Cowardly dogs, non-pushy rats, somewhat relaxed snorks and more visible bloodsuckers
I tweaked some mutants that I found unbalanced and thus annoying in Dead Air. First, dogs — previously they attacked relentlessly like robots. I tweaked some values to make them more likely to flee. Also reduced their angular speed - now they won't circle you faster than you could take aim. Note that black dogs are still fearless.
Bloodsuckers — now they decloak farther from you. Currently not by much, but it should make a difference. I'll nerf them more if I find them to be still overpowered. Note that different kinds of bloodsuckers have different decloak distances (red are the worst and could still be op despite distance increase). I also removed AOM (attack on move) ability from all "weak" bloodsuckers, now they should be easier to dispose. (Nevermind, undid that, since got the feedback it actually made bloodsuckers stronger :))
Rats. Tweaked their mass so now they shouldn't push you around. Hopefully rats having tiny, real-world mass won't break anything (but I didn't encounter anything yet). Previously, a rat actually weighed as half of blind dog, which is ridiculous. Whose stupid idea it was to make rats push you like paper doll anyway :)?
Snorks - jump length and height decreased 1.5x. Will be testing this further, but I think currently they are as they should be - reasonably deadly, but not ridiculously overpowered. You definitely need a companion to face more than two snorks in the open. Preferably with an automatic weapon.
Unpack into your Dead Air/gamedata folder.
Feel free to test this out and give me feedback. I think I hit a sweet spot with dogs, but I'm not sure about bloodsuckers yet.
please see with the Controllers the are mayor pain in the ... reduce the range attack with there mind
will do that after I actually encounter a Controller. Haven't had a chance to see how op they are.
Yeah, they have a little "misery" range, where I remember getting out of the sewers or whatever onbloodsucker quest and I got shot from the other side of the chem anomaly by controller.
And tweak their sound down pls. Or better - make controller sound strength corellate with psy-defence. Like, the more you are protected, less noise you hear!
I don't think controllers need any tweaking. Just block line of sight until they're close enough for you to hit. Two slugs kill them outright.
Thanks alot, I hope this tweak will stop the important characters in dead city and yantar from dying, while I'm somewhere else
I guess it could help them against dogs in online mode (while you're on the same map). I have a suspicion that offline battles (those occurring while you're at another location) are resolved using different (simpler) algorithms, so angular speed and morale might not be taken into account. But if it isn't true, I'd be glad.
I have disabled offline battles since CoM. I think it's a pain in the .... But it really helps! The merc base didn't get wiped out immediatly on the first bloodsucker attack, so thanks again! The only thing left is to keep kruglov alife...
Removing attack on move was a buff towards bloodsuckers, now instead of "one punch and hide" kind of bloodsuckers they are now Berserk Bloodsuckers, kinda scarry invisible little ninjas. Lowering their fire and wound immunity a bit would make them easier to dispose.
ha ha, nice point I returned the AOM to all bloodsuckers and reuploaded.
Yes, finally! It's not even that dogs were hard, they were just annoying and unrealistic. Thanks, the zone makes sense again.
There's also a thing with mutants dealing damage from too far away without even making the attack animation. Could you fix that? If I remember correctly autumn aurora mod does mutants the best.
You're welcome. Could you give me an example of a mutant dealing damage from far away? I haven't noticed this yet.
It's not very far away, more like I jump away from the mutant, it runs past me but still dealing damage even though its attack didn't really hit me. I think their hitbox is too big, dealing damage before they even touch you.
Another example: I'm swinging my knife at a dog, the dog bites me and my swing doesn't reach him. Now this doesn't make sense because my blade and his teeth should be at the same distance. Then the dog turns back and just hurts me by running into me without biting. That's especially bad because biting animation realistically slows them down. I'm not sure it can be easily fixed really. That's my experience anyway.
I may look into tweaking hitboxes in the future, but for now I have disabled the "attack on move" for dogs, feel free to test it out and let me know how it goes.
i installed this mod and the game just crashes on startup, is installing deadair mods different than other ones?
Nvm i fixed it
would be nice if u fix immortal pseudogiants too
I recommend having at least one improvised explosives on you at all times. I actually don't mind pseudogiants, they are supposed to be a challenge and I like the fact that you have to be prepared to face them. Having explosives/granades/granade launchers/machineguns on you. I took one out with one f1, one thermal granade and one vityaz magazine. For a pseudogiant it's really not that much.
Just port Autumn Aurora settings for enemies if you can. They are the most balanced IMO.
You'll see that the dogs do damage by just running into you, while in Autumn Aurora they stop and bite you.
This is "attack on move" parameter. I disabled it now for dogs, check the newest version of the mod and let me know how it goes. This change might actually make them more deadly, who knows. Wouldn't want dogs to be too weak though.
Can you lower the aggro radius for all mutant enemies so that they don't come straight at you from a mile away?
Sorry to be the bearer of bad news, but the modification to dogs/pseudo completely nuders them, they never end up attacking before i can kill them and most of the time they end up under your feet as if they're trying to hug your leg... basically turning them into ***** leg humpers lol.
ok, I suspected that much. I guess dogs should have AOM after all, but their hitboxes should be tweaked because they're very hard to hit when they are biting. I'll revert changes and reupload.
Will try it out soon, thanks man!
main characters in camps getting kill is annoying. there´s anyway to make them immortal or something. Also, anybody knows why duty desapear from rostok in late game? tnx
I read something that duty is changing their base. Not sure where, haven't got that far yet.
You should tweak the annoying cheap assed Tushkanos mass too ..... am so sick of getting pushing into anomalies, pushed off ledges, pinned in corners unable to dodge other more dangerous mutants!!!!
So F^*king cheap!!!
Really makes me wonder about the levels of maturity of the guys on DA's dev team, Mod features waaay too much "difficulty via reality breaking mechanics".
Kinda overshadows its really great elements.
Thanks. The dogs drive me crazy. In STALKER all the life the dogs attack in pack, if they are alone, they always flee.
I hate walking to the cordon and get absolutely raped by a giant unrelenting pack of dogs hope this helps.
Your mod seens to CTD when i try to go inside the Red Forest
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'simulation_dog_1_2'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:00B73DCC xrCore.dll, xrDebug::fatal()
0023:06D75BFC xrGame.dll, CDialogHolder::operator=()
0023:5970ED79 MSVCR120.dll, _crtFlsGetValue()
0023:5970F8C7 MSVCR120.dll, wcsnlen()
0023:59711E94 MSVCR120.dll, isleadbyte_l()
0023:5971EA4F MSVCR120.dll, getc_nolock()
0023:5975852C MSVCR120.dll, fcloseall()
0023:0705AFA4 xrGame.dll, CDialogHolder::UseIndicators()
0023:596E02F7 lua51.dll, lua_newstate()
Sorry about that. Guess something about those rats having mass was meaningful after all. Try removing creature files from Gamedata one by one to troubleshoot which one is causing this.
the error explicitly states that the spawn configuration for the dog simulation_1_2 cannot be opened. i don't see how that has anything to do with rats. ^^
i'd go so far as to hazard a guess and say that error is not connected to your dog reconfig or any of your re-configs at all since none of your files influence the spawn definitions in any way.