Pisskop's Rebalancing Mod: Difference between revisions

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==Pisskop's Rebalancing Mod==
==='''Pisskop's Rebalancing Mod'''===


Also known by its newer name, PKs Reimagining Mod, is a mod made to create a more 'brutal, combat intensive gameplay experience while still maintianing the general lore'.


   The mod adds many monsters to the various factions that spawn in after a prdetermined time based either on amount of time played or season lengthThe monsters may possess abilities or combinations of atrribuites that make them unpleasant to deal with in more bullheaded or conventional manners.
   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.


   The mod adds a new faction to the game, based on the monsters from the freeware game Ultimate DoomWThese creatures have the almost unique ability to use ranged attacks and are at least partially fire and acid resistant.
   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.


  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.


  In addition to the monsters and factions added to the game, the game adds more complex relatioonships between the various factions and restructures the already present spawn lists in order to make the game harder.  The most recognizable faction of the game, zombies, has had a priority placed upon the versions deemed 'classic', allowing more zombies to spawn in total.




   The game adds several items and several recipes, designed to be powerful but ultimately flawedIt is recommended that for maximum effect this mod be used with blacklist mods for survivor armor.
==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 ants, zombies, wildlife, mutants, triffids, fungus, and 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.
 
 
  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 monstersEnd game is harder because mutations adds horrifying mutations and evolutions to contend with.
 
 
 
==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.

Revision as of 17:57, 14 July 2016

Pisskop's Rebalancing Mod

 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.
 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.
 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.


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 ants, zombies, wildlife, mutants, triffids, fungus, and 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.


 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.


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.