A collection of various config changes made to alter the general balance of CoC. This is done as a modification of basic mechanics. Player and NPC wounding, mutant wounding and property changes, medical changes, food re-balancing, and overall weapon changes to match the above alterations.
----------------------------------------------------------------------------
v1.1 update:
Anticoagulant and psi-block given 10 uses to match icon visual
Anticoagulant buffed to work more like a less effective bandage
Anti-rads given 2 uses to counteract their expensiveness
Butterfly Mines buffed in range and damage, price reduced
PKM and MP5 given same damage as their counterparts, SVD/9x19 handguns
Bloodsucker fire_wound_immunity nerfed
Flesh fire_wound_immunity nerfed
Boar fire_wound_immunity nerfed
Chimera fire_wound_immunity nerfed
Controller given wider psi field, fire_wound_immunity nerfed
Psy dog given more phantoms, now 6, phantoms do less damage
m_zombie given 9 fake deaths instead of five, fire_wound_immunity nerfed
damages.ltx removed, (I think it is fine in CoC 1.5r6)
m_stalker bones for head given more consistent damage, damage increased so headshots likely regardless of armor
----------------------------------------------------------------------------
v1.01 update:
-Vodka buffed to provide +40 radiation protection with slight healing bonus.
-Radioprotectant effect duration increased to 360 seconds
-Bloodsucker fire_wound immunity nerfed
-damages.ltx added in order to balance NPC armor, NPCs take more anatomical damage, (armor covers torso) helmets provide significantly less protection.
----------------------------------------------------------------------------
Most of these changes are to the creature .ltx files, including Actor, NPCs, and mutants to alter bleeding, wounding, and immunities.
To counterbalance this, the medical and food system was also changed, Medkits cost twice as much, but get another use, Army and Sci medkits cost even more, but have their own unique properties which differentiate them from the standard medkit.
Overall, medkits heal slower, the exception being the Army Medkit, which is intended for use in combat.
Anti-rads and Sci medkits negatively affect satiety, although I'm sure they could alter stamina as well.
Vodka no longer heals radiation poisoning, instead it has a mild radioprotectant effect so that it can work as a preventative measure. Radio protectant itself also affects satiety. This change means that anti-radiation treatment should be more difficult to acquire, and anti-radiation drugs cost more. I haven't edited the drop value yet, but they should end up being more difficult to find.
Most of the food has had its healing ability severely nerfed.
Various changes have been made to mutants in each of the creature files. As a rule, most mutants, aside from humanoid varieties and the smaller types are stronger than the player and NPCs against gunfire. However, mutants are just as weak to fire and electric shock as NPCs, their larger health notwithstanding. Some mutants, such as dogs, cats, rats, snorks, and poltergeists, and controllers are very easy to gun down, while larger mutants including Fleshes, Boar, Bloodsuckers, Chimeras and Pseudogiants are considerably more difficult to destroy. While Boar and Flesh mutants can be handled with relative ease, that latter types often require heavy weapons or explosives to deal with, or lots of ammo. Depending on player feedback I may balance their level of resistance.
All of the ammunition and weapons have had their damage rebalanced with the above changes in mind, all of the values were exported from ZoA and then recalibrated so that they are much easier to understand and modify.
The intention with the weapon config changes is to create a system where it could be easy for players and amateur modders to export the ammunition properties, including k_hit, and each weapon's hit_power. Many of the weapons have standardized hit_power, making them all behave rather similarly with respect to damage.
Average
6.56 votes submitted.
1.4 or 1.5?
in the readme file stands its for 1.5
Its good to have more personalized options like that. Nice work.
But I hope medkids stop bleeding, because, guess what? Bandages are part of Medkids, and removing that feature is just idiotic and unrealistic in my opinion. Of course they should not stop bleeding as bandages but they should have this property.
Also I like idea of vodka not removing radiation but act like rad-protect. In real life any alcohol dehydrates body making radiation sickness even more noticeable.
Other thing is that Im not sure if making boars harder to kill. Even in default CoC its not really great when you need to use even 3 buckshots in the head to kill board like they would be made of metal... I would experiment with it a bit more.
Also nerfing cats would be good idea, especially health, and settings of flying from the fight when wounded.
Right now they act like dogs, especially in 1.5 where they use the same behavior as dogs... For me is just stupid. Cats should act more carefully, they should have similar behavior like fleshes, where they dont attack you directly, chasing you for half of the map. They should attack you if they are in packs, and run away few meters when you attack them, and then attack from behind/side.
Of course I know setting this up is more complicated, but its possible and it would be nice to finally have proper cats in game :]
I only agree with the cats. **** cats. >:C
I think medkits do stop bleeding, it was something I was testing out, and I think they restore bleeding, but not as well as bandages do.
I gave vodka mild radio-protectant properties as a compromise for it losing its anti-radiation properties, which gives anti-radiation drugs a dedicated purpose, and it was intended to make radiation into more of a present danger that should be avoided with preventable measures instead of treatment.
I think that satiety might need some tweaking because the stamina bar doesn't appear most of the time, anti-radiation drugs could also be tested as negatively affecting stamina as well as satiety. The original premise was that they were supposed to make the player physically sick at the cost of healing radiation poisoning.
Boar are tougher, but their weakspots were also changed, it's easier to kill them from the flanks instead of when they are charging.
Cats took damage weirdly before and I altered their damage bones, it's possible I could nerf their health since they do more attack damage than dogs.
I'm more worried about the immunities of bloodsuckers, chimera, and pseudogiant because I think I made them too strong, especially the latter two, which you need either a lot of ammo, and/or grenades to deal with, and while I was okay with expending a lot of ammo and grenades on a pseudogiant, it could use some tweaking from general playtesting and existing in the game world.
I would leave chimeras and pseudogiants that strong, Stalker need some sort of "Boss" enemies :D
Or you could at least keep all their bodies tough beside head....
I didnt test it properly yet, because for now I start stalker just to test new textures that Im making but for now i didnt saw any other things that bother me personally, so really nice work! Im really picky in that terms so I not often see such mod that fits my needs ;]
I kind of like pseudogiants that way, they didn't take as much ammo as I expected them too, just plenty of grenades. I thought they would require hundreds of rounds, but they probably do without using any grenades at all.
RPG-7 needs to be balanced to at least 1-shot the things.
About alcohol. Vodka realy isn't good in defence from radiation, but wine is real thing wich can help with radiation.
This comment is currently awaiting admin approval, join now to view.
please tell me you'll be maintaining this :D
vodka seems useless now.
like, literally does nothing but drain hunger.
It has a very mild healing effect, in addition to a radiation protecting effect. Vodka is an antiseptic, which means it could technically be used to heal wounds.
I'd like to improve it without the player having to drink just one bottle to heal a bit. And I think the radiation protection was reduced by half in tests.
This has been updated with increased radiation protection for vodka, (it was significantly over-nerfed) should be enough now to take a drink and traverse parts of the great swamps without taking radiation. It definitely works in some radioactive areas.
The biggest change made is to damages.ltx, NPCs now have less armor, and guns are significantly stronger, making combat between the player and NPCs, and NPCs against each other absolutely brutal. Some mutant types may have to be nerfed in order to compensate for this change.
Upcoming artifact changes are pending, and those balance changes will significantly effect balance and likely be released as a separate addon.
I was wondering if it would be possible to implement system where vodka give you initial protection against radiation, but then slowly wear off giving you again radiation AND some health lose.
If some items would have initial effects and post-effects it would give game mechanic some awesome tweaks, like that mentioned vodka, or bandages that stop bleeding, but after some time you start bleeding again(way less), until you use proper medkid...
I haven't tested this yet, but I like where you're going with it.
A few observations (again, take them with a grain of salt since I'm just going off the description):
-Love the 2 doses per radioprotectant, but 10 doses for anticoag and psi block seems a bit much. I know you were matching the visual, but you could always assume you need 2 pills per dose and leave it at 5.
-Increased butterfly mine effectiveness? Horray! I hated setting elaborate traps for bandits and having them still survive.
-Matching mutant damage with new 1.5 changes- love it. Mutants are way overpowered currently compared to the damage they deal you. As paranoiia8 mentioned though, don't nerf pseudogiants and chimeras too much. They should remain a challenge. I also think snorks should take slightly more damage than humans since they have lost their minds and will continue to attack without regard to their own personal safety.
-More psi-dog phantoms that do less damage is a great idea. It's always been a cup-and-ball defense for them, try to figure out which one is the real one. Now it is harder to pick out the true source.
-Really like that you seem to be setting it up to allow the player to tweak it further. Everyone has their own opinion on where damage levels should be. Good to make it easy as possible for them to adjust it to their liking.
Keep it up! You have my full support on this!
"I also think snorks should take slightly more damage than humans since they have lost their minds and will continue to attack without regard to their own personal safety."
You also forget that they may get tougher hide to become a predator as a mutant. They aren't zombies or weakened corpses, they are mutated predators.
Note that in real life 9mm ammo from an MP5, or other SMG / pistol caliber carbine will be traveling faster than when shot from a pistol due to the increased barrel length. This translates into greater range, penetration and stopping power.