Hardcore Rebalance for Anomaly 1.5.0 BETA 2.4. Makes the zone a significantly less welcoming place.
This addon changes the following:
- Changed weapon stats to reflect their real life counterparts more accurately (Weapons description obtained from Wikipedia)
- Changed damage dealt to both NPCs and player
- Changed following actor stats:
::::Increased overall hit damage (A single bullet to the head can kill anyone)
::::Increased grenade explosion damage radius
::::Increased radiation damage and now radiation doesn't reduce on its own
::::Increased anomaly damage
::::Increased damage dealt by wildlife
::::Reduced actor movement speed (walk, run, sprint,)
::::Reduced actor stamina
::::Reduced actor maximum carry weight
- Difficulty Changes:
::::NPC are more accurate
::::NPC vision more distant
::::NPC sound detection increased
::::Changed transparency of vegetation for NPC view
::::No beep sound NPC detection
::::No beep sound Anomaly detection
::::Removed radiation visual effect
::::Bleeding is more dangerous to everybody
::::Reduced the range at which pickup info displays to 3m
::::Removed glowing under some anomalies (acid,electra)
- Other Changes:
::::Reworked NPC's weapon loadouts
::::New main menu (Animated)
::::New open scopes by morka
::::New sound effects for ricochets, flying bullets(cop sound remake mod)
::::Monster relations more realistic
::::NEW better AI For Anomaly:
Makes Zone harder xd
Will be updated.
For installation just unpack gamedata folder into your anomaly' gamedata folder.
Need New Game!
Happy hardcore!
changelog:
v1.1
-Improvied Head Bobbing
-Small player moving fixes
-Reduced fire damage
-Added more compatibility (at now not need start new game)
v1.1.fix
-Fixed actor hard breath
v1.2
-Reworked weapons config. At now NPC using weapons more logically. Thx to JIttersShadow
-Changed transparency of vegetation for NPC. At now you can't hide in small bush.
-Reduced actor move speed thru water.
-New main menu animation. Thx to Merc-
v1.3
-Reworked mutants immunities. (At now not a simple to kill it) Thx to Fazan
-Removed 'beep' sound enemy detection
-Fixed weapons upgrades
-Fixed main menu animation
-Removed headbobing
v1.4
-Increased NPC vision distance
-Increased NPC sound detection
-Removed 'beep' sound anomaly detection
v1.5
-Reworked some actor params (stamina, max carry wait)
-Reworked NPC burn immunity
-Nerfed pseudodog immunity
-Nerfed boar immunity
-Added new ricochet fixed sounds (now npc less deaf for your shoots ricochet) thx to limaniner
-Removed radiation visual effect
v1.5.fix
-Removeed new ricochet sounds. Any comments .ogg does not make better for npc's hearing =(
-Minor fixes in actor and npcs param
v1.6
- Reworked NPC simulation profiles(more logical NPC's behavior)
- Added new sound effects for ricochets, flying bullets(cop sound remake mod)
- NPC, actor config sound fixes
- Tweaked NPC hit probability(now it's depend of game difficulty profile)
- Reduced NPC FOV from 180° to 160°, some minor changes of NPC view
- Reduced snork booletproof
- Reduced pseudodog booletproof
- Added armor to lurker
- Fixed binoc (removed wpn_binoc cfg file)
v1.6.FIX
-Fixed stalker NPC immunities
v1.7
- Fixed broken weapon animations, scope textures and sounds
- Reworked some shotguns weapon parameters
- Restored shooting flame effects
- New open scopes by morka
- Reduced snork jump high
- Reduced info pickup radius to 0
- Minor actor config optimization
- Changes in NPC's view with scoped weapons
v1.8
- Improved more realistic monster relations. thx to vlvpsh, his addon Monster Relations
- Removed anomaly (acid,electric) lighting (now u need to use bolts for looking artifacts)
- Restored info pickup radius to 3m
- Minor fixes in stalker NPC config
- Minor fixes in actor config
- Removed defines.ltx (not usable for RRA)
v1.9
- Reworked NPC weapon loadouts
- Increased NPC stalker vision (more aggressive behavior)
- Increased lurker immunity
- Added New logo in MM
v2.0
- Major AI NPC quality improvements (now npc behavior very better)https://www.moddb.com/mods/stalker-anomaly/forum/thread/fixed-anomaly-sick-ai/
- Fixed npc shooting thru walls
- Reworked npc vision thru vegetation (now u can hide behind bushes, when npc's not in danger)
- Improved stalker panic behavior(stalkers now can scare and run away from some danger situations)
- Removed stalker simulation profiles (will be reworked)
Mirror link Drive.google.com
Average
5.725 votes submitted.
Get someone to help you with the mod description, I'd say. Also, offer more information in regards to by how much the actor parameters have been changed. Have weapon costs and durability stats changed to make up for different stats?
sry 4 my eng. i will re right it soon, thats not finally. so, if somebody can help me to do that please pm.
upd description. now its include all changes that I made.
Thanks. Much better. :)
"Bullets make some damage like maslina. "
lol
i like the damage of automatic guns could you increase the damage of pistols?
Sure. I work on it. Agree wit u about pistols.
Most of weapon characteristics from Wikipedia articles. So their shoot distance much lower then in original anomaly.
But some parameters really need to be nerfed for good gameplay.
When you say "A single bullet to the head can kill anyone", how does this addon interact with armors when not using AP rounds? I'm certainly looking for more emphasis on low/unarmored target damage to make armors seem more effective (or more emphasis on armors resistance) though it sounds like just a straight increase in damage overall which in the end kind of makes even armor pointless..
My addon conception bases on hardcore and realistic. Damage system allready had interesting settings. But I still work on it and becomes next version.
Youtube.com
Some times can be like that:
SUrprize mf! )
Or like this one my try:
i really like this addon, for me is a must have as i dont like vanilla Anomaly damage values, please keep improving it. I also like the Head Bobbing values.
Thx 4 your feedback! I'm still working on it. New patches will be soon.
Would like to give this a try, but there are a few things that keep me from installing this mod. Most notably, the changes to grenades and to mobility.
Now I initially wanted to just give feedback on that but realized that would just be entirely negative. So instead, I just went to each point and wrote my thoughts on it because positive and neutral feedback is important too I think. As a result, here's kind of a text wall.
- Changed weapon stats to reflect their real life counterparts more accurately
Very good. So now a 7.62x39 isn't as powerful as a 7.62x51 I hope, because that was kinda dumb in vanilla anomaly.
- Changed damage dealt to both NPCs and player
So in terms of weapon damage output, then? Since this is applied to NPC and player at the same time IIRC.
- Changed following actor stats:
^Increased overall hit damage (A single bullet to the head can kill anyone)
In addition to the global damage increase? Eh... alright? Maybe? Would have to try to see how much it was increased. As it stands, it seems like the actor has better survivability than NPCs but this balance is easily tipped over to the other side. Could be good but I'll have to see.
^Increased grenade explosion damage radius
It's pretty large to start with, and often you're already in an enclosed space if the NPC is using grenades. There'll be no escape now. I don't use them myself very often because NPCs aren't really that static.
^Increased radiation damage and now radiation doesn't reduce on its own
You see radiation doesn't do damage immediately, it induces all sorts of secondary effects like fatigue, nausea, headaches, and so on, and doesn't start actively killing you until severe doses. Radiation also does leave the body naturally through your breath, sweat, and more significantly, urine and excrement. Eat and drink a lot, for active reduction. Then there's the half-life of the radioactive poisoning, most of which is irradiated dust. Once taken out of the radioactive enviroment, it doesn't stay that way, especially considering the anomalous radioactivity in the zone.
^Increased anomaly damage
I haven't walked into one in a long time so sure. Insta-kills are kinda stupid generally speaking but in some anomalies I can see it happen. I don't really see the point because of how few times one walks into one, but I can agree with the thought behind it.
^Increased damage dealt by wildlife
Would be fine if you could loot / gather enough ammo to properly defend yourself. Generally, though, once a mutant gets into melee they're hard enough to hit that they are already a significant threat, especially considering that they may not be alone and that you can still die on the long term because bandages do literally **** all. I can see lower-tier mutants being not enough of a threat in the late game, but that is by design. It should be that some things stop being a significant threat (until you get into disadvantageous situations like closely confined spaces) and that new and larger threats emerge as you explore further. And let's be honest, if realism is the goal... A dog doesn't kill an armed and armored man easily. Realism works both ways, it's not just an excuse to up the difficulty level.
^Reduced actor movement speed (walk, run, sprint,)
Travel is already a drag as it is. If you don't want people to outrun mutants, just make them faster instead (though I recommend you be really careful with which mutants really should be as fast as a stalker running for his life - the cats and dogs would be obvious, a flesh, probably not).
^Reduced actor stamina
Again, it's already bad enough considering the weight system is some ridiculous exponential curve. The math just doesn't work properly so stamina is generally set higher to compensate. If you are set on reducing it, you should make artefacts and other stamina-enhancing items more powerful to compensate.
^Reduced actor maximum carry weight
I can see using carry weight as a measure of carry *space* in terms of backpacks and pockets so this could be good if properly balanced in the additional carry weight that equipment such as backpacks and suits give you. Having to make 3 trips to the opposite end of the map to carry the loot you need to afford your next meal is tedious more than it is realistic. Would be much less of an issue if there was a more accessible economy. Basic food and ammo would need to be easier to come by by a significant margin. What stalker goes into the wild with 3 old rounds of 5.45x39 on them? Yet that is what you find when looting him. Basic stuff like that should be plentiful if you can't bring home enough loot to just buy it. Higher tier stuff should be appropriately expensive of course, and only found of few stalkers (but still have a realistic amount of ammo on them - it just might not last you until the next time you loot some). Having said that, stalker economy is incredibly difficult to handle since it seems to either go full derpficulty or you get the gauss rifle and infinite ammo by the 2nd hour of play. I believe splitting the tiers is incredibly important in order to maintain engaging play, but as long as we can't have that, we need carry weight as a workaround.
^Added heavy breathing sound that plays when low on stamina\health.
Isn't this already in?
^Added actor Head Bobbing
I find it nauseating. Your head/eyes/brain naturally balance your vision, even if your head does indeed bob. If you look through the eyes of the character, you should see little to none of it. If you place a camera on his helmet, then yeah, you would. It's like having lens flare when you're not wearing a helmet with a visor or goggles. What lens is there for the sun to flare in?
- Difficulty Changes:
^NPC are more accurate
Certainly more realistic, but honestly I like having them be **** because I am **** at aiming. I somehow can never get precise enough mouse movements and this helps even the playing field. Also, gives somewhat more time because NPCs have some kind of infallible radar to detect you and react instantly.
^Bleeding is more dangerous to everybody
This would be good and bad at the same time. The damage rate from bleeding could certainly be increased somewhat, but as it stands, bandages do literally nothing. Maybe my install of the game is just bugged, but I just got used to pressing quick load when I start bleeding because it's that bad.
^Reduced the range at which pickup info displays to 3 meters
I never thought to change this, but I guess the range was a little long, wasn't it? Is this just the display range or the actual pickup range that you changed? Because those didn't seem to match, previously.
wow. such large text. Okay, later I will try explain some things to you.
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Макаров пробивает армейский бронежилет? АК74 может пробить броник со 100 метров?
С трудом но пробивает. Бронька пока не тронута. Ака может. Опять же нужно твикать броню. Ее еще не пришло время. Но в разработке.
Можно еще сделать описание предметов по типу Dead Air? Вывести хотя бы состояние экипировки в общее окно при наведении на него мышки?
Perhaps it would be a good idea slow healing when sleeping, but very slow.
It is already in. But very slow. =)
its not bad but still had to start new game ...oh well but currently only thing bothering me is the stamina? serioysly like 2 jumps and ur out of breath, even misery was more nice than that XD but yeah perhaps tweak it lil bit, keep it hardcore but dont bog down the gameplay 9/10
Today upd have some increase of that stats.
oh yeah its funny how they can see trough bushes and you cant.. theremight be some tweaking to do. also when i installed this mod, it made i think the game a lot unstable than it used to be
There no critical tweaks for stability. It is normal, that is beta game ver.
Thanks for the update to 1.4. (increased npc vision) I was literally coming here to ask if you could do this...I am all about that :)
Moddb.com
this is an add-on I made for Last Day, so you are doing me a favor with your work on Anomaly. I also wanted to ask you if the range of the enemy has a substantial effect on the damage you or that enemy take from gunfire...I may be wrong but I think I noticed that at long range 200+ meters or so taking rifle bullets to the chest do less damage? Like if I was withing 100 meters 1 shot im dead, but at extreme ranges if I take shots from large calibers it only tickles like a 9x18 (although I may not have taken a lethal shot, maybe it just grazed my arm or something).... Just wanted to thank you for this add-on (so essential holy moly), and ask about the damage mitigation due to range...Cant wait to test out 1.4, Im a sniper by playstyle and my immersion is shattered when I go to shoot someone at 300+ yards and they just sit there and ignore me while I shoot their buddy in the face.
Thx 4 the nice words!
Thats addon re balance idea about shooting, some realism effect. Heavy bullets cant fly far)
NPCs had some stupid for far distances. IDK how to make it good, but I still working on it.
Maybe I try to check your addon for m_staker. Maybe it better.
It is sad for me.
Thats default anomaly settings on video, without any tweaks.
It also broken in DA and LD i think 2. Cuz no AI work was in anomaly. Youtube.com
If you apply the numbers from my mod to your m_stalker file, you wont have this problem...Youre problem is that NPC's CANT SEE YOU! That's why even if you shoot at them and HIT them they will just stand there and not enter combat <<apply the numbers I give here to your m_stalker file>>> then try to get into a fire fight with Military at cordon checkpoint, while AT the rookie village...
[stalker_vision_free]
min_view_distance = 1.0 ; min range of cone based on eye_range
max_view_distance = 5.0 ; max range of cone based on eye_range
visibility_threshold = 30 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0 ;Distance object is always considered visible (float)
time_quant = 0.005 ;step increment to for sight calculations
decrease_value = 0.05 ;Decrease over time to overall threshold
velocity_factor = 0.8 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.80 ;Low value = easier to see at night
transparency_threshold = 0.6 ;Low value = easier to see through objects
still_visible_time = 3000 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[stalker_vision_danger]
min_view_distance = 5.0 ; min range of cone based on eye_range
max_view_distance = 10 ; max range of cone based on eye_range
visibility_threshold = 20 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.5 ;Distance object is always considered visible (float)
time_quant = 0.0054 ;step increment to for sight calculations
decrease_value = 0.025 ;Decrease over time to overall threshold
velocity_factor = 1.2 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.50 ;Low value = easier to see at night
transparency_threshold = 0.1 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time = 18000 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[stalker_sound_perceive]
weapon = 5
;---VISIBILITY-------------------------------------------------------- visi visi
eye_fov = 160
eye_range = 350
far_plane_factor = 1.0 ; ôàêòîð äàëüíîñòè òóìàíà
fog_density_factor = 0.1
Your variant of m_stalker config is too agressive, npcs will shoot player thru all map =)
Main problem of deaf npcs contains not in config. I found it in scripts. Its xr_danger.script
Youtube.com
On video used default anomaly m_stalker config.(150m eye_range)
But I bad in LUA, so IDK how to fix it well.
Here is my variant of that script, took it in CoC1.5 beta and adapt for anomaly. But it still need some fixes.
Upload.ee
Also, want to tell u, that's problem of every mod based on CoC 1.4.22. In betas coc1.5 it was fixed, and works well. Thats script make sometimes NPCs dumb. =( U can check it, script in previous my post.
Yes...it is glorious...if you can shoot the enemy, they can shoot you. I'm 7 days into my Iron-Man campaign with these settings. Myself, and those around me have transcended into eagle-eyed sharpshooters. You learn quickly how to stay alive...I have attained the Sharingan Eye.
wickedsick hardcore. =)
I am at maximum playing with campfire save mode, and sometimes it's too difficult for me.
can you re-upload, pls, the xr_danger.script?
Found a "bug"
I bought some military binoculars from Petrenko at Rostok and i went to the mechanic to upgrade them. When I clicked on them the game instantly CTD.
I tested it out without any other mods installed and I can confirm it's this one.
Apart from that, I didn't find anything else.
EDIT:
I copied the binocs weapon file from the vanilla anomaly and replaced the one from this mod and it works, i'm not getting CTD now. So problem solved.
Thx for the feedback! Already fixed in 1.6 upd.
It was broken.
how i change the info pickup radius to normal?
\gamedata\configs\creatures\actor.ltx
pickup_info_radius = set value what u want
.
Wherismy,
Thank you for all of the hard work and the generosity to share it!
Some points for you to consider...
- What is meant by "realistic" ballistics? Just because a round is heavier does NOT mean that it'll drop faster or not travel as far as a lighter round. This is because heavier bullets can be fired out of the barrel with MORE PROPELLANT. Thus the bullet can be heavier but it won't drop quickly because it had greater speed.
- Also, bullets should be able to PENETRATE materials and objects. Brian3 of the STALKER Hitman mod did a really good job at this. More here: Moddb.com The one thing that I think is a bit strange, is that his bullets are coded to fire off a tracer every 4th bullet, whereas most soldiers have every 3rd round be a tracer one, with the last 3-5 rounds of a magazine being entirely tracers so that they had a strong visual signal that it was time to switch out magazines.
- It'd be nice to see something **NEW** done with the anomalies other than getting injured or totally killed. It'd be far more interesting to have it capture whomever walks into it, spin him around violently for 3-7 seconds and then fling him out a distance of 2-5 m., with his weapon flying out of his hand (which could be found later).
- I also strongly advise staying far away from a Misery-like economy. These types of very severe economies do NOT make any sense. In real life, and throughout history, when combat starts in a region, cheap weapons and cheap ammunition FLOOD the market, which is DESPERATE for weapons for SURVIVAL needs. Border security is a joke, because they're paid to "look the other way," etc., etc. That said, if you're going to apply a severe economy, then a VERY GOOD REASON should be provided to explain why, and the Player should EXPERIENCE this reason. For example, a good number of missions should be to destroy enemy supply lines, and/or protect one's own supply lines. These missions are CRITICALLY IMPORTANT. Furthermore, the Player/factions should BENEFIT from stopping a competitor's supply line, and for successfully protecting their own supply line. That is, the variety of equipment would increase, the quality would get better and the prices would become cheaper. This would lead to a tremendous sense of accomplishment in the players.
Thanks for the nice words and good ideas man! I'm glad that's u like my work. I keep working on it.
About ballistics: at now most of it contains in weapon ttx characteristics(shoot distance). I plan rework it more interesting in next anomaly patch, cuz new patch bringing new weapon pack, so my work will be not actually. Same concerns the economy. I begin work on it when be released next anomaly patch.
пару фраз в реале макарав и с метра не пробивает броню м6 калаш да но в зависимости от калибра патрона 5.45 нет 7.62 проверено а брони много разной так для какого-то вида оружия или брони нада хоть характеристики знать
.
I'd also like to add that when it comes to weight and encumbrance, what would be ideal is if one could assign a portion of their gear to a backpack. This backpack would be easy to take on and to wear again. Taking it off would remove the weight and also the encumbrance of its contents, freeing one up for combat and whatnot.
if I understood correctly, u mean quick backpack drop system. It's already present in Anomaly.
was going to see if you'd consider combining your mod with 'ADJUSTED IRON SIGHT ZOOM LEVEL' mod...Basically I have tried a lot of add-ons for Anomaly but they always crash my game...However yours is the most stable so far and definitely the most essential for restoring 'MIsery' standard to the game, so maybe youd consider incorporating another good mod into yours... Also I wrote a reply to one of your comments you should really look into that, the settings I provided will truly "Make the zone a significantly less welcoming place"
Thanks for the nice words man! Yea I plan to include ADJUSTED IRON SIGHT ZOOM LEVEL to RRA. Thats cool addon for my opinion. I wanted to do it before, but I was looking for a some universal decision for any FOV.
Good job Stalker...keep up the great work, you're doing God's work Cheeki Breeki
THX comrade!
Hey, if you want to turn Anomaly into Dead Air, why not just play Dead Air? Since you already copied like every bad aspect of Dead Air into this mod. It sounds cool that you want to make Anomaly a more intense experience but I think you overdid it. You changed a lot of settings that make the game trial and error tbh.
So, why just dont skip this addon? It is not necessary for using. If u do not like it, u can always playing vanilla game. Thats my vision of gameplay Anomaly. I dont wanna copy and nothing copied from DA.
Come back here with more constructive criticism boi.
git gud
git gud