Addon allowing for better starting gear, based on player preferences and specialization.
I dedicate this addon to everyone tired of staring new Anomaly gameplay as a hobo. Griniding for gear is fun
at first; in story mode, but quickly gets tedious when you often play Ironman or freeplay.
This mod allows you to start as one of three classes - Recon, Gunner/Hunter or Sniper/Heavy gunner.
Variants of these specialisations exist for every faction in game, with an exception of ecologists (they have only Zoologist/Geologist classes, no Scouts/Snipers available).
There are two additional classes: Artefact hunter - ONLY for ecologists, clear sky and loners, and One Man Army - well equipped stalker capable of surviving alone the extremely hostile environment of the far North, raiding Monolith strongholds or purifying the South for the glory of the Holy Monolith. At the moment this loadout is available ONLY for Loners, Military, UNISG and Monolith.
Sniper examples: Imgur.com
Gunner/Hunter examples: Imgur.com
Recon Examples: Imgur.com
Artefact hunting gear: Imgur.com
One Man Army: Imgur.com
It's my first addon and probably requires a bit more balancing, maybe new classes or variants of gear. It's only the first release. If you want to tweak it yourself, be my guest.
V.1.1
- long guns (Kar98, HK417, Walther WA2000, MP-153) that were getting stuck on top of the loadout list got deleted or changed, fixed minor balance issues
V.1.2
- changed "Northern Operations Pathfinder" to "One Man Army". Balanced points and equipment. Added new class: Monolith Raider.
V.1.3
- Rebalanced recon and gunner class: added some food, deleted a few redundant items, changed the amount of points needed to get certain guns. Rebalanced artefact hunter - changed prices, different factions can use different detectors, added bandages and medkit as a base. Changed "One Man Army" option - every faction gets 5 bandages, 1-2 medkits, painkillers and something to get rid of radiation. Headlamp is basic equipment for everybody on "One Man Army".
V.1.4
- Added new option for "One Man Army" - Clear Sky Field Researcher. Fixed issue with wrong name
for multitool (available for Recon/OMA).
V.1.5
- Changed MP7 to MP5 in Artefact Hunter loadout because it's a bit overpowered for starting weapon.
Added an option in One Man Army for Duty (for marching triumphantly towards the Center of the Zone,
not stopped by Deadly Anomalies, Dangerous Mutants, Anarchists nor Bandits).
Credits to ControlVolume for creating "Better Starting Loadouts" - an addon on which my addon is based and u/KroegKind from Reddit for giving me a few good ideas.
Great!!
Oh i was getting excited thinking you had the opportunity of choosing on the go every new game but you have to change the loadout every time, still cool
I was hoping I could make it like that but it'e either not possible due to limitations of the game or I don't know how to do it.
Well, you can already change it depending on the progression difficulty, so I guess it's not limited withing the game after all.
Is it possible to add some kind of perks like in DA?
"Northern Operations Pathfinder" - sounds like great journey. but will be inevitably "hurted" by tons of friendly npc on northern locations. especially those who can teleport you to safe place.
It might be possible, but it's not my area of expertise - I'd have no idea how to do it.
Yeah, it's a bit OP if you play Loner. For Military/ISG it might be okay. And it's up to you how you play it, what difficulty you choose and if you want to visit safe havens or not. I think it's good build if you want to start in Zaton and raid CNPP and Generators. Otherwise it might make game too easy.
It also can be used for deep raids as monolith
make medkits and bandages apart of the standard loadout so you don't have to waste points on them?
On most of my loadouts there's a 1 medkit+3 bandages or stimpack+bandages. Which one doesn't have them included?
About Artifact Hunter class - shouldn't Ecologists use that advanced Veles detector, not Loners? Maybe these should be swapped?
Detectors are optional - you spend points on them. Ecologist with artefact hunting gear already starts with "Bear" detector but you can "buy" Veles for points. Loner starts without any detector and can "buy" Echo/Bear or Veles. Do you think it's bad solution?
It's clear now, I didn't think that Veles was 'bought' on that screenshot, looked like a part of basic kit to me. Of course it's totally OK if they are 'buyable'
there anything for gunslingers? :D
Something I considered is that instead of making various packages to switch out every time you wanted to make a new character, change the "Progression Difficulty" setting so that each setting is instead a different class, each with the same point value. They would serve a similar purpose(seeing as some classes are indeed objectively better than others) and you wouldn't need to fileswap anymore. Does that sound possible or to your liking? Because I think it'd be a neat alternative to how it is now.
I thought about this. Sounds possible and I'll look into it, but that would force same progression difficulty for everyone using this addon.
To be honest, I only discovered that progression difficulty actually affected variables I the game after I made that comment. I didn't realize, because I always played on hard and figured it only affected your starting gear. Knowing this now, I realize that'd probably be more trouble than it's worth. This add-on works fine for what it is considering the alternatives.
Apparently I'm a guest now??? I'll figure out my loss of identity later. I'm DualSoul1423.
How do i install this into Anomaly?
Choose specialization (Folders from A to E), copy gamedata and paste it into your Anomaly folder. Accept the changes.
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My only critique would be that you gave the Loner artefact hunter an MP7 - that's already one of the best SMGs in the game; possibly one of the best weapons full-stop. It might make it a bit more balanced if you swap it out for an MP5, which is a much more entry level SMG, and leaves the MP7 as something to work towards, without fundamentally breaking the concept.
I was thinking that artefact hunter needs something light and reliable you can choose instead of main gun... But your suggestion is valid, I might change that soon.
Hey this is making my game crash from new game menu on v1.5 of anomaly? Any fix?
No idea, sorry.
Nevermind. After updating anomaly to v3 it started working again. I'm an idiot.
Will you add more for Duty?
Like I think Duty would have a one man army class, to purge Dangerous mutants, Anarchists and Bandits!
And more for Duty in general.
I've added one option for "One Man Army" but I see no point in creating other specialisations for Duty.
Thank you very much good sir!
You are amazing!
I tried the first version and before i realised there is v1.4! Time to download it again and try it!
Game seems to crash after updating to 1.0.5 update 4.
After talking to anyone about trading.
CTD when i loot NPCs in Update 4
item_manager.script is outdated, looks like it was only used to increase the starting condition of equipment, deleting it from gamedata/scripts will stop the CTDs.
Regarding itms_manager.script, the update 4 version has a bug. Tronex has posted a fixed version here Moddb.com until the next update is released.
cant use this in update 4 cant i?
Will this be updated to the current version of Anomaly?
Wish an update would come out.This is honestly my favorite mod for anomaly, can't use it with the current version.
Like damn you actually made another class from one comment I made, now that's a good content creator.
Hope to see more work from you in the near future.