This mod become an official part of Last Day after 13/4 update. Don't download.
► Things you need to know before using this mod:
- The mod is already included in the official (2018/3/14) patch for Last Day, don't use it.
- Compatible with all Last Day versions
- New game is required!, moving from version 1.0 to 2.0 will require a new game as well. moving from 2.0/2.1 to 2.4 doesn't require a new game.
- Set the Population Factor for stalkers and mutants in the options before starting a new game (you can change this option any time you want, but it will have the most impact on a new game, as it will decide the starting A-life population of the entire Zone).
- Check out the the list below for recommended population values.
- The installer will install files related to economy and mutants (it will install vanilla files if you don't use the optional tweaks!) which will allow it to overwrite related existing files. This means you can simply revert something by using the installer itself.
- Make sure to install this mod before installing any items/economy related mods. or some stuff may get accidentally overwrited.
- Don't use mutants tweaks outside of this mod.
- Credit goes to creator of Remake mod, i used some of his assets for new visuals.
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►![TRX, features]()
This mod covers most of the spawns in Last Day and changes the way the system works, it's divided into two parts so you can choose what you want:
Stalkers A-Life System:
- Stalkers population and locations have been reworked to be similar to CoC/CoM system.
- Squads activity around the zone has been increased, now they have higher possibility to travel across the zone and move into new areas.
- Factions bases in general has been populated with increased respawn rates.
- Enhanced gulag job, factions patrols should roam around more now.
- Fixed cases where squads don't respawn again after death.
Mutants A-Life System:
- Introducing dynamic spawn system for mutants:
- Mutants spawns around the zone has been replaced with a new dynamic system: instead of facing the same mutant or type in the same area all over again, now you may meet something completely different on your way back.
- The more time you spend in the zone, the worse the spawns will get in few areas.
- The respawn time has been increased for all to prevent quick respawns around the player.
- Psi-aura coming from specific psi-mutants inside lab x16 and x18 has been nerfed, just to make them balanced in those closed restricted areas.
- Say hello to some old and new friends: 3 ported mutants from CoC and 2 new ones.
- Many variants have been restored for few mutants.
►![TRX Optional tweaks]()
I included them due to their important rule here. you can use them separately without the main spawns files:
A-Life Simulation (choose one):
• Full A-Life simulation: in default, A-life simulation is enabled only in the current map and the other areas connected directly to it.
This tweak will enable A-life simulation in every location, even if you aren't there. this will cause stalkers and mutants across entire the zone to move, live and act on their own which expands the dynamic experience in the zone.
Attention: Increases the load on the computer! Perhaps you will have to reduce the population factor to 0.25-0.5.
Note: This feature can be enabled in Last Day 1.3 +Patch from the gameplay options.
• Living Zone: Not only It does the exact same job of full a-life simulation, but also greatly enhance stalkers behavior around the zone: squads can travel to even further places and acquire more areas for themselves. the best dynamic experience (Increases the load on the computer as well!)
Note: If you play (Last Day 1.3 +Patch), Full A-Life Simulation should be active from the gameplay options for this to take effect.
A-Life Switch Distance:
The distance at which artificial intelligence in the game enters its "online" mode, which means that it will behave taking into account the presence of the player. When the player is outside the range of AI (beyond switch distance), "offline" mode is initiated and the world will move irrespective of the player.
Default radius is 350, lowering the switch_distance will improve the performance a bit but lower the max distance at which you can see and fire upon enemies will be limited. changing it doesn't require a new game.
Economy:
If you felt the game becoming easier with this mod, there are 3 tweaks to adjust the ecenomy:
- Rares consumable items from loots & drops
- Less money on corpses
- Harder trading/economy
Mutants:
- Weaker psi-aura for controllers.
- Weaker psi-aura for poltergiests.
► Details about the Values for Population Factor:
Notes:
- If you used the new mutants system, don't be afraid of increasing or maxing the mutants population cause their spawns has been altered all around.
- If you used both stalkers and mutants new system, it's better to keep the mutants population factor higher then stalker's factor if you want balance between the 2 parts, unless if your wish is against that.
- I advice you to test the values for a bit before jumping into full playthough, just to make sure that you're statified with the results.
Stalkers Population Factor (if you used the new stalkers system):
- (value = 1.0): populated zone / possible explosion (not tested).
- (value = 0.75): fairly populated zone.
- (value = 0.5): moderated population, you will still see stalkers where you expect them to be but their numbers will be lower in general.
- (value = 0.25): low population.
Mutants Population Factor (if you used the new mutants system):
- (value = 1.0): fairly populated zone, good for survival/Last Day aspect but in a balanced way.
- (value = 0.75): moderated population, you will still see mutants where you expect them to be but their numbers will be low in general.
- (value = 0.5 and 0.25): close to desolation.
Changelog:
(v 2.0):
- Added support to Last Day 1.3 +Patch
- The spawn system now covers all maps
- The mod is divided in 2 parts to give the player the freedom of choice.
- The mod is packed inside an installer for less headache.
- Fixed stalker population to prevent double guards issue (not fully tested on stalkers population factor of 1.0 tho).
- Fixed a case where duty guards don't respawn again (worked for me, hopefully it will work for you)
- Clear Sky and Ecologists will visit Rostok sometimes. not only the Loners.
- Added 5 new mutants to the spawn system. and many varients for existing ones.
- Added new sound effects for a group of mutants.
- Psi-aura coming from specific psi-mutants in lab x18 and x16 has been nerfed.
- Reworked many spawns to fix the lack of few mutants/stakers.
(v 2.1):
- Fixed an issue of me being a dumb fuck, hopefully there is no more crash issues.
(v 2.2):
- Added a temporary fix from TRX: Fixed and Improvment to fix the issue of disabling weapons HUD upon looting mutants.
- Updated the files used by english translations, everything is compatible now.
(v 2.3):
- Disabling (Full A-Life Simulation) option in the installer for (Last Day 1.3 +patch) cause you can enable it from the gameplay options.
- Added compatiblity to the newest TRX Fixes addon.
(v 2.4):
- Enhanced gulag job, factions patrols should roam around more now.
Enjoy!
sounds fantastic! makes me want to finally get into proper playthrough of 1.3
Does it require new game?
Come on man, read the description. it has all the answers.
Come on man,put that shooter away.
lol
Recommended specs for full A-life sim?
There are no recommended specs, X-ray engine is not stable to begin with.
Simply install that tweak and play for a hour or so, if you feel the performance hasn't been affected or there are no memory or stability issues then you're good to go.
Was thinking specs in a more broad-sweeping way, but that's fair enough i suppose.
Wow, I'm speechless... You're amazing, man! Great job!
Epic work mate! Already I can see an amazing difference! Just wondering if we should make important NPCs immortal? Since Wolf and Fanatic got killed about 30 mins in on my run, damn pseudodogs.
Edit: Did get some sweet gear off them though!
Are wolf and fanatic the only important characters who can get killed by other NPCs? cause i've checked other important characters like Dushman and Lukas and they're immortal (in files :D).
Also fanatic isn't meant to be immortal in the first place due to the training mission he give you. but i will check it later and add an optional tweak for it.
Cheers for that. I think it's because both Wolf and Fanatic aren't essential.Both Dushman and Lukas tick the important box. I guess it's a bit more realistic!
But most importantly this addon makes 1.3 the mod to be played!! I can't thank you enough :D
You're welcome, but take it easy on your playthrough.
it should be fine for the most part but i'm not 100% sure if its balanced enough cause changing the spawns will require tests for long time.
Why does military spawn at the farm in cordon?
That place belongs to free stalkers, with their trader and technician present there.
PS Another thing: I'm using rare item drops tweak and most npcs have like 30 kgs of loot on them. I guess something's wrong with those files.
Military don't spawn exactly at the farm, they may spawn at the bridge or the outpost near Garbage if they're controlling it.
It's possible for military and bandits to attack the farm since traveling across points has been enhanced. but that place belongs to stalkers and it will keep respawning them.
Thx for reporting the issue with that tweak, i will check it out.
Well, that makes loners' life in Cordon a huge pain in the *** (like it wasn't hard enough before). I didn't play enough yet to be sure it happens everytime, but on my first playthrough the farm became a constant battlefield between hordes of mutants and squads of soldiers. And some say it is supposed to be a rookie territory, lmao. I think I'm starting to understand what forced creators to make a decision to switch advanced a-life off.
Wanna learn a little secret i discovered about last day while creating this mod?
The developer has changed the status of all smart terrains in the game to "Territory", this means that both stalkers and mutants can access every point in the game, so expect to witness some cheeki breeki parties around the zone.
I will leave the mods the same way currently, just to gather feedback about the general spawns and balances. then i will rebalance it in the future if it's necessary. have fun in your adventure and report any issues you find.
if all smarts are territory then its possible to permanently remove factions from the game right? just have all their respawn smarts controlled by other factions since unlike "base" they can be taken over
- "Base" means that the smart is accessible at all times of day by stalker squads only.
- "territory" means its accessible during the day by stalkers and any time by mutants.
Both types can be controlled, just a different priority.
Is it possible for a faction to disappear in last day? yes but it's a veeeery low chance even on low population cause things keep changing.
In general, when a faction controls a smart doesn't belong to them, it'll prevent any possible spawns from that terrain until they leave/die.
I can't say the same about mutants (at least from what i saw, they don't prevent default spawns like stalkers).
It's tempting to use this... but I'm on the fence what with being multiple -painstaking- hours into play now.. I'd probably consider it better with a little bit more info. Primarily, does this fix a good bit of 1.3's terribad broken spawning issues?
I.E Rotosk guards not respawning, balance between the INSANE amount of bandits compared to other factions, spawning of two groups to a single area (for example in my current game it seems to spawn 1 free stalker and multiple bandits at the northern checkpoint in cordon at the same time now)... etc?
If this fixes a lot of those issues I may actually consider up and restarting a new game.. but if this is just literally "Here, have more population" than it's probably not worth the reboot, I'd definitely have used it at the start though.
I've already stated that this is a WIP, so don't use the mod if you've poured so much time in your current playthrough. or at least keep a copy of your old saves.
- Does this fix the amount/spawns of other factions? yes, cause factions spawns are from CoM. if you think CoM is "balanced" then you should be ok with this.
- Does this fix Rotosk guards not respawning? not sure, they will respawn again when the general is alive and old guards are dead.
- Does this fix broken spawns? that depends on your definition of broken, for example: the possibility of meeting many chimeras has been greatly reduced.
>- Does this fix Rotosk guards not respawning? not sure, they will respawn again when the general is alive and old guards are dead.
i actually see them respawning no matter what, not only in the bar, all faction bases have multiple guards standing in the same spot, even with 0.5 stalker spawn
The guards he was talking about are the ones standing next to the exits where dogs spawns. they don't respawn once their leader die.
I know about the double guards issue and i'm working on it, personally i saw them in rostok only on 0.75-0.5 population. are you sure that ALL faction bases have double gaurds? i need more details.
rostok freedom agroprom and rookie village all have double guards in my game, havent been in any other one yet
is there a chance to get a version only with mutant spawns without increasing stalker population? by the way how it will be played with this mod with 0.25 on stalkes and 0.25 on mutants ? i left last day mod due to the frequent and riddicolus spawns, instead of survival and loneliness i got warfare and deathmatch..
Since the release of LD 1.3 and people were constantly complaining about the low population and now you're telling me now that it felt like warfare?! you guys gonna drive me nuts lmao.
Also yes, in the future i will divide the mod into 2 sections: one for mutants and one for factions.
i quit last day because of the retarted spawn frequency with stalkers and mutants,it was so frustrating to get raided by the 20 pack of dogs that u killed few minutes earlier,so far after 2 hours in cordon with this spawn mod, i can say that on 0.25 0.25 + some tweaks to traders and loot it feels...goooood,you never know what will came at you in any point, that is very good, cannot wait to play more
Ugh I still had the old one selected in the mod pack with generic mod enabler. I'm guessing when I copied this one in, that it just got overwritten again. sigh
You might want to change the exclusion radius feature in your changelog, because what it does change is switch distance (radius around the player in which npc and mutant squads come 'online'). It's not the exclusion radius, but if you can make it somehow appear in options again, that would be awesome.
Thx for mentioning it, i updated the info and adjusted the broken tweak.
Also i was planning to restore that option in my fixes mod later, don't worry.
I really like this a lot much more intense in fire fights I find set right. Warfare for this game would actually be rather call as you could call in back up and take areas...
"Buy Prices from LD 1.2" mod has a conflict at "system.ltx" file. Should I not install that mod with this? Thanks!
Merge the two files using WinMerge. The buy prices fix is a two line change.
Thanks for the tip, didnt know about that program. Do you know if I can use Winmerge for " Traders buy Broken Stuff"? it conflitcs with buy prices.
You can use it to compare and merge any two text files or folders with text files. Worth mastering if you're running stalker mods. Easy to use too. Use it in your gamedata/config folder and the one in your mod to see all the changed config files. Likewise for scripts etc.
Yes. This was very helpful. I actually used it to modify a lot of fixes and patches that overwritted my main mods. Thank you for this, its just what I needed to make my load order stable and with all the mods features.
Yup, it's a really neat program. You can control it completely from the keyboard, which is very efficient if you're doing a large merge. The right click menu integration is useful too.
Hey, this is a cool idea. Does it replace all spawns? For eg, the civilian zombie spawns all over Cordon (ruins across from the farm, the electro tunnel) were not in CoM, only in Last Day.
I agree with those who complained that Last Day's spawns are too high. CoM feels sparse, but deadly - which I like. It's distribution is very good too - no civilian zombies all over Cordon for eg. CoM has a well designed challenge curve with the more difficult mutants showing up the further North you go. Last Day randomly spreads mutants everywhere it feels like.
If you're using CoM's spawns with a slight bump in number while still using CoM's distribution of enemies across the maps, that would be perfect.
Edit: no time to play at the moment, so I'm writing instead of just using it. 🙂 I pretty much gave up on Last Day after 1.2 due to its high and more importantly, senselessly distributed spawns. 1.3 seemed to make this worse so I didn't bother with it beyond updating my mods.
Ideally In my opinion, there'd be CoM-like spawns at 0.25/0.25 spawn ratios, which people can then set all the way up to 1/1 to increase hostilities.
A merge of CoM with MLR 8.2 would be a great mod, I think. Call it Another Day and I'd play the hell out of it. Include all of the outfit improvement mods, the repair mods and some of the other add-ons merged into Last Day. (But not the Old Ammo mod, ick. Personal preference there, hate its clutter in my inventory and when switching ammo types.) CoM's economy is far better than Last Day's.
A.R.E.A is CoM + MLR built on CoC 1.5. It doesn't have the overly hardcore mindset of Last Day either. Hopefully someone will take up the challenge of an English translation when that comes out. All of the hard work put in by the Last Day English Translation team should be usable there, just like the CoM and STCoM translation work was the base for Last Day.
Would you be surprised if i told you that CoM doesn't bring anything new to spawn system at all?!
The exact same spawns from CoC 1.4.16 are used in CoM, check out the files and compare.
I brought "factions" spawns only from CoM into this mod, not the mutants.
The mutants spawns have been reworked from scratch, they are lower in number and much more dynamic.
That A.R.E.A project seems very interesting (a build on CoC 1.5 would be the best thing) but it will require translations and Sasha, Appuruu are already tired enough from LD.
No, CoM doesn't use 1.4.16's spawns, those are way more active with very short respawn times (15 mins in most cases, from memory). CoM uses DesolationX. Not sure what you were comparing against, but it's not 1.4.16.
Each subsequent translation builds upon prior work, so A.R.E.A's translation will not be as heavy as Last Day's. Hopefully someone will pick that up, just like these folks did
Can i use The Living Zone without the main file?
Yep
Some observations, from using your suggested populations and default settings:
Frequently two guards attempt to man the same smart terrain post (entrance to rookie village, all over the duty base, etc). I saw this in CoM as well but not base CoC. Also saw it with two Freedom stalkers in bloodsucker village, attempting to stand in the same spot.
The Duty base became flooded with their men after a few days. The bar was crowded too but that was more satisfactory.
You have saved this mod for me, thank you very much for your hard work!
Good to know, i need these kind of feedback about the behavior of the new system.
Report any issues you may possibly find.
First of all, great job! However it would be cool if 100 rad bar become place for all neutral stalkers not only free stalkers and duty. In my over a dozen hours of gameplay experience with your addon I've noticed that western checkpoint in rostok still dosen't replace guards after death.
Putting other factions in 100 rad will cause a constant war in Rostok if they're enemies to duty or loners. only ecologists may work and i'm not sure if people may like this (besides, in Last Day it's possible for other factions to take over 100 rad for themselves and respawn... if they managed to do it ofc)
I will keep the duty issue in mind while working on the next major release.
I ment eco and clear sky. I sure it used to be like that in one of previous version. Playing as looner, eco, cs or duty you can have a lot of mission from npcs. Now bar is full of duty guys and only 2 stalkers.
Other thing i've noticed is that rostok chceckpoint in garbage is guarded by ecos :)
I have increased eggheads activity a bit in the zone, it's interesting that they went there lol.
I did have one instance of military soldiers spawning right in front of me at the railway bridge. A sniper popped into existence about where the checkpoint commander stands in SoC. His two fellows appeared at the sniper nest and on the other side as usual. I don't know if this matters but I always approach the bridge from a sharp angle near the tracks to avoid an ambush, also acts as a dead zone where a bandit or soldier cannot hit me from.
I did not install any of the A-life distance switches in the optional folder.
The issue of new npcs popping-up out from nowhere is an engine problem, it's rare but possible. unfortunately i can't do much about it.
This happens sometimes after loading a save as well. just try not save or stay too long next such spawns areas.