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This is the most recently updated list of new features for MISERY 2.0. Features are still work in progress and are subject to changes and edits.

Posted by N.Aaroe on Jul 12th, 2012

Most features are still work in progress and more might be added.
: Version 2.0 is NOT savegame compatible and requires a new game start


  • New sun flare effect when staring at direct sunlight and improved sky cube box rendering.

  • New redesigned structure material textures for a more gritty and less colourful environment.

  • New scope designs with authentic reticle designs for all weapons.

  • Conceptualized version of Armory Mod that generates many new NPC looks and designs.

  • Special version of Absolute Nature 3 including higher grass draw distances.

  • Redesign of several mutant skins. I.e. the Pseudo Giant has a new facial design.

  • New helmet HUDs with 12 condition stages for each helmet category.


  • Dozens of new improved sound effects for weapons, mutants, ambience and NPCs.

  • Ambient soundtracks for all areas have been redesigned and expanded.

  • Breathing sfx implemented and they even relate to your movement + worn headgear.

  • All main bases have radios playing real life music.


  • Unique version of Massive Simulation Overhaul (MSO); that makes NPC behavior more challenging and diverse. It even adds a variety of NPC professions (like these Hunters).

  • Huge improvements to a-life and battle AI; NPC's explore many new locations with many new smart terrains added to the system; NPC's are now far more challenging and have varied approaches to firefights based on faction and rank.

  • Advanced game progression ensures a challenging gameplay from beginning to the end of the game; Factions are reacting much quicker to your gameplay choices and faction relations; Whatever faction you support the opposing faction will call upon their veterans to hunt you down.

  • Economy system overhauled to ensure a balanced and challenging game progression.

  • A-life has been overhauled with hundreds of new smart terrains and alternate spawn points for both mutants and factions in all areas/maps. Expect a hugely variated and different a-life than what vanilla Call of Pripyat offers.

  • Battery life added as new micro gameplay element that must be managed and handled with a Universal Power Device (UPD)


  • Weapon are auto-holstered when using items (like bandages, consumables etc.)

  • Logarithmic repair system implemented for enhanced logic in the aspects of repair costs; All based on your maintaining of the gear.

  • Some zombies have now dropped their weaponry to the ground and walk around just staring at you. They can now be killed with direct shots to their spine, heart or head. See teaser

  • NPC's can now fight in melee and knock you down.

  • UI overhaul of all item terms, units, scales and measurements for in-depth authenticism.

  • Redesigned stamina system (there is no longer a maximum weight limit). The lighter you choose to travel the longer you can run without resting.

  • Consumables are divided into 'Zone Produced' and 'Imported Goods'.

  • Flame particles removed from gunfire for realism. This also makes firefights more challenging. See examples on Youtube
  • Realistic fall damage (individual for each USS specialization).

  • Medics will now charge you for their services. Nothing is for free, in the Zone.

  • Minimap removed and you must now navigate with the use of terrain and your PDA map. But a damage indicator has been re-added to let you know where shots are coming from. This is done to replicate that you would have a clue in real life for such circumstances.

  • NPC's no longer have infinite ammunition for their primary weapons like rifles, shotguns, etc. So you will see them switch to backup weapons (if they have any).

  • Hugely improved aspects of stealth and NPC awareness.


  • All weapon sights have been aligned for both widescreen and 4:3 monitor resolutions.
  • Full version of New Ordnance submod bringing multiple variations of many weapons including worn, modern and camouflaged profiles. All are tradeable, customizable and used by NPC's.
    New Ordnance focuses on diversity of vanilla weapons but you can expect a few surprises on top of this. Watch trailer.
  • All weapons overhauled in terms of stats, feel, behavior and texted descriptions. We also tweaked the muzzle flashes to correspond better with real life weapon muzzle effects.



  • The 3 USS classes now have even more unique strengths and weaknesses, making a much more dynamic style of game play and providing maximum mod-replay ability.

  • Each class have their own unique main menu design with special musical moods and you will now be able to change your class through the main menu (no need to reinstall the mod).


Post comment Comments  (0 - 50 of 138)
IcyToasters Jul 12 2012 says:

sounds really really good. looking forward to playing it!
thank you for all the work being put into this mod.

Do the zombies without weapons pair with the feature of NPCs being able to melee the player, or are the zombies who have dropped their weapons going to be creepy-but-harmless?

If that's something you don't want to share because you want us to find out on our own, that's fine too!

+11 votes     reply to comment
mooshieninja Nov 15 2012 replied:

I think they said that the zombies without weapons stare at you. So i think that is pretty creepy.. I wouldn't risk killing them to alert other zombies.

But if they can melee a player that would be pretty sweet! :)

+1 vote     reply to comment
vorpal77 Nov 19 2012 replied:

Hey, love this mod and looking forward to the new version. I'm having an issue. My game keeps crashing and i have a zipped error report. There is a memory leak in the xrEngine process as i see it go up and up until the game crashes about 20 minutes into the game. This is killing my experience. I don't know exactly what to do about it. Where do I send you guys this data so this issue can be fixed in the next version? vorpal77 at hotmail dot com thx.

+2 votes     reply to comment
ImperialFist79 Aug 13 2013 replied:

I think i may have the same issue, the game starts 2 80 - 100 fps then drops to 40 -60 in ten minute. But if i restart the game it goes back up to 80 - 100. Im using 3930K @4.5 & 2 x 680 4GB FTW

+2 votes     reply to comment
katot0n1k Sep 5 2013 replied:

Same issue here, hoping the cause is determined soon, having to restart the game every 30 minutes or less.

+1 vote     reply to comment
CrazyMcCookie Jul 12 2012 says:

Only part I'm remotely dissapointed about is not being able to 'over upgrade' my weapons. I actually have to choose now. :C
I'm not good at making choices.

+7 votes     reply to comment
Swirekster Jul 13 2012 replied:

if you were be good at making choices, you wouldn't be in the zone in the first place :D

+33 votes     reply to comment
CrazyMcCookie Jul 14 2012 replied:

...This is true...

+4 votes     reply to comment
LoneSoldier Jul 24 2012 replied:

Yeah I agree that I liked being able to make super OP weapons, and it also meant I didn't have to keep two of each weapon, one with exreme accuraccy and low rate of fire, the other the exact opposite. Also, if the weapon has a caliber changing option, I'd need FOUR of each weapon.
Also, I was able to upgrade the AK-74u Red-Dot from snag to have -110% Recoil. Essentially, crouching and firing full auto looking down the scope provided a straight line of bullets in any direction at almost any distance.

+2 votes     reply to comment
reallybigjohnson Jul 30 2012 replied:

I am glad that it is back to that way. I have to purposely chose only on upgrade in SGM and it kind is annoying. The upper tier guns and armor become WAAAAAAAAAAAY! to good if you get all the upgrades. At that point you might as well just put god mode on.

+4 votes     reply to comment
rickpnick Oct 27 2012 replied:

That's the way it felt in Misery 1.2 also.
I'd have Strelock's Sig and the IMI Galil both maxed out, and I was a killing machine!

+2 votes     reply to comment
ghussack Oct 6 2012 replied:

only challenge is memorable

+4 votes     reply to comment
AFellowStalker Jul 12 2012 says:

I have an idea to fix complaints about the lack of ammo.
Have two types, zone produced, which has a decent amount of ammo on most stalkers so that you probably will not be running out unless you get in a massive ammo. Zone produced will jam your gun a lot or make it explode if you let the weapon get too damaged. Zone ammo is also innacurate and not very damaging to some one with a bullet proof vest.

Imported ammo is basically just vanilla style ammo, but it is very rare and only really found on veteran stalkers and military.

+3 votes     reply to comment
CrazyMcCookie Jul 12 2012 replied: ammo system nearly exactly like Metro 2033?

+6 votes     reply to comment
AFellowStalker Jul 12 2012 replied:

To alleviate for the fact there is nearly no ammo that does not cost an arm or a leg, and the fact it does not make sense if some one can fire for ten hours or ten seconds before you kill him and only have three bullets. Yes.

+4 votes     reply to comment
Etcetera Jul 13 2012 replied:

So... an ammo system exactly the same as in Swartz mod? Swartz uses surplus rounds, which are cheaper and more easily found, but have reduced accuracy and reduce the weapon condition more with each shot.

He didn't seem to think the idea was such a great one, though

+2 votes     reply to comment
Zombiestubble Jul 13 2012 replied:

I would be in favor if that system was implemented.

Still have RU as a standard currency though, and not clean 5.45 rounds.

+1 vote     reply to comment
Wizzrobe Jul 15 2012 replied:

I'm going to have to say no thank you. Seriously, ammo is NOT that expensive. It really isn't. I've more problems with 7.62x54r being sold ONLY at Skadovsk. Use the economy to your advantage; (I know that sounds like crap, but it just means you have to take the time and find who will pay more for certain items, so you effectively get more bang for your buck, or in this case, ruble.

+6 votes     reply to comment
Spe¢ter Nov 15 2012 replied:

They could just make normal ammo more expensive and surplus ammo cheap; and make rookies use cheaper ammo while the army should use normal ammo.
40 dollars is a pretty lot in for rookies in the zone; of course this is just a magazine, an ammo box would be cheaper, but still.

+1 vote     reply to comment
Uncle.Yar. Jul 12 2012 says:


+1 vote     reply to comment
Roh Jul 13 2012 says:

0.0 Damn. Do you ever sleep? How the hell can you get all that done?!?

+1 vote     reply to comment
N.Aaroe Author
N.Aaroe Jul 13 2012 replied:

Teaming up with trojanuch and the rest of the dev crew ;) I believe that many sleeping hours were devoted to modding scripts.

+11 votes   reply to comment
JackGruff Jul 13 2012 says:

>special version of Absolute Nature 3 with higher grass draw distances.
The areas will have new vegetation designs.

>higher grass draw distances


Yes! Yes! Yes! Yes! Yes! Yes!

+8 votes     reply to comment
MrModeste Jul 13 2012 replied:

Actually :

+5 votes     reply to comment
psycho2112 Jul 20 2012 replied:

So will it be like this?

+1 vote     reply to comment
[TZP]LoNer1 Jul 13 2012 says:

Ill pretty this up a bit now :D

+3 votes     reply to comment
CorporalHicks Jul 13 2012 says:

I don't like that idea of Veterans going to hunt you down. It would be fine if you was able to establish some party with 2-3 fellow stalkers. MISERY is hard enough without some bastards with high end gear going after you. If there was an option to recruit some free stalkers to go out with you - ok, I am fine. But to fight a whole armies again - oh not again please ;(

+1 vote     reply to comment
na1340572769 Jul 13 2012 replied:

Does this apply to Duty and Freedom as well? Given that the player has to choose either one or the other, it seems unfair that whichever he doesn't choose will then hunt the player down. Or is this limited to whether the player makes enemies with them? I kind of like the idea of bandit veterans hunting the player, might make it more interesting. It's something that the game insinuates when the player gets the Explorer achievement, in that bandits are actively hunting you now in order to rob you, but it's never experienced in the game.

+3 votes     reply to comment
CorporalHicks Jul 13 2012 replied:

Well, its not very realistic to sent a whole squad just for one grunt. The player is not some major char, I mean he is not some leader or officer of some faction or anything lol. We are just a free stalker who do small jobs here and there to survive :P

+1 vote     reply to comment
TheUnbeholden Jul 13 2012 replied:

yeah that part had me scratching my head a bit...

-1 votes     reply to comment
Trooper425 Jul 14 2012 replied:

Think of it this way: You **** off the bloods, or the crips, or the freedom, they send guys after you. The worse you get for them, the more dudes they send, and better dudes too. Don't **** them off, and they dont come after you.

+1 vote     reply to comment
Bluehawk Nov 21 2012 replied:

But for the sniper character, for instance, you should logically be able to pick off faction members without them telling their buddies who's responsible or calling for help.. you should be able to wage an anonymous war. But I guess a game can only allow so much, and a mod likewise.

+1 vote     reply to comment
reallybigjohnson Jul 30 2012 replied:

It works fine in SGM with the Alpha Squads. You just learn very quickly not to run around without checking out an area with your binoculars or a scoped weapon, which is exactly how you would to it in real life. Plus after a certain point no matter what mod you are using including MISERY, you become overpowered compared to the vast majority of monsters and npcs in the game. It would be nice to have to watch out for npcs with similar equipment and stats as your character.

+1 vote     reply to comment
SubbDogg Aug 3 2012 replied:

Yeah... SGM and Alpha Squads... Those memories xD I met 3 of those squads right outside of the hut in the docks at Zaton. Was one hell of a fight, but after that I was just OP, running around with best weapons and exo what I bought from Nimble xD

+1 vote     reply to comment
Napalm68 Aug 12 2012 replied:

Well there are stalkers which you could recruit, remember? But in Misery 1.1 they made the game crash haha. Also this idea of people hunting you down makes the player the focus; which is what Call of Pripyat is so famous for not doing. The idea is that your just another guy in the zone to make ends meet.

+1 vote     reply to comment
Freak_at_war Feb 9 2013 replied:

Maybe also have random traitors among them, who give away your goal to bandits and mercs

+1 vote     reply to comment
mvnte Jul 13 2012 says:

I have some specific questions about weapons.
First of all, how many NEW weapons will we see in the 2.0 version?
Will we see some new russian modern rare weapons (like the VSK-94 sniper rifle, the SR-3 assault rifle, the new AK rifles, like AK-100 series,the new AK-12, the AEK-971, the ukrainian Vepr, etc...)?
Will we also see some new modern US and NATO rifles (HK-417, FN SCAR) ?

+2 votes     reply to comment
CounterRightHand Jul 14 2012 says:

It would be great to have dinamic anomalies like in AMK mod for SoC, or at least some little random anomalies all over the maps, so you have to watch your steps all the time.

I don't know if it easy to do so (probably you guys have already think about it), but I think it would be a great add to this already wonderful mod.

Btw, thank you very much for all the work you guys are putting in this mod. Loved IWO, loved Misery even more and I'm really looking forward to this gem.

+3 votes     reply to comment
N3uR0m4nT3 Jul 15 2012 says:

Disabled weapon upgrades? HELL YES! If you guys were to implement randomly spawning anomalies and radiation pockets around the zone this would be the best CoP mod ever.

+4 votes     reply to comment
dave_5430 Jul 15 2012 says:

Hmm... now for the whole fact at hand of the imbalanced economy and logical flaws for traders and such in comparison to what the zone has to offer and how many people come by to trade.

I still don't see any possibility on a trader having zilch ammo and notch cash if everyone magically spawns magazines out of their arse in a firefight to the point they get shot down and magically lose all of that ammo just to make the game Nintendo Hard.

+3 votes     reply to comment
Spetsnaz_Reaper Jul 16 2012 replied:

Amen to that logic brother, the Zone does strange things to reality and to your mind. In said case, when you down a stalker all they have on their body is 13-23 rounds - LOL...

+4 votes     reply to comment
GabeTheKid Jul 16 2012 replied:

i love to have so little ammount of ammo all the time i think thats what i loved the most in this mod... problem is that even if they have limited ammo it would be reasonable to have atleast 3 mags on them and if you snipe them and loot those 3 mags for one bullet youll have too much ammo again soo id say this unrealistic part has to be keept to keep the unforgiveing immersion of the zone of misery :D

but if traders wouldnt restock dayly... :D or the item list would be more random to make it possible to not be able to buy a certain type of ammo in the zone for days if not a week xD just a little more diversity would be freaking awesome :D

+1 vote     reply to comment
na1340572769 Jul 16 2012 replied:

That's quite a good suggestion. Rather than having small amounts of ammo sold by traders which replenish themselves as soon as you walk out the door, it could be more interesting if they sold more but only refilled on stock once a week.

This might be generated randomly to simulate the dynamic nature of trading in the Zone. So one week, you might get a tiny amount of bread but a load of .45 ammo. Another week something completely different. I'm not sure this would be possible, but it would be a lot more interesting and realistic in my opinion.

+3 votes     reply to comment
reallybigjohnson Jul 30 2012 replied:

Probably not on a weekly basis but you could set the percentage of specific items to spawn so low that they rarely appear at all. Stuff like AP ammo could be set really low compared to regular ammo. The game already does this to some extent since you get different items for sale everytime you reload a save. It would just have to be tweaked.

+1 vote     reply to comment
damjancd Jan 19 2013 replied:

This is an excellent idea. Please suggest it in Misery suggestions forum.

+1 vote     reply to comment
Szabtom Jul 16 2012 says:

Super awesomeness!

+2 votes     reply to comment
B8NDIT Jul 16 2012 says:

Don't remove the ability to purchase all upgrades for your weapons. It might seem overpowered but with some of the changes you are making it would help even out the odds a little bit when facing veteran enemies.

+4 votes     reply to comment
NeBuLa199 Jul 17 2012 says:

Can't wait for v2.0 O_O

+1 vote     reply to comment
CorporalHicks Jul 18 2012 replied:

Who can actually? :D

+2 votes     reply to comment
radroach86 Jul 19 2012 says:

Has saving while having companions been fixed yet? Am looking forward to hiring goons to go meat hunting.

+1 vote     reply to comment
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