This update for S.T.A.L.K.E.R. Anomaly does NOT contain any previous updates, it requires update 1.3.3 to be installed already. Please read the detailed description for more information:
- Update 1.4.0 requires to start a new game.
- It is not compatible with existing saves from earlier versions.
Due to the large amount of changes in the game, it's unfortunately not possible with this update to keep playing existing saves that were created in version 1.3.3 or before.
Description
S.T.A.L.K.E.R. Anomaly version 1.4.0 is the first huge overhaul with new gameplay mechanics and many optimizations and bug fixes. A complete list of changes is included in the download in the file Read Me (Anomaly Overhaul #1).rtf and it's recommended to read the file to understand the changes, especially if you have played older versions of Anomaly before.
Enabling or disabling Dynamic Anomalies in the game settings requires a new game or will cause problems, so do not switch it on or off after you started a game with either option.
Update 1.4.0 requires the version 1.3.3 of Anomaly and does NOT work if it's installed on top of older versions!
Install instructions
Make sure you install them in the correct order.
Keep in mind that many existing addons for Anomaly will not work with version 1.4.0 unless they are updated to be compatible with the new version. Using old addons can cause crashes and other problems!
Official addons
These addons are created by Anomaly Developers and should always work with the latest Anomaly updates
Anomaly Overhaul
Economy
In an attempt to give the player the ability to choose the difficulty/economy that suits their own preferences, an new option under the name of (progression difficulty) has been added in the new game menu with three choices (stalker, scavenger, survivalist):
- The progression difficulty affects a lot of aspects: Trade, repair and upgrade costs. Loots in general (items, money). Chances of stash discovery. Max uses of medkits. Carry weight. Condition of looted weapons and more. (WIP)
- All progression factors can be controlled in-game through "extra options" menu
- NOTE: These options will be shown only if your save is loaded. Changes done to progression factors will be applied to your current playthrough only.
Crafting System
Introducing new crafting system. An alternative way to obtain equipment through your playthrough rather than relying completely on traditional trading:
- A set of 5 kits that allow the player to craft all kinds of items:
- Basic toolkit (crafts basic kits and devices, tier-1 upgrade parts)
- Advanced toolkit (crafts better kits and devices, tier-2 upgrade parts)
- Export toolkit (crafts advanced kits and devices, tier-3 upgrade parts)
- Drug-making kit (crafts all kind of meds and drugs)
- Gunsmithing kit (crafts better ammo out of old and damaged variants)
- Each kit has 7 max uses.
- Added special recipes and guides. Reading them will unlock new craft recipes for the said kits.
- Crafting kits and recipes can be found mainly through stashes and loots.
- Mechanics will ask for full set of basic/advanced/expert tools (7 uses)
Encyclopedia
- Dynamic encyclopedia. the player can unlock articles on discovery of all sort of things through their playthrough (factions, levels, important items, artefacts, anomalies etc..)
- New special category (Notes). Stores personal notes such as crafting recipes, notes and letters from other stalkers (WIP)
- Ironman states can be seen in a special note in the encyclopedia
Item management
- Added the ability to combine multi-use items (reduce overall weight)
- Added the ability to separate multi-use items (selling parts instead of full set)
- Added the ability to disassemble the majority of available items, the player will obtain basic materials that can be reused for crafting or repairing purposes.
- (Swiss Knife) and (Grooming kit) have 7 max uses, both can be used to disassemble small items or in crafting other items. (Multitool) has unlimited uses as usual.
- Added new upgrades tree for binoculars.
- Added (Anomaly maps). New documents that can be found on corpses. Show the location of known anomaly fields (WIP)
- Added (Military GPS module). Shows the location of nearby natural/friendly npcs for a brief amount of time upon use. Consumes a considerable amount of UPD power
- (Guitar) and (Harmonica) are usable items
- (Geiger counter) will consume power upon use.
- (Personal Notes) will unlock random stash location.
- Added special mutant parts (meat, parts, hide) for the new mutants (Lurker, Psysucker)
- (Field cooking kit) has 3 max uses, it can be used on campfires for low-tier meat or (Charcoal) for high-tier meat.
- (Army Kettle) has 7 max uses, it can be used on campfires or (charcoal). Cooks all kind of meat.
- (Multi-fuel stove) has unlimited uses. Can cook all meat. Requires high-tier fuel
- Added new set of misc items and basic materials, useful for crafting.
Artefacts
The artefacts have been reworked from the ground in order to bring their usefulness back and separate them in types and tiers (WIP):
- Artefacts now have less tiny / more meaningful values.
- Restored health and carry weight boosting artefacts.
- Fixed broken values of some containers
- Fixed the included ZoneExpanded artefacts mod (for real tho... nothing is right about this one)
- Nerfed mechanical belt attachments (they no longer outclass high-tier artefacts)
- Reduced LLMC (artefact container) weight from (3.6 kg) to (2 kg)
- Artefacts of electric nature can be used to recharge the UPD. Copper coil is required. The artefact used in the process will become an inactive variant.
- Removed (Artefact Handling Tool), simply drag and drop artefacts on containers to put them in.
General
- Added new (Extra Options) menu, press F1 in the main menu to access it.
- Removed the inventory grid
- Added special map marker for companions
- Added map markers for deployed sleepingbags and tents
- Updated UI of repair kits
- Small nerf for controllers and poltergeists psy-aura (aimed for balancing in close areas)
- Lurkers number per squad is limited to 2
- Canned food will no longer require (Swiss Knife) to open
- Reworked death_by_community. Slightly reduced the possibility of finding smoke.
- Reduced costs of (AWR) requirements
- All outfits have at least a single available slot for artefacts, this has been done for more accessibility to artefact system
- Careless player will lose reputation when their companions die
- Reduced the damage caused by thermal sources to outfits (%~P less damage for the majority of outfits)
- Mechanics will ask for money (1000 RU) instead of vodka for using their vice
- Adjusted (buy_item_condition_factor) for some traders: military/mercs/duty traders will buy weapons above average condition, sid/bandits/flea market traders will accept a wide range of conditions
- Removed (Paper of equipment condition). Equipment condition can be seen from the notes section.
- Remove items (Hexagon wood stove) (Multimedia PDA). Other items/features serve better rules.
- Reduced prices of upgrade parts to half the value (price exploiting reasons)
- Improved many item icons
- Added new button to mutant loot UI (Loot all parts)
- Adjusted gulag job: stalkers will gather around campfires again
- Improved the rain texture
- TRX Dynamic News Revamp: Fixed a case where news start before completely loading
- TRX Dynamic News Revamp: Removed stashes news and death by surge reports cause they are static/spammy
- TRX Sounds Revamp: improved footstep sound effects
- TRX Sounds Revamp: Doubled the silence periods between ambient sounds for less spam and better output
- TRX Dynamic Faction Relations: added new limiters to avoid the chance of getting loved by all factions after slaughtering bandits and monolith, relation changes should be slower but more balanced now.
- TRX Zone FM: Improved the main script for better optimization.
- TRX Zone FM: Added radio options menu (accessible through "extra options menu")
- TRX Zone FM: Added the ability to make new music playlists.
Technical
Bug fixes, optimization, cleaning:
- Removed the old location discovery (badly written script)
- Fixed an issue with few buggy options that can't be turned off
- Fixed a case where autosaving is still working while other hardcore save modes are active.
- Debug spawner will load sections automatically, it uses blacklist instead to prevent specific sections from appearing
- Fixed weird spawns in few areas (ex: monolith spawning inside Yanov station)
- Fixed a problem with starting new game in Car Park (cordon)
- Fixed UMP-45 using nato silencer
- Restored old psy sound effects for areas such as (sarcofag) and (brain scorcher) for less ear ripping
- Removed (fake news) option. It serves no actual purpose
- Removed (robbery on sleep) option. broken/incomplete
- Removed (artefact degradation) temporarily, it will be restored once the feature gets fully-implemented in the engine.
- Restored (Show Tracers) option
- (Unload all weapons) key has been moved to keybinds tab
- Economy related options has been removed. Alternatively, all economy aspects are controllable through a single config file (configs\plugins\economy_difficulty.ltx)
- Moved (Open all routes) option to the new game menu, its under the name of (Accessible Zone)
- Reworked CoC Treasure Manager (Stashes) as the following:
- The manager no longer relies on blacklists. A whitelist is used instead to spawn specified items. This has been done as a final fix to the massive amount of sections and bugged items coming from stashes.
- Added the ability to blacklist specific items from being included in stashes for specific progression difficulties. This can be used to prevent selected items from appearing in stashes in harder difficulties. Controllable through (coc_treasure_manager.ltx) config file.
- Fixed a case where psi-storms are lagging the game
- Optimized checks for nearby campfires/sleepingbags/tents for much less scanning
- Optimized toggle suppressor script by removing actor_on_update callback, the script relies on a timer instead. No need to run checks all time
- All instances of alife():object have been replaced with alife_object from _G to avoid silent errors.
- Big optimization to (simulation_objects.script) and connected files, big improvement to alife objects/smarts handling.
- Removed (configs/weather) files, old files with no purpose
- Updated (xr_logic.parse_condlist) and (xr_logic.pick_section_from_condlist) with lighter/optimized script
- Fixed broken condition lists in many smart terrains
- Fixed a crash upon visiting the Generators
- Optimized (outfit drops) script, it no longer use actor_on_update for continuous checks
- Many script that use vector():set(x,y,z), in which are constant, were replaced with the new vector constants (VEC_ZERO, VEC_X, VEC_Y, VEC_Z) from _G
- Adjusted duplicated "Second Layer of Armor" and "Carbon Fiber" upgrade name
- Potential memory leak fix with UI menus. Anytime constructor called for UI element (ie. local ctrl = CUIWindow()) it should set ctrl:AutoDelete(true)
- Fixed few sounds with missing ogg comments
- Improved table insertions in important scripts
- Removed unused scripts
- Reworked and improved item management scripts for more optimization.
- Sorted hundreds of messy config files.
Changelog
Version 1.4.0
- Integrated Anomaly Overhaul by Tronex
- Economy
- Item system
- Balance
- Bug fixes
- Optimization
- Integrated Stalker Two-K texture updates by paranoiia8
- Integrated Anomaly Scopes Extension by paranoiia8
- Integrated better sky textures by paranoiia8
- Integrated better exo suit mask overlay by paranoiia8
- Many smaller tweaks and stability improvements
Sound Great ! Good work guys ;D
Best stalker mod at the moment
keep up the good work this is the best mod for stalker
More than a mod, a new game, Thanks for your work! Just a question. I've installed the last preview version, do I need a fresh install or can I just override the files?
Tronex and seargedp you both are a cornerstone to the foundation of the stalker community your work is GREATLY appreciated. Thanks for all you've done
now if only we could have a **** ton of new maps *cough cough* maps from Lost Alpha
That would a big leap forward if they could but also a nightmare job to do, dezoware just won't move from the unstable old SoC game engine which would mean a lot of coding to transfer it over to the 1.6 engine.
That would probably be a lot of work. But I wish maps like the Rostok Factory or Yantar were in CoC, because I think they are great.
Possible to use an old save from 1.4 preview 8 for example? I heard people saying there aren't any BIG changes from the previews so can I just continue my adventure?
I have an issue with a CTD that occurs whenever I try to sleep.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 189
[error]Description : fatal error
[error]Arguments : LUA error: f:\anomaly\gamedata\scripts\ui_sleep_dialog.script:135: attempt to call global 'tent_sleep' (a nil value)
stack trace:
How to fix it?
Just wanted to say thank you for your work! THE BEST Stalker mod at the moment - no doubt about it. Balance, gameplay, stability - overall, it just feels right !
I am still finishing my initial Anomaly gameplay on some older version but as I can see, once I'm done I'll have to hop right back in to experience all the new features that you implemented in the meantime. :)
A stalker mod I actually look forward to playing, My favorite at the moment Hands Down, Thanks for the all the Good Work.
(Moved comment)
Great mod, really enjoying playing this but still facing a lot of bugs which are not performance related:
* When I use sleeping bag = error
* I have mission to obtain clear sky documents but when i get there the tresor is not able to open (f - not working)
* Some individuals / soldiers give me error when try to approach them or kill them example error: Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: ...\s.t.a.l.k.e.r - anomaly\gamedata\scripts\lastday.script:49: attempt to index global 'actor' (a nil value)
Would be great of all these bugs are fixed because this is really great mod and what a difference in performance. Thank you.
Hello. First i am very happy i found this mod. It is great, and very thanks to dev for the efforts. I found so far at same start a issues. The loading bar not loading, i dont know if it supposed to, and second, the game is a bit dark and i am okay with that, but shadows is too much, outside in shadows of sun you need to turn on flashlight to see.
I HAD TO STOP playing this mod due to the amount of bugs. Again the performance is great and everything but there are bugs in script, certain NPC kills trigger errors and a lot more.
I will wait for the next release and hope this time I will be able to enjoy this fully. Thanks.
I had this kind of trouble with 1.2 & 1.3 well into the game as well so far there has only been 2 sudden unexpected crashes & a few crashes when changing maps other than that I have only had a few bugs & a bit of multi coloured pixelated textures during sun set or sun rise but not very often. The performance & stability has come a long way since 1.3 & the crafting is exceptional even though I still haven't found a way to break up the protecta shotgun yet for scrap.
Have you tried a reboot or even a full re installation with your gamesaves that solved one severe crash for me when it wouldn't reload between maps.
I was new to Anomaly so I start playing 1.4 the very latest release. All those issues I wrote I am facing there... I am sure this is not due to the performance, settings or drivers. Some hidden bugs are still there... I just hope they will be all cleared up eventually. But again ... amazing mod but I will wait for next version and start again.
Anyone having problems with TRX Dynamic Faction Relations?
I got 2 faction relation messages in my 100+ hours of irl time in-game.
EDIT: Also the game crashes every time I try to repair a weapon (repairing armor doesn't crash the game).
Hi Searge, I was wondering what you would say the old default difficulty would be comparable to in terms of the current settings - I want to play on the new update, but I don't want to change how the game feels. What would you recommend?
Guys, thanks for you mod but please fix the font sizes... they are WAAAAAY too small. For visually impaired people like me it's really hard. I had to install third-party fonts and that made a lot of difference, but they are overlapping stuff.. not very good.
I love the mod tho would it be possible to add static guards to camps where you have techs and traders.i find it stupid to them let like bandit or soldier example get inside the base and shoot the merchants and they just take it. Also the weapon damage is kinda unbalanced, player can tank like million shots and all you need is 1 shot from ak74 to kill most baddies, even the exoskeleton user enemies feel like they are made out of paper, to i dont know are they weakened or do they have broken shredded armor but still, even with the stalker suit i take barely any noticeable damage. and im playing on hardest settings and the exoskeleton i think while its ment to be the ultimate in ballistic defense, and super expensive to repair im still expecting the game to provide some challange, currently only monolith has the hard hitter guns and even they barely hurt me and i can mow them down with out breaking a sweat with or with out exoskeleton, it might be only me but other than that, not bad mod but i dont see as much of faction interraction or relations changing. still 7/10
Positive things in this mod are smooth performance,rarely any stutter tho jupiter and yanov are bit laggy, gameplay feels good,gunplay is solid and they have oomph and groovy in them just enough. survival mechanics are top notch too, tho i wonder if its possible to even implement cold weather survival too. perfect package and i barely did any modding to this . if any at all:3
so far the game has been awesome even on my potato. atmospheric and chellenging. however, i keep getting weather reports of emissions and when the time comes around it say "an emission has recently occurred in the zone" but nothing has happened. i've tried to fix this my resetting the weather and even settings but it still doenst work. any ideas on how to fix this?
Thanks!Y guys makes pc gaming what it superior!
1.4 feels a lot more mature and overall better build compared to 1.3.3 and older versions. I can't tell right away why, but it's much more enjoyable to play. seargedp, you're doing heaven's work, friend! Keep up the amazing work that you do, it's truly amazing seeing how far this overhaul has come!
I have to turn off my avira to start the game (1.4) cause it will immediately detect it as malware when i try to launch it.
I have many crashes. Sometimes only after 5 minutes ingame and no error log about it. No informations in the crash log at the end of the list.
I turned off the autosave and i think it works a bit better but crashes still appear.
There should be permanent or more guards/population at camps/bases cause at the outskirts (where i started) some zombies killed the mechanic in the stalker base. (hostiles were in the base). Same for the military entrance to the zone and the rookie village. Fleshs killed the handfull of soldiers/stalkers and some of the soldiers dont even have a weapon. The world feels a bit empty when there is nobody at the camps/bases.
Maybe a seller at the outskirts for some goods like water would be nice so i dont have to restart cause i cant find water and will die of thirst after some hours of sleep.
Ever heard of a thing called torrent ? The thing used for large mods to bother ModDbs servers less allowing you to download the whole thing as a whole ? Is there such a thing for the latest version please ? Anyone living in the 2018 ?
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Game spits:
sim_default_csky_128673
sim_default_csky_020785
sim_default_stalker_020617
sim_default_csky_020803
military and other factions to.
....i had thausands of such errors! Something about "ILLEGAL SET STATE CALLED" ...i wonder is this related to Dynamic Faction Relations? Clea Sky or Loner doesn't matter (also in Agrophon [or how it was called] there is no shops in starting base?...yet there are spots and counters.
Regards.
i always get this weird freezing
the game stops for a moment, the game freezes but the sound of the game keeps going as if nothing happenned,while the game is just black. i can even make a quick save and even reload from the last save. i really tried everything.complete new reinstall,made an exception in the antivirus prog,playing with the graphic settings.nothing helped.
anyone else having similar issues?
i would like to share the logs but it`s empty!
i have a win10 I7 3770 16gb and amd R9 390,oldschool, but more than enough for this wonderfull mod! cheers for all the time and work you`ve put into this mod!
What tools can be used to unpack the db? I would like to do some minor configuring. Thanks.
Здравия! Нажимаю на кнопку запуска игры. Выходит маленькая заставочка, а потом чёрный экран и ничего. В Диспетчере задач пишет, что "не отвечает". Установил игру не на диск "С". Помогите, пожалуйста, если сталкивались с подобным положением.
I get 60+ fps in game but when I travel to jupiter or zaton the performance tanks to 10 fps What's causing this?
why long downloads are about 20min
Don't get me wrong this mod is amazing but I see that certain starting locations result in the game crashing, Is anyone else having this problem?
Promising mod; playing 1.4. Randomized start and incarnated as a loner in Agroprom. Get tasked to meet up with Sidorovich, but when I try to enter Garbage, the game restarts. Anything I need to do, b4 I can leave the area?
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