Modular Hard Mode
Yet Another Difficulty Balance mod, but Modular! Loot Scarcity, Faster Mutants, Penetration based Mutant Sponge Reduction, Economy & Damage Adjustments, NPC Aim Accuracy Adjustments -Slighty Faster Reactions & much, much more.
A Modular Difficulty Balance Mod
Pick your poison
MHM offers a variety of Veteran Difficulty Mode Balance modules that allows you to pick and choose without the worry of conflicting with your favorite mods. You can simply check underneath the title of each section and cross reference other mods that may or may not use the same config if they’re compatible or not. Below is a detailed description for what each module does. It is recommended to use all modules together as they were built to work in harmony to maintain and strike a harsher game balance than what Veteran offers, Akin to a master mode – but it is not required.
This mod was made with stalkers in mind that prefer longer form play throughs that focus on exploration and immersing themselves in the zone that also seek a step up in difficulty and progression. This mod is a work in progress.
Install – Download the modules you’d like to use and drop the .pak files into your S.T.A.L.K.E.R. 2 Heart of Chornobyl\Stalker2\Content\Paks\~mods directory.
Be sure to check out the recommended mods that pair great with this one at the bottom!
General Difficulty & Economy:
DifficultyPrototypes.cfg
Economy – provides a regular and lite economy variant. The general idea is to introduce another incentive for players to artifact hunt and complete side quests while feeling somewhat rewarded for their effort rather than left feeling empty handed in the ways of surviving in the zone if the outcome felt lackluster while still retaining and pushing the feeling of Scarcity and solid progression. Early game should be slightly less greedy with getting on your feet due to the changes in Repair Costs and early Artifact hunting while mid game will allow for a slightly longer grind depending on your play style. Many factors play into game balance, so while some percentage increases swing hard in one direction – others swing the other way. if using other modules you can be assured balance with increased scarcity is retained. If that’s not your cup of tea feel free to use the Lite Economy module which should be more in line with what Veteran offers with afew adjustments to make it slightly more difficult.
Difficulty – The Foundation. MHM attempts to provide core gameplay difficulty curves that fans of hardcore survival may enjoy over what is already offered by S.T.A.L.K.E.R 2. The idea is to provide a higher challenge while retaining balance between multipliers and progression. Some Anomalies will do more than cause chip damage, Bleeding requires fast attention, Bullets no longer feel like nerf guns and require proper protection, Mutants are more aggressive – so on and so forth. Additional features and balance changes will occur. Feedback is always welcome!
– Weapon Damage Increased from 75% -> 90%
– Human NPC Weapon Base Damage to Player Increased from 102% -> 125%
– Weapon Durability Damage Decreased from 125% -> 108%
– Armor Durability Damage increased from 90% -> 100%
– Side Quest Koupon Reward increased from 75% -> 125%
– Radiation Accumulation Rate Increased from 150% -> 166%
– Anomaly Damage Increased from 145% -> 190%
– Mutant Attack Cooldown decreased from 100% -> 80%
– Human NPC Attack Cooldown decreased from 100% -> 85%
– Bleeding Effect increased from 100% -> 250%
– Explosion Base Damage increased from 100% -> 115%
– Artifact Cost (Sell and Buy) Increased from 100% -> 350%
– Weapon Cost (Sell and Buy) Decreased from 100% -> 85%
– Armor Cost (Sell and Buy) Decreased from 100% -> 90%
– Upgrade Cost increased from 125% -> 172%
– Repair Cost Decreased from 100% -> 67%
– Consumable Cost (Sell and Buy) increased from 100% -> 300%
– Ammo Cost (Sell and Buy) increased from 100% -> 115%
Optional Economy Overhaul Lite (Includes Difficulty Changes):
– Upgrade Cost decreased from 168% -> 140%
– Repair Cost increased from 70% -> 80%
– Consumable Cost (Buy and Sell) decreased from 300% -> 225%
– Weapon and Armor Cost (Buy and Sell) restored to 100%
– Side Quest Reward reduced from 115% -> 85%
– Artifact Cost (Buy and Sell) Reduced from 350% -> 175%
Mutants Module:
BlindDogAbilities.cfg, BloodsuckerAbilities.cfg, BoarAbilities.cfg, CatAbilities.cfg, ChimeraAbilities.cfg, DeerAbilities.cfg, PseudoDogAbilities.cfg, SnorkAbilities.cfg, TushkanAbilities,cfg, Blinddog.cfg,Bloodsucker.cfg, Boar.cfg, Cat.cfg, Chimera.cfg, Controller.cfg, Deer.cfg, Flesh.cfg, Poltergeist.cfg, PseudoDog.cfg, Pseudogiant.cfg
Increases running and sprint speeds that make specific Mutants such as Blind Dogs, Boars and a few more an actual threat once again Also provides additional micro adjustments to enemy damage and armor damage to further fine tune the main module.
Instead of oping to focus on Health adjustments to avoid overly bullet sponge mobs, Armor Values are adjusted for many mutants to avoid messing with health pools and potentially with the side effect of making other types of ammunition feel not worth using anymore since low quality ammo can do the job instead. This ensures intended gameplay mechanics are somewhat kept in check rather than brute forcing it with lowered health values.
Blind Dog
– Blind Dog Run Speed increased from 600 -> 740
– Blind Dog Sprint Speed increased from 600 -> 790
– Run Attack Damage increased from 5 -> 10
– Bite Attack Damage increased from 10 -> 16
– Turn Attack Damage increased from 5 -> 10
Blood Sucker
– Strike Protection reduced from 3 -> 1
– Run Attack Damage increased from 30 -> 32
– Claw Attack Damage increased from 20 -> 22
Boar
– Run Speed increased from 535 -> 700
– Sprint Speed increased from 750 -> 860
– Run Attack Damage increased from 30 -> 35
– Claw Attack Damage increased from 20 -> 25
– Turn Attack Damage increased from 10 -> 17
– Charge Attack Damage increased from 30 -> 38
Bayun (Cat)
– Run Speed increased from 450 -> 650
– Sprint Speed increased from 570 -> 780
– Strike Protection decreased from 3 -> 1
– Claw Attack Damage increased from 10 -> 15
– Jump Attack Damage increased from 25 -> 27
– Jump Attack Armor Damage increased from 20 -> 23
– Turn Attack Damage increased from 10 -> 15
Chimera
– Max HP decreased from 2500 -> 1200
– Strike Protection decreased from 4 -> 3
– Claw Attack increased from 35 -> 38
– Run Attack increased from 35 -> 40
– Run Attack Armor Damage increased from 5 -> 7
– Turn Attack Armor Damage increased from 5 -> 6
– Short Jump Attack Damage increased from 30 -> 35
– Long Jump Attack Damage increased from 45 -> 50
– Long Jump Armor Damage increased from 5 -> 8
– Fly Through Damage increased from 40 -> 44
– Fly Through Armor Damage increased from 10 -> 12
Controller
– Max HP decreased from 650 -> 530
– Strike Protection decreased from 4 -> 2
Deer
– Decreased Strike Protection from 3 -> 2
– Increased Jump Attack Damage from 30 -> 34
– Increased Claw Attack Damage from 30 -> 32
– Increased Charge Ability Armor Damage from 15 -> 18
– Increased Turn Attack Damage from 20 -> 23
PsuedoDog
– Increased Run speed from 480 -> 580
– Increased Sprint speed from 550 -> 650
– Decreased Strike Protection from 3 -> 2
– Increased Run Attack damage from 10 -> 15
– Increased Bite Attack damage from 10 -> 15
– Increased Summon Run Attack damage from 5 -> 8
– Increased Summon Bite Attack damage from 5 -> 8
Snork
– Increased Claw Attack Damage from 15 -> 20
– Increased Kick Attack Damage from 15 -> 20
– Increased Kick Attack Armor Damage from 3 -> 4
– Increased Jump Attack Damage from 25 -> 30
– Increased Turn Attack Damage from 15 -> 18
Tushkan ( Rodent )
– Increased Jump Attack Damage from 4 -> 5
– Increased Claw Attack Damage from 4 -> 5
Poltergeist
– Decreased Max HP from 400 -> 340
– Decreased Strike Protection from 3 -> 2
Flesh
– Decreased Max Hp from 360 -> 270
Pseudogiant
– Decreased Max HP from 4000 -> 3500
Loot Module:
Stashprototypes.cfg
Moderately reduces the quantity of ammo and consumables and slightly reduces drop rates for conumables depending on NPC rank and stash types to ensure the world of S.T.A.L.K.E.R feels scarce but not barren. Enough ammo to get few a couple of fire fights but not enough to supply you for an entire journey off a stop or two. More features and balancing is planned.
– Decreases the Drop Min / Max Count of Medical Consumables by 25 – 50% depending on NPC Rank & Stash Type.
– Decreases the Drop Min / Max Count of Regular Consumables by 25 – 50% depending on NPC Rank & Stash Type.
– Decreases the Drop Min / Max Count of Ammo by 25 – 40% depending on NPC Rank & Stash Type.
– Decreases the Drop Max Spawn chance for Medical Supplies and Regular Consumables by 25 – 40% depending on NPC Rank.
– Does not affect breakable boxes (to my knowledge)
Human NPC AI Module (Testing phase):
Objprototypes.cfg
Very early concept and requires more testing, as I haven’t had the chance to ensure this module works properly or if the game even registers this specific config. I’d gladly appreciate feedback.
– Decreases MinFireCountQueueScaler from 0.8 -> 0.7
– Decreases MaxFireCountQueueScaler from 0.5 -> 0.4
– Decreases NearFireQueueDelaySeconds from 1.0 -> 0.5
– Decreases Fire Dispersion Default from 1.5 -> 1.3