The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

Changes system how and when Artefacts are spawned in various maps. Northern maps have stronger and more rewarding anomalous fields.

Preview
ARX module 1 - SPAWN SYSTEM(s) module(s)
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ThatSwatty
ThatSwatty - - 76 comments

Epic

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PossuM
PossuM - - 322 comments

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?

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Jurkonov Author
Jurkonov - - 375 comments

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.

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PossuM
PossuM - - 322 comments

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

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Jurkonov Author
Jurkonov - - 375 comments

Exes we have prepared have everything (2d scopes and dltx + other things) already inside. So, you should get the best version of anomaly possible.

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Deanon
Deanon - - 117 comments

Finally... Guys...

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PRinceBhai
PRinceBhai - - 500 comments

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?

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

Not really a fix, but an addon tho

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L4U6H1N6-LUN4T1C
L4U6H1N6-LUN4T1C - - 1,174 comments

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!!!

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AyeBlin
AyeBlin - - 365 comments

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 :/

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Jurkonov Author
Jurkonov - - 375 comments

It is. Just put this after AR in MO2 load order

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Jurkonov Author
Jurkonov - - 375 comments

But to be honest it can do a lot of unpredictability when used with AR. But still better than AR default spawn system ... so ...

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owencraig08
owencraig08 - - 21 comments

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!

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Rathians
Rathians - - 48 comments

This addon is already inside ARX - Artefact & Anomalies Restoration eXperiment?

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

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.

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Jurkonov Author
Jurkonov - - 375 comments

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)_/¯

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reter
reter - - 615 comments

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?

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Jurkonov Author
Jurkonov - - 375 comments

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

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savychandrii
savychandrii - - 19 comments

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.

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DokBrok
DokBrok - - 23 comments

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.

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Zorrow_Rage
Zorrow_Rage - - 48 comments

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)

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Jurkonov Author
Jurkonov - - 375 comments

I will look into it

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badgerwaffleton
badgerwaffleton - - 12 comments

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.

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