame characters simply because they do not healing during the night. So, can you decrease speed of reducing hmod? And maybe you can suggest some way of quick regaining it ( I have no wish to sit in one place and doing literally nothing for a days and drink teas with vitamins, come on). Also radiations is a common problem now and it killing already destroyed hmod completely. Also its not me alone have this problem, at least two other people complaining about this with me. So. can you patch it? Your mode is great, but this hmod problem is too annoying

I’m playing an older version of the game so I’m not sure if this is fixed or not, but I have problems with the health system this mod makes. I seem to take huge spikes in health for little to no reason and I can’t find explanations for it. Sometimes it’s radiation sneaking up on me, sometimes it’s…idk I stood outside or something. It’s really bad, and I burn through vitamins like candy trying to keep it under control. No matter what I seem to do I always end up taking huge dives into the negatives and spend weeks getting it under control, just for it to tank one night at random.

Can this get looked at as far as balance is concerned? I love everything else about the mod but this really grinds my gears.

Its many things.

Its also not random. The major sources of unhealth are:

  • being too hot or cold

    • The first level of too hot or cold will only hurt your current health. This is ‘chilly’ or ‘warm’. The next ones will hurt your longterm health.
  • Radiation

    • I dont change this, its already present in the base game.
  • Poison

    • Poison will drain your health by quite a bit. Poison resistance will help a lot, but poison will make you less fit, period. This applies to food poisoning as well.
  • Crappy (non)foods

    • Taking lawn fertilizer isnt a healthy thing to do, nor is eating junk or impure water.

Its a scaling system that is being tweaked. But in general negative health isnt a untenable position. In newer versions its looked at. Specifically the health loss by temp. its nerfed down quite a bit.

Stay comfortable, be aware of what is and isnt poisonous, and dont eat poorly.

P:

And dont trouble too much about health; its less of a hindrance than you think. Its a passive and relatively unimportant stat. Unless it is at -200.

In my playthrough on youtube my character’s health is -50 and hmod is -150, and hes doing good but any standards.

Try this newest release of mine.

I did find one bug. So I hope this fixes that for you

[URL=http://s1130.photobucket.com/user/Didact04/media/error_zpsdiuwy2vf.jpg.html][/URL]

Was this supposed to be dropped on top of an existing version? Because I removed the older version and put this one in instead.

Sorry. I didnt test I was in the hurries.

Replacing it is fine.