Tired of the Bandits being a complete pushover?
This is a minor mod aimed to buff the Bandits faction. Almost matching the ranks of Loners (greatly helps with their performance in warfare. Not very noticeable at lower ranks, but much better at high tier), yet still a bit weaker than Duty and Freedom and Monolith etc.
Bandits spawn with a wider selection of guns (since Bandits scavenge and rob anything and everything), including a few that are used by the Mercs (Since Mercs are neutral to Bandits in Anomaly, think of it as Bandits being smarter; buying weapons from Mercs with the money they robbed from unfortunate stalkers in order to better mug more stalkers).
Gave Low tier Bandits have "low_resistance" rather than "no_resistance" a small buff that matches them with other low tier stalkers of other factions.
Elite Bandits carry more money than other elite stalkers, makes sense since they literally live to rob others and make more money.
UPDATE! V1.3
Since the last time I added GAMMA compatibility, GAMMA has been updated to the point that this point didn't work very properly. Resolved that issue so it's now GAMMA compatible again.
UPDATE! V1.2
Added Compatibility for GAMMA, copy and replace the game files, and you're good to go!
- Since Gamma has more guns available, I've adjusted the Bandits weaponry slightly to include a bit more for each rank.
UPDATE! V1.1
I added versions that made this mod compatible for BaS, Improved Ranks Revisited v1.0.7, as well as BaS combined with Improved Ranks Revisited v1.0.7. Simply choose the version best compatible with what you have, copy and replace the game files, and you're good to go!
- Nerfed novice bandits a little bit and made them slightly more likely to spawn with pistols (since the majority spawned with guns they felt a bit too tough in comparison with novice stalkers from other factions (except Monolith and Mercs and Military and ISG)).
- Slightly buffed the max rank of master Bandits to 27500 (57500 in improved Ranks Revisited) so there's a slightly higher chance of a "legendary ranked" bandit to appear in the top 100 in the PDA.
- Added a small optional file that buffs the bandit base terrain itself, making it hold more squads (4 max for each) and buffs the Bandit squad spawns. Also Makes "Haunted Building" a resource, and "Northern Factory" a resource as well as a base. This optional change is compatible with any of the mentioned versions (but will likely conflict with mods that interact with map spawns and such, that's why it's optional).
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V1.0
Simply extract, copy and replace the game files.
This mod doesn't mess with scripts or anything of that sort. All vanilla content.
Tested with Anomaly v1.5.2 for a few weeks and had no bugs so far.
It should work with v1.5.1 but I'm not sure, experiment at your own risk.
This is my very first mod ever, I'd very much appreciate feedback so I could perfect it, maybe balance some other factions as well later on.
I can buff them enough to match major factions, but I kept them slightly weaker to keep it lore friendly.
You don't need a new playthrough to run this addon, but if you're playing mid-game and load this, current existing Bandits in that playthrough remain unchanged, only newly spawned Bandits will have the new ranks and equipment.
Thumbnail artwork credit goes to George Petrakos, check out his work at Artstation.com
Good luck stalkers! Stay Cheeki Breeki!
looking cheeki breeki. now i will have better loot raiding Dark Valley!
Awesome! Hopefully they'll be at least somewhat challenging with this buff rather than a joke. Go get em!!
Bandits got my respect, they are like my unofficial brothers
Greets from a Monolithian
10/10
Thank you my unofficial brother of the north, all hail the Monolith
does this work with efp 4?
Is efp a translation mod? Because if it only impacts the language, it doesn't seem like there'll be any conflict with the files
Hello, I have a question, is it compatible with the **** mod and the Improved Ranks Revisited V1.0.7 mod?
this
Hi,
I've taken a look into that mod files, this is definitely compatible from a technical standpoint. However, seeing how the ranking system is changed there, the ranks of Bandits from this mod are severely underpowered in comparison with all the other factions from that mod; they would need a rank buff that matches that ranking system. And I can do that if needed.
Absolutely no issues with the wider variety of weapons they spawn with though.
EDIT: I added a version that supports Improved Ranks Revisited V1.0.7 if you're still interested
Does this work with Duxs innumerable character kit ?
I've taken a look and looks like it should work, though their ranks might need to be rebalanced a bit to match that mod's own ranking modifications.
It doesn't seem like there would be issues with them spawning with better weapons though.
Does it take BaS weapons into account? i see it changes npc_loadout_bandit.
Hi,
Honestly I'm not quite sure; the way I did this is that I checked loadouts from other faction, copied a few weapons from there and put them in the Bandits loadout. I did it this way to be 100% my modifications wouldn't cause any bugs. So if the other factions spawned with BaS weapons, chances are some Bandits will too.
In case you're curious, I gave novice and experienced Bandits more smgs. Gave expert and master Bandits more assault rifles and better quality shotguns like gallils, P90, more variations of the AK, M4, groza and val, spas12 and such etc.. But nothing crazy like a gauss rifle or fn2000 etc... But of course you can compare my npc_loadout_bandit with the vanilla one to see it in full detail.
This is to make the Bandits seem like a more established considerable faction, yet not as overwhelming as the other large ones.
It does not take BaS into account. It's only vanilla sadly.
Maybe for now. I'm looking into the BaS addon (Boomsticks and Sharpsticks if I'm not mistaken?) and I'm experimenting. Once I get a feel of the weapons and try them out, I'll see about making a version that's BaS compatible.
EDIT: I uploaded a version that supports BaS if you're still intersted
should this be loaded before or after D.I.C.K.
I'm not familiar with that mod but I could have a look and make compatibility later on if not. Can you provide me a link for it?
woops i mean Dux's Innumerable Character Kit . i saw the earlier comment but am not sure on the load order. do i overwrite it with this mod?
I downloaded that mod and checked it's files just now, it looks like it's compatible. I wouldn't overwrite \gamedata\configs\gameplay\Profiles from my own mod though. (because the ranking system in Dux's is made is made slightly differently and balances all faction ranks rather than only bandits).
This won't affect the weapons they spawn with though, the npc_loadout_bandit file should still be perfectly compatible.
I can add a small patch that makes it completely compatible with Dux's to simplify things later on.
before i put that in my gamedata, the rank 100 in the statics only have legend's stalkers, lol. how i change that?
is it useble with Gamma?
На мой взгляд нужно не экипировку бандитов изменять,а их поведение.Согласно их же логике они должны устроить вам неожиданную засаду с численным преимуществом,когда вам уже стрелять-то бессмысленно и не расстреливать вас, а содрать с вас ваши шмотки (им не выгодно убивать сталкеров) и тихо смыться.Бандиты-это не отдельная фракция.Они должны быть нейтральны ко всем,но грабить всех в "тёмном переулке",когда возможно.Вот так должно быть изначально.
Но это,конечно,не к автору.Это просто бред старого ворчуна.А мод достойный.
Great mod, pain in the *** to install. Please, create an Installer.