This mod makes mutants way harder, making each encounter a fight for your life, especially with rarer mutants.
Made for Anomaly 1.5 b3 update 4 hotfix 8
Tested with Poor player resistances preset, so it's recommended.
Makes all mutants harder and some of them special in new ways. Most mutants are vulnerable to melee or explosives to make them more viable combat options. Not a realistic mod, I wanted it to be fun, interesting and challenging.
Easier version of the mod available here: Moddb.com
v6:
- Nerfed black poltergeists a lot
v5:
- Reversed jump angles to vanilla values so dogs, cats and other stuff won't jump at you anymore while looking away from you
- Removed Borya file since it isn't used
v4:
- Increased Burer, Chimera, Controller, Lurker damage
- Made Zombies a bit faster
- Made Fleshes a bit slower
- Decreased the distance from which mutants can jump at you. Hopefully this results in less mutants jumping into space, and dogs and cats being smarter in combat.
v3:
- Nerfed mutant vision ranges and balanced a bit better their ability to see through bushes and at night
- You can now hide from Fleshes in bushes
v2:
- Fixed crash because of Bloodsuckers breaking sound barriers with their speed
- Nerfed Cat speed and removed health regen, Controller speed, Flesh speed, Karlik health and speed, Pseudodog health and speed and also removed health regen, Tushkano and Rat speeds, Snork speed, Zombie firearm resistance
Bloodsucker and Psysucker:
- More health
- Way more damage
- Fast while invisible
- Heal to full from tentacle rape
Boar:
- A bit more health
- Way more damage
- Resistant against firearms
Burer:
- Way more health
- Stronger, faster telekinesis
- Stronger melee
- Stronger gravity attacks with slower projectiles
Cat:
- A bit more health
- More damage, speed
- Can jump at you from further away
Chimera:
- More health, speed
- Decreased damage
- Homing torpedo jump
- Resistant to explosives
Controller:
- Way more health
- Decreased ranged damage a lot, increased melee damage
- Increased movement speed a lot
- Invulnerable to explosives
- Resistant to melee
Dog:
- A bit more health
- More damage, speed
- Can jump at you from further away
Flesh:
- More health, speed
- Invulnerable to firearms and explosives
- You can hide from them in bushes
- 1 hit KO
Karlik:
- More health
- Invulnerable to firearms and explosives
- Slow health regen
- 1 hit KO
Fracture:
- More health, damage, speed
- Fast health regen
Lurker:
- Way more health, speed, damage
- Weaker homing torpedo jump
- Resistant to explosives
Poltergeist:
- Faster telekinetic attacks
- Invulnerable to firearms
- Heavily resistant to melee
- Weak to grenades
Pyrogeist:
- Barrage of flame attacks
- Heavily resistant to firearms and grenades
- Weak to melee
Pseudodog:
- More health, damage, speed
- More psydog phantoms but they do less damage and respawn less frequently
- Weaker homing torpedo jump
- Resistant to explosives
Pseudogiant:
- A bit more health
- More damage
- The slam does a 100 times more damage and slows you down for 4 seconds if you survive
- Resistant to firearms and explosives
- (Optional)The Crashgiant folder makes Pseudogiants weaker but their slam is now only used within 2 meters from an enemy and crashes your game
Tushkano and Rat:
- A bit faster
- 1 hit KO
- Invulnerable to firearms and grenades
- Weak to melee, don't forget you can kick them with F
Snork:
- More health, damage
- Homing torpedo jump
Zombie:
- More health, speed, damage
- Resistant to firearms
- Slow health regen
YES! XD i want this!!
I don't think I have ever ran into the Karlik or the Borya enemies in any of my play thoughts? I noticed them in the debug when I have done some addon testing but never actually encountered them even in the underground zones... Strange.
Karliks do spawn. I think they're a rare spawn when near psy anomalies cuz I've seen them spawn in Yantar before the Brain Scorcher is shut off and I've seen 1 spawn near the downed helo in Army Warehouses. I don't think I've ever seen a Borya spawn naturally tho.
Yeah, I was checking around with the Debug spawner and trying out a few things for testing purposes. I came across a few of the mutant files and the Borya was one of them. It uses the sounds and general movement of the Snorks and when you loot it the parts are snork parts. So perhaps it was to be added into the game (and I think it was in the Call of Chernobyl files as well so probably a leftover) but never was actually used or finished.
Did the mutants really need a buff??
As if they weren't hard enough
-(Optional)The Crashgiant folder makes Pseudogiants weaker but their slam is now only used within 2 meters from an enemy and crashes your game
Is it troll mod? It is right?
it really makes you panic kill it before you lose your save XD
There was a mod several days ago that was worded almost the same....
It was also from the same author.
Moddb.com
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Some autists removed the mod for no reason so now it's back as an optional part of an actually good mod
It did look a little odd, good to hear and now see/use this mod.
I think I'll try to nerf some of the files. I got obliterated by some freaking blind dogs!
Hi, I really like your addon and the different tactics needed to fight the mutants. Would be nice a version without invulnerabilities.
lol
Is there a possibility to release a version with all the health boosts, including regeneration for some mutants and the additional resistances for certain types of damage but without the damage and speed boosts? I would love to try it out but I already struggle with some snork encounters since they usually are numerous on places like Yantar.
no
Ok, that's a shame, thanks for replying. Good luck with the project.
Any Idea if this mod is compatible with Soundscape Overhaul ?
Well I check The files myself and they change the same so no they need a merge sadly
The Soundscape Overhaul doesn't actually change too many things about the mutant configuration files. Some sound delays and idle times have been altered/established. A simple tool like "WinMerge" will let you compare the monster configuration files and you can probably manually copy over the extra lines that are concerned with managing the sound of mutants.
Thank you for the explanation, I already make the Merge with someone on the discord with your method.
Thank you
Always happy to serve. :D
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this literally makes going through jupiter underground impossible without editing the files myself. I like the whole idea, but why do the tushkanos have to to bulletproof and kill you in one hit? Same for fleshes? I think a few of the buffs could be toned down a bit tbh.
you are weak
В принципе это интересное разнообразие. Но это точно не в начале игры! Я половину болот ходил и не понимал почему мутанты бронебойные, потом прочитал у вас что их нужно убивать в ближнем бою. Меня они убивают с одного удара, даже тушканы. Это очень жёстко! Я попробовал, спасибо. В грабу я видал ваш хвалёный клондайк))
What you had i mind to give any mutant an invulnerability to firearms? For example: tushkano. Could you explain me why I can't kill it with 7.62 (this bullet IRL can even torn off your arm) This small, little ****** should left bloody mess on ground, but here, it could even don't care about 12.7mm bullet (wich can pierce even trough vehicle armour). Another, Flesh - big walking porkchop could't die from whole buckshot or dart mag from SAIGA? This isn't how STALKER works. Chimera's resistance to explosives - I can uderstand that because it have thick bones and it's whole covered by muscles....but why tushkano can't be killed by RGD or F1? This same.
Could you explaim me, how can I delete this invulnerabilities?
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