Judgment: Apocalypse Survival Simulation

Judgment: Apocalypse Survival Simulation

Where is Dean? (Broken)
44 Comments
Toecan (DE)  [author] 29 Jul, 2020 @ 8:56am 
No - sorry. You can edit the original mod and create a new one out of it - but i cannot update it anymore.
Thundercraft 6 Jul, 2020 @ 12:19pm 
Any chance of this getting updated?
AbsynthMinded 7 Aug, 2018 @ 7:00pm 
Is there a plan to fix it?
Angel Skyheart 12 Jul, 2018 @ 7:22pm 
I found Sam.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1439552459

Is Dean still not in the game? I saw from your comments that the game has been updated, so has Dean been readded? I really hope so...
加斯科因神父 10 Jul, 2018 @ 7:49am 
where is sam?
Toecan (DE)  [author] 29 Jun, 2018 @ 10:58pm 
Hi gouronos, it was mostly written in the description and you can also check it when you add the mod. As far as I could see it the profession and skill definition syntax had been completly changed - I think writing it new would be easier than fixing it.
GOuronos 23 May, 2018 @ 8:16am 
Greetings...

Toecan - what exactly was in your mod?
If I know what was in the mod, I may be able to help fix it and get it up and running again.

(I suspect that the breaking of your mod has more to do with the added class than anything else. Having just cracked that cookie, am I looking to help others that may have run into similar issues).

Looking forward to hearing back from you.
Until that time...
Serthorn 12 May, 2018 @ 2:32am 
With this mod on one cannot even start the game.
Toecan (DE)  [author] 9 May, 2018 @ 9:55am 
I have not played the game myself since 8 months, so I could not say what Suncrash changed in detail. When I played the game through (also twice) I had 1 and 2 unique survivors. Sadly the modding guide is not explaining how this works right now. In the past the chance basic chance to get a unique survior was 3%. My mod "Show me more heroes" increased this to 10% with this value:

config.presetsurvivorchance=0.1

Sadly it looks like this parameters is not existing anymore and there is no documentation about it - so I could not fix it by guessing....

Believe me I feel really sad by myself, since I have spent many days to create all those mods. But there are still no debugging tools available to fix them and the Mod API changes are almost all not compatible with the old ones... It would take me weeks now to completly write them new....

ccnn24 6 May, 2018 @ 3:07pm 
hmm ive played through twice and never seen a "unique" survivor.....kinda dumb to have rates so low most people never see before quitting, lolz
Patriot 26 Apr, 2018 @ 12:16pm 
There are unique characters?
MrRitani 6 Feb, 2018 @ 11:03am 
This mod kills "New game" button :nonplussed_creep:
Toecan (DE)  [author] 9 Nov, 2017 @ 1:45am 
All Profession-Mods are completly broken now and stop the game from running. I tried to create a quick fix for it, but so much has changed that I fear that I have to make it completly new from the scratch and this will take me weeks (and I dont have this time now). On one hand I feel happy that the devs took over some of my ideas, but using the same names for skills or professions that I did before created a lot of conflicts and I have no chance to find the them than manually....

So I am a bit said to say, but for the moment you should not activate this mod.
BigRowdy 8 Nov, 2017 @ 5:16pm 
any chance to update mods for new version?
DoritoBandito 8 Nov, 2017 @ 3:18pm 
As of the new update this mod no longer lets me start a new game.
undercurrent 20 Oct, 2017 @ 3:14am 
where is castiel?
where is crowley?
where is bobby singer?
:steamhappy:
cheesesteakneggs 17 Oct, 2017 @ 12:35am 
Where is dean mod 2 "SAMMY!
Toecan (DE)  [author] 7 Sep, 2017 @ 9:54am 
Implemented by default.
法塔 7 Sep, 2017 @ 3:35am 
where is Sam?
Toecan (DE)  [author] 3 Sep, 2017 @ 12:23am 
Thank you - but to be honest this config based mods are quite easy once you read a bit of the documentation:

http://judgment.wikia.com/wiki/Modding_Guide

It is good prepared for modders by the devs (you don't need developer skills or something like this) - don't know why there are so few mods.

Most of the mods took me less than 10 minutes to create them (at least for the balancing mods) and 20 minutes to make a preview picture for them in steam :steamhappy:

HF!
Whos Gaming Now 2 Sep, 2017 @ 9:29pm 
Ive Subed to several of you mods for this game now and you sir are a pioneer! TY for making good mods for this and this Dean mod is the G.o.a.t.! Mainly for reasons I listed about a page back.
Toecan (DE)  [author] 2 Sep, 2017 @ 2:04pm 
New mod coming up in the next hour (already uploaded):

"Show me more Heroes"

(increased Chance to get Unique Survivors) - hopefully it is still not too high... dont know if they are really "unique"
Toecan (DE)  [author] 2 Sep, 2017 @ 1:45pm 
That is a bit of a simplification of it, but yes. ;:steammocking:

And the chance to get one of this 2 is 1% or less per rescue mission. Even if I did the mod - I never got Dean or Sam (Micchone only).

Should I create a mod to increase the chance to get Preset Survivors in general? But I would change the chance to get Sam our Dean in particular. But I could increase the chance by 3 times to get any unique survivor or something like that - but they are special and quite strong so I feel like it makes them less notably.
Ghostdeath15 2 Sep, 2017 @ 12:47pm 
ok so cant do math good at all so if i dont understand dont smite me on it so the more profs there is the less likely one would generate becuase it all shares the same max number of pointes but different decimles?
Ghostdeath15 2 Sep, 2017 @ 12:45pm 
uuuhhhh
Toecan (DE)  [author] 2 Sep, 2017 @ 12:10pm 
Part 4 - Chance to generate

If you install other addons like my Ninja Mod or Funfair Professions, this would add some more points to the base value and therefor reduce the chance to get the professions and unique survivors a bit.

So if you would have this mods installed, the base value of 5.2 would change:

Ninja Profession Generate Values: 0.3
Funfair Professions Generate Values (6 of them): 0.3 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3

This means: 5.2 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3 = 7.3

Substitute the 5.2 with 7.3 in the calculations above and you get the new chances (i.e.):

Chance for an Engineer/ Fighter= 100 / 7.3 * 1 = 13.7% (for each) (19.2 before)
Chance for an a FunFair Profession / Ninja = 100 / 7.3 * 0.3 = 4.1% (for each)
Chance for an a Unique Survivor= 100 / 7.3 * 0.3 = 4.1% for any of them or 0.58% (4.1% / (5 + 1 (Dean) + 1 (Michael)= 0.58%) for a spefic one
....
I am not the developer of the game - but I think this is correct.
Toecan (DE)  [author] 2 Sep, 2017 @ 12:10pm 
Part 3 - Chance to generate


Using the rule of 3 you can now calculate all chances i.e.:

Chance for a Priest/Occultist = 100 / 5.2 * 0.8 = 15.4% (for each)
Chance for an Engineer/ Fighter = 100 / 5.2 * 1 = 19.2% (for each)
Chance for a Survivalist = 100 / 5.2 * 1.2 = 23 %%
Chance for a Demonhunter = 100 / 5.2 * 0.1 = 1.9 %%
Chance for an Unique Survivor= 100 / 5.2 * 0.3 = 5.8% (to get one of 6)

This would mean on each rescue mission you would have a chance of 5.8% to get any unique survivor or 1% to get any specific one (I had 1 in 21 rescue missions - so luck is helpful)


Toecan (DE)  [author] 2 Sep, 2017 @ 12:09pm 
Part 2 - Chance to generate

Each unique vanilla survivors (there a 5 of them) has a standard generate change of 1 - Dean has the same.
Survivors with other Professions have different values.

Priest=0.8
Engineer=1
Fighter=1
Occultist=0.8
Survivalist=1.2

There is no 100% clear mod documentation about this values (and if profession and unique survivor generate rates really count together), but this values have to be seen in relativity. So for my understanding this values could be calculate in this way to get a generate rate in %:

Basic Profession Generate Values: 0.8 + 1 + 1 + 0.8 + 1.2 = 4.8
Demonhunter Profession Generate Values: 0.1 (professions.entity.demonhunter.generatechance=0.1)
Unique Survivor (Preset) Generate Value: 0.3 (Parameter: config.presetsurvivorchance=0.03)
And they all have a similar chance to get generated.

This means all values together are: 4.8 + 0.1 + 0.3 = 5.2 (with no other profession mods installed)
Toecan (DE)  [author] 2 Sep, 2017 @ 12:08pm 
If I am right you could get Dean or Sam with no other Profession Mods installed with a chance of 1% in Rescue Missions - with my other professions mods it would drop to 0.58% to get any specific one. The explanation follows.

Ghostdeath15 2 Sep, 2017 @ 9:27am 
or dean
Ghostdeath15 2 Sep, 2017 @ 9:26am 
so how would one get sam?
Whos Gaming Now 30 Aug, 2017 @ 1:00am 
What no Dean OUTRAGE!!! ... Come on devs, I get it Sam's looking all hot stuff cause last couple season yeah yeah ... BUT... In a fight I want Dean not Sam (if I had to choose between them). If I need brains, beauty, tact, or well damn handling any other situation Sam is your guy. Though if you need something DEAD call Dean, this game is strait kill evil or be killed and Dean is yo guy!!!
Toecan (DE)  [author] 26 Aug, 2017 @ 10:00am 
Thanks for playing this mod.
Carcosa 26 Aug, 2017 @ 6:48am 
Well thanks again and great work.
Toecan (DE)  [author] 26 Aug, 2017 @ 6:25am 
New version is online.
Toecan (DE)  [author] 26 Aug, 2017 @ 6:21am 
Good hint - they dont had skills which give them Bonus XP yet. I just checked how to add them and will upload a new Version of the mod with three Skills that give Bonus XP.

Sadly this configuration is based on a list (actiongroups.entity.rituals.bonusprofessions=occultist,priest,demonhunter) and could provide conflicts later with other mods. Other Parameters could be set multiple times to add new properties to a profession, skill or whatever. But here the developers only check on configuration.

So if I define: actiongroups.entity.rituals.bonusprofessions=demonhunter
the Occultist and Priest would lose there Bonus XP Skills. Therefor I just added the demonhunter - but if I would do the same for one of my other mods, like "Fun Fair Professions" one of the mod settings for Bonus XP will not work. Nevertheless - my settings are done in a way that will not effect the vanilla professions.

I hope the developers will fix this and align the config behaviour with the other ones.
Carcosa 26 Aug, 2017 @ 5:08am 
Do Demon Hunters have any tagged skills? It's not showing up on the priorities list.
Toecan (DE)  [author] 25 Aug, 2017 @ 11:10pm 
Spoiler!!!

Sam was already implemented - dont know why the devs did not add Dean. There is also Buffy, John (Constantine), the Doctor (Who), Michonne (TWD) implemented in the original game. Perhaps I will later add some more unique characters with another mod, like Hänsel&Gretel (Witchhunters), Blade, Darryl (TWD), Rick (TWD), Bobby (Supernatural), etc.


Ghostdeath15 25 Aug, 2017 @ 7:17pm 
sam here to
Ghostdeath15 25 Aug, 2017 @ 7:17pm 
lol wtf
Toecan (DE)  [author] 25 Aug, 2017 @ 8:58am 
You are welcome!
chenpunk 25 Aug, 2017 @ 7:25am 
Thx for new icon :P now it's much better than the blank:steamhappy:
Toecan (DE)  [author] 25 Aug, 2017 @ 5:23am 
Hi Chenpunk, thanks for the bug report. This was my first profession related mod, so it seems I forgot the to create a Sprite for the Demonhunter (I created the profession it - it is not part of the original game).

I will upload a quickly created icon - I hope it works. Please close the game, update the workshop mod and restart your game. Dean and other demonhunters should have an icon now.

Demonhunter is a profession with a unique skill tree - Slayer (like Buffy) is a basic skillset that also Dean gets.
chenpunk 25 Aug, 2017 @ 4:10am 
does Demonhunter exist in a part of code in game?or sth other?i didnt see its icon.I hope you can upload a new icon :P
well i got Dean and he is like Buffy(another killer but a fighter) :p