1. Does the bug duplicate everything, or only all objects with guards? I mean, if there are 2 outposts or 2 stables, does that mean there will be twice as many loot piles/campfires/chests?
The fact that 2 guard towers sometimes generate next to each other under the same guard is normal; it's a standard situation.
2. The critical consequences are different. I managed to get out of a treasure map on a small map with 100+ ducks by taking 6 drowned. I doubt anyone would bother exploring rocks or even libraries after that.
By critical, I mean consequences that lead to incorrect game behavior or even crashes.
4. Is it true that the guard for a duplicated object will guard only one of them?
5. How can you tell the difference between a regular "shlak-art" and a quest "shlak-art"? The guard is sometimes visible from a distance, but it's hard to tell on a guard worth 5k.
Quest artifacts are also banned at the start of the map, which means they exist in the game in only one copy and don't appear in dungeons, the market, etc. If an artifact that is exactly the same has already appeared in the game in some way, then this one is definitely not a quest artifact.
You can also analyze the location of the seers' huts (although this is already a murky business). After placing an artifact, the game tries to place its hut one zone away; if that's not possible, it tries two zones away, and so on. If it's not possible to place it anywhere else, it goes to the next zone, and an artifact and its hut can never be in the same zone under any circumstances. Therefore, if the surrounding zones have been explored, and there are no huts visible except in the adjacent zones, it's likely that there are no quest artifacts in that zone.
6. Is the player's home town counted when determining the guard's strength?
- There must be at least one checkmark in the Town types graph for the zone.
It doesn't matter whether a town actually appears there or not.