An aspiring game developer starting life as a humble modder, looking to build up a portfolio and break my way into the games industry.
Currently leading development of S.T.A.L.K.E.R: Wormwood.
Apologies mate! Thanks for the info :)
If you read the features page of the site, or the recent dev Q+A/FAQ you'll see our plans for levels :)
Thanks for the kind words!
That's a bug with AtmosFear, not Redux specifically. The weather always changes between reloads. Also, sneaking has never actually worked for me with or without Redux - stealth is most definitely not STALKER's strong point!
Haha I saw a video of a Russian mod that added weird worm mutants, it was pretty creepy. They were about the size of a Stalker as well.
I was out and about in the Zone waiting for one of the crashes to happen and stumbled upon this rather pretty scene at sunset!
After I took it a group of Stalkers zombified by the recent emission attacked Shevchenko, but the brave loners inside managed to fend them off. A-Life!
Could we get a link? That's great!
We're looking into new animations for things like this, no promises however :)
We're always interested in ideas and feedback! What would you say are some of the 'bad'?
We're looking into improved weapon models, textures and animations :)
I've had some help for a while now! Since a bit after Redux 2.0 was started, I've had a few brilliant people on the team working to make the mod the best it can be!
Running will hasten the rate at which you use air/filters slightly :)
Filters and air bottles will gradually, slowly degrade/run out over time. When you're in a hazardous area such as a chemical anomaly or a radiation hotspot, the degradation will of course be faster.
Pairing well with our new radiation system, Filters and Air Bottles add a new dimension to the Zone Economy.
Manage your supplies well, lest you be caught on a raid without adequate protection from the Zone’s unforgiving environment.
As you can see in this screenshot, filter/air duration is indicated by a new bar on your HUD, representing the amount of air, or filter condition, you have left.
We're trying to create missions for all kinds of players :)
This is currently implemented through Lua scripting, but we would like to integrate it within the engine, just like hunger.
Hiring a trader to repair your weapons is an expensive luxury, so why not take matters into your own hands?
Instead of dumping that gun that’s too low-quality to use, why not stash it somewhere and use it to repair your upgraded prize shooter later?
We’ve focused on creating original, well designed missions with high quality writing and dialogue.
The team has also really enjoyed bringing some old faces back for Wormwood (many of which you will have fond memories of), as well as creating new, memorable characters you can meet for the first time.
Thirst is an obvious additional survival mechanic, pairing very well with our changes to food/satiety, and our brand new cooking system!
Zaton is arguably closer to the NPP, and the Skadovsk is a great place to recruit new followers.
We hope these answers will satisfy some of the big questions you had about the mod! I just want to say another big thank you to everyone who participated in the development livestream last night - it was an excellent evening!
If you missed the stream, the idea for the sawmill is that Freedom attempted to establish a forward outpost in Zaton, to match Duty's. During construction, a controller attacked the base, wiping out the expeditionary force and zombifying them all.
You can help Freedom out by retaking the Sawmill, allowing Freedom to regain their foothold in the region, creating a hub for increased Freedom a-life in Zaton!
(also, you can always kill them all later and open the new base up to random a-life)
Remember folks, 8PM GMT tonight, I'll be livestreaming Wormwood development on Twitch! www.twitch.tv/BeaconDev
That's only 1 hour 30 minutes from now!
Twitch should save the video, I imagine. The option is set on.
I'm in the UK, so that's 8PM GMT.
Keep following Wormwood Week - we have plenty more features to announce!
Watch along, make comments, and suggest ideas as I work in the SDK’s level editor to revamp one of the most underused locations in Zaton - the Sawmill!
Learn the process of creating a new area from concept through to prop placement, AI-map work, logic scripting and smart-terrains, and gain a deeper understanding of the daily trials and tribulations the team go through to bring you a brand new, high quality experience.
Streaming will begin at 20:00 GMT on January 28th - Day Five of Wormwood Week!
Other members of the Wormwood team will also be hanging out in the chat, ready to discuss the mod and your ideas live!
So if you’re interested in learning more about the modding process, or just want to get an inside-look into a cutting edge part of the mod, join us on Twitch Twitch.tv live from 20:00 GMT on January 28th!
We feel cooking fits well as a feature into the game’s survival-oriented gameplay, and you can now subsist purely on hunted meat (although at risk of irradiation), if you so wish!
Thanks for the kind words man!
The economy is something we're really striving to make believable. You can check out our thoughts on ammunition scarcity a few images back in the media gallery.
We're planning three difficulty settings, to make sure the mod is accessible to all. We've spent a huge amount of time making new content, so we'd love as many people as possible to be able to experience it!