Anomaly Update 1.4.0 requires a new game and is NOT compatible with old saves There are too many changes to items and gameplay, so unfortunately this update requires a new game. Loading an old save will most likely corrupt the game state, if it doesn't crash the game immediately, so please don't even try it. Install instructions Install Anomaly Repack

Install Update 1.3.3

Install Update 1.4.0 Preview

Optional: The only compatible addon is Back-to-the-Roots (for now), it's not required but should work with 1.4.0

Do not use any other addons and make sure you don't have anything else installed in gamedata Download link Anomaly Update 1.4.0 Preview Download UPDATES 2018-08-26 - Anomaly 1.4.0 Update Preview 1

- Anomaly 1.4.0 Update Preview 1 2018-08-28 - Anomaly 1.4.0 Update Preview 2

- Anomaly 1.4.0 Update Preview 2 2018-08-28 - Anomaly 1.4.0 Update Preview 3

- Anomaly 1.4.0 Update Preview 3 2018-08-29 - Anomaly 1.4.0 Update Preview 4

- Anomaly 1.4.0 Update Preview 4 2018-08-30 - Anomaly 1.4.0 Update Preview 5

- Anomaly 1.4.0 Update Preview 5 2018-09-02 - Anomaly 1.4.0 Update Preview 6

- Anomaly 1.4.0 Update Preview 6 2018-09-06 - Anomaly 1.4.0 Update Preview 7

- Anomaly 1.4.0 Update Preview 7 2018-09-09 - Anomaly 1.4.0 Update Preview 8 - RC1

- Anomaly 1.4.0 Update Preview 8 - RC1 please re-download and install the new version if you already had the previous version installed, just unpack this new version on top of the old one Feedback and bug reports should be posted in this thread! Changes Integrated Stalker Two-K texture updates by paranoiia8

Integrated Anomaly Scopes Extension by paranoiia8

Integrated Anomaly Overhaul by Tronex

Many tweaks and stability improvements

Integrated better sky textures by paranoiia8

Integrated better exo suit mask overlay by paranoiia8 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 arefacts 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

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

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/sleepbags/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

Improved table insertions in important scripts

Removed unused scripts

Reworked and improved item management scripts for more optimization.

Sorted hundreds of messy config files. Edited by: seargedp