Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much more!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media Exploration: Location edits and new items (view original)
Exploration: Location edits and new items
embed
share
view previous next
 
Post comment Comments  (0 - 50 of 62)
loner85
loner85 May 11 2013, 8:16am says:

Wow, nice! I always dreamed of having factional territories in CoP :)

+34 votes     reply to comment
Chorbit
Chorbit May 11 2013, 8:21am replied: Online

Not only you ^_^

+21 votes     reply to comment
N.Aaroe
N.Aaroe May 11 2013, 8:27am replied:

While this is not a Faction Wars oriented mod the factions actually do launch assaults on each other as explained in the AI-teaser some time ago: Moddb.com

+16 votes     reply to comment
Chorbit
Chorbit May 11 2013, 8:36am replied: Online

One question- will the game be focused on exploration or just action? There are so much beautiful features for replaybility! I think, gameplay will be so intersting like never before

+10 votes     reply to comment
loner85
loner85 May 11 2013, 8:45am replied:

What do you think man? Exploration and survival elements...

+9 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 11 2013, 8:46am replied:

It will be a balanced mix of both. You'll find that exploring every corner of The Zone will be worthwhile :)

BUT, while exploring the depths of the zone you will encounter a lot of action and combat scenerios. Like stated above in the image, some places are worth fighting for in MISERY! :D

+9 votes     reply to comment
Chorbit
Chorbit May 11 2013, 8:52am replied: Online

Sounds good. It also makes walkthrough individual for each player, so keep up the good work!

+6 votes     reply to comment
vlosa
vlosa May 11 2013, 1:24pm replied:

Yay, that's exactly the way I play these games, so I can find every little thing that can be found!

+2 votes     reply to comment
N.Aaroe
N.Aaroe May 11 2013, 8:49am replied:

Action when it happens on a rare occasion - but MISERY focuses on desertion, loneliness, diversity and hopelesness.
When action DOES happen you will notice that we did care for this aspect also.

+7 votes     reply to comment
loner85
loner85 May 11 2013, 8:52am replied:

Guess you cared about everything then - I just hope battle will be more dynamic than in 1.1...I think it is rather weird when the whole screen starts shaking only because you fired a 3-round burst :)

+7 votes     reply to comment
marsalandrei
marsalandrei May 11 2013, 12:57pm replied:

CoP map doesn't seem big enough to fit in more mutant lairs etc. Sounds like lairs and stalker camps/bases will be too close to one another, will they? But it would be a nice surprise to explore a vanilla empty building complex and bump in some nasty mutants. Hmm, could you guys silence/replace the mutant roars when they see an enemy and idle sounds so maybe they can get us by surprise? Have the bloodsucker in mind, which isn't very stealthy, his sounds give him away easily :P

+3 votes     reply to comment
Astyr
Astyr May 11 2013, 5:10pm replied:

There are a lot of areas that were rarely visited by NPCs(and some players too) and some weren't visited at all, that's probably the focus of the alterations

+2 votes     reply to comment
N.Aaroe
N.Aaroe May 11 2013, 8:17am says:

While we love having surprises up our sleeves I am confident that trojanuch is willing to answer many questions without revealing every detail of what he did. He is currently very busy with the MISERY 2.0 production so please have patience with us and revisit this page if you lay down any questions for us.

While all of this is a team modding effort the a-life that awaits your exploration in MISERY 2.0 will be unique and exceptionally well balanced by trojanuch. You are in for a treat.

+5 votes     reply to comment
Rbz
Rbz May 11 2013, 8:50am says:

I've been tracking the mod since your Misery 2 announcement and since then I've seen so much promised content that I'm left in awe. Based on everything you've teased, CoP will surely become a completely new experience, if not a brand new game.

I wholeheartedly approve of making Jupiter a more lively place. It always seemed so big and empty. The dogs weren't very interesting hosts either. I'm sure that the "abandoned" feel is what the devs were looking for, but when you have people living in a derelict ship, it's surprising that no one hangs out in Jupiter.

+12 votes     reply to comment
Trooper425
Trooper425 May 11 2013, 11:53am replied:

I've been tracking since before MISERY 1 came out. The community was in awe at the scale and quality of the project. When 2.0 was announced, the team blew everyone away by ramping up the efforts tenfold. And they just. Keep. Going. It's incredible, and I hope they stop only for releases.

+5 votes     reply to comment
SquigPie
SquigPie May 14 2013, 8:12am replied:

Well, as long as it's released before judgement day. :P

+1 vote     reply to comment
Eric_
Eric_ May 11 2013, 9:39am says:

I've always thought that the primary drop off between mods for SoC and mods for CoP is that no one increases the unexpected situations like AMK did for SoC.

I'm glad the MISERY team decided to take that issue head on and add variance and unexpected difficulty to the zone.

+3 votes     reply to comment
GenezisO
GenezisO May 11 2013, 10:07am says:

I would be very happy if you could add smoke grenades against NPCs vision distance etc.

+5 votes     reply to comment
Astyr
Astyr May 11 2013, 5:05pm replied:

Vanilla multiplayer COP already has smoke grenades(easily ported to singleplayer) but no one has found a reliable way to reduce NPCs vision with it.

+1 vote     reply to comment
ISemiI
ISemiI May 11 2013, 10:20am says:

I love you guys for this. Are the combat ranges going to stay the same in 2.0? Just wondering.

+3 votes     reply to comment
trojanuch
trojanuch May 12 2013, 3:04am replied:

Nope.

This was actually the first think we've ever touched for AI like 2,5 years ago:
Moddb.com

+2 votes     reply to comment
trojanuch
trojanuch May 12 2013, 3:21am replied:

Proper link:
Moddb.com

+3 votes     reply to comment
ISemiI
ISemiI May 12 2013, 8:34am replied:

Ah, I see. I must say I never noticed, maybe because I avoid combat like the devil :P

+1 vote     reply to comment
mp5lng
mp5lng May 12 2013, 7:49pm replied:

WAIT A MINUTE ! Did you just said that you added the MSO mod to Misery 2.0 ???!!! If so...than.....AWWYYEAAAH !

+1 vote     reply to comment
trojanuch
trojanuch May 13 2013, 3:03am replied:

Well - I'm the author of MSO and integrating it to Misery was how my cooperation with N.Aarroe got commenced like 1 year ago.

Since then every aspect of 'MSO' got improved a lot. This news-feed is about the current state of it.

+2 votes     reply to comment
HDKramer
HDKramer May 11 2013, 10:46am says:

Even without new maps/mission you managed to expand the life/sandbox feel of Stalker COP. Sir : you are heroes!

+3 votes     reply to comment
Reborn:X
Reborn:X May 11 2013, 10:56am says:

The sniper is clearly from the U.S.S. judging by the camo and the camelbak.

+6 votes     reply to comment
SlayerX3
SlayerX3 May 11 2013, 11:01am says:

I'm bracing for magazines in Misery Mod.

You need to have both the ammunition and a a number of magazines that can be recovered that is compatible with that weapon.

How is the looting of dead human NPCs is going to be?

Rookies stalkers you kill have less ammo and less valuable gear while veteran stalkers have better weapons, more ammo and better gear to loot?

I'm asking because the first time I played Misery there were several times I killed experienced and veteran stalkers without they even being able to fire their guns only to find a piece of bread and 3 bullets in their inventory.

+8 votes     reply to comment
trojanuch
trojanuch May 12 2013, 3:11am replied:

Yes - the loot is gradable and depended on rank. Many of the 150+ new items also have a 'factional flavour', which is also reflected in loot.

Still - having a 'realistic' scenario in which an everage npc would be more or less the same 'equiped' as you, would make it impossible to create any sort of balanced economy, without absurdly low trader buying prices.

+3 votes     reply to comment
Lizzinator
Lizzinator May 11 2013, 11:27am says:

Now if only we could get the random jobs and quests you could get in SoC and Clear Sky. There's unfortunately no random quests to add to the lifetime of the game or make any run feel different from the last, just all static quests. :/

+6 votes     reply to comment
Zombiestubble
Zombiestubble May 12 2013, 1:22pm replied:

Beard, Nimble, Owl, Trapper, and Hawaiian (Bonesetter maybe) could all give fetch quests for materials required for their trade:

Owl and Hawaiian could request the player to find XY amount of ammo or Z L86s.

Beard could give out Artifact hunting quests, and Trapper could give out "Purge the lair" quests, of which areas would have respawning boss mutants.

Nimble would ask for weapon parts or unique weapons(SUSATs, Unique Hunting Shotgun w/ PSO-1 Scope) and Bonesetter would ask for X Medkits and Y drugs.

Would be a thought, BUT DON'T PUT IT IN YET! FINISH MISERY 2 FIRST! THEN USE MY IDEA FOR MISERY 3 OR SOMETHING!!

+2 votes     reply to comment
Wolfy17
Wolfy17 May 14 2013, 12:05pm replied:

Beard allready gives you out artifact hunting quests.

+1 vote     reply to comment
Kudd
Kudd May 11 2013, 11:39am says:

NAaroe, beautifull pictures :)

I tak nie zrozumiałem ale ładnie wygląda :P

+3 votes     reply to comment
Trooper425
Trooper425 May 11 2013, 11:50am says:

We really need to find a person who does nothing but maps, and put some HUGE versions in. It seems like you guys are changing everything except the story and the maps themselves.

+4 votes     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 11 2013, 12:36pm replied: +2 votes     reply to comment
Astyr
Astyr May 11 2013, 5:12pm replied:

Most S.T.A.L.K.E.R maps are already availabe for COP, aren't they?

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 May 11 2013, 5:48pm replied:

Most?

Moddb.com

:D

+3 votes     reply to comment
spetsnaz_stalker
spetsnaz_stalker May 11 2013, 12:01pm says:

Guys, you telled us a few months ago, that this "mod" won't be like a Stalker 2.But today, at least me, i cant agree with that:D This is a new stalker game(yes,i know, it doesnt have any new locations for now,or any new storyline,but look at all these new features for god sake!), like LA "mod".Respect,DEEP RESPECT for TZP!
P.S: Hope i will see now,at last, some mutant and stalker population in Prypiat,vanilla Pripyat was too booring:D

+4 votes     reply to comment
trojanuch
trojanuch May 12 2013, 3:13am replied:

Yes - Pripyat has also been overhauled in terms of a-life.

And thx for kind words :) Althou we're flattered, Misery is not Stalker 2.

+3 votes     reply to comment
ReznorMS
ReznorMS May 20 2013, 6:29pm replied:

Are you gonna release non-misery related updates to the standalone version of MSO?

+1 vote     reply to comment
trojanuch
trojanuch May 27 2013, 4:43pm replied:

Yes (at least most of them).

+1 vote     reply to comment
Kaveli
Kaveli May 11 2013, 12:51pm says:

I didn't know that STALKER 2 is in development.

But wait this is MISERY. Sorry : )

spetsnaz_stalker you damn right.

+5 votes     reply to comment
Marplatense
Marplatense May 11 2013, 1:08pm says:

Thank you for giving us all this :)

+2 votes     reply to comment
PachyF88
PachyF88 May 11 2013, 1:13pm says:

At my pace, I'm guessing a run trough MISERY 2.0 will last about 30 hours. And it will not be the only run i'll do. Good job!

+3 votes     reply to comment
Astyr
Astyr May 11 2013, 5:13pm replied:

Just 30 hours? You underestimate this mod.

+5 votes     reply to comment
Zombiestubble
Zombiestubble May 12 2013, 7:22pm replied:

If it's anything like Misery 1.1, about 10 of those hours will be about finding 5.45/5.56 ammo.
Bit.ly

However, I do trust that they will fix the ammo problem, and the subsequent 70 hours will be spent trying to find the unique items and weapons.

+1 vote     reply to comment
Kevin_Walter
Kevin_Walter May 11 2013, 2:19pm says:

Question: Will the areas be labeled in some clear way? Or will there at least be some kind of word of mouth to go by? I'm mostly asking because of the mutant lairs and anomalous zones.

For instance, will there be some kind of warning on the PDA about entering the Burner Anomaly if it's considered a "Hardcore" area? Or is it just trial and error?

And will there be more hunting missions? Or is it just explore and find mutant lairs to take out. Since you mentioned "boss" mutants... it sounds like something ripe for randomized hunting missions. "Find and kill the Elite Bloodsucker at the Krug Antenna Complex" type missions...

Sorry if you guys have answered this already, I haven't read all of the comments.

+3 votes     reply to comment
trojanuch
trojanuch May 12 2013, 3:18am replied:

Here's the general overview of gear tiers required to hunt artifacts:
Moddb.com
When icon is red it means that the anomaly is completely inaccessible with certain tier of gear.

These requirments are reflected in npc squads composition: if fire anomaly requires ssp on the player to explore it, only npc 'wearing' ssp or seva will go there and explore it.

+2 votes     reply to comment
XStrelokX
XStrelokX May 11 2013, 2:20pm says:

I'm not going to be the same "friendly" STALKER this time /: Now it's about surviving :D

+2 votes     reply to comment
Jonex_
Jonex_ May 11 2013, 3:49pm says:

Something else to look forward to in Misery ^^

+2 votes     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

Description

Trojanuch has implemented his MSO mod into MISERY 1.1 a long time ago.
These last six months he's been constantly expanding its potential and content to have it form the most interesting a-life scenario ever in a Stalker mod. This upload reveals some of the details of its aim and focus.

All the new items are fully conceptualized with carefully designed 3D models (meshes) and textures. A team effort between all members of the MISERY dev team.

Concept artwork 'Lone Bandit scouting' by N.Aaroe

Image Details
Type
Entertainment
Date
May 11th, 2013
By
N.Aaroe
Size
1024×1600
Options
URL
Embed (big)
Embed
Share
Report Abuse
Report media
Add Media
Members only