Post feature Report RSS Redux v1.0 Planned Features

The features I plan to be included with version 1.0 of CoP: Redux.

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Currently Planned Features for v 1.0

- 'AtmosFear' is integrated, greatly improving the Zone's weather effects, graphics and lighting, as well as including a new and improved blowout effect.

- 'CoP Variation' integrated, adding the following new skins;
- 16 Bandits
- 10 Duty
- 9 Freedom
- 5 Mercs
- 5 Monolith
- 37 Loners
- 98 Zombies

- 'Green Zone' integrated, removing most of the brown and dark vegetation from the Zone and replacing it with the much more realistic green variety.

- The flashlight has been made more powerful and the beam slightly thinner to improve atmosphere and compensate for the much darker nights in AtmosFear.

- Carrying Weight has been adjusted. You can now carry up to 40kg before you will be unable to sprint, and 55kg before you will be too heavy to move. This includes body armour as well as weapons and supplies.

- Dragging bodies and objects has been re-enabled, now you can create those piles of corpses you loved oh so much in the first two games. Ctrl-F to drag.

- HUD changed greatly, sound and visual indicators removed, you can no longer tell how many STALKERs are nearby, and both living and dead STALKERs have been removed from the minimap. Quick-Use icons have also been removed.

- Weapons have been re-balanced and made more realistic, and their descriptions and names have also been changed.

- Completely revamped the economy, money is a lot more valuable now, you'll need to play it to get an idea of how much has changed.

- Added a number of new, upgraded firearms.

- Removed zoom from regular iron-sights.

- Mutants have been adjusted and re-balanced. Damage taken in various body parts is now more realistic - shooting a leg will do much less damage than before, but headshot damage etc is higher. Overall health is also modified.

- The artifact system has been overhauled. As well as adding all new artifacts, the old ones have been revamped with new descriptions and effects. Please look at the 'Artifact Overhaul' article in the articles section for much more information.

- STALKERs now have varying chances to drop artifacts. The chance is exceedingly small, but it's possible. The probabilities also vary between factions.

- Added dozens of brand new random phrases to STALKERs.

- Corrected translations and made a lot of text segments sound better/make more sense.

- Improved descriptions of artifacts, food, drink, medicinal items and suits/masks. Also adjusted weights and effects of these items.

- Food no longer heals. Strength of food is also changed and is reflected in the descriptions.

- Adjusted food, drink and medical supplies to be more realistic. Also added entirely new food, drink and medical supplies.

- Added all new stashes and caches containing flavour and story items as well as supplies.

- Decreased the length that corpses (both human and mutant) stay around for, to simulate scavenger feeding.

- Removed the alarms and lockdowns when fighting occurs near safe-areas (Skadovsk etc). Also allowed guns into the safe areas.

- Removed blowout warnings broadcast magically across the Zone - make sure to keep an eye on the skies.

- Added new suits and masks.

- Removed tracers from all regular ammunition, there is now specific tracer ammunition.

- Altered and adjusted trader items and prices, as well as repair and upgrade costs.

- Altered relations between mutants to be more realistic.

Post comment Comments
DeltaForce95
DeltaForce95 - - 362 comments

hnot going to lie I hate people taking away my visual indicators.....I mean I thrive on it in the zone with most of the mutants out there...;.

Everything else looks good, hope you keep pace with the variation mod

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Legartius
Legartius - - 2 comments

Seems like you've got loads done... and it all seems to be exactly what I'm looking for! Keep it up :)
Any idea how long it'll be before you release? I'm going to be playing again soon, so I was wondering whether I should wait :)

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Beac Author
Beac - - 1,030 comments

I'm hoping to release Beta 0.8 this coming weekend, somewhere around the 28th of March (please don't hold me to that though :P)

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sgt.davis44
sgt.davis44 - - 667 comments

This sounds alot better than S.M.R.T.E.R mod! I just downloaded it and Im extremely dissapointed! Ive just had the thought of changing it to suit me but this is perfect :)

About removing STALKERs icons: Dont, its sometimes very vauable. Especially to see if they are leaders or normal stalkers, also to see if theyre enemies. Maybe remove zombies icons and only make enemy icons visible when you can see them.
About removing Emission Warnings: Its ok to do this but you should do something to let the player know other than weather change because sometimes emmissions occur in a thunderstorm and then the player doesnt realise the change, and by the time the "tunnel vision" thingy starts they might not have time to get to cover. Either make the "tunnel vision" start earlier or dont remove this.

Sorry for posting twice, it exeeded 2000 characters.

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Beac Author
Beac - - 1,030 comments

Regarding STALKER icons - this is a realism mod, and hence I will be removing them completely, sorry. (Though I may include an option to not do so, it depends.)

Regarding the blowout stuff, AtmosFear (which is integrated) includes a new blowout effect, and believe me, you'll know when it's happening, thunderstorm or not ;)

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sgt.davis44
sgt.davis44 - - 667 comments

Guess its ok but I thought Id mention it. But please dont remove the minimap. Maybe just a compass(electronic) with markers for missions and minimap. If you want to you could make an upgrade system for it and you can add a gps for instance or a thermal scanner. It is 2012=future-ish.

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Beac Author
Beac - - 1,030 comments

These things all require a huge amount of work, if they're even possible. I'm afraid I really don't see them happening.

The minimap isn't going, only the STALKER dots on the minimap.

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sgt.davis44
sgt.davis44 - - 667 comments

Great! Lots of work=better mod and quality. Unfortunately but true. My mod for Company of Heroes is also extremely complicated but We have hundreds of little things that add realism although totaly unnecessary.

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Beac Author
Beac - - 1,030 comments

I don't think you quite get what I mean.

The things you've suggested here would require a ton of new texturing work, as well as masses of scripting - both skills that I don't possess ;)

And I totally agree that more work = a better mod, believe me, I've spent a lot of time on this.

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sgt.davis44
sgt.davis44 - - 667 comments

anyway its still a great idea! Maybe we could make two mods. Yours is more of like a hardcore mode or something and mine is with more things, based on resource management and adding new scripts and stuff.(lol)

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sgt.davis44
sgt.davis44 - - 667 comments

Suggestions:
1. Could you improve AI and safe areas? Ive encountered countless times where dogs and other mutants get into safe areas like Skadovsk. Also when an emmission is approaching and there are stalkers near to you, they walk to cover and often die, I dont really mind but just that tad bit of realism.
2. Can you add more places to sleep or camp out? Like all the fireplaces, there you can sleep or camp out that will allow you to pass time without having to go to skadovsk/yanov/dry cleaners. Also will allow you to sleep during the scary nights. Maybe make it so you can only sleepp for 6 hours or something and then you have to be away for say another hour before you can sleep again.
3. Time. Could you make the time in synch with "real" time so that an hour is an hour and a day a day? I hate having to rush things so badly because time goes by so fast, searching an anomaly, attacking a few bandits and then being "forced" to return because times running out.
4. Make the mutants be more active at night and less so by day. Al, mutants(not zombies) are more active at night and you rarely see them by day. Fleshes, zombies, tushkans can be mostly by day again.
5. Add some more mutants, not all dangerous like cats(dangerous) some sort of antelope or something that is not. Its very unlikely everything will want to eat you.
6. Prices. Please fix the prices! Its very unrealistic to sell a fully upgraded sunrise suit for a tenth of the price of a unupgraded one. The same with weapons etc. And dont make med kits etc too scarce. Bevcause most stalkers etc will be vary likely to carry at least one anti-rad, 2 bandages and a medkit.

I only thought they might help and could be very useful.
Even if you dont use them the mod still looks great! :D

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Beac Author
Beac - - 1,030 comments

1: I'm not sure what I can do about AI, both in safe areas and them walking to cover - I'll try and do it for after-beta if I can.
2: Yes, I will be adding more sleeping/safe areas after Beta is out.
3: I'm not sure this is even possible, but if it is, I'll definitely make time last longer.
4: Agreed, I'm going to try and do this.
5: This is unfortunately very unlikely, as it would require huge amounts of modelling, texturing and scripting.
6: Prices will be much better.

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sgt.davis44
sgt.davis44 - - 667 comments

7. Keep special mutants special. After the 2 chimera are dead, dont make them spawn again. Ive run into 3 chimera after both had been killed. Things like pseudo giants should also be kept in specific places where you can actually survive "easily" and not randomly in the open.
8. Increasse the weight limit to 80kg because I assure you, 50kg is alot but more can be carried. Also give things better weight like 5.56 ammo etc.
9. Give the p[layer more oiptions to buy from like weapons, Its difficult to find an mg. Give it to the traders but not every time and make it relatively expensive. Also add ammo for it to traders.
9. Could it be possible to make things like helmets and suits to be looted from dead people? Like exoskeletons from dead mercenaries.
10. Add nightvision to SEVA.
12. Could it also be possible for you to keep the pripyat 1 underpass open? So that players can pass through whenever they want to? Also; could it be done to make ways to move between areas on foot as an alternative to using Pilot and Garry? Also make more than one route: when you get the maps, another new shorter and less dangerous one is opened. Make the paths very dangerous in terms of random anomalies.
13. Make more places to hide from emmissions. In most buildings or structuires. But only if you DO remove warnings of it.

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Beac Author
Beac - - 1,030 comments

7: As the game progresses, more powerful mutants become more common, we'll see what happens here.
8: Weight of objects will be adjusted, but 50kg is the amount a special-ops soldier usually carries in real life. I'm unlikely to change this, sorry.
9: Yes.
10: Yes.
12: Yes, I'm pretty sure I'll eventually have Pripyat 1 open at all times. There will eventually also be manual level-changers between the levels, though these have to be teleporters, as there's no other way.
13: Yes.

Thanks a lot for your suggestions :)

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eux0r
eux0r - - 18 comments

wouldnt it also be more realistic if mechanics would buy your crap weapons, even if only for a handfull of rubles. i mean something like "i only need this one spring which is still working in your gun, so i take it, but ill only pay for the spring". i just cant imagine people having to throw weapons away because nobody wants them (in the end they may get looted by the comp-stalkers, but why i cant understand...).
on a completely different end: is there some way to get something like camouflage? in the normal game there seems to be something like "visibility" but i still get shot while hiding behind lots of pretty dense bushes. i thought as you are already implementing more suits and stuff like that maybe some more line of sight for AIs and something like a camouflage-rating would be pretty cool.
and another thing: will you auto-magicaly know what any strange glowing stone(artifact) you find exactly does or will you be forced do do some questioning or scanning (or just trying out) beforehand?

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eux0r
eux0r - - 18 comments

i just thought of another thing: im not sure if scavenger feeding is really needed to be simulated by just letting corpses disappear. ive seen some mutant-boar feeding on the corpse of another mutant i killed earlier. maybe you could just look into that sometime, because when im able to drag bodies around i would like to drop them in a not so accessible place(like some anomaly) to use as a stash. i dont really know but is there already the possibilty of making own markings in your PDA, to mark your own stashes like AI-stalkers do? if there is no such thing, then would it be difficult to implement it? i mean it would be pretty logical if the guy youre playing could actually use his PDA.

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sgt.davis44
sgt.davis44 - - 667 comments

There is amod that(I think) did that. You could make and mark stashes.

I love making myself stashes everywhere. Especially when a diificult mission is coming up. Unfortunately I regularly forget whwere they are :|

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eux0r
eux0r - - 18 comments

stuff keeps popping up in my mind in completely unrelated moments and i just have the urge to post it instantly... sorry for doing so many different posts, but im just looking forward for the first release of this =D
what i wanted to say: using medkits and bandages is pretty strange, you can use a medpack instantly just by pressing a button, even while running around or jumping and you dont even need your hands, cause you may keep shooting your weapon while healing: what kind of monster is this guy? i think you should need time to apply such stuff and you shouldnt be able to run around doing this. i assume walking slowly would be okay, as long as it increases the overall time you need to bandage yourself. and the effect also is way too fast, the moment you push the button you start regenerating hp. if this gets way slower and unusable during battle, then maybe regeneration-artifacts are no longer useless.
sorry again for writing that much stuff, those are all just suggestions. everything you mentioned till now is totally awesome!

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eux0r
eux0r - - 18 comments

/me is being ignored by beac =(
well, ill still post suggestions i think of, maybe hes reading them...
if the "limping-mode" of mutants can be set to different values or to a different trigger event it would be very cool if it wouldnt just show low health on enemies, but had a high chance of being enabled by shooting the legs. this would make it profitable to attack the legs of lets say a chimera you sneaked up on from behind first despite the low damage. something like that wont happen very often, but the moment a player tries that tactic and it works out it will be like "wohoo, awesome realism!"
also if you look at the map, it is very strange there is no direct route from zaton to pripyat. actually it should be easier and faster to get there from zaton than from yanov, as the only thing between zaton and pripyat seems to be a lousy fence on an otherwise completely fine, broad road(even if there were some anomaly or multiple anomalies, there are parallel routes and there is no anomaly a skilled stalker cant get through).

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Beac Author
Beac - - 1,030 comments

I'm really sorry bro, I had forgotten about the comments on this article! I'll be sure to check it more often :P

I agree that medkits/bandages are too powerful, and I want to change the way they work for v1.0 :)

Oh, and in v1.0 you will be able to get to Pripyat and Yanov by walking from Zaton, which I hope is what you were wanting :)

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eux0r
eux0r - - 18 comments

im fine with the late answer ;)

did you read the other comments above the one of davis' too?

yeah, i still post here cause the summary-page is too crowded, i get confused by the order answers on comments are showed in and i just registered on moddb to post on this mod and im too lazy to register on another forum to make new posts and link around those two sites(even verbally linking is too much work :P )

so, i got to say the mod is great so far! people actually dying when being shot? awesome!(apart from a bloodsucker who took some more il86 fired 5.56mm rounds to the face than expected, but the boars are fine, i read someone complained about them: boars _do_ need several headshots with a normal gun to go down, but a full pumpaction load to the face does the job, exactly how you got it tweaked in 8.0, i tested it specifically)

i gotta split my comment up, too many chars...

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eux0r
eux0r - - 18 comments

i had some time a couple of days ago and played with b8.0, i didnt have time to play with 8.1 yet, so stuff i say now may very well be obsolete, but never the less here are 3 things i want to point out:

with the weight limit decreased that much(well its actually no problem as you have adjusted the weights of items) you have to watch out for the suit-upgrades which increase the carry-weight limit as they are a little too good now.

also the exo was already more or less boring in the vanilla as it was the non-plus-ultra armor. now with the new weight of stuff it becomes even more the _only_ armor you want in the end. i would appreciate it if you could actually choose another armor(maybe because you think it has better looks) and wouldnt be on a disadvantage compared to the exo.
...

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eux0r
eux0r - - 18 comments

the radiation issue:
in RL radiation _is_ extremely deadly. but usually not in the way it is in 8.0

yes, i have already read that you have made radiation weaker, but this was not the problem.
the ugly thing about real radiation is that you dont die 30s after exposure but more like after a week or more(unless you got a ridiculously high dosage). in RL you cant just drink some vodka or use some syringe and everything is good again. you should make getting radiated very fast and easy, but getting rid of radiation a hell lot of trouble.

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eux0r
eux0r - - 18 comments

something like: once radiated "lightly"(no insta-death) you stay that way for some days and are slowed, weakened and constantly have health drained(_very_ slowly).
medication will only weaken the symptoms and shorten the duration slightly and taking too many anti-rad-drugs will just kill you(well, just like _real_ drug abuse and which should be implemented for all drugs, and more different additional drugs would be nice, if youre at it ;D ).
this way people will get the hell outa radiated places once they hear their geiger-mueller, but getting into a radiated place will not simply-

1-drain lots of life

2-be ignored cause its too weak for real harm or can be canceled out by a single syringe

so: thanks for the work and keep at it!(this 2000char limit sucks xD )

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paul7444
paul7444 - - 5 comments

I reposted my comment on the summary page as I relised you don't read comments on this page...

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