Simultaneous story mode + Warfare, new loner and ecologist behaviors, faction AI overhaul, bug fixing, and more.
Version: 1.4.2
by Vintar
for Anomaly 1.5.2
ATTENTION:
If you use the GAMMA modpack, you will need to activate the Warfare Patch at the end of your GAMMA load order (see GAMMA Fixes section of your MO2).
Newest Version Changelog:
1.4.2 - (2022/12/04)
- Anomaly 1.5.2 support
- Fixed offline combat engine issue where targets of any task were permanently exempt from offline combat, regardless of whether the task was accepted/denied - this will fix the massive squad buildups in places like Red Forest/Limansk, where Monolith were often the targets of tasks
- Removed any squad-number limitations to offline combat
- Main base attack deprioritization now also affects mutants
To install via Mod Organizer:
- Import the WarfareALifeOverhaul archive file into Mod Organizer
- Follow the installer, selecting any patches necessary. Check that your load order has Warfare ALife Overhaul overwriting any addons you selected patches for in the installer.
- Place Warfare ALife Overhaul at a high priority number, higher priority than all addons you selected patches for. Nothing should be overwriting it except for Y+F Relations and/or Rowan's Profiles.
- (Highly Recommended) Install Hawkie's Warfare Mechanic Fix, which fixes workbench tool persistence.
- Load an 'Alife Overhaul' warfare preset from the preset menu (see below). Apply a preset BEFORE starting a new game, otherwise respawn timer changes will not take place until the next respawn occurs.
To install manually:
- Install the 'gamedata' folder from 'Warfare Alife Overhaul - Main'
- Install 'gamedata' folders from each patch if needed.
- (Highly Recommended) Install Hawkie's Warfare Mechanic Fix, which fixes workbench tool persistence.
- Load an 'Alife Overhaul' warfare preset from the preset menu. Apply a preset BEFORE starting a new game, otherwise respawn timer changes will not take place until the next respawn occurs.
Description:
Warfare is an extremely cool idea, but its implementation with Anomaly is somewhat... incomplete. It deserves to be more than a tacked-on mode. This addon aims to fix that through a combination of new features and extensive bug-fixing.
This addon is compatible with existing Warfare save files, and has no effect on non-Warfare games.
Changelist (in order of decreasing significance):
1. Simultaneous Story Mode + Warfare
You can now play story mode alongside Warfare simultaneously. This includes the DoctorX 'dynamic' quests as well as the 4 larger storylines (Living Legend, Mortal Sin, Operation Afterglow, Hollow Bounds). Requires a new game with both options ticked. NPCs that are part of a storyline are excluded from offline combat, but can still be killed in online combat - user be warned. If a story NPC is missing, you will need to spawn them using the debug menu (F7) in order to continue. If you find a bug, please report it in the comments.
2. Loner and Ecologist behavior overhaul
Warfare no longer treats loners and scientists as monolithic factions like Duty/Freedom. Loners independently search for artifacts across the Zone, while scientists study it, similar to their behavior in Call of Pripyat.
Loners now travel to vacant resource points on their level / linked levels during daylight hours, spending a short amount of time at each one checking if there are any artifacts to be collected. As evening draws near, they will look for bases where they can spend the night safely, preferring loner-owned bases when possible. A small percent of squads (5%) will hunt mutants instead of artifacts, traveling to lair locations during the day. The 'night activity chance' affects the chance for loners to continue artifact/mutant hunting instead of returning to a base for the night.
Ecologists now similarly travel to non-hostile resource points on their level / linked levels during daylight hours. However, they spend much longer at each point, and return to base much sooner. Furthermore, they always prioritize ecologist bases as their nighttime destination, and will only go to neutral bases if no ecologist base is within reach.
Loner and ecologist spawns are now independent of resource count. They will spawn as novice/advanced/veteran completely randomly.
Neutral factions will be able to take over points owned by loners/ecologists. Non-base points can be captured outright using only one squad. Base points require you to have more squads present than they do in order to gain control. Other factions will also target valuable points owned by loners/ecologists, and send squads to capture them.
Players that play as a 'free stalker' will have extra fog of war, hiding other loner squads and bases outside of their fog of war radius without PDA v2+. This setting can be toggled on/off in the Warfare general settings menu.
3. Faction AI overhaul
Warring factions are much more intelligent about how they approach conflict.
Overall, factions are now much more proficient at recognizing threats and expansion opportunities. They will quickly grab empty bases/resources in their vicinity. Changes in their power will prompt them to reassess their expansion targets. They are now much better at appraising the relative strength of their attack and defense forces versus their enemies' forces, and will choose their attacks based on this information.
Squads will be actively moved between bases and resources to contribute to invasion forces or defend against incoming enemy invasions when possible. You, the actor, will be notified of points on your level that still need reinforcements from incoming invasions.
You will also be notified when your faction launches attacks on hostile locations on your current level.
Bases can now target already-targeted locations. This means that you'll often have many bases planning invasions of the same enemy point, establishing a clear front line instead of ignoring closer threats.
When a location is contested or targeted by two neutral factions, they will get upset with each other if one of them captures the location first (when dynamic relations is active). This can devolve into armed conflict if it happens often enough. This puts pressure on neutral factions with neighboring borders fighting against a common enemy. Works well in tandem with a dynamic relations addon such as Y+F Fluid Dynamic Relations.
4. 'Disappearing squads' bug fixed
This bug was actually a result of two faulty systems: bad mutant spawn/targeting and an issue with 'full' offline combat where squads wouldn't fight back against some special mutant squads and would just slowly die.
These issues have been fixed. Now, you can specify additional restrictions in offline_combat_simulator.ltx. "ignore_list" will prevent warfare from handling the squad and prohibit offline combat, while "stationary_squads" only prevents them from being automatically moved off of their original location.
5. Mutant spawning/targeting fixed, missing mutant types added back in
In vanilla Warfare, mutant spawn timers were NOT SAVED when you switched levels or reloaded the game - they would reset to 0% progress to next respawn. When they did spawn, they were allowed to spawn on owned resources/bases. They additionally had incredibly high chances of moving around and off level to non-random locations.
These issues have been resolved. Now, mutant spawn timers are properly saved. Mutants will now only spawn on unoccupied pure lair points (no resource/base attributes). Rare mutants will have, by default, a 3% chance of spawning south of Red Forest/Radar/Limansk levels, and a 10% chance of spawning within those levels or further north. Labs will have a 75% chance of spawning rare mutants. These numbers can be changed in the warfare general options menu. The type of mutant that spawns is now also dependent on any existing mutants on the lair: dogs will spawn more dogs, bloodsuckers will spawn more bloodsuckers.
Additionally, mutants will now wait for a random period in-between their low and high mutant respawn timers, after which they will have a 95% chance of targeting a random unoccupied location on their level, and a 5% chance of targeting a random empty location on a linked level. They will also have a 5% chance of attacking a STALKER-occupied location.
Warfare's mutant spawn list was missing a bunch of mutant types from it, including fractures, lurkers, psysuckers, poltergeists, psydogs, and rats. These have been added to the spawn lists, and will now appear.
6. Quest fixes: assault tasks, smart control tasks, scientist escort tasks
These quests are now warfare-compatible. You'll start seeing previously-missing quests such as 'eliminate mutants', 'raid enemy faction outpost', 'hostage rescue', etc.
'Escort the ecologists' is no longer broken when accepted from Spore or Tukarev. When accepted from a warfare trader, the target anomaly field is now always on-level.
7. Warfare squads seek shelter from emissions
Previously, squads at locations with no shelter would just wait patiently and die. Now, these squads will seek out the nearest shelter during an emission or psi-storm, prioritizing the closest empty or non-hostile spots first. After the emission, they will immediately return to their original post.
8. Autocapture overhaul
Autocapture is now more immersive and more balanced. When in the vicinity of a vacant base/resource/territory, take out your PDA. If autocapture is enabled in the settings menu, you will radio a request for a squad to be sent to your location from the nearest base within linked-level range. A squad will spawn from the closest faction base and move to capture the location, and that base's respawn time will be accordingly increased to compensate. If no base is within linked-level range, your request will fail. Loner and ecologist players will not be able to autocapture. If you prefer the old autocapture, there is an option to revert to the old autocapture method in the Warfare general settings.
9. Improved smart terrain properties, display, and targeting
Not all smart terrains are useful. Terrains lacking base, resource, or territory attributes are considered useless to hold. These useless smart terrains are now hidden by default so you can focus on the important ones; this is togglable via 'Hide lair smart terrains' setting. Squads on useless terrains are automatically moved off; this behavior can disabled for your faction when you enable manual control. You can also hide all smart terrains except your own faction's spots using 'Hide all smarts'.
Locations with housing, emission cover, and defensibility are now designated as bases - points lacking one or more of these properties are territories. Locations near anomaly fields now consistently have the 'resource' property, with one resource point per anomaly field. These changes are minor enough that they have no effect on story mode playthroughs, since I didn't touch priorities.
10. Warfare-spawned trader inventories fixed
In vanilla Warfare, Warfare-spawned traders used the trader config of the typical owner of the location (ex: a Freedom trader in Rostok would sell Duty items based on player goodwill to Duty).
This has been fixed: Warfare-spawned traders will now sell gear of their respective faction, based on your goodwill to their faction. This also gives Renegades and ISG the ability to spawn traders with their actual items, based on your goodwill to them.
11. Warfare Alife Overhaul presets
Presets made to go with this mod (see section below). There are two extra variants with faster respawn times. I suggest that everyone use one of them as a basis and customize it how they see fit. There is only one mandatory setting: free stalkers and ecologists MUST participate in warfare, or you won't see any of their new behavior.
12. Miscellaneous fixes
There are a ton of fixes and changes that don't need an entire paragraph, but are still important. I've listed them here:
- Other faction behavior changes: Military now only targets bases. Their squad quality is dependent on number of bases held instead of resources. Monolith will not target southern levels unless the player is Monolith. Normal factions will not target Radar/Pripyat until the brain scorcher is disabled. Monolith/Sin players now start with the emitters enabled, but are protected from them.
- Respawn time formula now depends on number of controlled bases, with minimum respawn time being the time to respawn if you own only one base, and maximum respawn time being the time to respawn if you own all the bases in the Zone. This will hinder snowballing factions. However, each new base you take is always a small net gain.
- Warfare option to disable attacks on occupied main bases. Enable this if you always want the factions to exist in perpetual conflict, or to provide an extra measure of safety to unique quest givers.
- Respawn timer is recalculated upon base ownership change. Its respawn timer is re-calculated based on the new owner's respawn timers. This will allow you to give some factions much longer respawn times (ex Monolith) without breaking balance if the point switches hands.
- You can now obtain faction goodwill upon kill, similar to money on kill. Relevant settings are in the Warfare general settings menu.
- New games can now have the 'Stalker population factor' set to any desired value without having some factions fail to spawn.
- Faction loadout resource formula fixed. Previously, holding more than 50% of all of the Zone's resources would make your squads LESS likely to spawn as advanced/veteran squads. Now, every new resource improves your chances for better squads.
- Random patrol fixes and changes. They now spawn preferentially on allied or neutral terrains, and never on hostile ones. They are no longer 'forgotten' by the game upon game save/load. Allied random patrols are now clearly marked in their tooltip.
- Warfare trader/mechanic spawn fixed. They no longer spawn duplicates based on 'random squad count'. They are also better about spawning only when the original NPC is missing.
- Dynamic relations now works when fog of war is enabled (credit: Lignar). Thanks Lignar!
- Updated Warfare PDA tab (credit: Illinaru). The 'contacts' Warfare tab now shows number of resource and base points each faction owns. Thanks Illinaru!
- Warfare mode + Fast travel feature compatibility added. Icons no longer cancel each other out.
- Overflow squad handling vastly improved. They are now moved to vacant terrains, and only despawn when no vacant target anywhere in the Zone exists (can toggle setting to disable).
- The rookie village is no longer instantly attacked by the military's initial outpost guards on game start. Other unique high-powered squads (ex: Duty base guards) remain stationary as well.
- Night activity chance fixed. Chance for night activity is now checked once per smart terrain per night. You should see a much lower occurrence of 'teleporting' squads after sleeping.
Alife Overhaul Preset
This preset tries to make each faction a bit different but still relatively balanced. It was not designed for random starts.
- Loners/Ecologist: Since they follow the new behavior, you can no longer dominate the Zone with them. You will need to join a different faction to do so.
- Clear Sky: This is your 'loners banding together' faction - choosing this faction is playing Warfare on 'hard-mode'. Poorly equipped, they will initially struggle against the military without some help, especially since their faction is still trying to recover (+10% longer spawn times). However, the swamps are rich with resources, which can potentially give them the edge they need to overcome the inexperience of their members.
- Bandits: Sultan's bandits are a relatively unified force looking to dominate the Zone, putting up checkpoints wherever possible to fleece lone stalkers. The appeal of getting rich quick has bolstered their numbers (-30% shorter respawn times) (max squad size +1). However, their equipment and training are poor compared to other factions. Prioritizes bases and territories.
- Duty/Freedom: The 'normal' factions. These factions receive aid from unknown benefactors outside the Zone (+1 resource boost). Duty will occasionally send out random patrols to hunt mutants on lair terrains. Freedom occasionally spawns random patrols to explore the Zone.
- Military: The Ukrainian armed forces have preferred to guard the outside perimeter of the Zone over patrolling its interior (2.2x longer respawn times). The few token troops that do find themselves in the Zone suffer from poor leadership due to corruption, leaving many soldiers demoralized (-33% offline combat strength penalty). The politicians have commanded the interior-Zone troops to clear out STALKER hideouts, and are providing additional arms for successful incursions (only targets bases, squad quality depends on bases instead of resources).
- Mercenaries: Very well-equipped (+3 resource boost) and well-trained, they are a force to be reckoned with. However, it's not easy to find such well-trained members (+33% longer respawn times). Prioritizes both bases and resources equally.
- Renegades: Renegades are the scourge of the Zone, attacking almost anyone for any reason. Lacking discipline, structure, or any kind of base, they are very poorly organized (majority of respawns are random patrols) (min squad size -2, max squad size +1). Maybe you can give them enough temporary direction to take over someone else's base?
- Monolith: Though they initially start with a heavy presence in the Zone with large squads of zealots (+1 min squad size, +2 max squad size), their dependence on the Brain Scorcher for new recruits makes it difficult to field personnel (1.5x to 3x longer respawn). Without guidance from the player, they are content to simply defend the northern regions of the Zone surrounding the NPP. However, a player leading the Monolith can potentially expand the Monolith into the southern Zone as well. Prioritizes all points except lairs.
- Sin: Mysterious and reclusive, it's tough for them to gain recruits (2x longer respawn times). However, their experimental mutations and otherworldly faith allows their members to shrug off more pain than other stalkers (50% stronger in offline combat).
- ISG: Well-equipped by western powers (+5 resource boost) and traveling in force (+2 min/max squad size), the ISG is not terribly interested in controlling the Zone. They instead focus on learning the secrets of the Zone from its underground labs. All squads are random patrols targeting these labs.
"Which preset should I choose?"
There are 4 versions of the Alife Overhaul Preset:
- Standard: Factions with 5-6 bases can expect a respawn from each base roughly once every 38 in-game hours. Major changes in faction territory can be expected after 14-20 days of in-game time. This is a good preset for ironman players, or those who want a desolate Zone.
- Fast (2x): Nearly identical to the standard preset, but 2x faster. Enemy factions spawn slightly faster via a -2 base 'bonus'. All respawn times and resurgence times are half of the standard preset. Major changes in faction territory will happen after a week of in-game time. This preset is for those who want the faction wars to comprise a decent portion of their gameplay, or those who want the Zone to feel more active.
- Rapid (5x): Nearly identical to the standard preset, but 5x faster. Enemy factions spawn slightly faster via a -3 base 'bonus'. If your playstyle can be accurately described as "hobo mass-murderer", then this is probably the preset you want.
- Test (10x): Identical to the standard preset, but 10x faster. I personally use this preset only for balance testing.
Users should also adjust the stalker population factor to get the experience they want. Read the new population factor tooltips! Stalker population factor controls the maximum capacity of all locations, thereby influencing the total population of the Zone. Ex: with a stalker population factor of 1.0, total population in the Zone will hover around 900 - 1100 people. Smaller population factors result in fewer squads defending each base, and smaller invasion forces.
Using the Fast (2x) preset with a stalker population factor of 0.5 is closest to the vanilla Anomaly experience.
Patches and Compatibility:
Available Patches:
- Dynamic mutants / Dynamic nocturnal mutants / Dynamic stalker guards / Remove mutant types / Other Bmblbx addons
- LTTZ Director's Cut (untested)
Compatibility:
- Dynamic stalker guards: can cause some locations to be unconquerable by factions hostile to loners
- Do NOT use with "Do you even Alife bro", otherwise your spawns will be out of control
- Do NOT use with "Living Zone" or any of its derivatives, otherwise location capacities will be stuck at 1 regardless of stalker_population_factor
- Not compatible with other addons designed to modify Warfare mode or its functions
I can potentially make compatibility patches for any addons with numerous conflicting files. I won't make patches for modpacks.
Altered files:
- dialogs.script
- faction_expansions.script
- game_relations.script
- sim_offline_combat.script
- sim_squad_scripted.script
- sim_squad_warfare.script
- smart_terrain_warfare.script
- tasks_assault.script
- tasks_smart_control.script
- ui_mm_faction_select.script
- ui_options.script
- ui_pda_warfare_tab.script
- warfare.script
- warfare_factions.script
- warfare_options.script
- xr_logic.script
- includes.ltx
- offline_combat_simulator.ltx
- simulation_objects_props.ltx
- tm_warfare.ltx
- ui_st_options.xml
Plans for future versions:
1. Fix for incorrect replacement trader/mechanic logic at some smart terrains
Some smart terrains (ex: Cordon Farm, Laundromat) have incomplete or incorrect logic for replacement NPCs, causing them to act like normal squads and lacking their regular trade inventory. Fixing this will require fixing individual logic files for each smart terrain. If you find more locations that are bugged, you can let me know in the comments or PM.
2. Fog of War changes
Fog of War is currently rather restrictive, since you don't get info you'd logically get when talking to NPCs, such as a nearby hostile Bandit encampment. On the other hand, playing without Fog of War is too easy, as it tells you where you can expect any human enemies on any map. The plan is to change Fog of War such that talking with NPCs reveals neutral and (some) enemy positions on your level and linked levels for a brief period of time. Thus, asking someone "What's new in the Zone?" will give you actually useful information.
3. Semi-Random Start Mode
Story mode places a restriction such that Monolith and Sin must occupy the Northern Zone: specifically Radar, Pripyat, Limansk, Hospital, NPP, and Generators. However, there are virtually no restrictions on where the other factions can be located.
A semi-random start mode would place the other factions on a random starting base with a handful of starting squads. The randomly-placed factions: [Clear Sky, Bandit, Military, Duty, Freedom, Mercenaries]. The candidate random maps for these factions: [Swamps, Dark Valley, Agroprom, Rostok, Warehouses, Dead City]. Maybe Renegades and UNISG as optionals for Garbage and Darkscape. The Cordon would always start with loners, Yantar and Jupiter science bunker would always start with ecologists.
The idea would be to allow random starts while still enabling story mode quests to function.
Credits:
Werejew for creating Warfare
Tronex for their original warfare/offline combat script edits
Illinaru for their warfare addon (Illinaru Warfare Balance), which was the basis for the PDA change, and for their advice
Lignar for providing the solution to the fog of war dynamic relations issue
Hexef for providing info about some Warfare quest fixes
If you would like to use any of this addon as part of a separate overhaul, feel free to do so. And if you feel like crediting me at all, that would make you a pretty cool person.
My Addons:
Warfare Alife Overhaul
Separated Helmets Outfits Backpacks
Bounty Squads Expanded
NPC Loot Claim
Modular Miscellaneous Tweaks
Y+F Fluid Dynamic Relations (maintained by me)
Old Version Changelogs:
1.4.1 - (2022/04/30)
- Added option 'Deprioritize Main Base Attacks'. When enabled, factions will not target enemy main bases unless no other valid targets exist - use this option if you want to add extra safety to quest-givers. Note that if the main base is vacant, factions will still target the location. All presets currently have this disabled by default - you must manually ENABLE it to use it. Enabling this option will prevent a couple of "annoying" situations players have likely encountered before:
- Freedom teleporting past the Duty base blockposts
- Army attacking Rookie Village
- Bandit Base getting insta-wiped by Army
- Monolith occupying Skadovsk/Yanov/Laundromat
- etc.
- Mutant spawns depend on any existing mutants on the smart terrain. For example, if it's time to spawn more mutants in Cordon on a lair already occupied by dogs, it will now spawn more dogs (they're multiplying!). So if you hear chatter about a dangerous mutant in your map, you may want to consider hunting it down before it multiplies.
- Max allowable mutants on each level is now appropriately dependent on the number of the lairs on each level AND your mutant population factor. You can use the "max mutant squads" settings to further restrict the maximum number of mutant squads to your liking. NOTE: if you use 'dynamic mutants', those mutants are added on top of Warfare mutant spawns! So choose a reasonable mutant population factor!
- UNISG greatly prioritizes lab entrance locations now - the logic was not fully implemented before, now it is. They will not enter underground locations, however.
- Actor is now informed of invasions by their faction even when the originating base is off-level
- Fixed autocapture of bases that are unowned but already have merchant NPCs present
- Added 1.2x respawn timer penalty when using autocapture
- Zombified-owned locations can now be stolen by neutrals (Monolith/Sin) similar to how loner/ecologist-owned points operate
- Fixed vanilla Warfare crash when a base with an existing base patrol squad lost ownership
- Fixed crash when the player helps destroy an invasion force but the defenders died before providing a confirmation message (Credit: Ace)
- Fixed a rare crash when an invasion target's squad dies mid-assault
- Preset Changes:
- Disabled autocapture on the slowest preset
- 2X and 5X presets have an additional -1 base boost to enemy factions, so they will spawn faster
- Increased mutant maximum number of squads due to new level-dependent mutant capping method
- Decreased mutant spawn timers on all presets by 33%
- Ecologist respawn times increased (+20%)
- Monolith max spawn time decreased to 1.5x (from 1.7x)
1.4.0 - (2021/11/17)
- Autocapture Overhaul: When in the vicinity of a vacant base/resource/territory, take out your PDA. If autocapture is enabled in the settings menu, you will radio a request for a squad to be sent to your location from the nearest base within linked-level range. A squad will spawn from the closest faction base and move to capture the location, and that base's respawn time will be accordingly increased to compensate. If no base is within linked-level range, your request will fail. Loner and ecologist players will not be able to autocapture. If you prefer the old autocapture, there is an option to revert to the old autocapture method in the Warfare general settings
- You can now gain faction goodwill by killing enemies: the amount of influence received is calculated identical to money-on-kill, as: base + (rank * multiplier). Default settings, as an example, would give 30 goodwill from killing a legendary enemy STALKER. Additionally, loners receive half the normal influence gain and zero kill money (who's gonna pay you?)
- Added back 'Hide all smarts' functionality
- Removed outdated igi tasks module, which was causing crashes with newer igi tasks versions
- Info messages about invasion attacks and defenses have been updated to more immersive formats
- Distance which the player is informed of incoming invasions has been increased by 25%
- Changed some territory terrains in Outskirts to lair terrains.
- ALife Overhaul Preset Changes:
- All presets given goodwill-on-kill base = 0, weight = 0.001
- Autocapture is now enabled on all presets, and its settings have been altered due to the overhaul
- Clear Sky respawn times +10%
- Monolith max respawn time decreased to 1.7x normal (From 1.8x)
1.3.9 - (2021/04/10)
- Squads will no longer travel between Yantar and Dead City until the Miracle Machine is deactivated
- Extended evacuation of loner/ecologists from neutral locations under attack to non-invasion attacks, and improved consistency of their departure
- Reverted document turn-in to hard-change to dialogs.script, since a few people were having crashing issues during non-Warfare games
- Cleaned up targeting functions so that they work as intended
- Mutants can no longer spawn on smart terrains lacking the "lair" property
- Minor code optimizations
- Removed igi tasks 2.10 patch and added igi tasks 2.11 extra tasks module
- ALife Overhaul Preset Changes [all]:
- Loner random patrol respawn times decreased -50%
- Bandit respawn times decreased (now -30% vs -25% before)
- Monster rare chance for labs increased (now 75% vs 50% before)
1.3.8 - (2021/04/02)
- Monolith/Sin/Zombified players playing Storymode+Warfare will now start with the emitters on, but will also start with a good psy-helmet to protect them
- Loners/ecologists will evacuate neutral locations that are under attack by an invasion force
- Level priority sliders actually function now - they didn't in vanilla Warfare
- Bloodsuckers and Snorks are no longer part of the 'standard' non-rare mutant spawn list
- Used monkey-patching to remove the need for direct changes to dialogs.script, xr_conditions.script, xr_effects.script, and their presence in compatibility patches (Respawn Mode, LTTZ DC)
- Patched a non-Warfare-specific issue where escorting the scientists from Jupiter could be unfinishable (thanks Hexef)
- Fixed some descriptions for Ecologist Warfare trader's quests (thanks Hexef)
- Updated "Dynamic" patch for bmblbx new addon versions (to be released soon). Also includes support for "remove mutant types"
- [Files changed compared to prev. versions]:
- Many - Full overwrite/reinstall recommended
- Manual install users should DELETE dialogs.script, xr_conditions.script, xr_effects.script if they originated from a previous version of this addon, or were not overwritten by other addons or patches
1.3.7 - (2021/03/28)
- Version b: fixed crash related to display of base patrol timers on empty bases (for real now)
- Storymode location mapspots can be re-enabled as an optional feature
- Added slider for maximum number of mutant squads for underground levels (labs) - presets default to 5 squads
- Negative level preferences in the Warfare faction settings and in simulation_objects_props.ltx are now properly accounted for in targeting priority calculations
- Overflow squad targeting now accounts for Warfare level priority settings
- Patrol respawn time no longer shows up in the tooltip if base patrol squads pop factor is zero
- Loner/ecolog random patrols no longer have an initial target set by random patrol functions, and are instead wholly controlled by loner/ecolog behaviors
- Loner/ecolog random patrols are once-again tracked as random patrols and therefore subject to the random patrol limit imposed in their warfare settings
- Random patrols no longer spawn too close to the player
- Adjusted money rank weight slider limits and interval
- ALife Overhaul Preset changes [all]:
- All factions' respawn timers now have greater discrepancy between min and max times
- Military respawn timers decreased (now 2.2x vs 2.5x before)
- Loner respawn times from bases increased, respawn times from random patrols decreased
- Ecologists can now rarely spawn a few random patrol squads
- [Files changed compared to prev. versions]:
- Many - Full overwrite/reinstall recommended
1.3.6 - (2021/03/17)
- version a: Hotfix for users with population factors lower than 1.0. As a side effect of the fix, STALKER population factors less than 1 will now spawn fewer squads on game start, similar to story mode. Also expanded range of level priority sliders from +-100 to +-200.
- Military significantly changed: Now, they only target bases, and spawn 2.5x slower than normal factions. However, their squad quality depends on number of bases instead of resources. They still have a -33% offline combat penalty to promote an army actor to stay on-level with their troops during large attacks/defenses. This option to use bases instead of resources for squad quality is now a faction-specific togglable option. RELOAD your preset to get these changes
- Expansion aggression now affects how quickly a faction will send squads to take empty locations
- Initial mutant spawns on new game are less conservative, and better about checking valid terrains
- The feature 'Contested terrains strain relations' can now be toggled in the Warfare general options menu
- The actor is now informed of invasions departing on their level that are targeting enemies on-level
- Updated tooltips of mutant/stalker population caps to clarify their function in Warfare vs story mode
- Updated patch for the Respawn Mode addon v1.0.7b1
- Alife Overhaul Preset changes [all]:
- Corrected error where rare mutant chance in labs was 75% instead of the intended 50%
- Many changes to Military (see first bullet point of this version log)
- Mercenaries spawn times increased +8% (now +33% vs +25% before)
- Bandit spawn times increased +5% (now -25% vs -30% before)
- Monolith min spawn time decreased (now 3x-1.8x vs 4x-2x before)
- Sin spawn times decreased -33% (now 2x vs 3x before)
- [Files changed compared to prev. versions]:
- Many - Full overwrite/reinstall recommended
1.3.5 - (2021/03/09)
- Version a: Added optional to make Beard invincible except when the player is hostile to free stalkers. This will guarantee that he survives to allow progress through the Living Legend questline (Merc players must still be careful). Requires Trader Overhaul
- Monolith can no longer target southern areas of the Zone (Below Red Forest / Radar / Limansk) unless they are the player's faction. If they are the player's faction, they will target southern levels with 80% reduced priority. These restrictions do not apply for random start games
- Normal factions (not Monolith/Sin) can no longer target Radar or Pripyat while the Brain Scorcher is still active
- Companion squads no longer have 'confused' behavior during surges. They will survive surges as long as they follow you into shelter
- Monolith squads are no longer affected by surge behavior, since they are immune
- Rare mutant spawns and faction targeting now properly account for Jupiter underground and Lab X8
- Added combined patch for LTTZ DC and Respawn Mode
- FOMOD installer included for MO2 users
- [Files changed compared to v1.3.4]:
- All 4 preset ltx files
- smart_terrain_warfare.script
1.3.4 - (2021/03/07)
- Warfare-spawned traders now use inventories of their respective factions, and increase their inventory based on your goodwill to their faction
- Attacks from random patrol squads no longer trigger invasion defense behavior
- Stalker population factors greater than 1 spawn more initial squads on new game start (restored functionality)
- Added patch for Igi tasks, to prevent 'Scout the Area' from deleting NPCs already present at the target areas
- [Files changed compared to v1.3.3]:
- smart_terrain_warfare.script
- warfare.script
- xr_logic.script
1.3.3 - (2021/03/03)
- Added capability for bases to send out immediate invasions if they have a power advantage over the enemy's current defenses
- Fixed invasion calculation overestimate, where the target could be counted as reinforcing itself
- New games can now use any stalker_population_factor while still spawning all important characters
- Invasion defense response now depends on max_invasion_size_factor instead of a set 2x factor. A defending faction will now request enough reinforcements to get a power advantage equal to the incoming invasion's power times the max_invasion_size_factor of the defending faction
- Useless smart terrains are now hidden via a toggle setting 'Hide useless smart terrains', enabled by default for the presets
- Random patrols now preferentially spawn from a faction's owned locations. Loner and ecologist 'random patrols' can now spawn on any neutral location. Ecologist random patrols are also 'forgotten' so that they are processed correctly
- Night activity chance now checks once per night per smart terrain - this will greatly reduce the incidence of 'teleporting squads' after sleeping
- Overflow squads now only move off terrains during daylight, or if the smart is approved for night activity
- Overflow squad removal now only occurs when the squad has no valid targets anywhere in the Zone
- The player is now informed of incoming attacks only when the attackers are relatively close. The player is also informed when the position is no longer under attack
- Loners and ecologists spawn slightly less often as Advanced and Veteran
- Black smoke poltergeists removed from spawn list
- Updated Eng/Rus text descriptions for altered settings: Hide useless smarts, overflow squad removal, max invasion size factor
- Added patch for bmblbx's addons, which include: dynamic mutants, dynamic nocturnal mutants, teleport anomalies (fixes global_positions crash)
- Added new preset: Alife Overhaul - Rapid [5x]
- Alife Overhaul Preset changes [all]:
- All STALKERs respawn 20% slower
- Army aggression lowered, resource priority greatly lowered, min respawn time +5%, max resurgence time 3x longer
- Bandit respawn times -5% (now -30% vs -25% before)
- Duty/Freedom random patrols spawn slightly faster
- Monolith min respawn time -20%
- Loner respawn times adjusted (revert to +25% max respawn time, random patrol spawn times greatly reduced)
- Renegade random patrol respawn times greatly reduced.
- [Files changed compared to prev. versions]:
- Many - Full overwrite/reinstall recommended
1.3.2 - (2021/02/26)
- Added patches for Respawn Mode and LTTZ Director's Cut
- Added optional fast travel + Warfare fix
- Minor smart terrain property changes, to accommodate weird job locations in Yantar
- Alife Overhaul Preset changes:
- [all] Army min respawn time +10% increase
- [all] Bandit respawn times reduced further (now -25% vs -20% before)
- [all] Loner max respawn time slightly reduced (now +20% vs +25% before)
- [10x] Auto-capture is now enabled by default
- [Files changed compared to v1.3.1]:
- All 3 preset ltx files
- simulation_objects_props.ltx
1.3.1 - (2021/02/23)
- Underground smart terrains can no longer be the target of bases
- Bases can no longer donate squads to nearby invasion forces if they're under attack
- Invasion plans are now also re-assessed when a faction loses bases/resources
- New games now spawn mutants on each level (no more zero-mutant game starts). The amount is dependent on your mutant population factor setting under the Alife settings. Also, random start mutant spawns now spawn on lairs instead of territories
- Fixed relations immediately deteriorating after a ceasefire due to targets being 'stolen'
- 'Under attack' status is tracked and carried over between game saves/loads
- Added more squads to stationary list, so the Rookie Village doesn't get immediately attacked by the Army in online combat (ex: loner starts)
- The Bar informator (Snitch) and the Zaton mechanic no longer spawn clones on a new game start (vanilla Warfare bug)
- Improved invasion size calculations
- Alife Overhaul Preset changes:
- [all] invasion size factors slightly reduced for some factions
- [2x] enemy base boost changed to -1, down from -2
- [10x] enemy base boost changed to -3, down from -10
- [Files changed compared to v1.3.0]:
- All 3 preset ltx files
- offline_combat_simulator.ltx
- sim_squad_scripted.script
- smart_terrain_warfare.script
- warfare.script
1.3.0 - (2021/02/20)
- Faction AI Overhaul (see detailed changelist #3 above for more info)
- Fixed 'Escort the Ecologists' quest functionality, and guaranteed that the target anomaly field is located on-level
- Added toggle setting for the extra loner fog of war
- You can now station squads beyond the smart terrain capacity when 'manual control' is active. Added toggle setting to allow auto-overflow handling even during manual faction control
- Fixed non-recognition of CoP 'story' mutants by offline combat, so squads can fight back again
- 'Resurgence chance' functionality fixed, was broken during transition to Anomaly 1.5.1
- Resurgence attempts are now twice as powerful, so they are much more likely to succeed
- Added more story squads to ignore list, which should improve story mode consistency
- Added more squads to stationary list, including many starting veteran guard squads of some factions
- More smart terrain properties tweaked
- Friendly random patrol squads are now clearly marked in the tooltip
- English localization: tooltips for more Warfare settings updated to better describe their function
- Russian localization: tooltips for Warfare settings restored, updated tooltips via Google Translate to better reflect their actual functions
- Numerous code optimizations
- Added new presets: faster (2x) and rapid test (10x)
- Alife Overhaul Preset changes:
- Updated to account for new faction targeting/invasion/defense logic
- Changed Duty patrols to random patrols exclusively targeting lairs
- Bandits buffed (-20% min/max respawn times)
- Renegades buffed (significant ~80% reduction of random patrol min/max respawn times)
- Loners adjusted (+25% max respawn time from bases, -50% max respawn time for random squads, random squads convert to regular squads on game reload)
- Mercenaries buffed (now +3 resource boost instead of +2)
- Ecologists nerfed (+20%/+100% min/max respawn times)
- Sin buffed (+50% offline combat bonus, increased from 20%. Respawn time decreased to 3x normal, reduced from 4x normal)
Nice man! I am fan of Warfare mode but always tried to have it behave like a lore-friendly stuff where all factions are balanced and everything is not over after a couple of days, Monolith or zombies having spammed the whole place. I'll definitely try! Thx ;)
This is hudge, good job !
Man, I read the full description, and if it does what it states, then THIS IS THE MOD, lol! So nice! And so much work you must have put into it! Didn't know that warfare was "that" bugged (had the feeling though...XD). Thxs very much for the sharing.
Say, is it save game compat? I read some stuff (like the debug about trader --WHICH WAS NEEDED!!) would need a new game or just a respawn of the dudes, but apart from that?
AND...sorry if I'm like asking for personnal counselling but...I saw you don't recommend random start...I play with random starting positions (really makes the whole game feels fresh to have monolith in Cordon XD) and slow preset to have the feel like it's still a dead place where only a few souls can survive...Basically a more dynamic Zone with fight and movements and so on but not a huge/infinite warfare zone...Any advice? ^^
Yes, this addon is compatible with existing save games with a couple caveats:
- I don't know how base patrol squads will be effected by suddenly applying this addon. EDIT: Patrol squads are functional as normal, no issues as far as I can tell.
- You can kill the extra traders off using the debug menu (F7) and the 'kill' command, and they won't respawn once you apply this addon.
- EDIT: Just tried a random start, seems to work alright. But I'd suggest not using my preset and making your own. I envisioned this addon as a 'vanilla Anomaly but also Warfare' kind of experience. If you prefer random starts, I'd take a look at Illinaru's addon: Illinaru Warfare Balance. It's made specifically for random starts.
Thx for the reply :)
You know, one can use random start and still be respecting the lore-friendliness... XD. After playing the game for so long, I can't understand why no one would NOT turn the random location option on...really makes for a new experience! :D
Anyway, I DID use Illinaru balance, which is nice, but as far as I saw, there still were bugs left untouched (now I might confuse with vanilla, but the trader bugs, for example, was still there...). Anyway, his/her is far too warfary for me -- war all the time/everywhere with squads spawning every minutes...And yours seems very complete in terms of...say, debugging. Won't it even make it to the devs for next patch?? (I'm not as* licking!). I really want to try it, so sorry for all that asking -- you must already have spent a hell of a time simply writing your description not to get to do it again in the comment section! -- so I'll try and see mid-game with random locations...Yolo :D
And about the traders...I can also use some 5.56...XD sorry...
Alright something really weird happened. Maybe because i've updated the mod or i don't know what but so far i'm about 10-15 days in game and never visited Great Swamp. Now i enter in Great Swamp for first time and my FPS is dead like down to 8-20 where i usually get 50+ most of the time. I open the map and there's loads of squads of Clear Sky and in center of screen it says "Smart (Great Swamp, Burned Hamlet has 33 squads) . Any ideas what's going on or how to despawn those squads ?
Now the other main thing that needs to be fixed is the emissions not affecting Npc's. There are so many moments where there could be a huge firefight happening between a faction over safety and it continues regardless of the emission and imminent demise of anyone in the open.
This and Npc's reacting properly to anomalies would be cool, I know there are mods from coc that do this.
This has always been something I've considered dealing with, but it's a large endeavor for relatively little gain. Which is why it keeps getting pushed to the bottom of my list.
EDIT: It's actually a lot easier than I thought it'd be. I just have to iron out some issues with the squad returning to its original location, and then I'll include it with the new version
EDIT2: Added to v1.0.5
Now we just need to fix the emissions not killing people. :P
you can actually deactivate it in "The Zone" options just go to events and tell the game not to kill any stalker
I am blown away with this mod... Amazing stuff.
Im using living zone addon does this mod affects it? This mod seems good!
Living Zone is an outdated addon that introduces a number of issues even by itself. I went into detail in a comment on the addon's page: Moddb.com
But in short, Living Zone will break some of the new loner/ecologist behavior introduced by this addon.
Do you think you could possibly Fix Living Zone? I Looked at your comment on the addon page, and I'm playing clear sky right now and there are squads at the base pretty much all the time. Some leave, but as you said no one seems to come in to the base after they leave. Other wise I would be using this mod but because of the current limitations of the way the AI in the game works base I find it hard to move to full warfare. Not sure I want half the zone to be taken over by a faction late game.
Oh wow thanks for clearing that out.
Offtopic: bro I sent you a private message can you kindly check it please? I've been waiting for your response.
Hi Vintar,
I would like to use some of your fixes for my current playthrough, but I am not using warfare in that (story-mode). If I understood correctly, for the new offline combat simulation tweak (Hybrid) I need offline_combat_simulator.ltx, txr_offline_combat.script, ui_options.script and ui_st_options.xml. Is that correct? Or did I miss some file?
Also, which other tweaks would be applicable for story-mode? I just read your quick discussion with Δαμοκλῆς about blowout-fixes. Can you please tell me which file pertains to this?
Apart from this, real nifty work right there!
All of the issues fixed by this addon are specific to Warfare - story mode never had these problems. In fact, this addon won't do anything at all unless you play Warfare or want to use Hybrid offline combat.
Even then, Hybrid offline combat is kind of wasted on story mode, since you never have stalkers attacking large bases anyway, and you wouldn't know even if they did (since you can't see location ownership).
Thank you for the explanation, crystal-clear!
This sounds really good!
Knowing that I haven't played Warfare yet, do you still recommend this addon for a first play through? Because of all the improvements, it sounds like it's a no-brainer but any suggestion is welcome.
I wonder if this addon is compatible with story mode, illinaru warfare rebalance isn't compatible with story mode so I have to install/uninstall his addon everytime I want to switch mode
Yes, this addon is compatible with story mode playthroughs. You do not need to uninstall this addon to play story mode.
thank you, nice looking future plan btw, add/restoring quests would bring more fun and length for each warfare playthrough. I wonder what would happen if we combine both story and warfare mode together ???
Hi I got some questions,
Does this mod change how the loners / nerds are spawned? Or do they still just spawn from their points since you mention that they will be more "widespread"
Also, Is Ghentuong tasks compatible with this addon?
Loners/Ecologists still spawn from their bases. I suggest having them spawn more rapidly than any of the factions, since their constant traveling puts them at greater risk of dying off. During the day, they'll always keep one squad at a base to retain control, but that makes it pretty easy for the player faction to take over the base by sending 2+ squads. If they end up with no bases whatsoever, they'll respawn according to the 'resurgence' setting, which I've intentionally set to be very rapid in the preset.
I use Ghentuong tasks myself, and it seems to work... mostly okay. The tasks don't check whether the target location is already occupied or not, so you just have to pick your tasks more carefully. Otherwise you might spawn a hostile weapons deal on top of your own occupied resource point
Thanks for the clarification, though it's too bad that this mod doesn't seem to work well with random starting locations..
Edit: It would be nice if you could remove the story characters for random starting locations
Factions definitely need some unique features distinguishing them from each other, and I think that's a good way to implement something like this. New Loners and Ecos behaviour looks quite realistic!
Tho i like your mod and its pretty good idea but i encountered several problems with it:
-Since i tried to play Loners again in Cordon its just really Random that in just 10 minutes after finishing Fanatics quests that Army is attacking Rookies
-Eco's Swarmed Cordon from Garbage/Swamps and there are coming more and more, killing the Framerate with too much Units and Firefights.
-And the Spawns of Loners (cause they have most bases now and controlling the checkpoints) are out of their minds.
I bet you did hard work on the mod and i am thankfull for the contet you guys create. I set the Warfare settings on default, disabled All out War and Random spawns.
Only Mods they might fool with your mod wich i am using: Trader overhaul and some Optinal Files
Other Mods i use: Invincible Companion, Companion Inventory Acces, Healthsystem Overhaul and some Scope revision mod.
I hope the Info helps cause i don't think that expierince was Normal.
Can you use the 'Alife Overhaul' Warfare preset on a new game, and let me know if similar issues arise?
Please note that the 'respawn times' in the warfare options are in in-game minutes. So a value of 15 (typical value for the default warfare preset) is 15 in-game minutes. One in-game minute is 10 real-time seconds, so a respawn value of 15 means there will be a respawn in 150 seconds, or 2.5 minutes real time. This is likely why your spawns are out of control.
Question, in my game most factions have 40 to 50 squads, while loners have 105 squads and ecologists have 70, though they aren't at the top of the leaderboard despite that so is that like normal due to their behavior? On my settings loners and ecologists have the same exact spawn time as the other factions so thats why I bring this up.
Based on your squad counts, I'm assuming you're playing random starts. There's a faction setting "random spawn entries" that additionally spawns that number of squads upon game start. I think these are set really high for loners/ecolog in my preset, so that could be the reason.
The other possible reason is just due to their new behaviors. For example, loners have a 30% chance of picking a linked level each time they move around, and they move around every 30-90 in-game minutes, so they travel way further than faction squads will in a given time span.
PDA Ranking is based on base+resource count divided by total base+resource count. Loners/Ecologists move off resources at night, so they won't top the leaderboard even with the most squads
Yeah I was aware of the spawn entries setting, I set all of them to 1 prior to my current playthrough.. so all factions started with the same amount so I guess it is because of their behavior
And that makes a lot more sense now that you mention it with them moving off bases and resources
So I went through another playthrough as monolith (and buffed them in pretty much all the settings) after only a couple days, my faction and a few others have 40-50 squads while loners and ecologists have over 200 now... very unusual as they have identical settings to the other factions besides expansion aggression (which for monolith I have at 100).. Like I know they technically aren't factions in this mod, but if you are trying to control the zone... it seems almost impossible because of the loners and ecologists alone especially if you are enemies with them
So I guess they are more of a force you need to fight.. like zombies and mutants rather than a faction? Except MUCH much harder it seems, even than fighting monolith in vanilla warfare
Edit: So it seems apparent that this mod should be placed with more slow paced settings correct? I have my spawn times minimum 1 maximum 120 for default (and for loners and ecologists) so maybe that is why they are out of control combined with the behavior... but normally with that spawntime factions should have around 40 to 50 squads usually but since they are not factions of course it is different.. so I will try the preset spawn times and see if it fixes most of this and makes the numbers more balanced.
Edit edit: So GhenTuong's tasks just stopped working with this mod for some reason.. even when I reinstall it and start a new game... it was working before with this mod but now none of the tasks show up anymore
A lot of it will end up being a careful balancing act of respawn timers. Since I don't play random starts, I don't really know what that might look like, but here are some of my guesses:
Loners/Ecologist squads travel frequently, which means that if you use full offline combat, they should be fighting mutants a lot, and end up dying off more often than faction squads. But that assumes that your mutant respawn timers are comparable to / less than the respawn timers for stalkers. If they aren't, you'll end up with loners having free run of the Zone. I don't think it's necessarily a question of magnitude of spawn times, but relative times compared to mutants. If your spawn times are 1-120, your mutant timers should be at least that or less.
The other issue is that loners/ecolog squads spawn as novice/advanced/veteran randomly. Which means they'll actually have a better chance of spawning stronger squads at the beginning of a random start game, when everyone still has few resources. It might be better to give loners/ecologists longer respawn times for random starts.
I double-checked the GhenTuong tasks, and they work for the default mechanics/medics. Warfare-spawned NPCs don't offer them, and I don't think they ever did. Can you be more specific about the issue?
I got it to work actually, turns out the Ghentuong tasks weren't made for warfare, but a version specifically made for the warfare npc's (to go along with illinarus balance mod) was made so I tried that version and it works with the warfare npcs.
After all that, I tried a new playthrough making it as balanced as possible but with spawn times closer to your preset and the difference really is apparent, leaving loners and ecologists with the same spawn times in the preset, while everyone else has spawn times of around 750 & 20,000 respectively, loners and ecologists are now at the bottom of the leaderboard after a few days... (and every faction has no more than 19 squads)
With those spawn times though combined with a glitch where if you have too many addons, you start with a low stalker count (200 to 300 starting out) the stalker count never reaches over 450 really, no matter how many days go by, and loners are at the bottom of the leaderboard as usual.. hmm. (originally with the spawn times I previously had, it reached 1,500 in a few days and just kept rising >.>) I guess I should maybe leave the spawn entries as it is on random starts.
I think that might just be a result of the population factor? Setting a population factor of less than 1 has resulted in partial warfare spawning even back with Werejew's original CoC Warfare. Have you tried using a much higher population factor, at least at the beginning, and seeing if that helps?
I always had it at 0.75 so I will try setting it higher
i have to ask is anyone else crashing when the go into the settings options im not sure if i deleted a file by accident or a mod
Is there some way to bring the A-life changes to normal a play through, or do they work already without having warfare on? Obviously some of the things aren't going to work without warfare enabled, but I was just wondering if this would be a better alternative to living zone other than the issues you stated before with it.
You mean the loner/ecologist behavior? That will only happen in Warfare, I'm afraid.
Warfare uses functions that alter the way the game handles NPC smart terrain targeting, which only activates when you play Warfare. The new loner/ecolog behavior is also pretty deeply integrated with the rest of Warfare's new functions, so it wouldn't be a quick copy-paste job to convert it to story-mode.
Living Zone doesn't give you this kind of behavior either, to be clear. It doesn't directly change the behavior of any NPCs - it just makes smart terrains unavailable more often.
I'm not sure if there exists a story-mode mod to directly improve NPC behavior, as in, one that changes the script functions related to smart terrain targeting. Maybe others might know better than me?
Hello, im really liked your addon, i just want to do a suggestion, that is add a fix to the traders iventory in differents locations than the original ones, for an example: When you are from Duty and you capture the Freedom base the Freedom trader will sell you Freedom Outfits and Freedom weapons even after you capture the base, why dont copy the iventory from the original duty trader? ture the base, why dont copy the iventory from the original duty trader?
You would have to change the code on how the replacement traders do their thing, and that's if the trader is replaced.
I usually do a work around of this during my playthroughs
Unpack configs/scripts/(Map Name Here) and you'll find a bunch of files each pertaining to the different smarts of each map, you gotta find the files that have the traders in them and replace them with your faction's trader
Changing the stalker count only adds a bit of stalkers but no significant change unfortunately
After installing warfare alife overhaul_1_1_1, as soon i,m hit i keep bleeding no matter how many medkits and bandages i use. visits to medic don't help. Tried to modify wound_incarnation_v, min_wound_size, bleed_speed_k in actor.ltx but both bleeding on the floor and red couloring in edges of my view stay and keep on going. Anybody any idea? I,m using latest version of stalker anomaly with all updates.
This addon doesn't change anything related to damages, bleeding, health, etc. If you have an actor.ltx file, that comes from a different addon. Try going through your addons related to damages/health and seeing if removing them one by one pinpoints the issue
Hi, I have a few questions regarding your mod and warfare in general, I tried asking in Anomaly discord but no one seems to have the answer
- about the "add influence" feature, afaik adding influence to a point in fact increases the priority of being captured by AI squads of the point. but whenever I click on "add influence", my influence balance just keep adding up, not vice versa
- I don't quite understand yet how A-Life preset makes the difference to Loner and Eco factions. according to description I will not be able to dominate the zone with these 2 factions but I'm still able to command squads of these faction regardless of new game. Squads do move away from Territory points eventually but remain waiting at Resource and Base point when being commanded to move to one
'Add influence' appears to be an incomplete feature originally added by Werejew (the original Warfare creator). It does as you say - it increases the priority of a point being selected by overflow squads, random patrol squads, and invasion targeting. The only issue is that it takes rather large influences for it to make a noticeable difference (like >10 priority). The feature of adding/subtracting influence points was never fully implemented.
Personally, I never use the feature, anyway. You can add invasion targets to a point manually by selecting the point and right-clicking an enemy/empty point. You can also just manually take over the faction and send out the invasions yourself by right-clicking your character position on the PDA.
You will be able to temporarily order around loner/ecolog squads - I didn't change anything about that. BUT, they will eventually move off of resource points and go to bases for the night (or other resources if you set 'night activity chance' really high). The time they spend at a resource point is between 30-90 in-game minutes for loners, and 60-180 minutes for ecologists. If a loner/ecolog squad is the last remaining squad at a base, they'll stay there in order to retain control.
If you don't think it's working properly, you can turn on debug messages (enable_debug = true) inside smart_terrain_warfare.script. That will output their movements into the console.
Thank you for your reply. There is another scenario that I was playing as csky and as I noticed there are 2 kind of squads. There are squads spawning at bases, they remain waiting at base and they won't eventually give up on order if I ever give them. There are also squads spawning both at bases and randomly, these squads acquire target by themselves and eventually give up the order. Everytime I give order I only order 2 squads at one since the game doesn't remember more than 2 orders but still the 2nd type of squads just keep breaking off from my order and go back to their previous target, I wonder if that was because I didn't take full control of the faction. Finally both types of squads never remain waiting at territory points, they both move away from territories after a short while.
P/s: mutants don't seem to spawn as normally as story mod regardless of preset
Squads that spawn from bases are your standard 'natural' squads, which follow your orders no matter what - they go where you ask, and they stay where you put them (unless the point exceeds capacity or is a pure lair).
The squads that spawn elsewhere are the 'random patrols' mentioned in the Warfare settings (and this addon's description). They can only be temporarily commanded to go someplace. After some random amount of time based on the random patrol spawn timer min/max, they'll pick a new target on their own. Manual control of the faction won't give you full control of the random patrols.
They aren't distinguished in the tooltip, so sometimes it's tricky to know what squad is what. Maybe this is something I can do for a future version of this addon.
You shouldn't have an issue with ordering natural squads around - you should be able to command as many of them as you want at the same time. If the issue persists, it may be due to a retired setting from an old Anomaly-default Warfare preset, which sets a max on number of "active" squads at once. It shouldn't be an actively-used setting, but I'll need to double check the code. In the meantime, you can try loading the 'Alife Overhaul' preset and then changing the sliders/settings to what you want.
Non-loner/ecolog squads should wait at territory points if you explicitly send them there, and the point isn't over capacity. They only move off points that are pure lairs when manual control is off. Was it only happening for a specific territory on one map?
Mutants in Warfare don't spawn the same way as in Story mode. Warfare assigns a spawn timer to every lair point on each map - a random time between the min/max monster spawn time settings. Then it picks a random type of mutant to spawn from a spawn list.
Story mode has very strict spawn definitions for both mutants and stalkers. Almost all terrains respawn within 12-24 hours, and they always respawn the same mutant/stalkers at the same quantity.
If you want mutants to spawn as often as story mode, set the respawn timer to ~1440. The sliders have units of in-game minutes.
EDIT: I just realized you may also be referring to 'patrol squads', which cannot be commanded by you at all. They patrol lair/territory points near your base, and if none are nearby, they just sit at the base.
Thank you a lot. Maybe I could understand it now.
As I notice there are 2 timers counting down in the tooltip of each base under my control. They are "next defense" and "next patrol".
These timers may tell how long it would take in-game till next squads of each type spawn
I think I was referring to "patrol squads" but still I can give them order and they just eventually give up my for there own target no matter if they ever reach the target of my command
About the issue that squads leaving territories, I was playing csky at the swarm, csky always start there and as I was spectating on the PDA, all territories are affected
I really don't know about the limit of how many squads can take my order at once. Everytime I give order to a third squad, the 1st squad give up on my order immediately
Yes, you can't command patrol squads - that is by design (by Werejew's design, to be specific).
And to be clear, are you referring to locations with the 'territory' attribute? or all smart terrains? Squads will auto-leave points that lack 'base', 'resource', or 'territory' attributes unless you turn on manual control.
Is your Anomaly installation up to date? with all the patches? Some of your issues sound like they'd only be present in earlier iterations of Warfare, since I can't re-create any of them myself
[And to be clear, are you referring to locations with the 'territory' attribute? or all smart terrains? Squads will auto-leave points that lack 'base', 'resource', or 'territory' attributes unless you turn on manual control.]
> I was referring locations with the "territory" attribute
[Is your Anomaly installation up to date? with all the patches? Some of your issues sound like they'd only be present in earlier iterations of Warfare, since I can't re-create any of them myself]
> Yes my installation is very much up to date, I use the Mar2020 repack on Discord
I didn't realize there was a version of Anomaly more recent than 1.5.0 U4 H8. I don't really frequent the discord, so do you know where to find the post regarding that repack? I'll have to check compatibility with that special version myself.
For now, could you use the enable_debug setting I mentioned above while you play? If squads are being moved off of territories from my code, the debug messages in the console will say so. Otherwise it may be some new stuff added in that new Anomaly version.