This addon is a rough port of several balance changes I introduced with Wounding 1.2.1 to Anomaly, however not everything is a cut and paste, a few things have been refined this time around and I've kept a few things from Anomaly intact, since I like its stronger mutant attacks and core features.
Changelog:
v1.0
All weapon damage and ammunition have been recalibrated, overall weapons do fairly uniform damage by caliber.
- Many of the files in the creatures folder have also been changed, notably their bleeding, damage bones, and immunities have been altered to match weapon damage values.
- Ammunition grades now behave more uniformly. Compared to normal ammo old ammo loses 10% damage and range. while adding +0.05 dispersion and 25% faster weapon degradation. Damaged Ammo loses 25% damage and range, with an added +0.20 dispersion and 50% faster weapon degradation. AP, k_ap and penetration values are left unaffected, as these values are often compounded by the other values, perhaps in the future I'll alter penetration percentages, but so far this is rather trivial.
- Ammunition penetration has been vastly increased, The very minimum bullet penetration (k_pierce) is set at around 5, so even pistol rounds will penetrate wooden boards. Armor piercing ammunition penetrates various types of barriers, metal, wood, brick. Most assault rifles penetrate thin barriers, Full rifle cartridges are capable of penetrating brick and concrete walls and killing enemies hiding behind them. It is important to note that with STALKER's physics engine, that rounds passing through materials become deflected and lose energy, so hiding directly behind barriers is inadvisable whereas hiding a distance behind them is far more effective.
-Weapon balance vs humans is different vs mutants. Some of the existing ammunition types have been replaced with alternate types, Armor piercing ammunition is more effective vs human NPC opponents whereas ammunition with raw damage is often more effective vs mutants. As a result shotguns are very powerful against mutants, however with buckshot they lose their advantage against armored NPCs. Rifles which use full power cartridges as opposed to intermediate cartridges suffer from none of these deficiencies and are equitably effective vs human opponents as with mutant opponents, this is often offset by their increased recoil and slower rate of fire.
- Saiga 12S and Vepr have had their upgrade trees altered to use the Protecta upgrade tree in order to utilize full auto conversion.
- SR-25 has had its model replaced and uses a 20rnd mag as opposed to the 10rnd mag.
- All .338 rifles have had their weight and/or scope magnification changed.
- Most mutants have altered vision/perception changes.
- Zombified stalkers have had their accuracy and perception vastly decreased
- Human NPCs have had their night vision and ability to see through vegetation vastly decreased
- Human NPCs have had their moving accuracy decreased, and their standing accuracy vastly increased. i.e. engagements with NPCs far more often involve death if they stand still and shoot the player rather than if they panic and move while shooting at the player. In combat it is advisable to use surprise or distance and cover. Poor NPC night vision means less bullshitty getting instantly spotted and killed in pitch blackness, it is fairly easy to kill NPCs at night in closer engagements whereas in day time distance and vegetation and cover become more important.
- The player starting loadout has been significantly altered, this is pending changes depending on feedback, but each faction has different weapons and items available on start, and they are intended to play differently.
- Bandages, Vinca, and Tourniquet have all had their values altered to compensate for increased rate of player bleeding. Vinca is insufficient alone for heavy bleeding but works for light bleeding, Bandages heal slower, but restore bleeding more. Tourniquet acts faster stops bleeding much faster than bandages.
- Explosives have all had their blast and frag damage increased, and for the most part are an order of magnitude more effective than guns, much of this decision was to utilize them as a counter to mutants. Hand grenades, grenade launchers, rockets, and IEDs are an extremely effective solution against mutant hordes or small squads of approaching NPCs.
lets try this
Thanks for the add-on. I have yet to try these changes and they sound really solid. How does it compare to RRA (realistic rebalance addon) in function of the combat and enemies awareness?
Also i suggest you refrain from changing rusty and worn weapons and outfits since they are getting removed in the next update of Anomaly.
I haven't tried RRA since I got to working on this mod immediately after trying 1.5 beta. However after reading its changelog, and some of the comments in this thread, the developers appear to know their stuff.
If the Anomaly devs are getting rid of the worn and rusty guns, and worn outfits then fine by me. Most of it seems like useless bloat, most of the changes that would de-mizerize features from Last Day look good to me, especially if they scrap the convoluted artifact container system.
The rusty/worn guns and armour is removed, but the rusty/worn ammo remains, so this addon will be a clean port to beta 3.0 when it drops.
So, why so many vanilla unchanged files in your pack? like:
\gamedata\configs\creatures\profiles\
spawn_sections_***
and many other.
Thats strange, if you changing damage system but do not change it in main config damages.ltx.
also wrong file extensions:
I.imgur.com
Its all i saw at first look for a 5 minutes in your files. Seems there many mistakes in your addon.
Thank you for pointing this out.
Looks like I copied the subfolders when I moved over the creatures configs. I'll try cleaning this up when I update it. I'm guessing the wrong file extensions are a side-effect of using WinMerge on the creature configs, where it automatically saves backups.
I didn't edit damages.ltx but used it as a reference when changing k_ap values in ammunition. It felt adequate and I didn't feel the need to change NPC armor before anything else, but now that the damage+immunity sections in actor.ltx and m_stalker.ltx are changed I'll look into it since it provides a more anatomical way of balancing different armor types.
Sounds pretty good, though im a little iffy about increased explosion and frag damage, IRL grenades and especially rifle grenades, are vastly weaker then portrayed in games and movies. I've always felt they should be a lot weaker in STALKER, maybe balanced out by having a reduced cost, look at videos on youtube of real life grenade explosions for reference, they're a lot less spectacular then the 5 meter fire ball of death they are in Stalker.
I kept most of the blast radii of hand and rifle grenades and the RPG true to form, it's mostly the frags which have more damage than usual, and this was largely a gameplay balance decision instead of purely focusing on realism.
The same goes for handgun ammo damage, which is slightly higher than it should be in order to make most handguns and SMGs still feel useful compared to other guns.
It's cool to see 2 different gameplay overhaul addons for Anomaly, RRA and AZA. I think they'll develop in different ways, like RRA went full realism which sometimes means less "fun" gameplay, whereas AZA is going for a more balanced route in terms of gameplay, which decreases the realism but might increase the "fun". Overall very nice and I will be checking this out to compare it to RRA.
I think it's an oversimplification to say that I didn't pursue realism, as it factored about 90-95% of my decisions. There were maybe a few areas where I sacrificed realism for balance, but reading a few things in RRA's changelog it seems to have done so as well, but different gameplay aspects.
Overall I think the main differences largely come down to taste. RRA appears to have very comprehensive changes, whereas my changes are basically the core aspects of gunplay.
Even though I used fairly consistent math with ammunition/weapon damage, the actual decisions I made were based more on the "feel" of the weapons and how they worked in different situations. It was mostly guided by playtesting.
I agree that I was oversimplifying it greatly, cause I didn't really feel like writing an essay. That being said, I didn't mean to say that your addon was any less focused on realism, just that in certain areas you lean more towards fairness and balanced gameplay than direct facts (eg The pistol ammo, ammo balance, ect) Overall I agree with the changes and like the direction this mod is going in, so please don't feel as if I am dissing your addon in any way.
No I didn't think you were doing that, I was just illustrating that point because I didn't think it would otherwise have been brought up.
Many of the changes that I did make for the sake of realism were also congruent with balancing the game, take for example how I made old ammo behave much closer to new ammo, because there really isn't much of a difference in performance, since the oldest that ammo could be in the Zone is like from around 86, but that would be stuff dumped there, and most of the stuff that flooded the place lorewise would have really only been a few years old at best, so usually I take the route to pursue both where applicable.
Not sure if this is known or anything, but not sure if this Add-on is save game compatible. Save will load, however attempting to open the inventory will cause a CTD under the UIDragDropListEx.cpp. Not sure if it's a conflict with one of my other add-ons or not, but it seems to work fine in a new game. I'll do some more testing with it later to find out.
I didn't expect you to not know this, but k_pierce is completely disabled in the engine and does absolutely nothing. Material penetration uses k_ap, just like body armour.
Anyways, while the idea and execution of the addon is mostly good, you still take everything to the extremes. The majority of your values are absolutely over the top, including hit_power and stats on old and damaged stuff.
I thought that was just CoC 1.5, but you're definitely right about penetration being tied to k_ap, guess I have to make some revisions.
I left hit_power high because I like it that way, if I make an update I'll work on exos and the heavier armors so they can take more of a beating from non-AP ammo.
I dislike the principle of having old and damaged ammo in the first place, so I changed it because the default stats felt like a lottery to me, I made their effectiveness vs standard ammo types consistent, at worse it's a 25% loss of power and range, but the real drawback to using it is that it degrades weapons much faster than usual.
A lot of the sniper rifles have their damage over the ceiling of what human NPCs can take, but that aspect was balancing them against mutants rather than NPCs.
I tried to suggest removing one of the bad ammo types, but no success.
CoC 1.5 R7 based damage system was just ported to Anomaly to fix major scaling issues and start fixing a large amount of inconsistencies. I could recommend taking a look at one of the R7 builds to see what's up. I did not end up testing your addon, but vanilla anomaly has problems like dropped broken outfits being overpowered, so the changes from both engine and config side should aim to fix those for example.
Can you make this mod work with More Equipment+?
Can we get an accuracy tweak? guns in the game are stupidly inaccurate
This is definitely on the table, though it requires altering upgrades as well.
If I'm up to it in a month I'll try changing weapon inertia, recoil, and accuracy.
Is this addon compatible with Moddb.com , Moddb.com and Moddb.com ?
I've noticed this mod and those other 3 modify files in the same folders.
Could you add a patch so it'll work with the MoreEquipment+ addon?
Sorry to bother, I will CTD after I set this mod in.
[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 'equipment'. Please attach [*.ini_log] file to your bug report
This happens while I go to Yantar or some spicfic map.
Same thing happens to me when I return to Rostok.
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