I do writing, mission design, level design, modding and general busy-work for Wormwood as well as some art and modelling.
Obviously, any feedback, suggestions, or picking up on my grammar/tone/spelling mistakes is much appreciated!
Tunnels under Jupiter plant are definitely something we've got planned, but we're focusing on existing geometry first.
Congratulations on your official release!
We don't know when we'll be releasing the mod yet, but we'll be sure to let you know when we do.
They're on our to-do list, especially for Freedom and Mercs.
That is a very pretty gun.
My information might well be of use to you, Stalker.
There are over 100 rooms in this apartment block alone, and 7 or so of this type dotted across Pripyat. Much as we'd love to model every room, realistically the engine wouldn't be able to handle it. We'll be picking and choosing rooms as best we can to give every level loads of new content without crashing X-Ray every time you load the level.
TLDR: Every building, yes. Every room, no.
Wormwood uses Open XRay, which lets you change FoV easily from the console.
We've already given the Skadovsk the same treatment - you can see the main entrance barricades here Moddb.com ; and there are also a few shacks on the deck for the patrolling guards.
We really liked the CS Loner base, and it was a big inspiration for how we've laid out Yanov and the Freedom base at the Sawmill in Zaton.
Nope, in Wormwood you're still Agent Degtyarev, investigating the failure of Operation Fairway. You're also doing a lot of new stuff not in the vanilla game, too.
You can work with or against some of the merc units dotted across the Zone, but they don't generally recruit members on the spot.
Don't worry, there'll be plenty of content for CS fans (although not as much as for Duty and Freedom).
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.