Download (5.6.4k)
… PKR features | PK’s world settings | wiki …
Previous thread …
+++ INSTALL +++
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experimental build 7284 or higher required
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download PKs_Rebalancing-5.6.4d and unpack it in your data\MODS folder
( Releases · pisskop/PKs_Rebalancing · GitHub ) -
unpack all 5.6.4k patch files (maintain folder structure) inside PKs_Rebalancing-5.6.4d folder and overwrite when asked
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if you don’t use the “alternative map key” mod, delete pk_altmapkey folder in the optional folder
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load “alternative map key” BEFORE PKR when creating a new world
( otherwise place the pk_altmapkey FOLDER inside your alt_map_key MOD folder or in your own patchmod at the very end of your mod load order )
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load “more buildings” mod AFTER PKR when creating a new world
+++ 5.6.4k +++
… ITEMS …
: fixed digested rads meaning they now actually work
… MONSTERS …
: fixed shadow night vision
: fixed monstergroup typos
… MUTATIONS …
: changed metabolism modifier on slow healer line from -0.1 to -0.05 / -0.1 / -0.15
… MISC …
: removed all vehicle spawn group duplicates and adjusted remaining values accordingly
: removed all recipe tool duplicates
: fixed hot and scorching temperature from incrementing hunger on every tick
: updated “PK, No_Fungi” mod
: updated “noct-pk Patch” mod for Cataclysm++
save game compatible with previous patch(es)
+++ 5.6.4j +++
… MONSTERS …
: upgraded shoggoth with absorbs_splits like in base game
… MISC …
: fixed fuel syntax and efficiency to intended values
: fixed vehicle turrets to use new turret mounts
save game compatible with previous patch(es)
+++ 5.6.4i +++
… ITEMS …
: changed crowbar techniques
… MUTATIONS …
: added parkour expert as feline threshold mutation
… MISC …
: fixed base game map_extras typo in pk_regional_settings.json
: removed remaining entries of edit-mode which is no longer supported
save game compatible with previous patch(es)
+++ 5.6.4h +++
… OVERMAP …
: changed acid anthill entrance to PK variant
… ITEMS …
: improved PK weapon technique descriptions
: added PK weapon techniques to many missing weapons and made some minor edits
: removed PK weapon techniques from fake weapons as they’re essentially toys
: re-added thrown_damage in melee.json until copy-from is fixed
… MUTATIONS …
: updated PK mutation descriptions
: removed mutation category duplicates caused by automatic copy-from in pk_mutation_override.json
: removed inconsistent and makes-no-sense rest healing bonus from light eater
… MISC …
: reverted pk_regional_settings.json back to override form to fix weather changes
: added compatibility patch in the optional folder for existing worlds using the “more buildings” mod
: converted all deprecated colors
: updated “PK, No Acid Rain” mod
save game compatible with previous patch(es)
+++ 5.6.4g +++
… ITEMS …
: converted armor_override.json to use copy-from for better compatibility
: converted melee.json to use copy-from for better compatibility which also fixed a few bugs
: converted tool_override.json to use copy-from for better compatibility
: converted vehicle_parts.json to use copy-from for better compatibility
… MONSTERS …
: fixed megabear butchering making it possible to craft a megabear skull helmet
… MISC …
: capped the first letter of PK weapon techniques for consistency with the base game
save game compatible with previous patch(es)
+++ 5.6.4f +++
… OVERMAP …
: fixed a few missed values to match PK
: changed “bandit_camp wilderness” location from field to wilderness as per namesake and for consistency
: disguised sky_vortex terrain from overmap search feature as per mapkey
: fixed anthill and doomcastle from choosing ground terrain randomly
save game compatible with previous patch(es)
+++ 5.6.4e +++
… OVERMAP …
: major syntax improvement in pk_overmap and pk_overmap_freqloc.json
: detached all PK specific overmap specials to pk_overmap.json in alphabetical order
: use overmap_specials.json from experimental 7171 as base for PK overmap changes (inc. acid anthills and removal of hardcoded mansions)
: use default mandatory spawns
: removed “existing: true” road connection from all mandatory spawns for causing empty overmaps
: fixed broken sewer/subway connections
: changed farm_abandoned location from field to forest as per mapkey
: changed pk_regional_settings.json into overlay form for mod compatibility
: fixed mapkey in pk_overmap_terrain.json
… MONSTERS …
: fixed evolution changes
: reduced duration of uncapped pkill2 effect in numbing_poison attack to reduce heart failures
… MUTATIONS …
: fixed gamebreaking typo in high adrenaline
: fixed strong/robust lungs cancellation
: added stamina regen to fast metabolism line
… MISC …
: added optional patch for the “alternative map key” mod
KNOWN ISSUES
if your speed drops low enough, the game can start to slowdown as it has to calculate multiple turns for every one of your turns, nothing I can do about that