I have OL22 and I want a little more challenge. I've tried monkeying around with hit_impulse_scale on the anomaly ltx's but it doesn't seem to make a huge difference. I'm wondering if setting it really high can make anomalies that kill instantly, or if there's another way to do it.
I haven't ever tested this, but taking a quick look at the ltx's, it looks the the min and max start_power (or something like that) is what you're looking for. I noticed theres a "weak" version, an "average" version and a "strong" version, and those values go up with them (0.99 and 1.00 being the highest). I'd imagine this would represent some sort of percentage type thing, you could try uppping those to 2.0, see if it makes double-damage anomalies.
I tried it, setting them to pretty high amounts (from 20-60) I think it does more damage, sometimes. Now I'll try setting them all to 100. I still can't get an instant death or even lost half health when it first triggers.
I'm just not sure I'm changing the right values. For instance, the fruit punch only causes bleeding, it doesn't damage health. I've modded both hit_impulse_scale and max/min start_power but it still only causes bleeding.
The effects of the anomalies might be in a different file, so look through see if you can find anything else that has to do with anomalies.
I was thinking that in the case of fruit punch, it may be the "chemical burn" damage type that causes bleeding and not damage so I'll look for that.
w00t! I got it working. I had to set the values to insanely high amounts and i'm pretty sure it requires a new game, but there you have it.
Also if you want deadlier whirligigs and vortexes you should raise throw_in_impulse and throw_in_impulse_alive. What bothered me was that they would spin you around but you were never close enough to the explosion to take any damage. Raising these to really high amounts makes them pull you in and crush you immediately.
I'm kinda curious, one of those things for the whirligig has alive with the name; does that mean that the other one is for non-alive objects that get thrown in? I know I've seen whirligigs throw random inanimate objects around, and I think it would be better if they didn't do it so much, because when you throw an artifact into it to transmutate it, it often gets launched away, and it's a pain to have to go and find it, especially since you don't know right away if it worked or not.
Yes, it seems like there are two separate values. It looks like one is for living things and the player, and another for objects or dead bodies. I didn't consider OL's alchemy, i never bothered with it. So I would make throw_in_impulse lower so it doesn't throw things around like crazy, but keep throw_in_impulse_alive high so the player and other stalkers are killed instantly.
GSC was kind enough to include some helpful notes in the files but they're in cyrillic. My computer can't display cyrillic in notepad so I found this thread http://forums.filefront.com/s-t-l-k-e-r-soc-modding-editing/370613-invisible-anomalies-no-detector-oblivion-lost.html that has the notes in cyrillic so I ran that through a translator.