Image RSS Feed Latest Screens
Graveyard - Draft version Graveyard - Draft version Graveyard - Draft version
Blog RSS Feed Post news Report abuse Latest News: A tour of Trucks Cemetery

32 comments by Alundaio on Aug 25th, 2015

Viva la Call of Chernobyl

Hello, everyone! I know, it's rare to see news! But that only means we are busy (and lazy). I thought I would give a quick news update as we near the inevitable release and so that you don't go bored out of your mind checking back here. The mod is in an overall good state. Ironing out final kinks with the task system, minor issues and even implemented a few tiny new features:

  • There is now a randomizer button in the main faction selection menu. This randomizes the player's name, faction and loadout:
  • I developed a new tool, called xrTradeEditor. It's a lua script and you can find it in the mod section of this forum. It was made for CoC but it will work with any CoP mod if the ini is configured properly. But it allowed me to quickly redo and adjust and balance the economy by altering the price conditions of all traders. Trade exploits no longer exist because the script found and appended all the missing item sections and It's a bit harder to gain money by selling junk.
  • Helicopters have been nerfed and there is now a game option to disable the helicopter engine sounds. They now have less accuracy, take more damage from normal fire_wound type damage and no longer engage enemies more then 300m. This should make them more enjoyable to engage and allow them to continue to serve their purpose which is strengthening the military and monolith factions. Helicopters are intended to create risk and suspense in some locations to force the player to make a conscious decision to either engage, avoid these areas or approach during nightfall/heavy weather.
  • The custom created level by our beloved Borovos, Trucks Cemetery, has been fully implemented with A-Life. It awaits some final tweaks and polish! See the preview, below:

  • Oh! I almost forgot. Open X-Ray engine has a new feature implemented by CoC project member AxelDominator. This feature allows you to set any consumable to use item condition. It is now possible to create consumables with infinite uses, multi-usages or equipment like weapons to not have a condition bar at all. A good example usage is pill items that allow more then a single use:

    use condition

  • While in trade menu with a stalker, you are able to right-click on an item and select "donate" to trade an item at no cost to the stalker. This can be useful to get rid of unwanted gear or to give companions equipment:


  • Through an optional engine feature by setting slot_persistent = false in system.ltx for a slot, You can now enable a new feature. With this feature you can equip different knives, binoculars or grenades via the context menu! Equipped item will be highlighted in your inventory. No new slots have been added. This means you can easily switch grenade types, too.

Don't worry, these new changes/features barely took any time to develop and is not holding back progress towards release since I have much more free time then Bangalore who does most of the Level Editor work and manages the final full build and installer.

Questions and Answers

Q: Will you be releasing the SDK assets?

A: Yes, this is planned. This will even include Borovos's Truck Cemetery level.

Q: Will you continue to develop and support the mod after release?

A: Bugfixes, definitely. New addons and features? Not so sure yet. Some of us want to either break or retire from Stalker modding. Support, advice and expertise on Open X-Ray and the Call of Chernobyl mod will still be provided on the official forums at regardless if we decide to stop or not. There is a slight possibility we may put together a new team, like MDT did post Misery 2.0 development, that would continue to work on the mod in our stead (If enough people are interested).

Q: If the mod leaked why not release it now or go to an open beta?

A: My opinion is that open betas are very disorganized. We do have a very good dedicated testing team that follows a specific guideline, knows how to fill out issues and reports and knows exactly what is expected of them in these reports. Having dozens and dozens of misplaced reports on several community forums or false reports due to mod merges will only make developing the mod more chaotic. Our development team is very small, too small to manage such a task.

Media RSS Feed Latest Video
Post comment Comments  (0 - 10 of 967)
Manny1998 19hours 24mins ago says:

Two questions :
1 there will be new artifacts/anomalies ?
2 Why some locations from the build aren't in the mod ?

0 votes     reply to comment
[TZP]LoNer1 21hours 23mins ago says:

What's left to do guys?

I'm asking because I've been wanting to try something out and I want the official release. Not asking for a release date, just a rough % of the work left to be done.

+1 vote     reply to comment
Guest Aug 27 2015 says:

Do you have guides in your mod, considering the big number of maps, some of them quite large?
Do you have boring fetch quests where you need to travel 10 maps and come back for the reward?
Do you have good rewards for the new quests?
Do you have dynamic events like in OL 2.2, where various npc's and mutants will randomly spawn in different areas, including in faction bases?
Does your blowout spawn artifacts, anomalies, and mutants to make things more dynamic?
Do you have dynamic anomalies to increase replayability of the levels?
Do you have features such as artifact activation/artifact transmutation?
Do you have controller zombifies the stalkers feature?
Do you have stash looting feature?
Do you have sleeping bag feature, including dreams when you sleep?
Can you loot mutants in this mod?
Do you have bosses/exceptionally tough npcs or mutants?

+4 votes     reply to comment
Alundaio Creator
Alundaio Aug 27 2015 replied:

1. No guides.
2. No. Task location is limited to current level or connecting levels. Only bounty hunting tasks have no restriction on location. The majority of the time you will only have to go as far as the next level.
3. I've increased rewards for most tasks
4. Not sure what you mean by dynamic events. I don't see a reason to randomly spawn a-life in areas when a-life already takes care of that by handing out random smart terrain targets. CoP is a lot different in this regard compared to SoC/CS static gulag spawns.
5. Blowouts may trigger artifact respawns and anomaly do slightly change position; this is something in vanilla cop. There are no randomized anomaly placements. With A-life in place I see no reason to randomly spawn mutants.
6. There is no artifact activation. It was actually planned to be added a year ago but it wasn't working correctly.
7. No, controllers do not zombify stalkers.
8. Yes, there is a procedurally created stash system.
9. Yes, there are sleeping bags, but no dream sequences as that does not make sense when you are not Strelok, like it did in SoC mods.
10. Yes, you can loot mutants.
11. No, there are no bosses but we did want to fill labs and underground areas with rare mutants. We never got around to doing it.

+5 votes   reply to comment
BarackOshizzle Aug 27 2015 says:

This mod is basically playing the game through a regular stalker's perspective... And I like it!

+4 votes     reply to comment
Shamari Aug 27 2015 says:

This looks like an incredible mod, and I want to ask what are the factions' alignments? For example are the Mercs hated by everyone or some faction neutral to them?

+2 votes     reply to comment
Krym Aug 27 2015 replied:

I'm pretty sure that Mercs are only neutral towards loners, everyone else hates them. I think it will be like it has been in stalker, where duty and freedom are against each other, military shoots anyone, etc.

+1 vote     reply to comment
R0ADKILL Aug 27 2015 says:

Is mercenary faction joinable ?

+1 vote     reply to comment
2C.LiryC Creator
2C.LiryC Aug 27 2015 replied:

Of course, as for any of the factions in the mod :

- Loner
- Duty
- Freedom
- Clear Sky
- Ecolog
- Bandit
- Mercenary
- Military
- Monolith

+4 votes   reply to comment
R0ADKILL Aug 27 2015 replied:

Hehe great thanx, so I guess mercs will be neutral with most factions?

+1 vote     reply to comment
LtRidge 10hours 21mins ago replied:

Of what info i gathered from the forum index. Mercs are pretty much antagonist faction in the zone. With only Bandits as ''Neutral''

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

S.T.A.L.K.E.R.: Call of Pripyat Icon
Send Message
Release Date
Mod Watch
Track this mod
First Person Shooter
Single Player
Embed Buttons

Promote S.T.A.L.K.E.R.: Call of Chernobyl on your homepage or blog by selecting a button and using the embed code provided (more).

S.T.A.L.K.E.R.: Call of Chernobyl
S.T.A.L.K.E.R.: Call of Chernobyl
Last Update
21 hours ago
900 members