Changes system how and when Artefacts are spawned in various maps.
Northern maps have stronger and more rewarding anomalous fields.
CHANGE LOG:
7th of January 2022 - changed description in readme inside archive. Other than that no changes to anything, no need to update.
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Hello dear artefact hunters,
have you been disappointed that vanilla system allow spawning strongest tier artefacts in southern maps ? Have you been disappointed by AR addon chaotic and over the top spawns ?
This independent ARX addon module is part of bigger Artefact and anomalies Restoration eXperiment addon that focuses on restoring the challenge and the thrill of being a Stalker. an artefact hunter, in the Zone that is dangerous place to be.
This particular module adresses issues of artefact tier system and their spawn system across the Zone.
New artefacts.ltx setting file was devised and consequently 100+ anomalous field files were updated with new system.
To prepare this system - Each anomalous field was personally visited and assessed by various criteria (map location, danger posed by anomaly, etc.).
Drop rates were slightly degreased - from 1,4 for surge emission to 1,2 and from 0,7 for psi storm to 0,6.
You can easily increase this chance by tweaking "artefact respawn chance" in gameplay - progression setting in options.
The final chance if calculated by emission/psi storm chance * artefact respawn chance.
Even if it seems like I lowered chance more - chance is applied to artefact groups - so it is actually not very different from vanilla setting - so I advise to choose conservative or outright vanilla values.
Lastly, this addon is published separately and in advance and in modular form to give chance to other addon makers to implement it into their thing(s).
Cr3dits
Brother KronQ and artist Cr3pis were motivating me from very beginning and contributed to better final results and to the overall quality ;)
ARX SIGNPOST:
ARX MODULE 1: ARTEFACT SPAWN SYSTEM Modules ---> IT IS THIS ONE, bro ;)
ARX CORE ADDON:
Link:
Moddb.com
ARX MODULE 2: BALANCE FIX Module (actor diff., anomalies, selected monsters)
Link: soon
Moddb.com
CHANGE LOG:
7th of January 2022 - changed description in readme inside archive. Other than that no changes to anything, no need to update.
Cheers.
Good artefact hunting! :)
Epic
If I don´t want any of the phys res artis (empty, full empty, jellyfish (medusa) wrenched (vyvert)) in the middle or south, only north, is it enough to remove their entries from [af_class_south] and [af_class_middle] or do I also have to edit [af_class_gravi] etc?
Rest of ARX should solve ballistic problems of these artefacts.
For now - you would need to edit [af_class_south] and [af_class_middle], also [af_class_gravi] and also [af_class_thermal] or thermo idk.
New engine fork that will be intergrated in the other ARX module will solve immortality stamming from artefact. But as expected, engine fork, even if having official blessing is harder to prepare. And it has a lot of balancing that need to be done.
I will go long way an publish excerpt from second module description posted on server for addon testers/modders:
"This addon & engine fork changes how artefacts and anomaly fields behave. It is big change.
What you see is testing version of Feel´s Fried engine fork coupled with artefact degradation functionality enhanced with Grok curve for effective values and with all testing tools included.
Note: Engine fork from Feel Fried repairs the broken state of Anomaly mod, when immunity from artefacts was applied even before any other calculation and thus often resulted in total immunity and general ******** situation/immersion.
It Further includes script(s) from Demonized - this script allows to deal damage(normal or psi) to the player inside anomalous fields. I am using more variants of this script. If you do not like some of this scripted damages
monster pelts reviewed (again) and significantly boosted ; Artefacts reviewed and changed some important stats "
This is all I can publish as teaser for now ... If everything goes right, I will be able to publish befoere weekend.
Very interesting, looking forward to it. The phys artis being so broken is one of my biggest issues with Anomaly. Hope we can get an exe that works with shader based 2d scopes and dltx if it´s a branch
Exes we have prepared have everything (2d scopes and dltx + other things) already inside. So, you should get the best version of anomaly possible.
Finally... Guys...
Now this makes me Question what were the devs thinking when making all of these stuff? I mean no dis-respect but I see a lot of these fixes here and there which should've been in the base mod, No?
Not really a fix, but an addon tho
looking really good! I always felt like arty hunting was not worth the trouble. Now I think I'll start a new playthrough as Eco just for that!!!
This addon compatible with Artifacts Renovation right? because Im playing with it for like 3 hours now and I dont want it to crash my game :/
It is. Just put this after AR in MO2 load order
But to be honest it can do a lot of unpredictability when used with AR. But still better than AR default spawn system ... so ...
Massive difference with this mod in a good way. Now when I start a new game and hunt artifacts to stock up on ammo before starting Living Legend I don't end up with the best artifacts in the game just by looping through Wild Territory then Garbage then Agroprom four or five times. But it doesn't massively reduce the profit margin of Artifact hunting either which is awesome.
Plus Artifact Hunting Missions are an actual endeavor now. Great work!
This addon is already inside ARX - Artefact & Anomalies Restoration eXperiment?
It seems as though the modules are being updated and released separate from eachother for some reason. I think it would be way more simple for people to understand if ARX just contained all the module updates and they were not separate.
yop - all independent modules are being published separately...
Cos they are really independent.
They just happened to tackle one "area of gameplay" that connects them all ... but in regards of engine and game file structure - they are independent...
¯\_(ツ)_/¯
can i ask you more about the two versions of this addon? why this is RNG and the other one is focused, what does really change?
type focused spawns will spawn artefacts according the type of anomaly you are in - in electro anomaly you will find electro or elemental artefacts - but will not find chemical artefacts.
RNG will try to abide to anomalies types to - but a bit less
Опишите пожалуйста подробнее папки
1A) ARX - module - Focus Spawn tiers
1B) ARX - module - RNG Spawn tiers
А то из описания не понятно какие изменения вносит какая папка. Зарание спасибо.
Please describe folders in more detail.
1A) ARX - module - Focus Spawn tiers
1B) ARX - module - RNG Spawn tiers
And then from the description it is not clear what changes which folder makes. Thanks in advance.
I had a look at the files and noticed some inconsistencies.
The files that declare which artefact can spawn at a location use the pointer "af_class_weak_mid" (used for example in "mar_smart_terrain_3_3_anomal_zone.ltx"). However, in "artefacts.ltx", "af_class_weak_mid" does not exist.
Crash when loading agroprom, disabled this mod and now i can load no problem
There is no field 'artefacts' in section [layer_1] in obj [agr_smart_terrain_1_2_anomal_zone]
! [SCRIPT ERROR]: c:/anomaly/bin/..\gamedata\scripts\_g.script:932: bad argument #1 to 'string_gmatch' (string expected, got nil)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: c:/anomaly/bin/..\gamedata\scripts\_g.script:932: bad argument #1 to 'string_gmatch' (string expected, got nil)
I will look into it
It seems like this addon is not compatible with the new zones added to the game through Moddb.com since no artefacts spawn in the new zones while ARX is installed.
Which you know, makes me sad.