Adds a great amount of customization to Anomaly, allowing for a wide variety of playthroughs that aren't possible in vanilla.
ABOUT
This addon requires at least MCM 1.4. Earlier versions will lead to a crash to desktop!
Works on 1.5.1 as well as on 1.5.2. No update is necessary.
Russian translation included - Русский перевод включен.
AZCP adds multiple MCM menus full of impactful options for everyone who grew a little tired of vanilla freeplay. Configuration is stored in your savefile, so multiple playthroughs at once with wildly different options is no headache. Here are some (but not all) things you can do:
- Override the Stalker/Mutant population factor and set it above or below what Anomaly normally allows.
- Change the respawn timer for Stalkers and Mutants from the vanilla 1 day period to just 3 hours all the way to 2 weeks. Or turn respawns off completely.
- Remove all Stalkers -- including traders and technicians -- from bases, similar to Dead Airs "Last Stand" mode. Goes well together with the "Broken PDAs" option that turns your PDA into a fancy paperweight, and the "Loot" options menu which allow you to configure a chance to find some extra repair kits or items you'd normally need a trader for in stash boxes or on dead bodies.
- Or chose the "minimal" base population preset for a more desolate zone with many abandoned bases that still has Rostok as secure hub, alongside with some other minor bases.
- Enable "Civil War" for all Stalkers or just those outside bases -- have every Stalker or Stalker squad in the Zone turn hostile against everyone else for a true "every man for himself" experience.
- Remove spawns for whichever Stalker faction you want -- a playthrough that's just Freedom fighting Duty? You can do that.
- The same with mutant types (even unused ones): Turn every mutant spawn into Electro-Burers and see how far you can make it!
- Replace a % of all spawns with zombies, similar to survival mode. Just a lot more customizable: The amount of zombies, the variants spawning, whether they converge on the player -- all adjustable.
- Change the amount and types of dynamic anomaly spawns.
If you find a bug or experience a crash, please write a comment or message me. No software is bug-free, and with just one developer it's easy for bugs to go unnoticed. Please do the following for helpful bug-reports:
- If possible enable "Debug Logging" in ZCP > Main and recreate the crash with debug logging enabled.
- Upload your Anomaly log and include it. You can find it under <Anomaly installation directory>\appdata\logs\xray_<your username>.log.
COMPATIBILITY
This addon is primarily for freeplay (and is compatible with story mode). Warfare is not supported as of yet.
- ESCAPE FROM PRIPYAT (EFP): ZCP is fully compatible with the current version (3.0).
- GAMMA: GAMMA includes a custom version of ZCP 1.4. However, if you want the latest version you can simply deactivate the packaged version and instead use the latest from this page without any trouble.
- Any other modpack: Only GAMMA and EFP are supported. If you have problems with any other modpack, ask the author of it for fixes, not me.
CREDITS
- StronGV/TheMrDemonized for translating AZCP into Russian.
- Everyone contributing to MCM, without that addon this one wouldn't exist.
- TheMrDemonized for his code implementing weighted spawns as well as the "balanced" spawn template.
CHANGELOG
1.5e
- Added a compatibility monkey-patch for the "broken PDAs" option in 1.5.2. All credit for the relevant code goes to HarukaSai.
1.5d
- Rewrote code for squad-member related options (squad size/variance, mutant variants, disabling mutants). This improves performance and simplicity, while also fixing a bug where disabled mutants would still spawn in certain mixed-mutant squads.
1.5c
- Added weighted spawns to spawn templates. This is mostly interesting for people writing their own spawn templates -- check out the updated "howto_spawn_templates.txt" for details.
- Included new "balanced" spawn template, based on TheMrDemonized's addon.
- Added a F.A.Q file to answer some commonly asked questions.
- Fixed a bug with parsing of spawn templates, that could in rare cases lead to unbalanced mutant spawns (1000 controllers in Cordon syndrome).
- Fixed a bug where Anomaly would randomly add multiples of unique NPCs to squads if a high squad size was set.
1.5b
- Returned from a long hiatus to finally fix a nasty bug which would cause (unique) stalkers not to be spawned when starting a new game with spawn templates enabled on older hardware and/or with high population factors. With this change, I recommend upgrading from 1.4 if you held back until spawn templates were stable enough.
1.5-hotfix
- Fixed a bug that would cause a crash to desktop after a while when using spawn templates.
1.5
- Added "Spawn Templates" menu. Spawn templates allow more control over random and replaced mutant spawns. With them you can adjust which mutants spawn in which levels, and how long it takes for stronger mutants to appear in the zone.
- Included howto file with instructions how to add your own spawn templates.
1.4c
- New integration with "Anomaly Lootboxes", allowing for lockpicks and lootboxes to spawn as additional loot.
- Fixed a bug where higher tier loot would spawn far less than it should have.
- Fixed a bug where the stalker squad size slider may cause a crash when using any setting but the default.
- Added "2 days" as option to respawn timer override.
1.4b
- Fixed a bug where squads could spawn with multiple copies of unique NPCs (traders, mechanics, ...). Requires a new game to take effect.
1.4a
- Changed "Stalkers > Squad size variance" slider default to be equivalent of Anomaly (0 instead of 1).
1.4
- Unused mutants which are present in the gamefiles but don't appear anywhere can now be enabled to spawn.
- New sliders for Stalker squad size and squad size variance.
- Added option to disable the "pulse" anomaly.
- Russian translation updated for options added by 1.4 by TheMrDemonized.
1.3a
- Russian translation updated for options added by 1.3 (thanks TheMrDemonized).
1.3
- Added "Anomalies" menu with options to control the amount and types of dynamic anomalies.
- Added "Scattered loot" option to control the amount of random items lying around the world (this was previously a fixed value depending on economic difficulty setting).
- Added Anomaly Magazines Redux integration and removed Mad Mags integration due to it ceasing development.
1.2b
- Base population stalkers will now not be replaced by random stalkers anymore.
- Added Russian translation (thanks StronGV)
- Some minor bugfixes and code cleanup.
1.2a
- Fixed bug where some story squads who weren't part of the initial spawns would still spawn dynamically (thanks VinceDesiderio).
1.2
- Added zombified Stalkers to factions.
- Added options to control size of mutant squads.
- Fixed faction patch dynamic tasks to correctly use enemy factions. (thanks Mask961)
- Refactored lots of code (with this, I expect way less bugs going forwards)
- Added debug logging.
- Fixed some minor bugs I didn't keep track of.
1.1d
- Added options to remove zombies and rats
- Added option to skip loading configuration from savefile.
- Fixed faction patch dynamic tasks to only use enabled factions.
1.1c-hotfix
- Fixed a bug that would potentially remove story squads when starting a new game.
1.1c
- Fixed a crash that may occur when looting stashboxes.
1.1b
- Minor bugfix, PDA notification that the player found a repair kit was sent before the check was actually done (thanks Zealot_K).
1.1
- Added "Mutants" menu.
- Added options to enable/disable mutant types.
- Added "Random mutant squads" option, which is a configurable chance to replace a mutant squad spawn with another, random one.
1.0b
- Fixed a bug where Sid and Forester would still spawn despite "none" population preset (thanks VinceDesiderio).
- Fixed a bug where vices were blocked despite "none" population preset (thanks Zealot_K).
- Fixed a potential crash when replacing squads of one faction with squads from another.
- Split "Repair kits" option in the loot menu into two, one for minor repair kits such as glue tubes, and one for actual repair kits.
- Added "Random Stalker squads" option, which is a configurable chance to replace a Stalker squad spawn with a comparable squad of another, random faction.
- Tweaked "none" preset a bit, so that dynamic spawns won't be captured by smarts and patrol bases (hopefully, might've missed one or two smarts).
1.0
- Renamed to AZCP
- Configuration is now savefile-specific.
- Reworked menus.
- Added option to remove spawns of specific stalker factions.
- Fixed reputation decrease when killing hostile stalkers in civil war.
- Added option to let civil war affect base population stalkers.
- Added option to override mutant/stalker population with values bigger or smaller than vanilla Anomaly allows.
- Addon can now be enabled/disabled at any time by an option in the menu.
- Added dynamic spawns to "none" population preset, so bigger stalker populations actually see an increase in initial spawns.
- Fixed a bug in smart terrain respawns ignoring Mutant/Stalker population factors. (See also this).
- Addon is now usable outside of survival mode.
- Some other small things I probably forgot about.
0.99
- Fixed a bug where you could find extra items in player-created stashes.
- Added an option to glitch out PDAs.
- Added an option to find extra items on dead NPCs.
0.98
- Added respawn timer option, allowing to control the time between respawns, making the zone livelier or more deserted. Can be set to "never" to completely disable respawns. (does not require a new game)
- Added menu for integration with other addons (this is temporarily in it's own collection, will be fixed as soon as it's possible)
- Added integration with Mad Mags, which makes it possible to find a mag for one of your equipped weapons in stash boxes from time to time (thanks to sganon for the assistance). (does not require a new game)
- Made menus prettier.
- Fixed a bug where Monolith would be allied in Civil War despite not enabling that option.
0.97b-hotfix
0.97b
- Added an option to show a PDA notification whenever finding extra items.
- Reworked repair kits spawning tables.
- Refactored spawn replacement code.
- Fixed a bug where medical items might not spawn correctly.
0.97
- Added medical items to extra item spawn options.
- Added support for glowsticks to spawn as useful items (requires the glowsticks addon to be loaded). There's no menu option for this yet, so you'll need to enable it in smr_loot.script.
- Fixed a crash that had a small chance of occurring when enabling extra ammo spawns and opening a stash box.
- Removed Forester spawn from "None" preset.
- Fixed some small bugs and refactored code.
0.96
- Added "Squads" option to Civil War, which keeps squad members friendly to each other.
- Added an option to keep Monolith stalkers friendly to each other, regardless of Civil War preset.
- Removed some bases from the "Minimal" preset. It now feels closer to "Last Stand" while still having some traders/mechanics.
- Reworked part of the config menu.
0.94b
- Fixed a bug where Sid would still spawn when the population preset was "None".
- Adjusted drop rate of rarer extra items.
- Removed some remaining story squad spawns from the "None" population preset.
- Added "Minimal" population preset.
0.94
- Added options for extra item/ammo spawns
- Changed Monolith spawns so that advanced/veteran squads spawn less often.
- Refactored menu code to allow for submenus.
0.93
- Split "replace spawns with monolith" option into two, one for mutants and one for stalkers.
- Replaced "hostile stalkers" with proper "civil war" option.
0.92
- Added base population option with presets "full" and "none".
- Added basic zombies as variant to spawn options.
- Added an option to control the amount of basic zombies spawned
0.9
This seems pretty cool. Haven't played survival mode before, but might as well try it now with this mod.
Also, do you have any recommendations for mods that "improve loot, stashes, and crafting" and should be used alongside this like you said? Could be a nice little list section in the description.
I'm not sure about crafting, but for the others I personally use these:
Loot: Moddb.com
Stashes: Moddb.com
I'll add them as a list, you're right, thanks!
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It would be cool to have an option to leave the bases population present (the guards, traders, mechanics etc.). While it would affect the survival experience it's still nice to have it as an option. And these guys can still give you some quests
Yeah, that's pretty simple to implement. I'll add it in the next release! Might play around with more spawn configs as well, and see if I can figure out a good third that's somewhere in-between.
Cool, thanks for your effort!
Sure :). It's online now, just two presets to play around with, but simple to add more in the future!
My Dream is to have the "Last Stand" mode ported to Anomaly, bc its a good mode to practice crafting, survival and item management. It's also kinda spooky bc you go to this places where there is always alot of ppl around walking and talking but now they are silent and there is no one in sight, i like that.
Edit: also the thing where "Every stalker is your enemy" is not very good, the best would be every stalker against every stalker regardless of faction, so you'd have this constant war zone going on, where truly is "Every man by himself"
It already is very similar to Last Stand if you put zombie spawns to the max, so there are no other stalkers or mutants! That also was my original idea when starting this addon.
>the best would be every stalker against every stalker regardless of faction
I agree, but I'm not sure if the engine can handle setting the relations between every single Stalker. That quickly becomes an absurd amount of operations. My reasoning here was that there won't be many Stalkers around anyway, so just having everyone vs. the player doesn't feel any different in practice. I'll look into making it everyone by themselves, but I'm not sure how well it will work.
I understand but you have to remember that most stalkers walk in groups of 3 to 4 ( or less) and bc of that gunfights are a pain in the *** since everyone in the zone wants you dead its like if you were from the monolith faction but being the only member of said faction, everyone wants you dead and sometimes they will help each other to do so.
Edit: also in dead air there is a mod called civil war (https://www.moddb.com/mods/dead-air/addons/custom-gamemodes1) that makes everyone against everyone, idk if you can take something from it but you could take a look at it.
Thanks, that might be helpful! I'm actually implementing a real free-for-all option right now, since I agree with you. There's still a few bugs, but if it goes smoothly it should be ready today.
Awesome! Thank you for this Addon
omg where buy vodka if no traders.and food
The idea was that there is nowhere where you could do that, since it's *Survival* mode. Next release though will have an option to keep Traders/base population, since of course some people prefer it another way.
EDIT: It's up. You can now change the preset to "full" and enjoy populated bases, complete with traders and all.
I don't see the option ''full''?
Gah, i'd always been hoping for a mod like this. thank you for making this. I assume if you set the zombie following radius to 0. save corruption won't be as much of an issue as it was in COC/default anomaly's survival mode?
I've never experienced save corruption in Anomalies default survival mode, so I have no idea, sorry :s.
"Which is why you should probably play this with other addons that improve loot, stashes, and crafting."
Not wanting to sound like an ***, but why not incorporating this in your own mod? This way you can tailor the experience based on your vision and leave the trial&error; of players out of the way.
That's a good question. As far as stashes/crafting goes, the reality of it is that I don't have the time to create a full-fledged overhaul for these parts that'd come close to the quality of the addons there already are.
But in terms of loot, I think you're right: I should offer an optional file to increase ammo quantity/gear quality of zombified Stalker drops, that should already remove most of the problems.
I like the idea. Can you do something about zombies movement speed, for them to move faster, to be more opposing?
The problem with that is that it would **** up their animations, making them glide along the ground. It's also a change that'd break compatibility with a ton of other addons. Maybe there's a simple way to introduce custom zombie variants as custom mutants. I'll test the idea, and see if it works out.
Welp, didn't think about that, but yeah sounds logical. Nice addon just started playing it. :)
Never played survival mode, but with a horde coming at you, where you buy ammo and with what money?, i mean if you need to shot 50 zombies you are going to waste lots of ammo.
I was thinking in having an option to reward you for killing zombies and then you go to a trader and spend your money there. maybe a customizable amount.
Try the recommended addons for improved loot and stashes :)
>I was thinking in having an option to reward you for killing zombies and then you go to a trader and spend your money there. maybe a customizable amount.
Huh, that kinda sounds arcady like Killing Floor. That's a bit whacky, but I like it. Warfare already has a similar option, so it should be possible, let me look into it.
Great, thanks for your work.
"Replace every non-zombie spawn with Monolith Stalkers, if you don't want to just shoot zombies but don't want non-fried Stalkers wandering around."
Could this be divided in two settings: replacing stalker spawns, replacing mutant spawns ?
Or is it impossible to do?
Would be nice to have the zone full only with zombies, mutants and monolith.
I wanted to look into this as well, it's actually on my todo-list already. I'm fairly confident it's no problem.
Nice!
One more question - can I change the mod settings during gameplay? Will it change the spawning without starting new game? I guess it will take some time for the spawns to adjust but it will work, right?
The spawns should definitely slowly be replaced! The only things that require a new game are:
- Changing the base population preset (just added that)
- The hostile stalkers/Monolith spawns options
EDIT: By "definitely" I mean "I'm 100% certain but I haven't tested it, so don't rip my head off if there's some weird bug".
Would be nice to have this in the description :)
Thanks for quick answers and for a really good addon :)
You're right, I'll add it! Hope you'll have fun with it ;)
COOL! THANK YOU SO MUCH! I wish this mod for 'StoryMode' it' will make the game)
I don't think it's possible, it would likely break the story mode in a thousand different ways :s. Glad you like it though!
I just want to (finally :) complete disable or highly reduce people spawning... And also change 50% of existing stalkers to zombies in story mode... And let every one doing their JOB (walking, hunting, trading...) oh I just want to build my own game :))
But at this moment I just want to know how to do this (described above) in STALKER ?!
I have increase this in every locations :
respawn_idle = 186400
But... they spawning and spawning again..........
Maybe You can kindly tell me how to do this ?
I think you can actually just use SMR, you only have to change it so checking survival mode doesn't uncheck story mode in the menu. Look in your SMR folder, in the folder "scripts" should be a file "ui_mm_faction_select.script".
Search for "UINewGame:OnCheckSetSurvival()" and just below that should be two lines:
Delete these and you can play story mode with Survival/SMR enabled. I can't give you any support if something breaks due to it though.
Huh, that should work. But actually, the next release of SMR will have an option to adjust respawn timers, all the way from 3 hours to 2 weeks (1 day is default). And to completely disable them as well. I've pretty much completed that feature, so I'll most likely upload that version tomorrow.
THANK YOU SO MUCH !!!!!!!!
One of the best modes!
Trying "Last Stand" mode and having a blast. Found USAS-12, shotgun repair kit... Nice.
The only thing that bugs me is that in this mode you are unable to get better knife than the starting one (I don't think it's possible for enemies to drop melee weapons). Also knife repair will be a nightmare with tools only from stashes and drops.
I will probably cheat some knife in but it could be solved in many ways (unique "trader" as mentioned in the comments elsewhere, generating melee weapons at some places etc.). Just a minor inconvenience, otherwise it's great!
Another thought is this → will the progressive armor drop work with this? Won't it be too slow only with killing enemies? I switched to full drops for now.
Also, I killed an armed zombie and my reputation decreased. Dunno if it is a bug or if it happened because I was wearing monolith exoskeleton.
>The only thing that bugs me is that in this mode you are unable to get better knife than the starting one (I don't think it's possible for enemies to drop melee weapons).
Oh, that's definitely true, I didn't consider it. I'm looking to add a spawn preset that'll keep the "Last Stand" atmosphere, while still having a few traders here and there. That should fix that problem, and I think it's better than a custom vendor -- since addons like trader overhaul would work with it.
>Also knife repair will be a nightmare with tools only from stashes and drops.
In my experience finding knife repair kits isn't all that uncommon, especially with Groks stash overhaul and the loot rebalance.
>will the progressive armor drop work with this? Won't it be too slow only with killing enemies? I switched to full drops for now.
Yea, that's true, rank will increase pretty slowly. I'm not sure how to fix that the best way.
>Also, I killed an armed zombie and my reputation decreased. Dunno if it is a bug or if it happened because I was wearing monolith exoskeleton.
Did you select Monolith as faction? They're still allied with the Zombified faction, so if you shoot Zombified Stalkers this will happen. It was the same in vanilla. I'll probably add an option to make them enemies, since if you only play with Monolith and Zombie spawns you might want them not to be hostile to each other.
You could make it so that knives have a boosted chance to spawn in stashes if the mode is enabled
Or perhaps simply add in crafting recipes to upgrade the knife tp the next version
I'll definitely add some options to increase knife/repair kits/meds drops, as well as weapon/outfit condition and ammo quantity on Zombified Stalkers.
"This addon requires MCM"
What this?
It's this: Moddb.com
I'll add a link to it in the description.
**** YEAH!
It was a bit trickier than it looked, but here it is! I'll try to add an option so that civil war is squad vs. squad too, but I'm still having some issues with it.
Thanks, I always wanted something like this . But I have a question. I'm trying to make a civil war save but without mutants. Making the zombie spawn rate 0 and pumping up the stalker population factor should do the job, right? I don't know how survival mode affects stalker spawns so I thought I should ask.
Zombie spawns are a % chance of all (mutant and stalker) spawns, so if you want a save completely without mutants, you could set the mutant population to 0.25 and replace all mutant spawns with Monolith stalkers.
Or if you don't want that, you could edit Anomalies ui_options.script so that you can turn alife_mutant_pop down to 0. At least that's what I'd guess, I have never tried it -- there might still be a few mutants spawning.
The first way is obviously simpler, although it does mean you'll have some more Monolith Stalkers where you don't expect them. Shouldn't make a difference in Civil War though.
EDIT: I forgot, yea you should turn zombie spawn rate to 0. That'll work in preventing any to spawn.
alright so i just played for some hours and the civil war thing doesn't seem to have worked...? idk maybe its something on my game but i know some of them are killing each other bc i hear gun shots and when i go to check i see stalker's corpses around (not zombie stalkers), but some just don't see me as a enemy at all (I played as Loner, and factions that are neutral or friendly were the same), and/or don't fight each other, for example the Duty base (Rostok): they are friendly, this could have something to do with the "Dynamic Factions" option bc in Warfare, if you go in with the Full out war option active, the factions would be all enemies of each other but if you had the "Dynamic Factions" on, it would bug the game and they would become neutral again, and friendly over time.
Also is it just me or i only find broken weapons and almost no ammo? and i am using the two loot/stash mods (i used then before but i don't quite remember being like that).
Edit: still have to try the "none" option for population as well
If it only happens in bases, then it's intentional, as the tooltip in the options menu says Stalkers that are part of a base population aren't hostile to the player (normal faction/goodwill relations still apply). The idea was that bases are supposedly a friendly place where you can stock up on supplies and such. If you put the population to "None" there should be hostile Stalkers roaming around the bases.
Although now that we're talking about it, I think I forgot to add generic Stalker/Monster spawns in bases to the "None" preset... They'll still wander in from other maps, but yea. I'll have to fix that for the next version.
In my experience zombified Stalkers only drop broken weapons, but a lot of 9x18 and shotgun ammo. As for drops from other Stalkers they normally range between 20%-50%. I'm working on a feature right now that adds a configurable chance to find a repairkit or a knife or some ammo, etc. in stashes/bodies. That should make it less painful I hope. It'll also be compatible with other Stash/Loot overhaul mods.
Oh i thought it was gonna be total anarchy however a go
Well I feel like people who want to keep the base population with traders mostly would do so because they want a safe haven. On the other hand, the "Last Stand" preset is definitely total anarchy, as expected.
I think what i just want the Tarkov like gameplay but without the merchants and factions, so i would need to actually take care of my stuff, hunt, and survive the other stalkers.
Mmh, you could always set the base population to "none" together with Civil War and replace all spawns with Monolith. Or do you still want some trader? Then maybe you'll want to check out the "minimal" base population preset I've just added. It keeps a few bases, but the only one really still safe is Rostok. Apart from there you'll have to watch over your shoulder.
Or am I misunderstanding you? Because for me having a safe base to trade/sell loot and a civil war outside of that does feel kinda tarkov-y.
No what i mean is like having to survive in this place where everyone is killing everyone regardless of faction. There aren't any bases (as in: the "bases" are mostly empty bc they aren't bases anymore, but still have loot)
There isn't any traders, bc they are gone.
In stalker you can pretty much create stuff by yourself and even make Hideouts with tents, beds and backpack stashes.
in short this is how i want to feel like playing:
- walks around looking for stashes and other stalkers (to kill)
- kills stalkers so i can get resources (to fix weapons, armor etc)
- i can't buy anything, so i either have to make it or steal it from dead stalkers.
- also playing this with the fast travel disabled and backpack stash fast travel enabled so the only place i can fast travel is the backpack. Backpack = hideout
also maybe a option similar of the "Spawn monolith" but instead "Spawn bandits" but they are a faction, instead of wanting to kill eachother (scavs lol), idk.
this is just my option but i've been playing this game enough to be feeling bored by the vanilla gameflow/play, so your mod is really a breath of fresh air. Great Work.
The "useful item spawns" actually has backpacks, sleeping bag, and tent in the drop table, since I feel the same way. Setting up camp somewhere is really comfy.
That's what the "none" spawn preset is for! Apart from scavenging dead enemies and stashes there isn't any way to get resources. I've played mostly with that preset the last few days, and it really does feel that way.
Ah, that's a good idea. What I'm thinking is keeping it to "Spawn Monolith", but add an option "Civil War, but Monolith is still allied". I'll add that next update.
Thanks man, I was getting kinda bored of it too. That's why I decided to port the "Last Stand" mode, and now it has become more of a "build your own gamemode" thing lol.
But with the "None" preset doesn't that mean that there aren't any LIVE stalkers to encounter? only zombies and zombified?
edit: also i said Bandits bc since they use new game weapons, they are easier to fight, unlike monolith who may have very late game weapons which some ppl may not like it.
Oh, lol. No, the preset is just for the population of NPCs in Stalker bases. And these will always behave like in Vanilla with goodwill and factions and such, that's why I said they aren't affected by Civil War. If you turn it to "None", then regular Stalkers will still spawn, just no traders, mechanics, or base guards.
Mh, I already adjusted the spawn rate so there's a 3x higher chance to spawn Monolith novice squads compared to veteran ones, but I see where you're coming from. Good idea, I can probably add some new squad definition for Monolith hobos, let me look into that...
oooh i Understand now, i thought since it says "Population none" it meant "no npcs, Stalkers or traders" just you vs the world, like Last Stand.
Well I should probably update the descriptions, before someone else thinks the same!