Call of Pripyat takes you once again into the vicinity of the Chernobyl nuclear reactor that exploded in 1986. This so-called "Zone" is a highly contaminated area cordoned off by the military and now is combed through by the so-called stalkers, modern fortune hunters, in search of unique artifacts.

In the role of Agent Alexander Degtyarev, who is dressed up as stalker, you have to investigate the mysterious disappearance of five military helicopters and thereby stand one’s ground against the various stalker groups.

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Blog RSS Feed Report abuse Latest News: Development Status Report

About : MISERY with 62 comments by N.Aaroe on Mar 10th, 2013

DEVELOPMENT BACKGROUND SUM-UP


- - -
It is now a one year celebration since trojanuch contacted me asking if he could merge his quality work into MISERY 1.0. I gladly accepted and we starting interacting. His talent and dedication was hugely motivating and we threw a few more ideas into our plans and within a few months we announced that MISERY 1.2 was in the making.

This early 2012 announcement catched alot of possitive attention and our joined forces inspired us even more opening our eyes for content potential.

More modders joined our project.
- - -
Armory Mod and New Ordnance got announced soon after and we started cooperation with their founders _xXxTwistxXx_ and Simbalime to everything included in a conceptualized way in MISERY.

The team had now grown into a very dedicated handful of people and we all agreed that we were no longer forging a 1.2 version but something far more potent. We changed our project name to version 2.0 by then.

We were confident that we would be able to release such content merge in Q3 2012 and we stated this as our ETR.

- - -
Then the obstacles started showing and we had to rebuild our gamedata from scratch to ensure stability. New Ordnance and Armory Mod paused their stand-alone development while even more modders had found their way to the MISERY dev team.

Now, instead of being a handful of modders we had grown into an actual modding team with various skills, interests and focus areas.

The potential in New Ordnance and Armory Mod was too good to be discarded and the team felt confident that we would be able to have this content somewhat represented in MISERY. We stated our new ETR as Q4 2012.
- - -

Meanwhile the attention and public interest here on the MISERY main site had grown into an inspiring and hugely active community with daily tips, suggestions, ideas and demands for the upcoming version of MISERY.

The MISERY dev team now had a serious development forum going where every little detail got debated and expanded on. We had to choose whether to wrap up our current data status or keep expanding on it as we had done for almost six months now.

Well aware that many people would now potentially lose patience and respect for our ETRs we just had to make a new one: Q1 2013. At least the logic was very obvious to us with all the interesting data tweaks and mini features added along the way.

We agreed for this as our development announcement while respectfully sharing lots of info and feature insight with everyone here on this site.

We were also glad to see such community support and understanding about a development decision such as this.
- - -

This was also the time when Alundaio officially joined the MISERY dev team and the modding progression started a new phase where many new game aspects had a very interesting retouch.
Needless to say that this changed our perspectives quite a bit.

We began 2013 with an extremely active modding team and progression and started our weekly updates to reveal the retouches on the go. There seems to be a municipal and continuously take on our frequent updates that their added value speaks for itself and justifies the prolonging of release.

Community feedback and responds to this development phase continued in a very supportive and positive way.
Our plan of convincing everyone that good things come to those who wait
had succeeded.
- - -

To this day the MISERY 2.0 development has never had a standstill, an actual pause or any overall hiatus.
We've been dedicated and made progression on a daily basis with one tweak conjuring the inspiration for another.

Well aware that we have to wrap things up at some point and actually release the damn thing while we still have a supportive community base we've had this constant 'finishing phase' hanging above our heads for several months now.

We could continue this open mind towards ideas and inspiration but we've really made an effort to tone things down these last couple of months.

But to this date we haven't had a gamedata as stable and seemingly finished as we do now.
- - -

We feel greatly honored with the modding talent that offers itself and participation in our process.
Who knew that this mod would grow into the devoted and powerful team that it is today! (See full list below).

New Ordnance is now fully implemented and we are overjoyed that the huge amount of assets actually are allowed in terms of memory consumption for this game.

With extremely dedicated beta testing we've been able to crush most bugs while keeping a focus on sorting out the gamebreaking CTD's that also were present.

Keep in mind that some features require months of proper implementation and following ingame testing so we can't decide from one day to another that 'enough is enough'. It is not like a feature is being added per day and a simple choosing between 'a bigger mod tomorrow' or a 'release today'.

And also it is worth mentioning that many modded aspects require a new game. So we cannot release the mod and simply update it two months after without breaking your playthrough.
And releasing a mod that breaks your game upon reaching the Pripyat level would be quite embarrasing to be honest. Things take time but things have never looked as good and promising as they do now!
- - -

I think we all can agree that progression reveal of this modding project has never been as interesting as it is now.
With Damjan on the team we have huge support on feature promos and also good things stirring in the whole sound department.

In fact we have every type of skill represented in our current team and it is all a matter of settling with our ambitions at some point to be able to share what we did with all of you instead of this constant teasing and promotion to signal that we are alive and well.
- - -
For stability reasons we have had a long period with Armory Mod assets disabled while testing other aspects of the mod.
We are now ready to re-activate AM and see how things go in terms of stability, bugs and memory consumption.

If it turns out that we are putting too much stress on the average pc we will simply scale down our content representation. This is a trivial and simple matter that shouldn't take long.
So far our two biggest sub mods, in terms of RAM consuming assets, New Ordnance and Armory Mod, have not been active ingame at the same time.

This is not something to worry about and in fact we are able to retain full control all along the way in our testing labs.
- - -

"Why don't you just set your release to Q4 2013 to actually be able to keep your promises instead of constantly changing the damn ETR?"
- Please note that an ETR is an estimate and not a release date. We are a team doing this in our spare time and real life obligations MUST come first.
Instead of answering every interest with a simple 'when it's done' we just feel like being open and honest towards you all.
And with new types of gamebreaking crashes in testing phases you cannot calculate anything for certain as some issues may cause a progression standstill for days or even weeks to be solved.
- - -

IN SHORT

So, without further do, I'll be finishing off this development background story with the most up-to-date news on our current status:

We will not be able to make it to a March release

We have settled for current features (although this hurts our devoted modding hearts a bit).

Some already implemented features are yet to be revealed.

Weekly polls will continue to roll as responds are so supportive.

We have our minds set to finish off our development.

Our new ETR is Q2 2013 and we have never felt as confident about our ETR as we do now.

We have to ignore feature suggestions and ideas that cannot be executed in a day or two.

As promised we will announce actual release date AT LEAST 1 week in advance.

We thank each and everyone for patience, support and understanding.

THE MISERY DEV TEAM

Thanks for all the encouragement and feedback that we get.
This is the reason why we put such an effort into the public display and promoting of our mod project.
In case you are interested the currently active MISERY development team is:

See Q12 in the FAQ for more credits.

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Winter of Death (English) Part 3
S.T.A.L.K.E.R.: Call of Pripyat

Winter of Death (English) Part 3

May 1, 2013 Winter of Death Ultimatum (English) Full Version 0 comments

Here's Part 3 for Winter of Death (English) ---> All five parts are needed to use the mod !

Winter of Death (English) Part 5
S.T.A.L.K.E.R.: Call of Pripyat

Winter of Death (English) Part 5

May 1, 2013 Winter of Death Ultimatum (English) Full Version 0 comments

Here's the description to Winter of Death (English). This is also the last final part of the mod. Enjoy ! ;) ***You need all five parts to use the mod...

Winter of Death (English) Part 2
S.T.A.L.K.E.R.: Call of Pripyat

Winter of Death (English) Part 2

May 1, 2013 Winter of Death Ultimatum (English) Full Version 0 comments

Here's the Part 2 description of Winter of Death (English)

Winter of Death (English) Part 4
S.T.A.L.K.E.R.: Call of Pripyat

Winter of Death (English) Part 4

May 1, 2013 Winter of Death Ultimatum (English) Full Version 0 comments

Here's the desription for part 4 :) swag king LoL biatchees

Winter of Death (English) Part 1
S.T.A.L.K.E.R.: Call of Pripyat

Winter of Death (English) Part 1

May 1, 2013 Winter of Death Ultimatum (English) Full Version 1 comment

Due to problems, the mod can't be uploaded here. So I uploaded the five parts at Strategy Informer. The link to Part 1 is in the ReadMe which is in the...

Winter of Death English translation
S.T.A.L.K.E.R.: Call of Pripyat

Winter of Death English translation

Apr 30, 2013 Russian mod translations Full Version 2 comments

This translation is for the 2011 release of Winter of Death: Ultimatum. Read the read me for updated version info. Mod links in screenshots above. Artwork...

Post comment Comments  (100 - 110 of 117)
Batushka
Batushka Jun 11 2010, 9:20am says:

I read that at one point you had to side with Duty or Freedom. I never had to side with either and they stayed green towards me the whole game. My point is not a one of the event altering choices gave any indication that it was so important. There were missions/events such as with Crow or whatever the guy's name was you do a few missions for at the freighter. At one point he accuses you of having a weapon stolen from him that you bought from Nimble. In the response dialog I threatened to shoot Crow with it and that was that. Only much later when I engaged Nimble in a conversation to buy a protective suit did I see a dialog choice relating to the stolen weapon. Selecting it set off a whole chain of events from a shoot-out to having my stuff stolen from Yanov Station later in the game. This happened more than once. The PDA gives no hint or clue something needs to or can be done. The game can be played through and a whole bunch of stuff missed without ever knowing it! I hope any mod would at least put the font for the choices affecting the storyline in a different color. Adding some kind of clue on the PDA when things aren't fully played out or still open would be nice. With Pripyat the way missions kept coming up one after seemed as if they were urgent and needed immediate attention. I wasn't sure if I was working against a clock so it kept me from exploring as much as I wanted to. The game ended much too quickly. Fortunately the STALKER series conditioned me to frequent saves I finished the game by leaving with the military and then reloaded and stayed discovering that sent me into free play.

0 votes     reply to comment
Batushka
Batushka Jun 11 2010, 9:17am says:

When I went into the secret lab in Pripyat by chance I found the main document to complete the mission almost immediately. I learned later there were 6 documents there in al. The other 5 had some use but only the one was the key to completing the mission. I went back later and found I missed a lot besides the documents! Another mission gets a red access card to get into a store room in the lab. It has some goodies, but is not mission essential. I missed that mission and never got the card. I think it's possible to missions out of sequence and other missions never come up as a result. Early on I was supposed to talk to this hermit for information on how to get to a plateau. While exploring the area I hit some sort of anomaly purely by chance, wound up on the plateau and the talk to the hermit mission disappeared. It didn't show up as active, completed, or failed. It was just gone! My main Pripyat gripes- lots of buildings but very few were actually accessible. The ones you could get in had limited places you could explore. The other gripe was bodies started disappearing almost immediately. I would encounter a dozen mixed Mercs and Monolith troops and had a hell of an enjoyable fire fight. When I would go looking for bodies to loot I would be lucky to find two or three. Even the exit is a massive firefight from one end of Pripyat to the other. After the choppers leave, not a body can be found. I still playing in free-play mode. I've seen everything there is to see, explored all there is to explore. The only fun is the far too infrequent massive firefights against Mercs and Monolith or between Bandits, Stalkers, Freedom, and Duty.

0 votes     reply to comment
MacBradley
MacBradley Apr 28 2010, 1:13am says:

Since this is the STALKER:CoP moddb, I thought it would be a good place to let people know about my STALKER:CoP mod, RCOM. It is primarily a ballistics/realism/AI/damage modeling/ect mod, but as that has started to come together other features/content are being added. Feedback is always encouraged! :)

Moddb.com

Regards,
MacBradley

+1 vote     reply to comment
Amez
Amez Apr 25 2010, 11:44pm says:

Someone needs to update the icon for this game, since it's not the original icon for it.

+2 votes     reply to comment
CaptainLagfail
CaptainLagfail Mar 28 2010, 10:07pm says:

This is an amazingly good game, but...

I just hate how linear the storyline is. You get to choose bandit/stalker at the start, but duty and freedom give you f*ck all. And even with 3 huge areas, the game is over incredibly quickly. Pripyat itself is barren and utterly boring. I spent 3 hours camped on the roof of the X lab building with my Dragunov and saw two groups of 3 people. A group of psi dogs then spawned right behind me, on the roof (which is full of electrical anomalies) and tore me to pieces.

The sad fact is that that this game never provides common ground. You're either on a rooftop with a clear view of the enemy and out of the AI's visual range, or you're caught by a sudden crushing onset of snorks that spawn right next to you, often spawning visually on screen.
Bloodsuckers are harder to hit, but nowhere near as scary as they were before. Once you realize the crosshair still changes red when it passes over them, the fear goes out the window.
Once you finish the first mercenary mission (Kill mercs, grab PDAs and laptop), the game is no longer a challenge, and the scenarios are barely fun.
Where's the replay value in these huge areas? Groups of enemies do respawn, but only in some places.

Since that brilliant shootout at the hospital, I haven't gone back. Why? No enemies or neutral stalkers use it. At all. In over 20 runs past it I've seen one chimera and no people. Pointless.

Yes, it's bigger. Yes, it's more stable. Yes, in many ways it can be called better. But it can no longer be called S.T.A.L.K.E.R. in my book.

At the very least they should add a few more missions after Strelok arrives.

+5 votes     reply to comment
Genghis91
Genghis91 Mar 25 2010, 12:50pm says:

Fantastic game but the first thing i did when i begun was to download the real life gun names, i can't stand or ignore all that kora and black kite nonsense ruining the atmosphere.

+1 vote     reply to comment
T-braze
T-braze Mar 18 2010, 7:33pm says:

Yes, i fully agree with previous comments - CoP is the best Stalker game. Im waiting for Stalker 2, it'll be released after ~2 years...

+1 vote     reply to comment
René_Descartes
René_Descartes Mar 18 2010, 6:21pm says:

don't say anything Fanboys.
CALL OF PRIPYAT RULEEEEZ!!!!

+1 vote     reply to comment
Sutoka
Sutoka Mar 18 2010, 2:15pm says:

Best Game ever!

+2 votes     reply to comment
Only-Dave
Only-Dave Mar 17 2010, 10:51pm says:

i never played stalk until i bought this game, and u know what i love this game. stalker:call of priyat is brilliant

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat
Platform
Windows
Developer & Publisher
GSC Game World
Engine
X-Ray Engine
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Cop.stalker-game.com
Release Date
Released Feb 4, 2010
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Highest Rated (8 agree) 10/10

Awesome final installment with the potential for modding greatness.

The downsides, It is too short and when you do jobs in certain places you end up with an empty area afterwards. But Modding is the answer and mods like MSO solve that particular problem.

May 31 2012, 3:57pm by david.m.e

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Sequels
S.T.A.L.K.E.R.: Call of Pripyat, Released Feb 4, 2010
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S.T.A.L.K.E.R.: Clear Sky, Released Aug 21, 2008
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S.T.A.L.K.E.R. Shadow of Chernobyl, Released Mar 19, 2007
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S.T.A.L.K.E.R. Build 1935, Released Oct 17, 2004
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