The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:
Many artifacts like spring are now radioactive.
So, what made you decide on the artifact "nerf"?
Adding quite a few new artifacts into the game made me revisit the balance of existing ones.
Not all of them are radioactive like this. Most trade benefits with some sort of penalty for using them over time or with other types, this makes artifacts more situational in nature than stacking 12 on the belt and running around with them.
For example most types that heal are either radioactive or reduce stamina, or make the player more susceptible to wounds.
Types that reduce radiation also reduce health, and increase bleeding severity, or they reduce stamina.
Types that increase stamina are either radioactive, or they reduce health. (in place of affecting metabolism.)
The overall goal is to make them individually situational in nature or to be used in certain combinations that counteract many of the side effects, while other combinations are extremely lethal when used in conjunction with each other.
Sounds reasonable enough, simply running around with the same artifacts for basically the entire game (After you got them) was pretty boring.
Not only that, but I'm going to be reducing the number of belt slots to 8.
Oh, and some artifacts aren't exactly "nerfed" by these changes either, take a look at the Elder Glassbeads. It has +50% bulletproof cap, which if you stack 2-3 of them it will make you completely immune to bullets, at the cost of putting out an obscene amount of radiation.
I felt that the existing balance for artifacts with properties like those wasn't really much of anything, so some artifacts, especially transmutated ones have much more severe effects than they did before, but this will be at the cost of having an extremely low successful transmutation rate for the end of their respective trees.
I hope that when you change the settings for these artefacts that they will be balanced out so that when combined with others they will work well together.
Already took this into account during the period where I was writing and testing their stats.
I did many tests where I used several types in conjunction with each other.
Some types will almost perfectly counteract the effects of other types, In some cases positive, in other cases negative, with a few possibly doing both.
Other types also compound the positive/negative effects of certain other types. Meaning some combinations simply won't work and will require the player to use them one at a time to make the most out of their effects, while a few as in 1-3 different types are possible to be used together constructively for longer durations of time.