This is the fourth update for S.T.A.L.K.E.R. Anomaly 1.5.0 B3. It also contains everything from all previous updates and hotfixes. It needs to be installed last.
Install instructions
Unpack on top of installed S.T.A.L.K.E.R. Anomaly 1.5.0 version and overwrite files when asked to.
Notes
- Update 4 includes all fixes from Hotfix 1, Update 1, Hotfix 2, Hotfix 3, Update 2, Hotfix 4, Hotfix 5, Hotfix 6, Hotfix 7, Update 3 and many new fixes
- Does not require a new game, saves from previous versions are compatible
- Your settings will be resetted due to the new options menu, set them again before playing in this update.
- The complete install order for Anomaly is:
- Anomaly Part 1/3
- Anomaly Part 2/3
- Anomaly Part 3/3
- Anomaly Update 4
- If any previous updates and/or hotfixes are installed, you can just unpack this on top of it with 7-zip, overwriting files if asked
- Please do NOT report any bugs if you have ANY addons installed, unless you can confirm that the same bugs happen without those addons. We can't support problems with outdated addons and their authors are responsible for keeping them compatible with our updates
Changelog:
Update 4
- General:
- = Fixed Slot HUD not showing layered icons (containers missing arteracts icons for example, or upgraded attachements)
- = Fixed Slot HUD icons being stretched on 16:9 res
- = Fixed PDAs received from surrendered enemies being borked/non-functional
- = Fixed a crash with Warfare when interacting with squad menu on PDA
- = Fixed Delivery tasks auto-fail when the target is an enemy to player (disguise result)
- = Fixed cases of injured monolith members exploding in front of their brothers
- = Fixed related tasks to Elideon (or any special monolith character) breaking due to suicidal bombing (death info will be fully executed first)
- = Fixed workshop not showing pre-installed upgrades, in addition to small UI bugs like showing warning on installed upgrades
- ~ Small edit for Options and Recipes UI to prevent memory problems
- = Fixed inaccurate weight for all filled artefact containers
- = Fixed a case with zombies asking for a guide (in monolith playthroughs xdd)
- * Improved handling of npc/squad death in offline combat simulator to prevent possible alife issues
- = Fixed case of random companions popping-up out of nowhere, and improved companions script for info handling
- = Fixed bugs related to hostages logic
- = Fixed (wounded helped) state not registering on the pda
- * Removed underground levels from stash tasks/rewards pool
- ~ Binoculars can be used on workshops using Helmet repair kit
- = Fixed a possible crash by disguise script
- = Fixed cases of "Find missing squad" tasks not spawning the target squads on close distances once the player enters the level
- = Fixed possible crashes with guide job script
- * Updated Russian text (Thundervision)
- Weapons/Outfits:
- = Fixed misaligned ironsights for all weapons
- = Fixed aim misalignments caused by gasmasks and Nightvision-1
- = Fixed all broken upgrades (weapons and outfits) that caused negative sum on full upgrades installation, leading to weird behaviour
- = Fixed Details UI showing wrong info for weapons attachements
- * Improved weapons data reading for many scripts to get accurate info about attachments stats
- = Fixed MK14 and Fal having very small degradation values
- = Fixed wrong upgrade section for MP153
- = Re-added missing upgrade strings for x10 and x15 scopes
- = Fixed an RPM upgrade for APS that alters the firing mode instead
- ~ Adjusted MP7 weight for better "muh immersion" moments
- ~ Adjusted the awkward fast holster/withdraw animations for many weapons, along with better sound effects
- ~ Revised outfits immunities to different types of damages
- = Fixed missing strike protection from outfits in general
- = Fixed separated helmets not providing ballistic protection as they should
- = Fixed WA2000 not being available by Nimble
- = Fixed desynced reload sound for G3GS1 and M98B
- * Some improvement for enhanced recoil effects and its script
- = Fixed some weapons having broken hit_power upgrades
- * Organized files of all weapons and their upgrades
- New options UI:
- Options menu has been reworked from the ground (all-in-one script), with following features:
- - Customizable, support for all kind of xml elements
- - Highlight pending changes
- - Option description support
- - Option presets support
- - Reset button to clear pending changes
- - Technical: Script callback on option changes
- - Technical: Functors capability to excute on apply or init
- - Technical: Precoditions capability to hide/show/execute functors
- + Added new Warfare preset for slower simulation (by Yoko)
- + Added new option to control ambient sounds volume
- Debug mode:
- + Added the Item Editor:
- Allows modder to do changes to stats in real-time and test them right away
- Supports stats comparison with other items
- Supports weapons and outfits for the current time
- Support for stats description, stats groups and pending changes highlight
- * Improvements to the Weapon HUD editor:
- Support for saving changes to wpn files directly
- Added 2 buttons: (1. Apply changes on both 4:3 and 16:9 parameters (2. Toggle crosshair
- * Item and Weapon HUD editors will save original values in a new config (cache_dbg.ltx), allowing users to reset values to original stats at anytime.
- + More support for object and item spawners (choose where to spawn the objects)
- + Added new (debug) item property: "release", fast way to release items from the alife
- + Added new 2 debug commands for full item upgrades validation (validate_wpn_upgrades) (validate_outfit_upgrades), to print any broken stats on full upgrades of each item
- + Modders can load the test map by pressing F2 on the main menu (F1 will show you all available keybinds)
- Jupiter:
- - adjustments to terrain extension
- - fixed for floating trees and bushes
- - fixed flickering wallmarks
- - geometry fixes at warehouse building in the factory
- - expanded and adjusted foliage and trees surrounding level
- - fixed bad geometry at cement factory
- - fixed portal issues in Oasis
- Yantar:
- - fixes for badly lightmapped boxes
- - fixed floating bricks near lab entrance
- - fixed floating cabels at factory entrance
- - fixed several objects missing parts of their geometry
- - adjusted sectors for better performance
- Army Warehouses:
- - added sectors for better performance
- - removed bad geometry, various terrain and props geometry fixes
- - removed floating objects
- - adjusted trees and bushes to not clip through the roofs of several buildings
- - fixed terrain mesh to not bleed in at several houses corners
- Outskirts:
- - fixed bad geometry leftovers from CoP
- - added sectors for better performance
- - fixed bad geometry occlusion mesh from CoP
- - added more decals thoughout whole level
- - reworked logic in sectors and geometry splitting at Yubileiny Service Center for better performance and CoP bugs removal
- - fixed overlapping geometries
- - adjusted terrain extension
- - added view on Pripyat centre located in north-west
- - fixes for bad CoP geometry at Hospital
- - Kurchatova 3 building: added open last floor introduced in CoC 1.5 r3, fixed geometry, reworked staircase, fixed bad geometry merging, rebuilded roof, added sectors, fixed UV maps errors.
- Pripyat Centre (ShoC)
- - fixes for bad UV mapping of grass in several areas
- - patched geometry holes in buildings across the level causing lighting issues
- - fixed floating curbs at entrance from Radar
- - corrected bad geometry occlussion in several spots causing parts of geometry dissapearing
- Great Swamps:
- - added sectors for better performance
- - fixes to terrain geometry
- - fixed various floating trees, bushes and enviroment elements
- - removed floating leafs on water surfaces (replaced with shader imporvements from LVutner)
- - removed / fixed trees clipping through the roofs and walls of buildings
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Q: Are the parts 1-3 just a cutted Anomaly 1.5.0 [BETA 2.4]? If I had downloaded BETA 2.4, could I just install all updates and hotfixes?
Just curiosity, these times network works for me like KV-1 with first tier engine :p So if I had ever downloaded mod, I wouldn't want to redownload it :p
Btw. I hope Anomaly isn't just a little remake of Misery, but as I heard it isn't. It's because Misery was not as difficult as unbalanced and unclear. For example even if you had got pro hunting kit, you wouldn't have got any bonus for more body parts from it. "Realism" + balance =/= good mod, because it'll just occur as paradox. I think I try sometime Anomaly and Dead Air as well. Most because these are Call of Chernobyl overhauls, so there is sandbox experience and just fun.
Yes, I played Misery, that was not as horrible as irritating when I couldn't afford for anything, even stupid food. Not to thing that I couldn't sell out broken guns, which are main source for repair components. Realism, yeah. Good day, stalker!
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I got user ltx'd, Man this mod's a ****** joke
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