I do writing, mission design, level design, modding and general busy-work for Wormwood as well as some art and modelling.
No ETA yet, but thanks for the kind words!
IIRC in vanilla NPCs just walk straight through anomalies without triggering them. It's a bit of an issue with dynamic anomalies, a bit of an immersion-breaker, but presumably fixable with the source code since it wasn't a problem in SoC.
That's a really interesting concept there. How do NPCs/Mutants interact with it?
The standard blue chest stashes in Yanov Station, the Laundromat, and the Skadovsk have been removed, but we've added more than enough new stashes to replace them (if you can find them!)
Upgrades in Redux were cut for balancing purposes, I'm afraid.
Sounds very exciting. The Vepr-3V - is that one of those AK variants with a hunting stock? Similar to the Saiga range of rifles?
Wormwood is going to release with three difficulty settings. So as difficult as you like.
I know the wounded chimera mission in Zaton didn't play nicely with increased night-time spawns, so we'll be doing our level best to iron out any problems of the sort in testing.
Of course, in any game with an element of randomness there's always going to be a slight risk of dynamic behaviour interfering with scripted behaviour, but we'll be working to minimise it.
We've got 3-4 ammo types for each caliber (at the moment), but using different numbers of stripes to denote "tiers" of rounds could work rather nicely, again in terms of making it intuitive which magazines contain better/more expensive rounds.
We're aiming for one slot per magazine, with the number field denoting the number of rounds in the magazine.
We will be using different icons for each magazine - obviously, these are for 30-round STANAG 4179 5.56mm magazines used by the L85 and LR300. We've got no current plans for a tabbed inventory, though: what you're looking at in the screenshot is just a mostly empty inventory.
That's the plan, though I may play around with the colours a bit as black tape isn't going to show up well on a black magazine.
Currently you can set it in the options to either drop magazines at your feet, or return them to the inventory.
One thing I'm looking at at the moment is coordinating the colour of the tape on magazines with the colour of the stripe (used in vanilla to indicate AP ammo). As ever, feedback is appreciated - would this be intuitive for new players of the mod?
Happily, since these are AN3 trees you should just be able to drop whichever version of the textures (Summer, Autumn, Dry, etc) over and end up with a Zone that looks how you like it.
I'll be going for autumn, personally.
I think it's more to do with the average computer GPU in 2007. Foliage is pretty taxing to render.
We're hoping to avoid the problem common to Redux and indeed Vanilla Call of Pripyat of mutants being a big repair cost by re-adding mutant parts to the game. This means you should come out of most battles with mutants making a profit, especially if you sell parts to the right people.
We haven't posted any ETA because the mod's not yet at a stage where we'd feel comfortable making predictions of the sort.
Stalker can be quite uncooperative when it comes to crashes. Sometimes the xray executable doesn't close when it should, and you have to manually terminate the process in the Process Manager.
Given that it changes just about everything, it certainly won't be easy to merge with any other large-scale mods.
It's Wormwood now, rather than Redux? You've seen the banner?
Wormwood will have 3 difficulty settings, the highest of which will be about equal to the difficulty of the original Redux. So don't worry too much about the game not being hard enough for you.
We don't currently plan to add any new weapons.
Glad to hear you've enjoyed Redux.
AI squadmates aren't currently planned - they'd take a lot of work to do properly, especially in terms of stopping them from running into the new dynamic anomalies all the time.
You will be able to remove magazines from enemy weapons, but magazine condition won't be tracked - that's a bit much, even for us.
Ammo balance is always a difficult question - I agree that in Redux, it was jarring finding only a few rounds on the body of an enemy who'd been spraying you with automatic fire. We're looking at different options in terms of ammo drops - we asked for community feedback on it a while back (http://www.moddb.com/mods/stalker-wormwood/images/community-feedback-ammo-scarcity#imagebox), but as you say, it's very hard to balance realism and gameplay in these things.
Water and energy drinks will rehydrate the player. Alcohol won't.
'fraid not, we're keeping the vanilla storyline. If you are interested in Freeplay, I do recommend you check out Call of Chernobyl.
Nope, we're not going for any class system. Agent Degtyarev is an intelligence officer with combat training, not a soldier or scout or sniper or any of that.
Yep, we know the internal mechanisms of the AN-94 are pretty distinct from the AK-74 and AKS-74U.
Really, this is one of those times when we're going for mechanics over realism - we want the player to be able to repair higher-tier weapons with lower-tier ones rather than, say, locking the player in into only being able to repair an AN-94 with other AN-94s.
Currently Wormwood is only using vanilla weapons (using your example, Wormwood doesn't have any underfolding AKs, or AKs chambered in 7.62x39m or 5.56x45mm (yet)), and I'm sure you'd agree that there's such limited commonality between them that making weapons only repairable with parts from very similar weapons would make actually repairing your gear with repair kits prohibitively difficult.
Note that some icons are programmer art; that potato, for instance, will be replaced with a render of a lovingly modelled high-poly spud just as soon as we can find the time.
Yes, that shouldn't really be there.
Thanks for the kind words - expended magazines will either go to the inventory or drop to the ground depending on which setting you pick in the options.