Pisskop's Rebalancing Mod: Difference between revisions

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  [http://smf.cataclysmdda.com/index.php?topic=12051.0 Pisskop's Rebalancing Mod], also know as 'PRM' or 'PKs reimagining Mod', is a mod developed by forum user Pisskop.  It began as a small creature addition pack, and expanded to alter spawn lists to allow more zombies to spawn.  When that proved successful at making the game harder, it further expanded to add more factions, monsters, and eventually items and locations. It make full use of the mechanics available to json editting, and is only limited by the experience of the creator.
'''[https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323 Pisskop's Rebalancing Mod]''', also known as 'PRM' or 'PKs reimagining Mod', is a mod developed by forum user Pisskop.  It began as a small creature addition pack, and expanded to alter spawn lists to allow more zombies to spawn.  When that proved successful at making the game harder, it further expanded to add more factions, monsters, and eventually items and locations. It make full use of the mechanics available to json editing, and is only limited by the experience of the creator.


  The formal purpose of the modification is to "Make the game more brutal and combat intensive while still perserving the general lore of the core game".  The mod as such seeks to expand the lore of the game, not replace it, though only carefully choosen aspects of the mod are integrated into the core game.  The mod has successfully added creatures and locations to the core game.
The formal purpose of the modification is to ''"Make the game more brutal and combat intensive while still preserving the general lore of the core game"''.  The mod as such seeks to expand the lore of the game, not replace it, though only carefully chosen aspects of the mod are integrated into the core game.  The mod has successfully added creatures and locations to the core game.


  Development of the mod is limited to part-time, though is still active.  Criticisms, praise, suggestions and submissions are all welcome via email, pm, forum, or any other means.
Development of the mod is limited to part-time, though is still active.  Criticisms, praise, suggestions and submissions are all welcome via email, pm, forum, or any other means.
PRM and guides produced for it have resulted in the rebalancing of major mechanics, such as the car building system, fires, clothing, early game random resources, weapon mounting, and combat.


   PRM and guides produced for it have resulted in the rebalancing of major mechanics, such as the carbuilding system, fires, clothing, early game random resources, weapon mounting, and combat.
   PRM is available in its 'beta test' form on the C:DDA Forums, and as a core game mod that requires no downloading.


  PRM is available in its 'bta test' form on the C:DDA Forums, and as a core game mod that requires no downloading.
<noinclude><!-- the text above this page is included in the Category:Pisskop's Rebalancing Mod page -->
==What PRM Does==


PRM adds monsters, factions, locations, items, and unseen mechanics to the game.  It alters spawn lists and factional relationships to create a new experience that is remarkable similar to the core game but different.


PRM aims to make the game harder throughout.  Early game is harder because more varieties of monsters exist, and more of them can spawn at any time.  Middle game is harder because the new wildlife is often tougher than certain finale monsters.  End game is harder because genetic instability adds horrifying mutations and evolutions to contend with.


==What PRM Does==


  PRM adds monsters, factions, locations, items, and unseen mechanics to the game. It alters spawn lists and factional relationships to create a new experience that is remarkable similar to the core game but different.
'''Highlights include:'''
 
* Several new monsters for each major faction, such as '''[[PRM Faction: Ants|ants]]''', '''[[PRM Faction: Zombies|zombies]]''', '''[[PRM Faction: Wildlife|wildlife]]''', '''[[PRM Faction: Triffid|triffids]]''', '''[[PRM Faction: Fungus|fungus]]''', and '''[[PRM Faction: Doom|more]]'''.
* A new 'Doom' faction, based off the game of the same name.
* Reconfigured spawn lists, placing emphasis on location type and generic, non-special monsters over the special versions.
* New items that have disadvantages to match their benefits.
* New locations to explore or avoid.
* Mutating wildlife as the game progresses.


  PRM is designed with horde mode enabled, although it is not a requirement.


'''Highlights include:'''


  -Several new monsters for each major faction, such as [[PRM Faction: Ants|ants]], [[PRM Faction: Zombies|zombies]], [[PRM Faction: Wildlife|wildlife]], [[PRM Faction: Triffid|triffids]], [[PRM Faction: Fungus|fungus]], and [[PRM Faction: Doom|more]].
  -A new 'Doom' faction, based off the now freeware game of the same name.
  -Reconfigured spawn lists, placing emphasis on location type and generic, non-special monsters over the special versions.
  -New items that have disadvantages to match their benefits.
  -New locations to explore or avoid.
  -mutating wildlife as the game progresses.


==What PRM Does Not Do==


  PRM aims to make the game harder throughout. Early game is harder because more varieties of monsters exist, and more of them can spawn at any time.  Middle game is harder because the new wildlife is often tougher than certain finale monsters.  End game is harder because mutations adds horrifying mutations and evolutions to contend with.
* PRM does not add magic.
* PRM does not add grossly to the sci-fi theme of the game.
* PRM does not try to break lore.
* PRM does not make the early game hard by making combat hard.
* PRM dos not modify non-json assets, i.e. it only uses preset assets of the core game that the core game neglects to use.






==What PRM Does Not Do==
----


  PRM does not add magic.  PRM does not add grossly to the sci-fi theme of the game.  PRM does not try to break lore.  PRM does not make the early game hard by making combat hard.  PRM dos not modifiy non-json assets, i.e. it only uses preset assets of the core game that the core game neglects to use.


  PRM is designed with horde mode enabled, although it is not a requirement.
{{MOD Pisskop's Rebalancing Mod Table}}
{{mod|PRM}}
</noinclude>

Latest revision as of 20:56, 13 November 2017

Pisskop's Rebalancing Mod

Pisskop's Rebalancing Mod, also known as 'PRM' or 'PKs reimagining Mod', is a mod developed by forum user Pisskop. It began as a small creature addition pack, and expanded to alter spawn lists to allow more zombies to spawn. When that proved successful at making the game harder, it further expanded to add more factions, monsters, and eventually items and locations. It make full use of the mechanics available to json editing, and is only limited by the experience of the creator.

The formal purpose of the modification is to "Make the game more brutal and combat intensive while still preserving the general lore of the core game". The mod as such seeks to expand the lore of the game, not replace it, though only carefully chosen aspects of the mod are integrated into the core game. The mod has successfully added creatures and locations to the core game.

Development of the mod is limited to part-time, though is still active. Criticisms, praise, suggestions and submissions are all welcome via email, pm, forum, or any other means. PRM and guides produced for it have resulted in the rebalancing of major mechanics, such as the car building system, fires, clothing, early game random resources, weapon mounting, and combat.

 PRM is available in its 'beta test' form on the C:DDA Forums, and as a core game mod that requires no downloading.


What PRM Does

PRM adds monsters, factions, locations, items, and unseen mechanics to the game. It alters spawn lists and factional relationships to create a new experience that is remarkable similar to the core game but different.

PRM aims to make the game harder throughout. Early game is harder because more varieties of monsters exist, and more of them can spawn at any time. Middle game is harder because the new wildlife is often tougher than certain finale monsters. End game is harder because genetic instability adds horrifying mutations and evolutions to contend with.


Highlights include:

  • Several new monsters for each major faction, such as ants, zombies, wildlife, triffids, fungus, and more.
  • A new 'Doom' faction, based off the game of the same name.
  • Reconfigured spawn lists, placing emphasis on location type and generic, non-special monsters over the special versions.
  • New items that have disadvantages to match their benefits.
  • New locations to explore or avoid.
  • Mutating wildlife as the game progresses.
 PRM is designed with horde mode enabled, although it is not a requirement.


What PRM Does Not Do

  • PRM does not add magic.
  • PRM does not add grossly to the sci-fi theme of the game.
  • PRM does not try to break lore.
  • PRM does not make the early game hard by making combat hard.
  • PRM dos not modify non-json assets, i.e. it only uses preset assets of the core game that the core game neglects to use.




PRM Wiki Page Table

Type --- --- --- --- --- ---
Factions Ants Doom Fungus Insects Triffids Wildlife and Mutants Zombies
Statdump PRM Radiation PRM the Conglomerate Spawn Lists Evolution/Upgrade Trees Faction Balance
Locations Trapdoor Pits Bumblebee Hives Doom Structures
Items PRM Marine Armor Medicine PRM: Miscellaneous Items Recipes