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Pisskop's Rebalancing Mod for Cataclysm: Dark Days Ahead
Tag: 3.0.8a
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items
locations
mods
monsters
speech
Building_Template Blank.txt
NC_DOOMGUY.json
PKs discontinued code.txt
README.md
attack_types.json
harvesting.txt
modinfo.json
monster_dump.txt
pk_ammo_types.json
pk_classes.json
pk_critter_factions.json
pk_effects.json
pk_effects_override.json
pk_emit.json
pk_furniture.json
pk_itemlist_edit.json
pk_itemlist_new.json
pk_materials.json
pk_mutation_override.json
pk_overmap.json
pk_overmap_freqloc.json
pk_overmap_terrain.json
pk_professions.json
pk_recipe.json
pk_recipe_override.json
pk_regional_settings.json
pk_scenerios.json
pk_snippets.json
pk_spawn_list.json
pk_spawn_upgrades.json
pk_start_locations.json
pk_terrain.json
pk_vehicle_doubleplow.json

README.md

PKs_Rebalancing

PRM for C:DDA Readme updated 22JAN17

PKs Rebalancing Mod for C:DDA readme

Thanks for downloading the mod, and even moreso for taking the time to read a readme. Im personally hit and miss with which readmes I even bother to look at nowadays.

This mod, as Im sure you are aware by now, overhauls all the little things about C:DDA to make it a new experience while still using the old mechanics. Its harder to survive, sure, but not because I directly made it harder to dodge or I did some magic to the code. I strictly only use JSON to update the game.

CHANGES

A quick overview of the overarching changes:

  • Building variations -> Coregame buildings have new layouts or in some cases are made with stone to further protect their loot and any survivors inside.

  • New Buildings -> New structures are all over the place, things like plantations and cemeteries and spider lairs and demonic abodes that house terrifying monsters ...

  • New Overmap Structures -> New styles of starter shelters, new possible biomes for structures, and new possible terminals and new chances for structures to spawn in between the terminal the city, creating more variety while traveling.

  • New Factions -> Demons inspired by the Doom Franchise appear, and have terrifying abilities. Ants are refactioned into a stronger force, spiders become threatening, and several new robotic and cyborg enemies appear.

  • New Monsters -> Old monsters are revisited and new ones are created to fill biological niches in the post-apocolyptic world. Native life will mutate into new forms over time, and older ones may go extinct over time, leaving a permanent sense of change upon the world.

  • New Factional Relationships -> Some factions have new relationships with one another. Birds and spiders and zombies and more will interact with minor factions on a more detailed level, and the ai to its fullest to express an ecosystem.

  • New Major Faction Monsters -> Tons of new zombies and zombie evolution paths, New fungal monsters and native fungus wildlife, new triffids to fill their lacking infrastructure, and new monsters and remade bosses for several of the dungeons of the game.

  • New items -> A whole host of new items are added to the game in order to add variety, fun, or allow rebalancing to the game. homemade anti-radiation medicine, new scifi ammo and guns, anti-toxins, and more.

  • Rebalanced items -> many old items are rebalanced to make the process of choosing loadout, weapons, and armor somewhat more intuitive and interesting.

  • Supporting Mods -> Compatibility patches, blacklist mods, and mod-author prefered settings all included with download.

  • New/Refurbished Mechanics -> The return of acidic rain, the increase in radiation, the addition of a enlarged unaligned native wildlife faction, increased robotic presence, new classes and types of NPCs, reworked health modifiers, rebalanced special spawnings, new monster emissions, new status effects, and more all come together to make a new experience on a great game!

    INSTALLATION

The easiest way to install this is delete any old version you may have, then to stick it into /data/mods and then delete the one called pks_rebalance, should it be present.

BUGS

This mod is a work in progress, as is the game it modifies. As such, its very likely that bugs will occassionally pop up from one version to another. Please report bugs to either the github page for the mod or the CDDA forum thread for the mod. You may email them to me personally at jfusco1989@gmail.com Should you prefer.

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