RoadRunn3R

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May 26th, 2020
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  1. Artefact UTility Interest Stimulus Mod or AUTISM for short
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  3. I made this mod because I was frustrated by the useless artefact from Analmeme and the very few artefact rebalance mods still keep the system way too complicated.
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  5. This mod has one goal: simplify the artefact system while making them actually useful
  6. I don't want to have to use two artefacts to compensate for the negative effects of one. This should allow for more flexible loadouts and make artefacts much more useful in the early game, especially since many suits have very few artefact slots
  7. In vanilla Anomaly, artefacts are at best situational, at worst literally fucking useless because they're so heavy and IMO don't have enough positive effects to counteract their negatives, making man made attachments like titanium grids and camelbaks actually more useful than artefacts, which is nonsensical lore-wise
  8. This mod should make artefacts better "forever and ever" rocks (sorry, minerals) that'll you'll love to sleep with and cuddle instead of just plonking them into a metal box and yeet at some egghead's face
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  10. This mod is inspired by the artefact Redux mod, and Total Artefact and Attachement Overhaul mods. I looked at those mods and thought "I can do better" and hopefully, I did.
  11. Balancing shit is hard since I removed so many negative properties. For example the Oasis Heart had insane% bleed resist but many other artefacts had bleed increase, since I removed those vulnerabilities the Oasis Heart values needed nerfing, which still resulted in a flat out buff for the Oasis Heart
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  13. ARTEFACTS:
  14. All artefacts now weigh less
  15. All artefacts have several stats
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  17. Many artefacts actively absorb radiation, on a widly varying scale
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  19. Many artefacts have been reassigned to more vanilla friendly spawns and have stats to reflect this
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  21. Psy, electro and stamina artefacts have similar effects since those tend to spawn in the same anomalies. That said, it's easier to tell them apart now
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  23. Chemical artefacts are a great addition to any loadout
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  25. Bleed reduction and Healing artefacts kind of do the same job, as in bleed artefacts also heal and heal artefact also help reduce bleeding.
  26. They have different advantages and drawbacks however. I did this so you don't have to carry both types of artefacts at the same time and instead can choose what you prefer
  27. You can also use both at the same time for absolutely ridiculous regen rates
  28. They all have pretty high regen rates anyway and I'm considering an across the board nerf for them
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  30. Carry weight artefacts all have small interesting bonuses, but as in vanilla they're situational artefacts meant so you don't have to keep sniffing performance enhancing drugs to carry your loot back to base
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  32. Heat artefacts are similarly situational
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  34. Unique and rare artefacts (Compass, Heart of Oasis, Monolith) are super overpowered as fuck and they're meant to be
  35. Monolith combines all the primary effects of the best anomaly protection artefacts
  36. Compass has two effects: a much weaker version of the Monolith artefact and physical protection. It also has very slight drawbacks and a large carry weight increase
  37. Oasis Heart is hands down the best regen artefact, making early game Oasis rush a viable strategy once you've gotten a good artefact container or radiation absorption artefact
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  39. The "Bread" is actually useful now. It's niche, but it will make you spend much less money on food, which is useful in the early game if you play on some insane scavenger type difficulty
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  41. The Death Lamp cannot be contained, even by a lead box. Hope you got antirads!
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  43. Many artefacts have been reassigned to more vanilla friendly spawns and have stats to reflect this
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