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Future release changes:
The exotic mutants short spawn timing chance will be reduced so they're more rare.
The scenarios for rat swarms even though they are in a prohibited list and shouldn't be spawning in the wild that list seems to be getting ignored in 1.5.x. to some extent. So I'll be adjusting the one scenario that exists for them so they have a much longer timeout.
I'll also be looking at ways to balance the common mutant spawns in general. They can get a little to prolific after a night cycle since humans only have a 10% chance to even be considered as spawn options.
Spawns are also adjusted to not default target the player so that they just do their own thing. You may have a mod conflict if spawns are constantly coming straight for you or they are popping into existence close to you.
Pseudogiants can be an issue in the swamp there is a point of interest/lair that is scripted there. Since this mod has them migrate to other locations it might be causing them to repopulate over time. I'll look at slowing that kind of spawn down as exotic mutants are meant to be rare.
The mod definitely makes the game more unpredictable and dynamic while exploring the Zone. However, if you stay in one place for too long, the spawn system goes a bit crazy. For example, I lingered at the Swamps during the story because I wanted to wait out the night and continue in daylight. The game ended up spawning 20+ dogs, 30+ rats, zombies, and poltergeists right on that spot. While moving around the location I also encountered 5 pseudogiants (though I ran across the map several times), along with other monsters.
Overall, I don’t like the idea that mutants like the Controller can just be found wandering on the road. I believe such mutants should appear only in special areas or through quests.
It was fun to try, but not really for me.