Rostok has gotten a small overhaul. When General Voronin dies, the Duty faction will be obliterated, and Duty spawns will cease in several places. Visitors to the bar and guards have been added. Mutants' spawning chances have been reduced. Included sound ambience to the Rostok megaphone. Truck Cemetery spawns and sim avail changed. It is a good hunting ground for mutants, or get hunted yourself.
WILL BE UPDATED LATER.
INTRODUCTION
Redone Spawn Point is a modification series that will update Stalker maps to make them more immersive while attempting to retain a balance between realism\lore and playability. Both spawning and sim availability will be altered, resulting in a new gameplay experience.
- When General Voronin and Petrenko has died; the base of the Duty factions will be eradicated. This place will no longer be used by Duty. "Some Duty remnants will still be spawned in few locations. Upcoming mods"
- Added General Voronin guards.
- Added a small amount of visitors to the bar; 3 nps at the moment.
- Added so the radio in the bar 100 will not play music during a surge.
- No logic changes at the bar at the moment. ;Cordon logic script is currently being tested.
- Added propaganda ambient with original music and a surge siren at the megaphone.
- General Voronin is dead, the propaganda ambient will cease.
- Changed sim avail.
- Mutants have a low chance of spawning in this area.
- Added one smart terrain with zombied spawn; when Lab X-16 is deactivated, some spawning will cease. When Lab X-10 is deactivated, some spawning will cease. When both labs are deactivated, all spawn will cease and be replaced with mutant spawn.
- Added Bandit guards at the Bandit outpost.
- Added a Army surveillance squad somewhere on the map.
- Added one faction controlled smart terrain.
- When Sultan dies, all Bandit spawns in this area will change to Renegade spawns instead.
- After the first week, some of the spawns will switch and some harder mutants will spawn.
- Smart terrain has been completely redesigned. Change some sim avail and redo spawns.
Update 2.1.6 (02/02/2024) BALANCE AND IMPROVEMENTS UPDATE
- Balance of spawns; adjustments to Duty spawns.
Update 2.1.5 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE
- Stalkers and mutants spawn time changes and balance.
Update 2.1.4 (12/26/2023) BALANCE AND IMPROVEMENTS UPDATE
ROSTOK UPDATE:
- Minor changes to Rostok Duty base smart terrain.
- Minor changes to megaphone.
TRUCK CEMETERY:
- Added one faction-controlled smart terrain.
Update 2.1.1 (12/18/2023) BALANCE AND IMPROVEMENTS UPDATE: BUG FIX UPDATE
- The surge ambient at the megaphone has been corrected and works properly.
Update 2.1 (12/18/2023) BALANCE AND IMPROVEMENTS UPDATE: BUG FIX UPDATE
- Fixed an issue in the arena where the doors remained locked.
Update 2.0 (12/16/2023) BALANCE AND IMPROVEMENTS UPDATE
- Added Update 2.0 Readme Patch note
Immersion mod: Current Verison: 2.1.6
Превосходно, радостно встречаю каждую вашу работу, не могу дождаться, когда вы достигните финальной версии
Большое спасибо. Это меня радует. Да, я один из них :)
EPIC
Thanks I can't wait for the Northern territories, so desperately need this!
Yes, I'm looking forward to make them.
You're probably one of the best if not THE best modders for Anomaly at this very moment. Keep up the awesome work.
It was a strong comment. Thank you very much! Every modder works hard to make Anomaly more enjoyable.
The more redones you do, the more I look forward till you get every region covered, great job as always.
Good stuff, its nice that the world reacts to ingame events. This makes the world more immersive, actions more meaningful and changes up the gameplay in generall
Compatible with warfare?
This please
Edit* Also the Picture of the Colonel making the troops do Physical Training is badass
Hi, I have not conducted any tests on warfare. I'm not sure how warfare will affect sim avil and spawn. I'll look at it later on.
Yes, it's a sight to behold. xP
Thanks for your work on all those maps :)
Can't wait for the whole package when you think everything is ok
It appears that the majority of the bugs have been resolved.
I'll need to update all of the maps once more when all of the southern maps are completed to better balance the build.
After that, I'll put together a whole southern pack.
Nice !
Thanks for all your work !
Good to see modded area gets some love, would you consider doing the same for the new areas added by this mod? A real Renegade or SCP base (if you are interested in that mod) would be nice to have!
Moddb.com
When Re:done is finished, then perhaps yes. I've already corresponded with the SCP mod's author.
YES, it would be nice if the renegades had their own base, leader, technicians, medic and merchants!
Если Генерал Воронин погибнет... следующим лидером станет его заместитель - полковник Петренко. А "долгари" зашиваются в глухую оборону, ощетиниваются стволами и перестают кого-либо пускать на свою базу. Это, вообще-то, работает именно так.
Я включу его в сценарий позже, но существует довольно высокая вероятность того, что он погибнет, если база будет атакована.
Спасибо за ваш отзыв!
Thank you!!! Rostok is now a lot more bearable with this update. No more coming from the south completely exhausted, overweight and with a leg almost fully broken only to find a huge pack of dogs waiting for me, well, maybe not as often as before though! So far, I have barely seen a dog after installing this addon, and this is excellent because Rostok should be (mostly) free of mutants. Night time does spawn Chimeras and tons of zombies, but that is thanks to Night Mutants, something I want to edit because sometimes it's just way too much.
I love the idea of factions losing most of their spawns if their leaders die, that's very neat! Will Duty spawns in Rostok get replaced by someone else? Like Loners or even Freedom taking over the place?
Also, when you do Army Warehouses, can you make it so that Freedom keeps control of most of that place? I kinda hate to see Duty just hanging mere meters from Freedom's main base, eh, I think STALKER has a strong Duty bias tbh, they're everywhere.
Nice to hear. I did remove all mutant spawn in the beginning but changed it to be a 10% chance to spawn instead, and the spawn will change and include some other mutants after 4 weeks ingame ;)
Yes, I can't do anything about the Night Mutants mod. Maybe there is a way to exclude Rostok from its spawn? I don't have that problem with Night Mutants in Rostok. But again, I just pass true most of the time, when necessary, sleep overnight.
After duty has been finished, the location will be occupied. There are no stalkers at the moment.
The Army warehouses are currently being developed. No spoilers :)
the dog/cats not being there is a welcome change, but you still get missions for killing them and you can't complete it because there is nothing to kill :D
How dare you do that. Down to anarchist scums.