Controllers and the Psy aspect of the gameplay were broken. The threat of "Psy" anomalies and effects were non-existent, and the Controllers were able to kill with one Psy blast, regardless of Psy defense.
Now, Controllers and Psy in the Zone are FIXED finally!
Arszi's Controller FIX and Psy Overhaul
CHANGELOG:
UPDATE: 1.0.2: Psy protection for Exoskeletons, Exosuits and Nosorgs are fixed. It was turned off completely before (!?)
UPDATE: 1.0.1: Outfits revised, all "trenchcoat based armours" gives Psy protection now, increased Psy protection for SEVA suits, highly increased Psy protection for Ecolog suits
Controllers and the Psy aspect of the gameplay were broken. The threat of "Psy" anomalies and effects were non-existent, and the Controllers were able to kill with one Psy blast, regardless of Psy defense.
Now, Controllers are Psy in the Zone are FIXED finally!
Special thanks for meatchunk!
In this addon, I overhauled Controllers, Psy anomalies, and every items, which hat to do anything with psy:
* Helmets
* Upgrades
* Drugs
* Artefacts
* Psy mutant skins
Now every single "Psy resist" item will have its use!
Controllers:With 100% life (player), Controllers kill you with 2 blasts without any psy protection.You will be 3 blasts with the following combinations (with almost 0 health left...):
* Trenchcoat + sleeping pills
* M40 mask + sleeping pills
* M40 mask + Trenchcoat
* Psy block
* Any closed helmet/mask, which protects your head. Combat/Exo helmets, special gasmasks, Steel helmets, Ecolog helmet, etc.This list is valid for weak Psy anomalies!
If you invest more into Psy protection, you might become 4 or even 5 blasts for a Controller, including the possibility to visit average and strong psy fields/anomalies for artefact hunting!
With average/above average Psy protection, you will be able to witshtand Psy storms long enough until you find shelter (unless a blast goes off directly above your head...), or even became almost immune to them (with really high, Psy protection specialisation).
Good hunting stalkers, and do not forget, even if you do not specialize in Psy protection, Psy block is your firend!
No new game is required! Savegame compatible (unless you have ongoing psy drug effect on you)!
It will conflict with mods which alter drugs, helmets, outfits, upgrades, arefacts, mutant parts, Psy fields and Controllers!
To install the mod, unpack the "gamedata" folder in the compressed file into your Anomaly folder.
Compatibility patch is included for Soundscape Overhaul 2.5. You have to unpack the "gamedata" folder in the "compatibility_Soundscape_Overhaul_25" into your Anomaly folder, AFTER you unpacked the base "gamedata" folder! Apply the patch ONLY, if you use Soundscape Overhaul 2.5! (If you do not use it, you should. Really, awesome stuff!)
Compatibility path is included for Artifact Redux 1.3.1. You have to unpack the "gamedata" folder in the "compatibility_Artifact_Redux_131" into your Anomaly folder, AFTER you unpacked the base "gamedata" folder! I modified the Psy protection parameter of the artifacts only, left everything else as it was in Artifact Redux 1.3.1.
I allow my mod to be used in other mods, as long I am mentioned in the credits.
Oh, I forgot to mention it, the Psy Protection bar on the UI became completely broken, DO NOT believe it! Everything is working as expected gameplay-wise!
First: Thank you for this addon and great work.
However using this means that I can not rely on the "Psy Protection" bar anymore when buying / using equipment? Or was this already fixed since May 15.?
You are welcome :)
The bar itself is broken, but you can still see the value difference in percentage, if you buy new equipment. You will have a general idea based on that one.
Okay thank you, I will then try this out. Sounds exciting, thank you for clarification!
nice work, sub 2 my onlyfans account for your reward
Very interesting, in Vanilla game psy protection, drugs or others are completely useless against controllers.
I'll try it ! Thanks..
In vanilla, even Psy fields had the exact same power, which could be countered very basic Psy protection. Now building up Psy protection will be really recommended.
So I assume that Controllers now do Psy damage? That right there is enough for me to use this addon! Thanks for the great work!
I might have to keep out the added items since i'm using artifacts redux we'll see. This is what I've been wanting to re-balancing psy for a while.
The only conflicting file is the artefact config file actually: gamedata\configs\items\items\items_artefacts.ltx
You can install my mod and override it with Artefact redux, it will work fine. In my addon artefacts were rebalanced against Psy damage only, and they are just a small fraction of my modifications.
I might make a merge patch today. I have to check Artefact Redux first, I did not use it before.
I just deleted it from your files I knew it would be the only thing that would conflict, also thanks for the sound redux compatability Now I don't have to do it myself. :P
I added a compatibility patch for Artifact Redux 1.3.1, download the addon again, and it will have it!
Thank you so much for this mod, I was so tired of getting dusted in Red Forest by this one controller
I know that feeling... Now the tables have turned, you can even specialise yourself to hunt them!
YES THANKS!
finally, no more getting one shotted from across the map by a controller that you have no idea was there
This was exactly what I wanted to change with the psy damages, good that they are back to how they should be.
Is it possible to add to controller psy field ?
If I remember correctly, the developers mentioned, that the engine has issues with fields connected to mutants. After the mutant dies, the field will stay still, and keeps damaging you. Maybe in the next version of Anomaly it will be possible.
UPDATE: I provided a compatibility patch for Artifact Redux 1.3.1. If you want to use it, download the addon again, and the compressed file will contain the compatibility patch! Details are in the description and read_me.txt!
Are you planning on re-balancing the suits and their upgrades/ suit progression? I think the game has needed it for a while. Also thanks for compat patch, I looked at the changes and I tend to agree with the values you changed for the most part so i'll be using your file.
Hey Arszi, you just updated the addon, did you change anything in particular?
I just added a compatibility patch for Artifact Redux 1.3.1. Nothing else changed.
Thanks for the heads-up, much appreciated!
yeet
Arszi! Your recent contributions to Anomaly are incredible! Please keep up the good work and congrats if you manage to join the mod team! I look forward to your genius ideas.
However, One suggestion I have is that you should probably post updates in the mod description, would help identify what has changed and see where the mod is going.
Hey, thank you for your kind words :) (You wrote the message as Guest, I do not know if it was intended :D)
Thank you for the suggestion, you are right, It might be better if I would write it in the description. I am in the process to release 2 more mods today, if I finished with those ones I update the description of all of my mods!
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Any chance of making it compatible with Artifacts Overhaul?
Do you mean Artifact Redux? I have included a patch for that one already. If you mean a different one, please link it in the comment, and I make a compatibility patch quickly.
This one
Moddb.com
Hi Arszi. How to complete the task "study psi anomalies" with your mods? I think it has become almost impossible..or totally impos )
Hello! Study Psy Anomalies? I have not seen that one yet. Who gave it to you? If I can get that task, I will investigate it!
This is a random task, it is given by scientists to study anomalies/ You need to go into the anomaly and wait a while until the study ends.
Could you tell me where that anomaly was? Shoot a screenshot of your PDA map, upload it to somewhere please and insert the link to the comment of yours. It would help a lot!
Hi, Arszi. I checked for military
Screen Drive.google.com
Okay, I investigated the issue. Everything is working as expected. There are three kind of Psy anomalies. Weak, Average, And Strong. Both of those Psy anomalies are strong ones. Back then their damage was equal with the weak ones, so a sleeping pill could counter them. Now they are WORKING.
You diead because your equipment was not specialized enough for the strongest Psy field.
A ranger helmet, Psy block and two Controller scalps countered that anomaly for me completely. This level of psy protection can be achieved with the combination of M50 mask, any armor with psy specialization, 2 Controllers skalps, Psy block, etc. There are many combinations. These will yield an above average psy specialization, even if the armor/helmet is not even upgraded.
Also this is not even the highest specialization possible, but will be enough still to investigate/artefact hunt Strong Psy Anomalies.
I might release an update this week which gives more strength for Scientist suits, especially the sapphire one. But even now the sapphire one with 5 artefacts/psy mutant hides equipped will yield the strongest specialization possible, as it is.
Hmmm ok, the only question is where to get now 2 scalps controllers ))
Well, hunt some controllers, then skin them :D One is spawning always at the northern entrance of Agroprom, there are some in the red forest too, also agroprom underground can have them too! Also controller skalp is as strong psy protection-wise as the weakest artefact. So if you can get aretfacts with psy protection, it will do the trick too, even better. Also Psy dog fur works too, but it is a bit weaker than controller skalps.
UPDATE: I made some important changes regarding overcoat based armours, SEVA and Ecolog suits. No new game is required!
Could you please elaborate on your reasons for changing the suits, helmets and upgrades? From a look at the numbers, you increased psy protection across the board, but doesn't that make it a lot easier to counteract the overhauled psy damage? Or would leaving out the latest edits make psy encounters frustrating?
Also, there is only a "gamedata"-folder in the download, no comp patches for soundscape overhaul and artifact redux are included.
Good catch! I fixed the zip file, it contains everything now!
Okay, the game calculates psy damage completely differently than other damages for some reason. The formula is like:
(Psy_damage - Psy protection) + Psy_damage
That's why the controller with an attack power of 0.75 killed everyone, because that attack power became 1.5 (The player has "1" as maximum healt game mechanics-wise). Thats why everyone tought, that Controllers ignore psy protection. They did not ignore it, just overshoot it so much, that the player had no chance. All the armour, helmet and medicine settings were made expecting the damage formula to be (psy_damage - psy_protection). Because of the real formula, they barely had any effect. Also Psy-Protection bar on the UI expected the (psy_damage - psy_protection) formula. That's why the UI is broken now, because I modified Psy-protection settings to be effective in the "real" formula.
Regarding Psy-Anomalies, they were "turned off" technically. I restored them to the strength which they should be (I took the power of other anomalies as reference).
I made the latest edit, to make armour with integrated helmet viable. I just figured out now, that Psy protection is calculated differently for helmets and armour. It is less effective in case of armour, and armour with integrated helmets count still, as "armour". Now SEVA and Ecolog armors became viable against controllers and Psy fields with my modifications.
These were my reasons.
Thank you for your elaboration!
I assume you've already thought of this, but if all the item changes stem from the formula being (psy_dam-psy_prot)+psy_dam then why not just remove the "+psy_dam" part of the formula? Is it hard-coded? I don't know much about the backend of modding, but I imagine this would help prevent mod conflicts.
Just asking out of interest; your passion for modding is contagious :)
It is hard coded in the engine, I can do nothing about it.
I will release my Controller and Psy Overhaul soon. It will re-introduce Psy Health, like in the classic stalker games, I will be able to control the formula and many other things. Also it will be highly compatible with other mods, unlike this one.
Technically, with the release of that one, this addon will retire, but feel free to use it, because saved games won't be broken by migrating to the new psy overhaul!
Aw dude that's awesome to hear, looking forward to it :D
Hello Arszi ! Great job with all your mods, they are becoming almost essential for ''Anomaly''... If you ever have the time can you check this tread: Moddb.com. I am interested in bringing back psi aura damage for some of the mutants (Like in Misery mod). Thanks and keep the good work!
Thanks! More will come later :)
The issue here is the following: After mutant dies, because of a weirdness of the engine, the psy field would stay there, and damages the player still. I suspect, that the Anomaly developers deactivated this feature, because it is "broken". It is better leaving broken features alone, until they are fixed. I will ask the devs about this, maybe it can come back in the next Anomaly version.
Thanks for the reply! I am sure that they will bring some good stuff in next version of Anomaly... Anyway, i noticed you are very devoted modder and you are replying everywhere to everyone which i admire. Can't donate money but if you ever need some original graphic designs for your addons feel free to contact me.
Thank you! :) It is ok, I do not do it for money. Originally, I developed these mods becaused even after so many years, the Zone was still not even close to the Zone, how a lot of people imagined it (especially me...), before SHoC was released. So at some point, I decided I will do something about it :D Actually, Anomaly with addons is the closest one so far. And if I made them alerady, why not sahre them with the community?