This is barely even an addon. It's more of a PSA, really.
Every Anomaly player eventually learns that thermal anomalies are deathtraps. Burners are insta-death for even well-protected characters, and thermal fields will kill you in seconds.
For the longest time I thought this was because of some map compiling error, or some complicated damage formula invented by the Misery devs years ago. But no, actually it's because of ONE set of values in the config files that's just way out of wack with everything else.
Below are the values in the "actor_immunities" section of configs/creatures/actor.ltx for vanilla Anomaly. AFAIK these values determine base player resistances minus any armor (smaller numbers equal more protection, because Xray Engine). For reference, Call of Pripyat sets almost all of these values for 1.0 for Master difficulty:
[actor_immunities_gd_master]
burn_immunity = 10.9
strike_immunity = 1.28
shock_immunity = 1.90
wound_immunity = 1.41
radiation_immunity = 1.03
telepatic_immunity = 2.50
chemical_burn_immunity = 2.42
explosion_immunity = 0.79
fire_wound_immunity = 1.0
Notice anything strange? Player burn_immunity is FIVE TIMES higher than all other values! That's messed up.
What I did is set burn_immunity to the same value as chemical_burn_immunity (resistance to toxic anomalies) for all difficulty levels. Lo and behold, when tested with these values thermal anomalies become traversible again! You can actually dive for artifacts in that one steam field next to the machine yard in the Clear Sky Swamps without keeling over.
Note that this does not remove thermal damage entirely - burners will still chunk you for most of your health, and thermal fields will rapidly eat your suit and eventually kill you if you're not wearing decent protection and/or thermal resist equipment. However it's far more playable than the vanilla values.
This addon contains a version of actor.ltx with only burn_immunity changed. All other values are vanilla. It should be compatible with everything, minus other addons which change actor.ltx. But in the event of a conflict it's easy enough to just open the file in notepad and edit it yourself. The original values are left commented out in the addon file. If you don't like my values feel free to change them to something else.
Hopefully this is something that gets amended in the next version of Anomaly, thermal fields being so deadly is an AWFUL balance choice IMO.
I wonder if this will fix comet anomaly that can oneshot you even if you got immortality from wishgranter lol
I tried walking into the one in the Wild Territory tunnel and died instantly. Comets are probably coded to instakill you no matter what :V
Seems like a reasonable revision, much apprecitated.
this explains a lot, thanks for the fix.
(buried)
Be sure to check how it combos with Artefacts + armors...
I bet that with a Ruby Seva + some artifacts you can bath in fire anomalies no problem, which is definitely an issue
What problem with that? You already wasted on thermal protection more than 100 000 of roubles and put artefacts on, of course you will be immune to thermals. The issue is when I bought ace for almost 200 000 roubles and burners still deal like 98% of my health
i guess if you can kinda be immune to corrosion (tho i think theres no artefact boosting the resistance in a significant manner) why not bring the thermal damage to the same level
It's already possible to get immunity from chemical damage, psy fields, radiation and most bullet damage in the vanilla mod with the right combos of suits and artifacts. I just didn't think thermal damage should be the one exception that you can never gain resistance to.
A rebalance that makes it impossible to ever get full damage immunity to anything might be interesting, but would require far more work to implement IMO.
1 Compass 3 Full Empties and a Snowflake / Maybe the Heart of the Oasis and you're immune to bullets. . . Better yet if you can find a full armor that can fit that and allow you to wear the Spartan helm
It's definitely up to personal taste / playstyle, but imo such possibilities are the reason to find artifacts.
that's a good thing in my opinion
time for an ironman run
work with Actor Rework 1.21?
Unfortunately not. But you can go into Actor Rework's copy of actor.ltx in notepad and edit the burn_immunity values to get the same effect.
thx
If you don't instadeath from burner are you really playing Stalker any more?
So what you're saying is all the values except burn are 5 times lower than they're supposed to be? ;)
Jokes aside, good catch, good mod, and great explanation of the situation by the way
that makes some f sense, 10/10 mod thanks so much and now i can probably try artifact hunting again
Might as well convert it to DLTX format
wait what, can someone explain how those immunities work? are they dmg multipliers?
Dear god thank you so much for this, I am so tired of my ironman runs getting ruined by me randomly walking into a barely visible thermal anomaly in the middle of an open field every single time
TB's Fairer Thermal Anomalies is also a nice change.
Moddb.com
question: does the higher the number (actor immunities) = more damage or less damage?
i know it's a dumb question but im confused
Bit late here bud, but my knowledge of programming tells me it's a multiplier. So if your burn damage immunity was .5, you'd take half burn damage without any other modifiers (artifacts,attachments,armour) active.
man, every iron man run i have or when playing respawn mod, i get killed in a second of touching a burner i couldnt see or hear because of the rain and/or trying to take cover behind something when i get shot at, so for this i say thank you for making the game a bit more forgiving for someone that usually likes more challenge then just reloading the previous save
When looking at those values -and having played all original STALKER titles- it seems most likely that the value was intended to be 1.9 instead of 10.9; thus a simple coding error. It makes little sense for this single value to be as staggeringly high when compared to all other values, making thermal anomalies god-tier and rendering even the highest obtainable resistance virtually meaningless.
These values are based from Misery, I think the original value was 9.6.
Anyone know what the devs think of this? Was it intended? I suspect even if it wasn't that the hardcore players will not accept anything less than instant death at this stage (even with some thermal res) for their games, but if they know where all the burners are by now then it's not an issue for them. I'm not casual but still new to Anomaly.
My issue is that the artifacts that say 90% thermal resist on them in fact have under 20% in practice. Also instant death invisible/silent anomanlies everywhere seems like bad design if you want people to play ironman, for this reason this patch seems like the right call. They should update Anomaly with this.
Modified my file to your settings, thanks, they are still deadly, but don't one shot you anymore, nice!
I've settled on 5.0 burn immunity, anything higher just seems needlessly punishing in Ironman runs. I also changed explosive immunity, it is now 0.29, so I can survive a thermite grenade with 2 Full Empty artifacts and a top tier CS exoskeleton, leaving me with under 15% health (and heavy bleeding). Maybe I will adjust this in future but this seems reasonable to me, it's late game gear, and those nades are so accurate and deadly.
My observation is burners and grenades are your main run-enders in Ironman. They are both super unfair in Anomaly, even on normal difficulty.
So that's the reason I die instantly even with modified artifacts on me. Thx a million. And I finally know which document controls burn_immunity now, been looking for it for a while,so thanks again.