Bounty Squads Expanded 1.0.5
Changes and expands many aspects of bounty squads to be both more logical and fair.
Version: 1.0.5
by Vintar
for Anomaly 1.5.1
To install via Mod Organizer:
- Import the BountySquadsExpanded archive file into Mod Organizer
- (for MCM users) open the Mod Configuration Menu and set the settings to what you want
To install manually:
- Install the 'gamedata' folder from the BountySquadsExpanded archive file into your Anomaly directory
- (for MCM users) open the Mod Configuration Menu and set the settings to what you want
Mod Configuration Menu (MCM) is highly recommended.
Description:
Bounty squads have always operated very simplistically, which ended up with weird situations like Monolith exosuit bounty squads tracking your rookie self to Cordon, even though you've never even seen or shot a Monolith. This addon fixes these issues. Also adds MCM options so you can customize the experience exactly how you want.
Changes:
- Bounty squads now only have a chance to spawn during each update. The chance is initially very low, but increases dramatically for a given faction if the player kills STALKERs of that faction. The more faction members the player kills, the higher the chance that faction will send bounty squads.
- Bounty squads only spawn from locations owned by the bounty faction - they no longer spawn out of thin air or in hostile territory. They also only spawn if the actor is within linked-level range of their territories. Thus, being within enemy territory makes it more likely that that faction can potentially send a bounty squad after you.
- Bounty squads stop targeting the player during sleep.
- Bounty squad rank is dependent on the player's rank. Rookie players will get rookie bounty squads. Only master and legendary-ranked players will get the geared-up alpha squads.
- All factions can potentially send bounty squads after the player.
- Northern levels are re-opened for bounty squads to track you. This is mainly so that Monolith bounty squads actually care about you passing through their territory.
- Being in a vacant safe zone no longer prevents bounty squads from attacking you. If you want them to back off, you need to stay in a spot with plenty of allies.
- Greater maximum amount of potential bounty squads at each rank/rep. Bounty squads will have a nonzero chance to appear starting with 'bad' reputation, or 'professional' rank.
- Disguises affect bounty squads: using a disguise while killing doesn't link those kills to you, and a disguise prevents bounty squads from tracking you.
- MCM customization: control many parameters through the MCM to tailor bounty squad functionality to your liking. Other settings can be modified in plugins/bounty_squads.ltx
Credits
RavenAscendant for creating MCM
Version Log:
1.0.5 - (2022/05/01)
- Bounty squads will always be hostile no matter your relation with their faction
- Wearing and maintaining a disguise prevents bounty squads from tracking you
- Using a disguise while killing will not increase the chance of the victim faction sending bounty squads your way
- Bounty squads will be forced online when on the same level as the player, in case the game fails to convert them naturally
1.0.4 - (2021/03/18)
- Added extra callback to prevent unlucky edge cases of bounty squads attacking during sleep
- Scripted squads (traders, mechanics, initial 'story' squads) now count towards bounty squad deterrence
- Companion squads no longer stop bounty squads from targeting the player
- Small code optimizations
1.0.3 - (2021/03/16)
- Fixed issue where faction multipliers could sometimes be forgotten across game save/load
- Whether the actor is considered safe no longer depends on an arbitrary list of specific smart terrains, but whether the actor is on any smart terrain occupied by allies hostile to the bounty squad
1.0.2 - (2021/03/15)
- Fixed crash from typo giving nonexistent 'experienced' squads
1.0.1 - (2021/03/14)
- Bounty squads stop targeting the player during sleep
- Actor targeting conditions were reversed - this has been fixed
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