This mod makes artifacts actually useful, makes junk artifacts into real artifacts and also rebalances attachments
Made for Anomaly 1.5 b3 update 4 hotfix 8
Used xGrenadier's values as a base for the normal artifacts and expanded upon them Moddb.com
Various features and info you should know:
- Added new properties to Junk artifacts, rebalanced their prices and weights, made some of them require a detector now (13 out of 32 can be found without a detector).
- Extra 3 junk artifacts (Bat, Black Stone, Atom) and 2 artifacts (Anomalous Bread, Compass) now spawn in anomalies
- You can't put Junk artifacts into modules because they would explode™. Find -radiation artifacts to counter their +radiation, or smoke a few cigarettes.
- Rebalanced the attachments and gave them a whole bunch of new stats.
- Because of slav code, fire_wound_immunity(ballistic resistance) sometimes doesn't show up in game or shows up as explosive resistance, even though it works as ballistic resistance. Because of this, all fire_wound_immunity and explosive_immunity values in this mod are the same. If you see an artifact with explosive resistance or weakness on it, it also has the same value for ballistic protection, even if you don't see it in game. So don't get rid of an artifact thinking it only has explosive protection, it also protects from bullets.
- The gray radiation icon (0-1350msv) has been removed because it kept flashing on and off from -rad and +rad items working at the same time. Invest in a geiger detector.
- Wound healing artifacts do stop bleeding despite their wound healing numbers being lower than bandages etc. -Wound healing artifacts don't make you bleed, they only counteract +wound healing artifacts and increase your bleeding once you get hit.
- Artifact modules' -radiation stacks with the artifacts now, making them a bit more useful. Also all of the modules and containers are 1kg now.
- Small issues: after loading the game the artifacts + and -radiation gets a bit weird and sometimes you might start getting irradiated even though you have enough -rad to upkeep +rad stuff. Just reequip everything on your belt and that should fix it. Black stone doesn't get detected by detectors but seeing it is fairly easy. Artifacts sometimes get stuck in weird places in air or under ground in gravity anomalies, activating the anomaly or reloading the game might fix it.
Extra disclaimer: if you hide behind an exoskeleton and 5 bulletproof rocks you're a shitter.
A lot of the balancing was done with my other mods in mind:
v11:
- All of the artifacts now have either -rad protection or +rad protection. Existing +rad protection was nerfed a lot, -rad protection was buffed on some artifacts. The reason is that you could become immune to external radiation very easily with a good suit and good artifacts, now radiation should again be more of a problem.
- Black Spray, Crystal, Fireball, Gravi, Goldfish, Chain buffed
- Firefly physical weaknesses decreased, anomaly weaknesses increased, bleeding control removed
- Compass, Flame, Flash, Full Empty, Stone Flower, Black Stone, Cell, Phantom Star nerfed
v10:
- Anomalous Bread (tier 0) now spawns in fire anomalies
- Compass (tier 3) now spawns in electra anomalies
- Changed Compass stats. To celebrate v10 and the return of the Compass it's now the most OP and expensive artifact in the game.
- Lowered Monolith stats
v9:
- Buffed almost all of the artifacts by nerfing their weaknesses, it should allow for more freedom of choice and some new combos without you constantly having to fight +rads, -health and -bleeding and all sorts of other bullshit
- Attachments buffed a bit
- High rank junk artifacts are now less radioactive
- Bubble, Ball and Sandstone -rad buffed, they also give +1 health now. Prices increased a bit.
- Moss, Scar, Signet, Thistle stats buffed
- Old v8 stats are here in case anyone wants to compare what changed Mega.nz
v8:
- All external radiation resistance numbers have been toned down a lot, they are way more sensitive than other resistances and even -200% radiation protection was able to give you 4000msv in a few seconds from just some tiny gray radiation zone which wasn't very fun to handle constantly. Now the highest value is around 100% and most artifacts are 55% or 75%.
v7:
- Artifact modules fixed and buffed, now -radiation artifacts properly remove radiation while inside of the module, and the module itself also gives -radiation that stacks with the artifact (for example +12 radiation artifact in a -24 radiation module will result in a -12 radiation module+artifact instead of the old 0, -24 radiation artifact and a -24 radiation module will end up with -48 radiation). All of the modules and containers are 1kg now, artifact+module weights have proper values now instead of randomly having more or less weight than they should. Junk artifacts still don't go into modules.
- Normalized the insane stats on Compass, Death Lamp, Monolith
- Bubble doubled -radiation
- Eye added +1health, rupture res buffed to +250, added +0.005 satiety
- Fireball removed -bleeding, rupture res buffed to +300
- Flame health buffed to +5
- Gravi physical resistances buffed to -100
- Goldfish physical resistances buffed to -200, removed impact weakness
- Heart of the Oasis resistances buffed to -200, health buffed to +4, stamina buffed to +100, -radiation buffed to -38
- Kolobok health buffed to +10
- Night Star buffed to +7kg
- Electron halved -health, increased -rad weakness and -stamina, increased the resistances a bit
- Fountain lowered -bleeding to 150
- Black Angel and Seraphim removed -weight
v6:
- Death Lamp satiety buffed from -0.080 to -0.010
v5:
- Removed the gray radiation icon from the hud. You will not see any radiation indicator for 0-1350msv but it eliminates the flashing gray icon that happens from having +rad and -rad items. Invest in a geiger detector.
v4:
- Fixed 10 junk artifacts crashing the game upon getting detected, they now don't require a detector so their prices were nerfed, stats unchanged. Hopefully no more crashes.
- Black Stone can usually only be found on NPCs since they can pick it up from 5km away for some reason
- Fixed Tapeworm floating 5 meters in the air and being unreachable, which reminded me of a fun little property
- Made some artifacts jump higher in the air, making you need to jump to catch them or shoot them out of the air
v3:
- Junk artifacts aren't useless trash anymore, now they have new properties, almost all of them require a detector to find (only 4 out of 32 can be found without a detector) and -radiation artifacts or consumables to upkeep them
- Added 3 junk artifacts to anomaly artifact spawns
- Rebalanced junk artifact weights
- Rebalanced attachments, changed stats, weights and added new strengths, weaknesses
- Rebalanced artifact, junk artifact, attachment prices, mostly made them more expensive
- Adjusted telepathy resistances, since they actually matter now (with Moddb.com)
- Further nerfed bleeding control artifacts, they're deceptively strong despite their low wound healing numbers
- Nerfed satiety restore on Anomalous Bread, Flame and Heart of the Oasis, -satiety on Death Lamp
- Removed -stamina from some artifacts
- Added -wound healing to some artifacts
- Gave Firefly minor wound healing, chemical protection, lowered fire weakness, removed +radiation
- Buffed Anomalous bread, gave it minor wound healing, telepathic protection and fire weakness
- Removed fire protection from Lobster Eyes, Mama's Beads
- Removed electric weakness from Wrenched
- Gave Moonlight extra weaknesses
- Nerfed Night Star carry weight by 2kg, removed chemical protection
- Nerfed Gravi, Goldfish carry weight by 2kg
- Rebalanced the Jellyfish, Wrenched=Stone Flower, Night Star, Mama's Beads bulletproof resistances, now they're sorted from weak to strong in that order, Mama's Beads are a bit stronger than Empty
- Jellyfish, Wrenched, Empty and Full Empty are now weak to telepathy
- Battery, Shell, Flash, Moonlight and Snowflake are now -radiation artifacts
v2:
- Adjusted mainly Bulletproof, Explosive and Rupture resistances and weaknesses on most artifacts (fancy words for nerfed the rocks and made the game harder, with some buffs here and there)
- Added new protections and weaknesses to some artifacts
- Nerfed Bleeding control (artifacts seem to heal faster than bandages etc despite the low numbers they display)
- Cleaned up the numbers a bit
Screenshots included in the mod download
they have too many disadvantages to use them with some utility :(
That's why you have 5 slots, to mix them and get something good out of it
no, this is insane, none junk artefact can be placed into container, even though they emit radiation
there is no possible chance to find exactly those junk artefacts which negative effects they could negate on each other
+ it is totally broken, i have 2 artifacts with -50 mSv and one with +24 mSv, my radiation is still accumulating... not using this mod as it is not usable at all
You tweaked the bread!
Ty, but I think the satiety value is pretty op on this one.
You ******* will call anything OP or too weak without even trying it, you'll still get hungry, and it counters some of the other artifacts with -hunger.
k bro pls leave the belt dont hit me :(
Now for real, I tweaked mine long time ago, and it didnt even get 0.015 ingame satiety, when it made me eat just 1 time a day. I feel like 0.2 is actually pretty much. But hey, im just a noone comenting about some virtual **** in the internet. You dont have to be mad.
I'll let you live this time
X ****** D its gold
The most fascinating part of this mod is the corpse lying inbetween your stashes. Was that this mod's beta tester?
Actually he's a beta tester of the Deadly Mutants mod, I tested a few mutants in this room.
Ouch, in that case it's safe to say he'll stay dead. Rest in pieces I guess.
Cool meme, bro.
Thank you for your efforts. I have your mod installed, but so far in early game have discovered apparently "junk artifacts" that list only 100% efficiency as a benefit. Is that a benefit or should I just sell to Sid? LOL...
In your mod description you say, "v3: Junk artifacts aren't useless trash anymore, now they have new properties..." Please explain Cell and Heart which appear not to be useful from game text other than 100% efficiency WTM. Thank you
The mod updated today around the time you posted, maybe you still downloaded v2 before v3 was up. Just redownload, everything should work fine.
Is it intentional or an oversight that Junk artifacts still can't be placed in containers? Because some of them produce a heckova lot of rads, which makes it difficult to properly collect and transport them, let alone equip them.
I seem to have found a Fatal Error with your mod. Not sure which artifact it is, but something is causing a CTD when I try to detect it.
FATAL ERROR
[error]Expression : bone_id!=BI_NONE
[error]Function : SArtefactDetectorsSupport::SetVisible
[error]File : Artefact.cpp
[error]Line : 548
[error]Description : joint2
I uh... Do hope you figure out what this is. I'm assuming it's part of the whole "Junk Artifacts require a detector" change. That, or adding 3 new artifact spawns. Maybe both. Worst case scenario you have to revert that. I hope you look into this soon.
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So after some testing and attempts to recreate the bug, it would appear that at the very least, there is a problem with the Dragon's Eye artifact where it causes the CTD upon being detected and spawning in. I double checked by trying to replicate the bug via searching a half dozen fire anomaly zones until my game crashed again. Then I removed the Junk Artefact file, loaded back in again, and grabbed the troublesome artifact to confirm that it was indeed Dragon's Eye causing the crashes. I would get the same error log too, which is further proof that something goofed with Dragon's Eye. I have yet to see this happen with other artifacts, but I'm gonna test further in Debug Mode to make sure. I'll post any further findings here.
Edit: Nevermind. Went into debug mode and Atom caused a crash too, with the same crashlog to boot. I checked the ltx file and everything seems to be in place and nothing seems to be missing, so I officially don't know what is causing the problem. I hope my limited testing helps in your own troubleshooting.
This is some godly bugtesting and it really helps a lot. I'll look around and see if I can somehow fix this without removing the need for a detector, otherwise the problematic artifacts will need to go back to not needing a detector.
I can't fix it, it's ****** beyond repair. Half the artifacts crash the game so I'll have to make them not need a detector again. I'll lower their prices but won't change the stats.
Here's a tip, test **** before you upload it.
Nah go **** yourself, mod's fixed :)
You're the same guy that will upload sound mods without any examples. You're worse than people not testing lmao
lol
Have you taken a look at and considered my artifact mod for CoC?
Moddb.com
Much of what it does is get rid of all artifacts with positive qualities, and give each artifact unique qualities which counteract other types. Thus the choice of which ones to use becomes a very careful balance decision.
I have been thinking of adapting this to Anomaly, though I dislike its container feature.
You should probably due this but you should embrace the containers, It allows you to worry less about needing to balance the radiation. I wonder if you can make it to were an artifact gives radiation without a container but takes radiation away with one.
Glad to see my rudimentary bugtesting helped. ^_^
I'm even more glad to see an update! Thanks for the great work!
Requires New Game?
No.
overall i like this, the only problem i found is with junk artifacts as they are producing a lot of radiation and can't be placed in a container.
EDIT: forget about it, it's in the mod's description. Just in case anyone missed it like me i will quote it.
" You can't put Junk artifacts into modules because they would explode™. Find -radiation artifacts to counter their +radiation, or smoke a few cigarettes."
yeah try to smoke against +24 mSv for a about a week 24/7 before you finally find that -rad junk artifact to counter it -_-
im dumb
Compatible with Update 4?
Certainly seems to be. Been running it for about an hour. No problems yet, but I'll be sure to yelp if I see one.
Has there been any problems so far?
None at all. Otherwise I would have yelped. ^_^
Slight hiccup. I can't place Artifacts in LLMC for some reason but other artifacts I can.
Also it lists some artifacts as 'junk' even though they have stats. Is there any chance the LLMC and the modules can be fixed later on?
Reading is very hard
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Would it be possible for you to post the 0.9 changes on google spreadsheet or have a screenshot? The MEGA link seems to no longer work.
Works on my machine
Very nice, finally Artefacts are better than technological attachments.
Thank you buddy.
I didn't install the mod yet but seeing from the screenshots folder, every attachment, artifact and junk has been made so that they have significantly high benefits at the cost of being more radioactive or giving less resistances or some very situational drawbacks.
But some item's stats are really weird, items or even artifacts can reduce radiation now. This kind of alteration really messes with the game's balance. Especially the stamina regeneration ones. Camelbak in the basegame gave stamina regen, whereas the one in this mod gives u stamina regen, at the cost of -100 burn, electric and chemical resistance. By the way it also removes 10 radiation per second, reduces a bit of hunger and regenerates a bit of your health, with no downsides but now you get more hurt by anomalies, which were one shot kills anyway with most of start and midgame gear anyway.
The gameplay impact is tremendous with the smallest of attachments. I know you can edit these to suit what you want but most of the time I want my mod to come balanced from get-go and not to invest my hours into thinking about balance. In this current state, this mod seems to be very unbalanced. There might be people who like it and I understand it but in my opinion this mod would make the game a walk in the park if I installed it, hence the low score. Hope there are more improvements.
tldr your gay
tsdr u too :sadface:
Could you please make it to were at least most of the "junk" artifacts can be used in containers. It doesn't really make sense why you wouldn't be able to put them in the containers and on top of that now that some artifacts remove radiation it makes the containers useless for those artifacts.
no
I feel like you don't want to change that due to needing to change the code and text files. The issue it presents with Anomaly is that it breaks some of the main changes to the balance via the containers to being useless items that have no place in the mod after your changes. The containers are part of the reason that people play this mod, because the way it's balanced is different from vanilla in a way that feels less "video gamey". I like the idea of some artifacts removing radiation but when you can use them without the containers it makes the containers completely useless. It's hard to want to use a mod the changes the way the game is balanced with a mechanic change like that. The main problem being that you can stack artifacts that you can use the containers with and ultimately always be way more powerful because you'll always have no radiation issues ever. What's the point in using the worse junk artifacts and using a combination of them if you don't need to do that at all and just use the better artifacts with the containers and never have to worry about it. The whole point of artifacts needing the containers was to balance them in a way that made more sense and ignored the system of needing to balance the radiation between them.
The non-radioactive artifacts still cause radiation, despite their descriptions saying otherwise. Or I'm using an old/bugged version. Can you double-check if that's the case on your end?
You have to reequip them for some reason. I hope it gets sorted out.