A simple fix pack that addresses various simple bugs and oversights in vanilla Anomaly. PLEASE read the readme for more information.
April 8th 2021: Now includes fixes for Ecologist trade files to include outfit and helmet sales. Mod page and mod title changed.
April 26th 2021: Added version numbers (now v0.3). Files separated into default fixes, and other more subjective or arguable changes. Now includes various weapon and ammo fixes for broken damage on several weapons and all hollow point ammo.
Have you noticed some other simple bugs in the files? Concern about my files? Something weird going on with balance, weapons, traders, or other simple issues? Leave a comment and I might include it in the pack. No promises for when I get around to checking comments, so feel free to ping me in the discord for a fast response.
Tx!
За что отвечает файл damages в папке creatures?
It has a new armor class that includes helmet armor for SEVA. The existing ones do not work, so I made a new one.
I used translate for Russian;
Он имеет новый класс брони, который включает в себя броню шлема для SEVA. Существующие не работают, поэтому я сделал новый.
NBC and SEVA was missing armor class ?
Are you sure ?
Yes, you can see it for yourself in vanilla files. The corresponding armor class in damages.ltx has no head armor.
Yes, I can see what you mean.
Your mod is very useful. Good Job!
Thanks for the mod! I'm merging the files as I compare them.
Is it correct that "head_damage_00" means that the head is completely unprotected?
Yes. The file has a table at the top where you can see what that entry (head_damage_00) leads to, but its zero AC.
You can fix a bug like this:
If you put the armor into a corpse and save / load, then the armor will change its condition randomly.
So you can repair the armor a little by loading it several times and choosing an acceptable condition.
And with pistols too. The rest of the weapon does not change condition. Such a bug existed since "Anomaly 1.5.0", but only for weapons - everything was in order with the armor.
I made a bug report to the developers, but they only changed the places of the weapon with the armor, the bug remained.
That sounds like an engine bug, not something I can fix myself. Unless you can show me how some weapons work correctly and others don't and I can emulate whatever they did, thats above my paygrade.
In principle, I assumed that this was an engine bug, but it was necessary to ask. Thanks for the answer.
The axe3 heavy attack fix seems wrong. Most likely the "1.87" is a typo, and the intention was to give it "0.87", like knife5. On the other hand, axe3 looks wimpy in general, compared to axe and axe2 (both have stronger normal attack - 1.6 and 1.8 vs 0.571). I think that whoever made this weapon just copypasted knife5 data, and then forgot to actually finish the job.
Either way, it makes no sense for axe3 have hit_power_2 higher than hit_power_critical_2. All melee weapons have, as a rule, hit_power < hit_power_2 < hit_power_critical_2. Except for axe and axe2, which just inherit lackluster values from the base m_knife. I don't think that anyone seriously expected these weapons to be used in combat.
Also, this change is somewhat irrelevant for people who use BaS, since BaS adds even cooler knives/axes that just blow axe3 (modded or unmodded) out of the water. And, naturally, BaS conflicts with this addon on these grounds.
Blindside's Reanimation and Rebalance Pack: Loner already includes the changes to Saiga and Vepr. Thus it is compatible with VPF, as long as it is installed after VPF.
Grok's Ballistics Overhaul is completely incompatible with this addon - it overwrites all ammo power/ap changes with its own rebalanced values. Anyone who uses GBO should install GBO after VPF.
The changes to scientists' trade files are incompatible with the fellow VanillaTradeFixes addon. VanillaTradeFixes applies the same change, but in a different way - instead of changing the scientists sold item exclusion profile from scientist to trasher, it just explicitly gives them permission to sell the items that they have in stock. I don't think that one change is more correct than the other, but in case a scientist does get some junk in his stock somehow, the change in VTF would prevent the scientist from selling that junk, while the change in VFP wouldn't.
This mod isn't and probably never will be compatible with BaS. It changes way too many things, and this isn't intended to be a balance mod. If it somehow misses the things I have fixed, just copy them over when you can. As for the scientists, its not possible for them get any junk to sell because they still only buy scientist lists. Maybe VTF is slightly cleaner but it shouldn't make a difference. I'll look at the axes but besides the typo thats getting into the weeds a little.
The biggest change in GBO is scripts btw, I don't think it should have too many problems with this.
I agree on BaS. After trying to make it work for a while, I gave up and removed it. It changes just too many things in a too messy way to make it feasible for me to create compatibility patches, with very few advantages (personally, I don't need so many guns in the game; I only looked at BaS because some other addon (which I'm not using anymore) required it). Which, incidentally, means that I'm back to vanilla knives, and that I do need to consider your changes, again.
Let's look at them one more time. First though I'd like to share one thing that I observed in the source code of the game: critical hit parameter is unused. hit_power_critical and hit_power_critical_2 go into fvHitPowerCritical and fvHitPowerCritical_2 weapon class members. Both are never used after being set. The first is accessible via GetHitPowerCritical() function (also exposed to scripts; though I'm not sure how well it works), while the second is not accessible in any way. But scripts in vanilla Anomaly don't call GetHitPowerCritical(), and none of the addon scripts that I've seen call it either, so it's pretty much moot. Which is why I think that we can disregard criticals.
Also, all knives shoot 1 bullet with 1.0 hit multiplier (becomes a bit more complex when attacking multiple enemies, but we'll disregard that), with 0.001 armor piercing, regardless of what ammo_knife says in the ltx.
Anyway, melee weapons:
wpn_knife:
costs 2085, hits 0.305 / 0.525 at 3.75m
wpn_knife2:
costs 3960, hits 0.450 / 0.550 at 6m
wpn_knife3:
costs 6825, hits 0.420 / 0.710 at 6m
wpn_knife4:
costs 12425, hits 0.540 / 0.780 at 6m
wpn_knife5:
costs 15585, hits 0.480 / 0.870 at 6m
wpn_axe:
costs 10550, hits 1.600 / 0.525 at 3.5m
wpn_axe2:
costs 11455, hits 1.800 / 0.525 at 3.5m
wpn_axe3:
costs 12455, hits 0.571 / 1.870 at 3.75m (EDIT: actually, it's 3.5m, since it inherits from wpn_axe2, not from wpn_knife)
So...If we take it to the logical conclusion, axe3 should have 1.900 / 0.525 (diminishing returns) or 2.000 / 0.525 (linear progression), and strike at 3.5m. It's quite powerful (more damage than most guns), but balanced by its pathetic range and pathetic armor penetration (all melee weapons have pathetic armor penetration). axe3 must definitely be better than other axes, since it costs more.
Giving axe3 high power2 kind of clashes with other axes, which have lame power2 inherited from knife1 - i.e. they are meant to be swung with left clicks, not right clicks.
Alternatively, you can... just leave things as they are and keep applying the same fix you're applying, i.e. ensure that axe3 has the same power2 on all difficulty levels (first item in the comma-separated list is for Master difficulty, the rest are for lower difficulties). This would make axe2/3 pair work kind of the same way as knife2/3 and knife4/5 - one has better slash attack, the other has better stab attack. Although such a significant difference (1.8 vs 0.5) still looks weird to me, and in case of the knives they are at least better in their weak attack than the lower tier knives, while axes are not.
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VTF vs VFP is kind of moot. You can just advise people to apply VTF after VFP, and everything will be fine.
Whereas GBO is anything BUT moot. While it's true that GBO is script-based, it also changes ammo SIGNIFICANTLY (just make a diff between vanilla weapon_ammo.ltx and Grok's weapon_ammo.ltx, see for yourself). Anyone using GBO must accept all Grok's ammo changes along with his scripts, otherwise ballistics won't be balanced. That is why I would like to repeat that anyone using GBO must install GBO on top of VFP, not the other way around. VFP ammo balance tweaks are meaningless for GBO, since GBO already rebalances all ammo in its own way (if you think that there's still a problem in GBO ammo balance, feel free to take that to Grok; I'm sure he'll update his addon accordingly).
Greetings, I found an error that makes the characters move their weapons in a strange way and do not shoot occurs with both allies and enemies
Thats some kind of engine or AI bug, not something I can fix probably.
Agalyon Silencers are often misaligned, like with the rpk or the m16. Not hard to fix but it takes time. I can send you corrected values for those if you want to include them in your mod
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I've got an issue in warfare mod. I can't conquer any of the enemy resource base even though I've killed all of the enemy. Please fix this as I am enjoying every aspect of the game.
man, would be nice if you fixed 2 annoying bugs. the first one is Agrorprom military Base When you spawn lots of squads then you will see npc sitting in the air, and the other one is npc not holding the guitar properly i encoutered the second bug when the npc was sitting on object not floor.
Do you plan to update it to version 1.5.2?
I don't have a 1.5.2 instance set up to update my files right now, but I suspect the majority of my changes should transfer over cleanly. The problems are damages.ltx and the outfits (I think, again I can't test atm.) I also think the broken outfits might have already been fixed! Either way if someone wants to port this to 1.5.2 and/or make some more improvements they have my permission, and it should be very easy.