Unofficial PK's Rebalancing Patch 5.6.4k

Download (5.6.4k)

PKR features | PK’s world settings | wiki
Previous thread


+++ INSTALL +++

  1. experimental build 7284 or higher required

  2. download PKs_Rebalancing-5.6.4d and unpack it in your data\MODS folder
    ( Releases · pisskop/PKs_Rebalancing · GitHub )

  3. unpack all 5.6.4k patch files (maintain folder structure) inside PKs_Rebalancing-5.6.4d folder and overwrite when asked

  4. if you don’t use the “alternative map key” mod, delete pk_altmapkey folder in the optional folder

  5. 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 )

  6. 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

3 Likes

neat
I’m absolutely using this

Hell yeah I am gonna use this

Thanks

Is this compatible with ascension?

Yes. I mean not as-is but I’ll s̶t̶e̶a̶l̶ r̶o̶b̶ s̶h̶a̶m̶e̶l̶e̶s̶s̶l̶y̶ ̶t̶a̶k̶e̶ ̶t̶h̶e̶ ̶c̶r̶e̶d̶i̶t̶ ̶f̶o̶r̶ ̶e̶v̶e̶r̶y̶t̶h̶i̶n̶g̶ collaborate with our friend techiedude and just slap everything I need and upload a sparkling new version of Pk_rebalance_A to streamline the process.

Aaaaaand done.

2 Likes

Hells yeah, do that shit.

Released 5.6.4f fixing some minor bugs

Thanks a lot for your work.

Well, I think there should be at least one up-to-date mod with better overmap settings.

Released 5.6.4g

Released 5.6.4h

I was wondering why I haven’t seen acid rain in a long time and sure enough, turns out regional overlays don’t copy weather settings. Seems every compatibility function in the game is broke in one way or another.

Reverted back to regional override and made a compatibility override in the optional folder for worlds already loading more buildings before PK. Alternatively you can edit your mod load order in mods.json in your save folder.

When creating a new world you want to load more buildings after PK.

Huh, a rebalancing mod needed rebalancing (batching)

Mutation category additions in PKR

..... LIZARD .....
+ calm mind
+ fast healer
+ light eater
+ night vision
+ spines
+ weak scent
- grain intolerance


..... BIRD .....
+ beautiful
+ good hearing
+ scout
+ strong lungs


..... FISH .....
+ scout
+ spines
- bad knees
- lactose intolerance


..... BEAST .....
+ fleet-footed
+ robust lungs
+- inconveniently large
- hates fruit
- languorous

THRESH: +large +solidly built


..... FELINE .....
+ beautiful
+ good hearing
+ quick
+ robust lungs
- hates fruit
- junkfood intolerance

THRESH: +parkour expert


..... LUPINE .....
+ dextrous
+ strong lungs
- disorganized
- hates vegetables

THRESH: +resilient -trigger happy


..... URSINE .....
+ durable
+ tranquil mind


..... CATTLE .....
+ optimist
+ strong back
+ tough
+ tough feet
- bad knees
- languorous
- meat intolerance

THRESH: -chemical imbalance -pacifist


..... INSECT .....
+ cannibal
+ road-runner
+ strong back


..... PLANT .....
+ durable
+ tough feet
+ weak scent
+- inconveniently large
- lactose intolerance
- meat intolerance

THRESH: +large +stretchy limbs


..... SLIME .....
+ tough feet

THRESH: +gourmand


..... TROGLO .....
+ cannibal
+ strong back
+ tough
+ tough feet
- lactose intolerance
- pale skin


..... SQUID .....
+ spines
- bad knees
- flimsy
- thin-skinned

THRESH: +rubbery limbs


..... SPIDER .....
- hates vegetables

THRESH: +stretchy limbs


..... RAT .....
+ cannibal
+ packmule
- languorous

THRESH: +gourmand -hoarder -trigger happy


..... MEDICAL .....
+ 20/15 vision
+ spines
- bad knees
- flimsy
- hypostasis
- poor hearing
- thin-skinned

THRESH: -trigger happy


..... ALPHA .....
+ 20/15 vision
+ calm mind
+ strong lungs
- addictive personality
- growing pangs
- hypostasis
- insomniac
- squeamish

THRESH: -savant


..... ELFA .....
+ beautiful
+ good hearing
+ tranquil mind
+ weak scent
- grain intolerance
- languorous
- squeamish


..... CHIMERA .....
+ accomplished sleeper
+ cannibal
+ indefatigable
+ pain resistant
+ quills
+ robust lungs
+ spiked tail
+ tough feet
+ unbreakable
+- burgeoning presence
+- inconveniently large
- grain intolerance

THRESH: +gourmand -huge -savant


..... RAPTOR .....
+ calm mind
+ extremely dextrous
+ fleet-footed
+ indefatigable
1 Like

… FELINE …

  • hates fruit

Hmmm…

Feline should get parkour expert.

That’s a good idea, I’ll add it in the next release. It’s gonna be a threshold mutation to make feline more enticing, plus I don’t wanna make it too easy to get rid of bad knees.

2 Likes

I dunno man, I’ve watched my cats jump headfirst into a cupboard door far too many times to call them experts.

Well, I think we can reasonably assume that a human/feline mutant hybrid would be smart enough not to do that while still gaining a heightened agility.

Sweeet!

Released 5.6.4i fixing some minor bugs

2 Likes

Released 5.6.4j as a fix for recent turret changes (experimental 7284 or above required)

Re-upped with fuel fix, re-download if you didn’t see this before

1 Like

*notices turret fix *

0w0 what’s this?

Oh it’s just the bfg fix.