About this mod
Overhauls Squad Loadouts to more accurately reflect the rank of the characters in question.
- Permissions and credits
- Changelogs
Overhauls/Rebalances NPC Squad Loadouts to fit a more standardised balancing system over the vanilla/default system.
If you've played Vanilla Anomaly, or with BaS, you may have noticed the following..
- Novice Stalkers (fresh newbies with no money and no renown) can have a wide array of firearms, from pistols through AKs.
- Legendary Stalkers can spawn with a Mosin Nagant or a K98
- Some factions have a huge advantage in "Online" combat, wherein some factions may have Novices better equipped than the highest ranked members of another faction
This leads to a general imbalance, where fighting a Novice Stalker can sometimes be more dangerous than fighting a Legendary Stalker!
Additionally, you may (or may not!) have also noticed..
- Novice, Trainee, Experienced, Professional, Veteran, Expert, Master and Legendary Ranks all exist
- However, most (or at least, many) of them actually share the same load-outs as other ranks - effectively leading to there only being four ranks, in terms of loadouts
- Default: Novice and Trainee. Experienced and Professional. Veteran and Expert. Master and Legend
- Some factions have very well equipped novices, others have very poorly equipped Experts. This leads to a huge disparity in "Online" performance (despite Offline performance often being ranked as equal)
So with this in mind, I bring you my Rebalanced NPC Squad Loadouts!
Features
- A unique loadout pool for all 8 ranks
- Unique loadouts for every faction, with a different theme per each
- More randomness in regards to use of attachments, with weighting in place to encourage more attachments and better ammo for higher ranked NPCs
- Novices will generally use pistols, shotguns and other low tier/surplus weapons
- Higher ranks have incrementally better equipment, and less access to worse equipment. You'll never see a higher-than-novice rank with just a pistol, although some trainees might still use auto-pistols
- Balanced with Faction Warfare in mind - Novice Squads tend to be more evenly matched, whilst a higher ranked Squad will have a more significant advantage
- Overhauls how Squad loadouts work on a file-structure level. This mod only edits two files (npc_loadouts.ltx & extras.ltx) and will not break your game if there is conflict (and instead, will have absolutely no effect)
- When playing on higher difficulties, results in fairer early gameplay - you'll be fighting shotguns, pistols and bolt-action rifles with similar equipment, rather than your first encounters generally having end game content *
* Due to the way the initial maps are set up, you will quite often run into the issue of higher ranked squads being present from the get-go. These folks will still be just as tough as before, or perhaps tougher as those Master-ranked folks don't have a chance of spawning with sub-par weapons. I have another mod currently in the works to handle this.
Other Modules
- If you're not a fan of every single faction being balanced in this way - and would prefer the Army, Ecologists, Mercenaries or Monolith to have better equipment overall (but still have a significant progress curve - just not with pistols at their lowest levels), extra modules have also been included
- The modules in question remove Pistols and Bolt-Actions from the factions in question
- The factions in question can spawn with SMGs and even some assault rifles in the Novice and Trainee ranks - but with poor quality munitions. They'll be quite a bit more dangerous in Online combat.