Report abuse MISERY patch 2.0.1
Filename
MISERY_patch_2.0.1.zip
Type
Patch
Uploader
N.Aaroe
Date
Aug 9th, 2013
Size
319.00mb (334,493,874 bytes)
Downloads
3,688 (2 today)
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Description

With a slight delay due to last minute fixes the first official patch has finally arrived. MDT has composed the first official patch and update for MISERY 2.0 based on thousands of emails, forum posts and private messages. MDT went far to attend to majority of reported bugs and issues while still being true to our original goal and concept for the mod. We are very thankful for the extremely supportive and helpful crowd surrounding our mod - so thank you all.


NOTE: Future patches and updates may/may not do drastic changes to the features listed here.

VISUAL FIXES / UPDATES

• Improved textures for 2 "PM Makarov" profiles
• Optimized textures and bumpmaps for all AKM profiles
• Implemented titles and descriptions to The beak (drink + crow beak mutant part)
• Pseudogiant hand icon
• Improved visuals for rain, fog and flashlight
• Written new description for SIG 550 SNIPER
• Added 'dusk vision illumination' to PSO-1-1 special-purpose scope
• Reduced the chance of player playing all 'getting hit' animations
by 25% regardless of animation level and PC class
• Fixed missing upgrade icons for some profiles of PM and PROTECTA
• Added fix for boar leg mesh
• Fixed repair window GUI
• Added usage sequences to 'glucose shot' and 'small glucose shot'
• Fixed name and description of 'pseudogiants eye'
• Disabled environment props temporarily for development testing purposes
- - - - - - - - - - - - - - - - - - - - -

AUDIO FIXES / UPDATES

• Improved sfx for 545x39mm + 762x39mm suppressed version
• Improved sfx for PM Makarov + AKM profiles
• New unique drinking sfx for consuming The Beak (crow drink)
• 30% volume decrease for lots of random ambient background sfx
• Muted many distant gunfire sfx and added a new jet fighter sfx
• Restored old Radio Mod to maintain music in bases
despite disabling of dynamically spawned props
- - - - - - - - - - - - - - - - - - - - -

ECONOMY FIXES / UPDATES

• Reduced selling prices of artifacts by 30%
• Increased ammo drops by 50-100% (depending on type)
and reduced trading prices of all ammo types 2x
• Reduced trading prices of all explosive items by 30-50%
• Reduced selling prices of all mutant parts by 20-40%
• Fixed all reported trade exploits (UPD, IEDs, detectors and mutant parts)
• Reduced trading prices of all ammo types 4x
- - - - - - - - - - - - - - - - - - - - -

REPAIR FIXES / UPDATES

• Lowered minimum item condition requirements of most repair items by 10-25%
(depending on type) also increased base effectivity and price accordingly
• Increased condition of looted weapons by 15% by average
(but there is a chance for being lucky and finding a quite well maintained one
- especially on higher NPC ranks)
• Added, described and balanced new item: HELMET REPAIR KIT
• All weapons get worn 30% slower and have 30% smaller chance to jam regardless of condition
• Disabled helmet upgrades for exoskeleton
- - - - - - - - - - - - - - - - - - - - -

DAMAGE FIXES / UPDATES

• Slightly lowered overall damage protection of NPCs in heavier armors
• Lowered NPCs resiliance to piercing damage by 15%
• Increased overall damage taken by all PC classes from bullets by ~10%
• Changed all anti-damage upgrades of suits to display the property with
positive values instead of negative one
• Reduced anti-damage effectivity of 'kevlar plates', 'steel plates'
and all mutant skins 4x. Artifacts remained unchanged so they are now
2x more effective in comparison to above-mentioned attachements
(modified descriptions accordingly)
• reduced anti-bleeding upgrades for all armor upgrades 4x
• reduced anti-damage effectivity of all artifacts 2x
• Increased damage dealt by all knives by 50%
• Bandits in trench coates now have only little more protection than leather
jacket-wearing ones
• Made some NPC meshes properly use 'no helmet' protection config
• Bleeding rate for all PC classes is now the same - they of course still
differ in overall damage taken
• Reduced actor bleeding rate and wound scale by 60%

• Overall damage increased by 1.5-2.0x depending on mesh
+ extra 1.5x damage factor increase to head shots
+ extra 20% increase to piercing damage
- - - - - - - - - - - - - - - - - - - - -

BUG FIXES

• Mosin Nagant + Obrez rechambered for 7.62x54mm caliber
• NPCs, mutants and animals will explode during a Blowout
• 1 skybox seamline fixed
• Worn PM Makarov profile silencer disabled
• Added title + descriptions to sako m95
• Gsh-18 now rechambered for 9x19mm + uses corresponding type of silencer
• EXO-SKELETON dont have helment upgrades any more
* Fixed some amount of save corruptions
connected with faulty 'mechanic repair delay' feature
• Fixed flashlight positition and animation which makes it work properly on all resolutions
- - - - - - - - - - - - - - - - - - - - -

WPN CALIBER FIXES

• All profiles of DESERT EAGLE now fires the .357 ammo
• MOSIN-NAGANT and OBREZ now use the cheap 7.62x54 R ammo (which now has new, dedicated description and icon). Honorary Mosin can be upgraded to also use
SVD / SVU 7.62x54 H1 and H14 rounds making it a choice also very late in-game
• Fixed numerous problems with DESERT EAGLE sometimes trying to spawn with 3rd
ammo type on NPCs - DE has only two ammo type
• Fixed description and icon to 7.62x54 R rounds fired by MOSIN-NAGANT
- - - - - - - - - - - - - - - - - - - - -

WEAPON FIXES / UPDATES

• VAL, GROZA and VSK are now able to equip dedicated PSO-1-1 scope
• Russian KSVK 12.7 rifle added to the game
• Fixed zoom rate for GSH-18
• Made assaulter again spawn with 9x19mm ammo which matches updated ammo type for GSH-18
• Fixed descriptions of AKM profiles
• Made 'unique military knife' to go into the normal slots as other knives do
• Fixed all remaining upgrade trees for new weapons: (availabillity icons / tool restrictions)
• Made LR300 'Modern' able to also take 'tier 3' upgrades
• Fixed zoom rates for all remaining guns which had it on default level.
Also did so for Sniper class with greater zoom
• Increased ammo drops by 50-100% (depending on type)
• New improved bore animation for VSK-94
- - - - - - - - - - - - - - - - - - - - -

A-LIFE FIXES / UPDATES

• Completely disabled 'automatic detection range' for: humanoid mutants,
psy-mutants and giants
• Slightly increased 'automatic detection range' for: chimeras, dogs, pseudodogs,
cats, boars and fleshes (listed by increasing range)
• Made final balance tweaks to ammo counts and dropped weapons conditions
• Made drops more diversified by ranks and overally more random
• Npcs can now additionally drop ammos other than for the weapons they had on them
• Increased the odds of NPCs playing the 'getting hit' animation after being damaged
• Added numerous quest NPC profiles to 'combat_ignore' override list to make
their behaviours more predictable and in-line with quest lines
• Attempted to fix Shevchenko and Ranger Station missions work properly in every instance
* Fixed 'Monolith recruitment' mission in Jupiter
- Monolithians will no longer attack Duty / Freedom emisarries
• Disabled DESERT EAGLE, MOSIN-NAGANT and OBREZ to spawn on NPCs with incompatible ammo types
• Blocked over flooding of Zone with NPC squads at the moments of spawn stages
transition - new types of squads will only appear after old ones are dead
• Temporarily disabled artifact orders quests from Beard for development
testing purposes
• Made NPCs somewhat less perceptive and locating the player slower over
the long distances and at nights
* Disabled all spawning on smrter smart_terrains to prevent mutant multi-spawns.
* Reduced max_population on zat_b5 smart_terrain and zat_b52 to vanilla
• Disabled zaton_smrter_sim_8 and 9 from a-life
• Disabled the 'target_smart' entry for all human squads
• Prolonged body stay time in release body manager to 1 hour
- additionally bodies will not disappear if closer than 200 to actor
- - - - - - - - - - - - - - - - - - - - -

PERFORMANCE UPDATES

• Decreased overall RAM consumption with 100 MB
• Lag and stutter reduction due to file optimization
• Disabled 'sun quality' and 'sun shafts quality' settings reverting to
'high' on game start
• Switch_distance is now 300 by default
• Lowered maximum body count on level to 100
- - - - - - - - - - - - - - - - - - - - -

CTD (CRASH) FIXES

• Fixed crash with missing rank for 'wpn_m1891_alun'
• Fixed crashes with missing meshes: 'stalker_merc_10' and 'stalker_duty_sargant'
• Fixed crashes related to VSK94 wrong anim assigment
• Fixed crashes when trying to upgrade GALIL
• Fixed crashes with recoil upgrades for M21 and M24
• Fixed crashes with 'inventory upgrades' mentioned in log when trying to upgrade
certain weapons (like SPAS-12) with certain upgrades (like increased ammo count)
• Fixed crashes when trying to upgrade / repair 'rusty' profiles of many weapon
- - - - - - - - - - - - - - - - - - - - -

MISC UPDATES

• New overcoats have upgrade trees
• Updates to weather circles
• Silencers now increase accuracy by 15% instead of lowering it by 40% as
it was before
* Blowout will now happen every 84 hours by average
• increased chances of finding medicaments on NPCs corpses (risen 5x)
• made Mercs at Water Plant in Zaton spawn in much higher rank (basically a dozen of
heavy-armored freaks)

- - - - - - - - - - - - - - - - - - - - -

* Requires a new game start (recommended)

Preview Image
MISERY patch 2.0.1
Post comment Comments
Sn4rk
Sn4rk Aug 9 2013, 9:20am says:

Guys I really admire you and I want to thank you for working so hard & making this awesome mode for stalker. Respect.

+1 vote     reply to comment
GenezisO
GenezisO Aug 9 2013, 9:34am replied:

mod/modification/full concept modification
/graphical mod etc.
BUT NEVER "mode" xD

+2 votes     reply to comment
GenezisO
GenezisO Aug 9 2013, 9:29am says:

Wow, more than 300 MBites, that is amazing, as I can see you bring us tons of repairs, downloading immediately
And can I ask what is that MDT group? What is it about? because you mentioned it in the info
And what about fixing money needed for repair the weapon by mechanic, I do not see it in the description
And why you did not upload the patch in MISERY site? because of authorization delay?

+1 vote     reply to comment
epic40k
epic40k Aug 9 2013, 2:29pm replied:

The only problem I had was weapons costing less to buy from traders than repair. Good to see a big patch!

+1 vote     reply to comment
CorporalHicks
CorporalHicks Aug 10 2013, 3:59am replied:

MDT stands for Misery Development Team.

+2 votes     reply to comment
GenezisO
GenezisO Aug 10 2013, 8:02am replied:

oh, good I did not realised that

+1 vote     reply to comment
DarkMajor21
DarkMajor21 Aug 9 2013, 11:52am says:

Yay! I am now going to download MISERY, I waited because I figured such a patch would come out and would like to start from the beginning.

+1 vote     reply to comment
niick
niick Aug 9 2013, 12:22pm says:

StG44 and it's ammo still not fixed? It should use 7.92x33 not 7.92x57

0 votes     reply to comment
dawarlon
dawarlon Aug 9 2013, 1:18pm says:

I am still getting CTD on Spas 12 upgrade window (3rd row choices on mouseover)
Still this mod is a blast, I like the level of harhness.

+1 vote     reply to comment
freshlysquized
freshlysquized Aug 9 2013, 1:48pm says:

you guys rock !!!!!!! plain and simple i will be having lots of sleepless due to misery 2.0.1 thank you.....

..... freshlysquized

+2 votes     reply to comment
niick
niick Aug 9 2013, 9:24pm says:

The Desert Eagles still fire .45 ACP ammo, including Steppe Eagle.
Also when trying to equip the Steppe Eagle I get the following crash

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_string
[error]File : D:\prog_repository \sources\trunk\xrCore \Xr_ini.cpp
[error]Line : 513
[error]Description : <no expression>
[error]Arguments : Can't find variable attach_place_idx in [wpn_desert_ eagle_nimble_hud]

stack trace:

+3 votes     reply to comment
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