Artifact Rebalance#377
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Added effects tables for varying depths and expanded some effects to have more varients.
Full implementation of new node effects and depth-based node assignment. Also implementeded expansion of structure artifacts making them even more advanced and with more deeper nodes.
Nodes, when activated beyond the maximum durability of the artifact, have a chance to shatter that increases as the number of activations increases.
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About the PR
Big changes to how artifacts work on a fundamental level! We've had concerns over artifact balance for a long time, hopefully addressed by the why / balance section, but these changes are hopefully to address all of them and restore some of the fun to have big nodes!
Depth Based Node Effects
First and probably biggest change has to do with how node effects work! There are three levels of effect:
The deeper you go, the rarer and more powerful the nodes become. Some nodes that were available anywhere are now only viably found in deep nodes! Want a complete recharge node? Find it on a deep node. How about a bunch of steel or plasma? Deep nodes only! And that elusive cash node? It is both rare and only found on deep nodes unless you are very lucky.
There are three benefits to this approach:
1 - It allows us to keep powerful nodes but make them harder to reach
2 - It makes the abuse of such nodes harder as it increases the odds of there being other sideffects that will also be activated when used.
3 - It combines with another change (next section) to create an additional incentive for purchasing large artifacts (currently something that is literally never done).
To go along with these changes, and with the moving of several effects to main or deep only, some new node effects have been added such as individual tool nodes for different tool types, the ability to get varying amounts of materials with higher tiers giving more material, a partial charging node, and more! (You can even get bananium from a fairly rare node!)
Making Large Artifacts Good
Lets face it, large artifacts suck.... They are just as effective as small ones, can't be created from artifact fragments, can't be carried on your person, and require a whole large storage container for safe transportation. There are genuinely no upsides to large artifacts as they currently are, which is a shame because it is one of the primary exports for the Science Trade Station.
My solution: Make their trees bigger. Much bigger.
This accomplishes a few improvements at once:
The purchase of a large artifact is now a large event for any science department or research vessel to undertake over time. It will take a long time to work through activating all the nodes and handling the multiple active node effects.
Why / Balance
A lot of science people were very sad to see our fun artifact effects disappear, but on the other hand its pretty clear that the ability to very quickly and easily get silly amounts of stuff was absolutely busted. This aims to fix that in two ways:
Artifact Node Shattering
This may be the final nail in the coffin for artifact glue, and it may require some ongoing tuning if too harsh, but artifact nodes now have a chance to shatter when activated too many times. The probability starts at zero, and stays there until you have activated the node a number of times equal to the max durability of the node. From there, the probability grows on a curve with two control points: 20% chance to shatter at 10 extra activations, and a 100% chance to shatter after 25 activations.
Shattered nodes can never be activated again through any means. No glue or other effect can currently restore a shattered node (other than an admin turning off the shattered variable on the node I guess, so divine intervention?). Having a shattered node doesn't impact any other aspects of an artifact at preset, but it does let out a little glass break sound.
Technical details
Media
An analysis console showing a shattered node:

A large artifact for comparison in size with the above:

An example of the varience in size for large artifacts:

An example of a small artifact with a depth 3 node:

Some examples of the new node effects:




Requirements
Breaking changes
Changelog
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