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Finally, a list of the features, changes, and additions that will be stuffed into RCOM like a Thanksgiving turkey! This list is a general overview of features. An ultra-detailed feature list will be available nearer to release, for those who wish to go over the mod content with a fine tooth comb before it is released.

Posted by MacBradley on Apr 27th, 2011
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RCOM Final Features

Note that this list addresses features for the Final RCOM release.  The RCOM Final content is quite expanded from than the BETA v.1.0.6 from last year, which is still available for download.  More information on the Beta v.1.0.6's features are available in its Readme file included with the download.


RCOM Zone Expansions

11 new levels ported from "S.T.A.L.K.E.R. Clear Sky" are added in addition to the Call of Pripyat levels

-  Marshes
-  Cordon
-  Dark Valley
-  Garbage
-  Agroprom
-  Agroprom Underground
-  Military Warehouses
-  Red Forest
-  Limansk
-  Hospital
-  The Chernobyl Nuclear Power Plant

RCOM Factions

-  3 additional factions are introduced in RCOM.  Each has their own mission, story, and gameplay      purpose in RCOM.

-  NATO Faction.  4 different countries best have been sent into the zone.  Not much is known about them, except they are extremely dangerous and its best for STALKER's to stay as far away from them as possible.

-  Neo Faction.  This group of Neo-Nazis have used the zone as an asylum to slowly expand from a small handful of Fascist advocates, to a formidable and strong-willed faction.  Larger factions aren't too worried about them, but Loners and small groups of STALKER's are opting to sleep with their other eye open as well.

-  Renegade Faction.  These zone wanderers were introduced briefly in Clear Sky, although for RCOM they have been completely reworked.  They now don't look identical to bandits, and they also make Bandits seem like the Zone's peace core in comparison.  They are completely devoid or morals, ethics, or any sort of Stalker code.  A Stalker is better off to put a bullet in his own head if he outnumbered by Renegades, if only to avoid what they'll do to a live victim.

RCOM Combat

-  Guns are much more accurate, and have a plethora a data taken from their real life counterparts.  Overall, the idea has been to make the combat in RCOM as realistic as possible, without breaking gameplay or making the game tedious.

-  Long range combat is now a very viable option.  Staying hidden and avoiding difficult environmental disadvantages is key to survival.

-  Guns don't zoom in as far, and the Field of View of everything is pulled back to the distance it was in Clear Sky.  Guns zoom has to do with their type.  pistols and shotguns barely zoom, SMG's a bit, Carbines a bit more, Rifles a bit more, and Scoped weapons the furthest.

-  Realistic weapon physics impulses; people don't flying super far when shot

-  Stalkers will now die in as little as one well placed shot with the appropriate gun, ammo type, and armor type.  That works two ways though, so don't get too brave.  All armors and damages benefit NPCs just as much as they do the player.

RCOM Additional Guns

-  There will be several new firearms included in RCOM.
-  Specific NPCS will also posses unique weapons that no other Stalker in the zone has.  Those who like to collect every weapon in the game may be faced with hard decisions, though, when it comes time to do what is required to get every last weapon.

RCOM Upgrades


RCOM AI


RCOM Survival


RCOM Dynamic Hud System


RCOM Inventory FX


RCOM Dynamic NPC Loadouts


RCOM Gear


RCOM Sounds


RCOM Quests


RCOM Economy


RCOM Stashes


RCOM Alife

Post comment Comments
MacBradley
MacBradley Apr 27 2011, 3:50am says:

I did not mean to upload this yet, as I'm still writing it. Oops!

+5 votes     reply to comment
OmeG
OmeG Apr 28 2011, 12:42am says:

XD all good, this was just a teaser ;)

+4 votes     reply to comment
N.Aaroe
N.Aaroe Apr 28 2011, 12:47am says:

Again, I must compliment you on your dedication.
The list is very interesting and I for one am looking much forward to the final release of your work.

+3 votes     reply to comment
Zombiestubble
Zombiestubble Jul 12 2012, 1:10pm replied:

Merging capabilities with MISERY.

Figure them out.

+1 vote     reply to comment
JStash
JStash Apr 28 2011, 1:09am says:

Looks great Mac, Can't wait.

+2 votes     reply to comment
Bolognius_Maximus
Bolognius_Maximus Apr 28 2011, 3:12am says:

Awesomeness!

+2 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Apr 28 2011, 3:31am says:

Really nice, looks good on the outside, and gameplay wise it looks fantastic too ^^

+2 votes     reply to comment
CaptainLagfail
CaptainLagfail Apr 29 2011, 1:49pm says:

This has gone from a simple weapons rebalance to a serious contender for best STALKER mod of all time. Glad I've been watching from the start xD

You ever fix the broken mission (bloodsucker nest) in 1.06?

+2 votes     reply to comment
MacBradley
MacBradley May 6 2011, 10:20pm replied:

Glad people like you have given good feedback and ideas since the start. ;)

No, the bloodsucker quest isn't fixed in 1.06. Next release it will be fixed, as a fix has been found by a modder named Aludaio.

+1 vote     reply to comment
Lito.LV
Lito.LV May 4 2011, 5:52am says:

Ok, ok...

It sounds awesome, gotta follow this too...

+2 votes     reply to comment
Protos.Angelus
Protos.Angelus Aug 29 2011, 2:16pm says:

It says that additional guns are added... approximately how many? Furthermore, gear includes new misc - Armor things?

+2 votes     reply to comment
MacBradley
MacBradley Nov 10 2011, 4:18pm replied:

This will be updated with more details. Just got back to working on some stuff. :) The gun count will be similar to that of what is going into 'Faction Fronts' for 'STALKER: Clear Sky' since its largely the same team working on both.

+1 vote     reply to comment
Lurkingbunny
Lurkingbunny Sep 10 2012, 9:06pm says:

Im glad there are more factions out to get you. cop and clear sky didnt have nearly enough people to shoot.

+2 votes     reply to comment
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