A Rusted Warfare mod that revolves around the stalkers situated in the Exclusion zone. Into the heart of the zone, there are rumors that it has tons of artifacts. This is a race to get them first, and factions won't hesitate to expand and fight for it, as they banded again to achieve their common goal. Sidorovich wants you to go, and bring him these artifacts. Grab your gear, and command your stalkers!

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Hello! It's been a while since Alpha 1.1 was posted here in Moddb and other platforms. I'm aware of various broken stuff that needs to be addressed, but most of them aren't really critical, they're just pesky little annoyance here and there.

Pseudodogs and Blind dogs on their lair

Honestly, I have been planning to make Alpha 1.2, but my idea for this build seems a bit major, and if I'm gonna add a big feature (again), it will be better if I should just make the 2nd alpha instead. Alpha 2 will be Combat Oriented update.

Possible additions

(Some are not guaranteed)

  1. There will be 3 new factions, for real: Duty, Freedom, and Mercenaries
  2. New units for the old 3 factions as well. Probably with proper advantages and disadvantages as well.
  3. Grenade Launchers. Either as an upgrade for select weapons, and/or a standalone unit (for most factions)
  4. Vehicles, mostly jeeps and small cars (might take inspiration from various mods for S.T.A.L.K.E.R like Anomaly and OGSE/OGSR <those are the mods i managed to play yet lol>)
  5. New base structures for sure.
  6. Commando-type units for every faction - might make some big decision making for this.
  7. Specialized units like field versions of medics and traders, and possible something for better base expansion
  8. Hopefully, but cannot guarantee, dedicated maps for various sections in the Exclusion Zone
  9. Better pathfinding. So stakers will not walk on anomalies cluelessly.
  10. Random names - actually a planned part since the beginning. As for this, I will wait for the next beta build of Rusted Warfare.
  11. Better stashes and spawns. And better couriers, general a #9 item.
  12. Unsure about radiation. Seems a good addition for third alpha instead as this update will be planned to lean on scientific concepts and stuff.
  13. Of course, bug fixes.

Well, I might just wait for next beta build of RW for real. As for now, I am working day after day to remake and improve my old mod Plastic Warfare, a dedicated BR mod for Rusted Warfare that was made way ahead of its time (not really a buzzword, but it's too advanced for 1.13 standards, that's why).

Old version 1 vs remake

Lastly, thanks again for playing the mod! I hope you guys really like it, and please provide feedbacks here and on Discord.

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S.T.A.L.K.E.R RTS (Real Time Sidorovich) Alpha 1.1

S.T.A.L.K.E.R RTS (Real Time Sidorovich) Alpha 1.1

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Alpha 1.1 of the mod. Mostly contains fixes and optimizations. New mutants and stuff.

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Guest
Guest - - 690,495 comments

Great work! I'm gonna get rusted warfare just to try this. Do you think you will add this to the steam workshop at some point?

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Aironium Creator
Aironium - - 12 comments

I would post it, but too bad my laptop is broken and I primarily work my mod on my mobile phone. I could ask my friend to post it for me, but maybe on Alpha 2 release.

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Guest
Guest - - 690,495 comments

Что делать если мод выдает ошибку?

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Aironium Creator
Aironium - - 12 comments

Пожалуйста, установите последнюю бета-версию клиента Rusted Warfare 1.15.

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mrdesercamel
mrdesercamel - - 3 comments

cheeki breaki
good luck

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Aironium Creator
Aironium - - 12 comments

My plans for the mod:

As mentioned in summary, the mod will be made from nothing to something.

Currently, we have the first alpha (and a subsequent minor update), which is the core of the mod. It lacks more features and I chose to put it in the next alpha.

So for the second alpha (probably on January or February, depending if I work on my other mods first), 3 new factions will be added: Duty, Freedom, and Mercs. This alpha, I suppose, will be more on combat and base expansion side of things. And more mutants as well. Maybe vehicles if suitable.

Third alpha will focus on environmental and scientific side of things. You guessed it, another three factions: Scientists, Clear Sky, and Monolith. Won't really tell much about this, yet.

(How about Renegades? They are just integrated on the Bandits, because they're the same honestly.)

As for dedicated maps, I plan to make those, and maybe collaborate with other map makers, hopefully making maps for every part in the zone, not necessarily the whole zone as a single map. And yeah, there will be possible campaigns - hopefully RW Dev add more map trigger and logics.

Today, I might shift my work on my mods EEE or Monochrome (or Plastic Warfare), unless a 1.2 update is necessary, which is a big possibility.

For now, please give me feedbacks. I really need those.

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Guest
Guest - - 690,495 comments

Pls add vehicels that would be great

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Aironium Creator
Aironium - - 12 comments

On Alpha 2, I will add vehicles.

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