Rostok is under Duty control. Fighting is forbidden. Free stalkers and Clear Sky members won't attack a military player as long as he leaves them alone.
- In Rostok, stalkers who are friendly with Duty won't attack each others.
- They will attack if the player attack them first. Leaving the area and returning later will reset the hostile state.
- New game is not required.
- Safe to uninstall.
Known issues:
A military player will be attacked after a fight in the arena. I'm in another project so no fix for now. Might fix in the future.
Report bugs to me, GhenTuong#1278 in Anomaly discord server.
Discord.com
That's gonna make life a bit easier. Thanks
I ******* had to change my faction through cheats not to break immersion. Thank you for this!!!
I just cleared rostok from loners (as military), and check moddb just to found this. Great mod ! Can you do the same for Yanov Station ?
What's wrong with Yanov Station? Those who are enemy of stalker or freedom can avoid it. You don't need to go through it to reach other maps.
I think because in the CoP, yanov station is a no fighting zone so any faction (freedom and duty) did not fight each other until they are far enough from the station.
But in anomaly freedom has full control of the base, so it doesn't make sense to let anyone in. The ceasefire has ended.
Warfare alife overhaul compatible?
You can make Traders neutral, there are addons for this, but they do not work with all factions.
Barman is neutral to everyone by default.
So good to see another Vietnamese guy around here. :)))
Chào ông. Cảm ơn ông vì add-on rất xịn xò nhé.
:dolg:
Looks great ! But I'm not sure : as a freedomer, I stil won't be able to get to the bar, right ?
no hippies allowed
Sadly, there's no place for anarchists in Rostok.
Np I prefer bandit dj anyway !
ANARCHISTS AND BANDITS!
а если за ИИГ играть? вот за них хотелось бы посетить бар..
маскировка тебе в помощь
No anarchists. Never
Well...
New game needed?
New game isn't needed.
when will GhenTuong Tasls Pack be released for version 1.5.1???????????????
It won't. Please use Igi tasks. We agreed that he will take care of the random tasks addon.
interesting addon i feel like rostok should be a peace zone where you can just have a drink and relax
But is it immersive?
dynamic, even
hd, some might say
considering that you can bribe military in-game by paying sidorovich so they dont attack you for a while is kinda immersion friendly tbh
In short, this addon is for those who play military rol and want to trade in Rostok without fights, without problems, right?
yes
Can you remove the dog spawns south of Rostok (as optional)? it's by far the most annoying spawn in the game.
Ooooh, awesome move man! It does make sense honestly! It was always a chore to fight through the entire place every single time just to buy some ammo!
Say, since you are clearly more experienced with this sort of thing, would you care to take a look at Yantar next? I often sell the scientists my artifacts for the better price, plus hey, help out the eggheads, but Anomaly has WAY too many mutants in the area. If you dont sprint around the area like a mad man (While weighed down by artifacts in my case) then damn near every Ecologist no in a bunker will die. Even the Mercs by the bunker often die to the 3+ Snorks that almost always spawn on that damned island in the lake. An island 1 NPC from the camp will specifically walk to for an idle animation might I add.
I tried to fix it by nerfing the hell out of the Snorks, but it only made the problem a 50/50 chance of their survival. Do you have any idea how at least remove all the snork spawns? The zombies and stuff, while also nearly impossible for AI to survive, I can understand, the Snorks are almost unkillable to AI.
Are you around Anomaly discord server? If you are, ping me so I can know you.
I will ask others about the situation and see if I can help.
I am not actually, bit of a hermit online you see.
Still if nothing else that would be nice to put the word out! It makes visiting Yantar a chore. It doesn't really make any sense either, as it is by far the most dangerous area in the South with the amount of Mutants. Id say it actually rivals Red Forest in danger but in a smaller area. There are no chimeras or Monolithians, just 5 Snorks at each spawn. With two controllers and 12 zombies in the actual factory. It really gets out of hand FAST.
It's weird that in my playthrough, the boys hold pretty well. I have mutant population at max setting.
Maybe a mod? I play with vanilla weapons, armor and all that. Typically entire squads are wiped out easily. Specifically ill find dead guys in the factory, at that building south of the factory entrance and often whoever walks up the hill north of the bunker will walk right into a group of mutants and die as well.
Then of course the island in the lake one will walk out there to sweep with a detector, only to typically walk into at least 3 snorks every time. So they die, then usually in the fighting and chaos another guy usually dies near the bunker. The only "safe" places are the entrance facing the Wild Territory entrance and that camp near the dumpster east of factory entrance, and even they sometimes die to zombified stalkers.
Also Zombiefied stalkers and a squad of usually non ecologists guys spawn north east of the factory entrance on top of each other. Usually leading in the squad there somehow surviving in my experience.
Last but not least the guys in the factory typically spread out and stand around in the most dangerous places they can. One will wander off the the north east side of the factory right onto snork spawns and across that big concrete pit from a common zombified stalker spawn, then the other usually wanders off to the entrance to Dead City, which also typically has 4 or so Snorks.
So essentially, im usually a Merc, I enter from Dead City, have to fight off 4 snorks at once in close quarters. Sprint from there to the big concrete pit thing and fight off everything there, THEN fight everything by the hangar on the south west side of the factory, which I usually cant do because I cant climb the wall. Then I have to run like hell to that building and try to save the one or two guys there, then run like hell to the guy who climbs the hill to save him, then run like hell to the lake to save them.
All while typically loaded down with artifacts. Otherwise in most cases they all die because they are alone and Snorks are pretty overpowered in vanilla. Not to mention that they may have a terrible gun.
you can use ZCP to adjust the muties. Right now I'm having a blast with a game with 0 mutants and 3x the stalker population. It's a warzone! hahahah
Honestly I may try that someday! I always feel like mutants are just used as a balance thing in Anomaly. Like they are, by design, too tough just to waste your ammo and item condition to make it a bit harder. I understand why its done but it does get annoying at times when its already hard for me to get a decent amount of ammo together.
Nothing like putting 6 rounds of 7.62x51 NATO into a boars head when there are 4 more behind it. Or shooting a zombie in the head 3 times to kill it. Or Snorks taking an entire magazine in vanilla, despite being a creature with an EXPOSED SPINAL CORD.
Anyway, it would be optimal to just reduce the amount that spawn in the area. Im fine with some dying, even if I feel bad for the eggheads. But my problem is they ALL die. Even the team of Mercs that guard the bunker die pretty often.
Imgur.com
Too late)
Good lord the birds eye view.
"Local Military man literally to angry to die. ZNN reporters on the scene were able to, after dodging a burst of rifle fire, interview the man responsible for this massacre!"
"I just wanted a damn beer, now I have to spend 12 grand to fix my gun and armor. Thats not even paying someone to do it that's just for buying the stuff to do it myself! On a more positive note I technically just reduced the Stalker population by half and got a few beers for free out of their packs!"
This is awesome, now instead of it being a combat zone shitfest it's actually a social hub and there is always multiple factions there now just hanging around and such, makes for plenty more task variety for me!. Thanks for this.
What about merce?
I would imagine Mercs are still targeted. They sadly are NOT neutral with Duty in the vanilla game. As senseless as that is.
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Would it be possible to make this applicable to the Ecologist base in Yantar? As a military boy, loners make their way inside and just spray me down lol
Yeah...
If it's feasable - Yantar scientist's base would be nice. If not base, just inside the bunker. CS/Loners are murdering my Military iron man runs...
I have to resort to giving myself godemode through F7 when entering Yantar, and it sucks.
And why can’t I go through the arena as a military man, I just go out and they start shooting at me! Is this a bug or is it supposed to be like this?
Ok, even better idea (at least from my perspective).
Also this one might be easier to implement with the existing Rostok script.
When player takes any task from Sakharov or Herman\Ozersky - he becomes neutral to CS/Mercs/Loners on Yantar\Jupiter respectivly. But this neutrality functions as long as player doesnt abuse it. Any agression to neutral squads would result in immediate return to hostility + decrease in player's carma and ecologists/attacked faction respect. Also next neutrality woun't be given to the player another 5 days (or longer), if he takes any other mission from Sakharov or Herman\Ozersky. Player can also be banned from doing Ecologist missions during this "probation" period entirely as an even more harsh penalty.
Think about this as some kind of armband, which Ecologists are giving to the cotracted stalker, like in this mod (https://www.moddb.com/mods/stalker-anomaly/addons/ecologists-enhanced).
I must say the defaut name of the mod in Mo2 is amazing.
hey, are you willing to do the same kind of mod but with Yanov station so freedumbers and duty can be neutral in the area?)
Yanov station belongs to Freedom as far as Amomawy's story concerns. There is no point for Duty to be there.