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Well I'd love to test out the armor attachments I suggested. I pretty much have most of the week free and open so I can play/test the 2.0 beta most of the time. Your call though since I guess you already have enough people for it already.
Course I suppose we're all going to wait a little longer than expected for the new version ?
"Controllers may try and stop your mind with their powers, however they cannot stop a RPG to their face"
Tormented animals ... I hardly think something that will tear you apart the first moment it sees you is something that is suffering.
"If it's hostile, you KILL IT"
I'm not sure if anyone asked already but will mutant body parts be available in the next update ? I've found it's extremely difficult to obtain cash if you've been unlucky to find any intact gear to sell, or artifacts of reasonable trade, I figure since it's a good low-income source if you don't have any real money and would make it more interesting to hunt down mutants and not just waste ammo or avoid them.
Least then you have more of a challenge to try and kill the more dangerous mutants like Chimeras when you get that mutant hunter achievement (Which causes more of them to appear in all 3 maps)
I think the Recon needs to specialize in SMG's (and even some specific silenced weapons) since it's the only other weapons aside of explosives that are not utilized by the other 2 classes, mostly because he has the least appealing skills, as I've used Sniper and Assault and found their suits can stay pretty intact after a few fights and still manage to get repaired at a low cost.
Speaking of rifles, that stash under the small bridge near the train that hides the basic tools at Yanov that holds a semi-auto rifle is a bit bugged, as the rifle can be picked up, but the ammo is out of reach. I think it may be the FOV adjustment may be responsible.
No problem. Also check and see if the Beril5 Armor's Artifact Upgrade is fixed on your mod. Seems that most mod's aside of Swartz's don't fix it.
As for the kevlar plates (artifacts), they should come in three types in regards to how far you are into the game and what trader sells them for, possibly a rare 4th type (unique titanium kevlar alloy or something ?) that offers the best protection and also the lightest cost of carry weight.
As for the 1st and weakest plate, probably you can find them sometimes on zombie stalkers, Which could explain why they can be so resistant to shots other than the head.
From what I've found out, aside of Zombie Stalkers, there is another Zombie enemy type in the COP game files. It can be added in with modifications, have you considered using them for the next update ?
Hey N.Aaroe I was thinking.
Since most suits come with artifact slots, is it possible to produce some custom artifacts that could act like "optional" suit addons ? For example, additional kevlar plates which could reduce bullet damage slightly at the cost of carry weight when added into the slot. Figured since artifacts mostly protect against environmental hazards, "Suit Part Artifacts" could contribute to protection in combat.
Will there be more helmets and gasmasks in v1.3 ?
I found it relatively easy to acquire huge amounts of cash from selling weapons and other looted items even on the Master Difficulty, will this later be fixed ?
It's somewhat of a bug, the green indicator seems to not to flash when you have minor radiation sickness, just use one anti-rad drug wait for 20 seconds and you should be able to sleep.
Well Swartz, aside of Misery. Seems like the only suitable mod to play atm, since Redux v2 is still in progress along with others. I mean it's got a 9.6 vote, so you know you've made something right in this.
Though if not further new development, maybe just adapt existing available content ? Such as those hud visuals when you wear a helmet (Perhaps add in that G-5 Gasmask?). There hasn't been a mod compilation yet, so always options I guess.
Will you add in a hunting mission for Zanton ? I figure it could be a lighter version to the Yanov hunting missions, basically eliminating blind dog groups, pigs & boars. But putting them in areas you normally don't get to explore around Zanton cause there's either nothing of real interest.
Trying the 1.05 version out, seems alright. My only thoughts were the removed option to mod armor & weapons via the traders, as it was part of the core of Stalker that made it a fun secondary activity to gather cash to improve a weapon, or upgrade the suit to better survive outside and not just repair it either.
Also means you have to purchase better more expensive suits to protect yourself, which is difficult if you cannot manage the cash, specially later on.
If Redux v2 is still going to be a while, I wouldn't mind testing out a script that allows mods for Redux v1's Weapons and Armor.
I had two questions,
can I update a mod that uses a older version (2.1) of Atmosfear with no problem ?
And are you planning on adding more weather effects, such as maybe hurricane style wind force and rain ?
I just installed this, soon as I see the main menu, the background is somewhat glitched or displaced, when I started the game, I went to the inventory menu and items are not being displayed. Anyone else getting this too ? And is there a solution ?
Je viens d'installer ce, dès que je vois le menu principal, le fond est un peu glitched ou déplacés, quand j'ai commencé le jeu, je suis allé dans le menu d'inventaire et des articles ne sont pas affichées. Quelqu'un d'autre se présente aussi? Et y at-il une solution?
N.Aaroe You should really hide this in it's own unique stash spot. As I found this by surprise and accident while hunting down usual hidden weapon stash spots on the map. That and the other weapons like that Ump45.
Or at least, maybe randomize it along with the other weapon stashes in the game. As it spoils the experience if you can just get quick easy cash or a good high-quality weapon without having to go through the entire search or usual game play to make enough money to afford it.
Is there any changelog released yet ? I'm curious to check out the new specs and changes made to this since v1.4, at least to pass the time till this is finished.
Just cause the Railguns looked too much like lasers (Which is Nod's usual weaponry), no high explosive damage or effect like the default.
Will this new APC be able to have two infantry slots instead of just 1 ? I mean compared to the original APC, the new variant is nearly twice as large. But then again if it's getting a new gun overhaul then I don't mind.
I never saw the Extra Armor upgrade available. Or is that for the new 1.5 ? Aside of the Juggernaut, maybe MRLS could also use a bombardment feature to shower a target area with rockets ?
Nvm, turns out I just had to delete the replacement music files under gamedata/sounds/music/combat.
Will the Berill-5M Armor be fixed next patch ? I had to manually tweak the file last time on I work Alone. Novikov at the science base was ment to be able to add the final artifact slot, but it still doesn't work.
Will there be more weapon mods for the future patches ? I wouldn't mind a small attachable scope on the Ruger GP-100. As I chose the sniper class for the first game I started, and found it's range was somewhat decent from close to medium distances. (perfect for those annoying zombies too)
Keep up the awesome work buddy.
Is there a way to re-enable the combat music theme ? I kinda prefer it to the dull silence when in combat. But aside of that, awesome so far, worth the wait.
Reinstalled and It's working now, yay.
Just downloaded and installed it today ... XRay crashed as it started up ... sigh.
I've been playing this for a little while, but I don't know what AGI (which I'm guessing is Agility) plays into effect when in combat.
Been playing this so far, it's pretty darn good buddy. Though, would be nice to be able to search for items rather than placing them on obvious tables and in crates, since the lockers and other props in rooms seems tempting enough to use the action key on them.