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Congratulations MDT hiring MISERY 2.1.1
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17 comments by N.Aaroe on Dec 3rd, 2014

FAQ: What happened on the day of release of MISERY 2?
NICOLAI: You remember this day (March 27)? We had planned for this day in such a long time.
Everything was perfectly set up and many MDT members had synchronized our clocks to monitor and support the publishing of the mod. Within the first minute 10,000 downloads were commenced and our servers broke down. Even the ModDB website could not fully support the huge amount of data traffic and our uploads got screwed again and again.

The comments section on ModDB went bananas and that whole day turned into a frustrating mess, because of the downloads that just kept piling up why the minute.
I even utilized my personal Microsoft Drive account to be able to distribute the heavy mod. However, this instantly in Microsoft locking all of my accounts, emails included, due to 'excessive and violating data traffic'. How's that for tying my hands on the day of release, right? We even posted a live feed of photos showing our rigs uploading the mod in different ways and on different servers. But enough about that. It all turned out fine the day after and our tertiary plans worked out in the end.

FAQ: How many people have downloaded the MISERY mod?
NICOLAI: Currently it's downloaded a little more than 600,000 times, but that's only the numbers that we can keep track off. This quantity of MISERY gamers result in a huge amount of emails, ideas and questions in our mail boxes almost daily. We read and appreciate every single comment, every email and every letter, but we fail at replying to them all. We've set up auto-replies to our main email to let everyone know that we got the messages. Unfortunately our mail servers are also attracting lots of spam mails, resulting in us having to disable the whole 'contact page' on the site.

FAQ: How was the year 2014 for the MISERY mod team?
NICOLAI: Like a giant roller coaster. Big things were accomplished, not only technically, but also personally. MDT grew into a large team with a good handful of people devoting many hours on a daily basis to expand and deepen the mod contents. Some of us have met and formed real life friendships. MISERY 2 got released for good and for worse. One thing I've learned is that a mod of these proportions will never satisfy anyone.

2014 is also the year where we rewarded our mod with its own official website.
We felt a need for this in order to present and deliver the mod exactly how we feel like. Some members got married, others had kids, while others quit their jobs to pursue a more focused effort to enter the gaming industry.

FAQ: Does it change anything to win an award?
NICOLAI: It does. It is hugely motivating to see a result of your efforts. We all do this in our spare time and for no financial perspectives whatsoever. There are so many perks beside building the game of our dreams for the sake of our own entertainment. It's the feedback, the critique and the sparring with our audience that keep our wheels spinning. That's why we are even here to begin with.
Having the mod rewarded with an award is a huge thing for a global team. It 'connects' the members and helps boosting the morale of a group, significantly.

FAQ: Do you receive many donations?
NICOLAI: No, none. Websites, Facebook, technical support, VK and the modding itself is all fueled by raw motivation and passion. Donations are against the ethics of STALKER modding, and violate the IP and license of GSC. We have much respect for these guys and consider ourselves guardians of the STALKER franchise.

There are some who consider it a 'donation to MDT' to be pre-ordering our newest game project, The Seed, and for that we are truly grateful. It's an honor to experience such mindset and we shall honor it by making a unique deep, and interesting game.

FAQ: Did you have plans for features that never went into the mod?
NICOLAI: Oh yes, many! People only see what we chose to include in the mod. We have a long list of features that was barely tested. There are so many things to do for this game and ultimately we had to choose some of them and leave the rest be. With the size of our team new ideas were generated daily and we knew that we had to stop at some point to actually wrap it up and share it with our community.

FAQ: How did your heated clash with West Games (AREAL) end?
NICOLAI: It didn't. They are doing their thing, and we are minding our own business.
What's said is said and we will see what the future holds.

FAQ: What is the current status of MDT?
NICOLAI: Some members are taking a well earned break, while others are polishing on the MISERY mod whenever their spare time allows. We stay in touch in our forum and discuss relevant news and topics on a frequent basis. Damjan and I went 'all in' on The Seed project, where we are passionately hard a work every single day to form a new gaming experience. We are all enjoying a very active community and motivating karma surrounding our team and projects in general. We are honored and humble to be able to take on these modding and game development endeavors.

FAQ: Will there ever be a MISERY 3 with new maps and quests?
NICOLAI: I cannot promise such a thing, neither can I rule out the idea.
MISERY grew from non-existent to what it is today in a few years and we are still a young team.
Our team got organized this year and the scale of the MSIERY 2 project really needed that. Now it is apparent who's in charge of translations, bug fixing, pr, and game balancing, so we have our resources well lined up like a small indie team.
You could say that we're an effective team, within the boundaries and framework of our adult spare time and real life obligations. Maybe some other modding team will suddenly contact us with an interest in bringing the MISERY mod further. We (MDT) will remain open and engaged within the community and I have a feeling that it will stay that way for many years to come.

- - - - - - - - - - - - - - - - -

What questions would you like to see answered in the next Update?
Post a comment, feedback or voice your opinion in the comments below.

The Seed

Official Website / Facebook / Twitter / VK


Official website / Facebook / VK

Thanks again and best regards
Misery Development Ltd.

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MISERY 2.1.1 Patch (2.1 -> 2.1.1)

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Mar 19, 2014 Full Version 134 comments

The full version of MISERY 2.1.1 in a single file download. This mod production is a hybrid of various modders work in a global teamwork. MISERY is neither...



Jan 21, 2014 Guides 21 comments

MISERY is a mod to S.T.A.L.K.E.R. Call of Pripyat that aims to enhance the game in various aspects, most importantly being texture quality, difficulty...

Weapon Appendix

Weapon Appendix

Dec 22, 2012 Guides 133 comments

A complete weapon manual for MISERY 2.0. [NON-SPOILER]-version.

Post comment Comments  (0 - 10 of 23,587)
Kuarinofu Dec 25 2014, 7:09pm says:

Something really creepy happens if you bump into a billboard on Yanov station))

+1 vote     reply to comment
CDIA Dec 25 2014, 6:41pm says:

Oh I so hope this is for real! What do you guys think?

+4 votes     reply to comment
jasper34 Dec 25 2014, 7:07pm replied:

Merry Christmas to Stalkers - good news like that is always welcome!

+3 votes     reply to comment
Kuarinofu Dec 24 2014, 8:58pm says:

I really enjoy this mod on maximum difficulty.
But there's just one problem, I fail to see the point in some main quest objectives, like some helicopter crash sites, I know I can complete the game without visiting them, so why are they even marked?
Some of them are just out of reach.
There's no way I'm able to visit skat-2 site alive.
Taking 3 Controllers and around 10-15 zobmies at the same time with recon class is a joke.
And I also regret taking recon class for my first run, it's weaponry and perks are nearly useless.
Probably stealth works ok on lower difficulties, and it's playable, but it clearly wasn't tested on veteran.
I would love to see the devs visit that site with recon class)
I will still complete the game on veteran hopefully.
So, if you want to start a new game on veteran, be sure to take any other class than veteran.
And also big thanks to the devs for this mod, this is surely the best mod I've ever played.

+1 vote     reply to comment
jasper34 Dec 25 2014, 6:35am replied:

Try using the corrected artifact files, recon was most effected. They are going to be included in next release, but are available on my page now. Zombies are inconsequential, but controllers require different tactics especially when more than one are present. Sniping them or shooting/lobbing granades from out of sight line for example. Mines if you can lure them out, etc. The spawns at the Iron Forest vary a great deal. Sometimes it's a few Burers and or controllers, sometimes pseudodogs and snorks too. If your armor is not strong against PSI effects, try drugs and coke. Coke to offset the sleepiness/dizziness effect.

+2 votes     reply to comment
Kuarinofu Dec 26 2014, 10:50am replied:

This was easy btw, took 10 mins and around 10 grenades to kill 2 controllers and 1 poltergeist.
Now the mod turned out pretty easy to play, even on veteran.
You should totally ignore all class weapon proficiencies and recommendations.
Just get yourself an assault weapon with a scope and the game goes easy afterwards.
My mistake was that I actually though this meant something in the game, and tried to build my recon class with recommended weaponry, which sucks big time.
It's funny how the game tries to trick you into thinking that recon class should involve stealth/knife action or SMGs, but it's actually just about getting a good ranged assault weapon.

+1 vote     reply to comment
jasper34 21hours 42mins ago replied:

I think the classes are really for those who want to carry roleplaying to an extreme. I use Sniper because it's how I prefer to play. I still wear a green ecologist suit the first 2/3 of game which would be snipers would only be seen dead in :D Some of the "medium" proficiency weapons make pretty good low end sniper rifles and they fire faster and with bigger clips when the zone's usual surprises happen.

+1 vote     reply to comment
lessavini Dec 23 2014, 6:15pm says:

Topol is missing from my game. I suppose he is dead. What should I do ? Going back to a save where I arrive in Yanov is impossible since its many days (and quests) earlier.

Do the Spawner work for fixing this ?

Thanks in advance,

+1 vote     reply to comment
mp5lng Dec 24 2014, 6:13pm replied:

Well, this might sound silly, but I wouldn't mind him at all, actually, I wouldn't mind the death of any quest related NPC, I would take that incident as a zone matter, "live for nothing, or die for something"*, they died for something I suppose :3

* A wise saying in "RAMBO" said by Rambo.

+2 votes     reply to comment
lessavini Dec 25 2014, 5:09pm replied:

@Mp5lng: while I respect your preference, I think its important that the option for having these quest-important NPCs around be open for those who like them. In my opinion interacting with (and caring for) them is what gives context and life to the game setting in a way that differentiates Stalker from all other normal shooters out there.

About the Zone "incidents", I dont matter if there is a small chance for them to dying for themselves, as this is the Zone and all that. But the chance for this to happen should be small. Right now, it seems every playthrough most (or all) of them end up dying. Honestly: do you really think its plausible for a hermit survivalist like Noah, who endured the Zone for a long time, to the point of finding secret teleportals, unique artifacts, domesticating his own pseudodogs, and even building an ark by himself.... to die for a kitty-catty that enters his ark ? Or Strider, a monolyth veteran together with his whole squad coming out of the sarcophagus.. to die for some creatures during a hundred meters trek to Yanov ?

Oh come on.. ;)

+1 vote     reply to comment
Savikas Dec 23 2014, 6:43pm replied:

Spawner did work, but I wasn't able to spawn Topol. Instead I just spawned the artifact the scientists requested. It was during my last play and I didn't play long enough to start the mission, where you have to protect Topol and his team while they're taking measurements in Ash and Fen anomalies. I guess it's impossible to complete them without Topol. Maybe there is a spawner, that can spawn Topol though.

+1 vote     reply to comment
lessavini Dec 23 2014, 7:45pm replied:

The problem for me is that I just reached the bunker for the first time and Topol is missing. This means I was about to go in the first mission. But I'm not sure its possible to progress without Topol.

+1 vote     reply to comment
Savikas Dec 24 2014, 5:05am replied:

You can start the first mission by talking to the scientists. Then just spawn the requested artifact and give it to scientists. It worked for me once.

+2 votes     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
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Released Jul 30, 2013
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1798 votes submitted.

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Ratings closed.

Highest Rated (82 agree) 10/10

Survivor horror at it's finest, although slightly flawed. Once all the kinks are ironed out, this will be the definite Stalker: Call Of Pripyat mod.

Jan 15 2012, 9:07am by pinkribbonscars

Lowest Rated (125 agree) 3/10

With the intention of being realistic, it ends up feeling like its "overly" realistic, while some aspects make sense, others do not. The idea that a trained military sniper gets too tired to even move after WALKING about 100 yards, only carrying 10 pounds of equipment, seems silly to me. A normal person might get tired, but military personnel are trained to run for miles with much heavier equipment. The ai could still use work, their detection system is most certainly unrealistic and can be very…

Jan 14 2012, 8:58pm by FBtheUndead

First Person Shooter
Single Player

Latest tweets from @tzp_official, @misery_dev

@Pauly_Wallynuts We advice everyone to start a new game. The changelog is huge.

Mar 13 2014, 4:08am by misery_dev

Hi fellow MISERY fans. It's time. Pack your bags, reload your guns and get ready. Blowout soon ... S.T.A.L.K.E.R.S.

Mar 13 2014, 3:58am by misery_dev

Release time! @MISERY_Dev #MDT #MISERY Visit us in the zone on the 18th of this month!

Mar 13 2014, 3:56am by tzp_official

Check it out - #DirectX12 is coming to #GDC!

Mar 8 2014, 4:41am by tzp_official

@luizpsc Indeed! Especially with the new features we're pushing the engine. There is still good news, though! Expect more to come soon!

Feb 6 2014, 4:10pm by misery_dev

@luizpsc MISERY isn't heavy on the system because of the visuals, but because of the new scripting routines. Light = less features, sadly :(

Feb 6 2014, 3:48pm by misery_dev

We've been quite busy as of lately, but rest assure, 2.1 is only a short time ahead of us! #MDT @TZP_Official

Feb 6 2014, 1:51pm by misery_dev

S.T.A.L.K.E.R. MISERY 2.1 Teaser: via @YouTube

Dec 7 2013, 3:06pm by tzp_official

Hey guys, MISERY PR-Lead and head of TZP here. Follow @TZP_Official for daily mod updates and features to expand your mod database! #MDT

Nov 24 2013, 4:13am by misery_dev

First Array of #MPS! 1: Arsenal Overhaul 2: Gunslinger Mod! 3: TK2 #MDT

Nov 24 2013, 4:08am by tzp_official

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