Altirus: Class-Based Multi-Skin Configs

If you liked this item, please rate it up on Steam Workshop page.

Author: l7gene

Last revision: 25 Mar at 00:22 UTC

File size: 186.5 KB

On Steam Workshop

Description:
This mod only contains configs! The required files are needed. The legacy versions of Altirus are optional.

This mod contains two configs:

"Altirus – Classes" for the new version of Altirus.
"Altirus Legacy – Classes" for the legacy version of Altirus.

Speed and health settings are disabled by default (personal preference), but can be re-enabled to differentiate class attributes. For instance, the assault class is faster, while the heavy machine gunner and anti-tank rifleman are slower.

I’ve developed a class-based multi-skin system configuration for Altirus, which I believe significantly enhances the gameplay experience. If you’re an Altirus fan but find the item equipment for bots somewhat disorganized, this might be of interest to you.

These configurations ensure that both factions have equal access to weapons and equipment. The primary focus here is balance, and I’ve achieved this by implementing a 1:1 equipment distribution.

In the original setup, some weapons, such as the flamethrower and anti-tank rifle, are placed in what I consider to be “wrong” gear slots. For instance, the flamethrower is categorized under gear, which often results in bots not using it. On the other hand, the anti-tank rifle is listed as a primary weapon, causing bots to default to it and subsequently switch to their secondary weapon when confronted with infantry. My configurations fix these issues.

Some observations: Tanks have become significantly more formidable now that not every bot has access to anti-tank rifles and grenades. Personally, I find this change to be a positive one. Tanks should be imposing and present a substantial challenge. Additionally, I’ve been thoroughly impressed by the performance of flamethrower bots.

There are five classes (Primary, Secondary, Gear):

1. Bolt-Action Rifleman: Bolt-action and variants, bayonet, frag grenade, first aid
2. Assault: Submachine gun or shotgun, bayonet, frag grenade, first aid
3. Auto-Loader Rifleman: Autoloader, bayonet, frag grenade, first aid
4. Anti-Tank Rifleman: Machine pistol, anti-tank rifle, anti-tank grenade, repair tool
5. Support: Heavy machine gun or flamethrower, pistol, box of supplies

Some observations: Tanks have become significantly more formidable now that not every bot has access to anti-tank rifles and grenades. Personally, I find this change to be a positive one. Tanks should be imposing and present a substantial challenge. Additionally, I’ve been thoroughly impressed by the performance of flamethrower bots.

Credits to Sofa for the Altirus mods, and to erv501 for the mutators.