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 much more!

Report article RSS Feed Development report no.2

Latest news of our development status with some general notice as well as some insight on our team efforts.

Posted by N.Aaroe on Sep 9th, 2012



Lately theres been a lot of talk about the aspects of stamina, weight and health/medkits. All I can say is that your opinions are noted and we are doing our best to find the balance between a good gaming experience and authenticity. As stated in the list of features for version 2.0 the stamina system is completely re-scripted and we are satisfied with the result. Medkits and healing are crucial aspects also and we are currently laying our last hand on that matter for a good balance between realism and fun gameplay. When version 2.0 releases we will be open to constructive criticism as always.
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MISERY 2.0 is not Stalker 2. Neither is it a gaming revolution. But it is Call of Pripyat at a whole new level and we are proud of what we have achieved here. Read the full list of mod features here. I have recently updated the list of version 2.0 features according to these above mentioned feature changes.
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We are doing the best we can to ensure that we won't have to prolong the release of MISERY 2.0. So stand by and track the mod if would like a notice when we have decided for the actual release date. A quick note though:
MISERY 1.0 was released with bugs (like any other mod) but I quickly responded to the crucial issues with MISERY 1.0 and released Patch 2 soon after. This is most likely to be the scenario for MISERY 2.0 also. So if you would be pissed to have to start a new game if we release a patch for version 2.0 I have one suggestion for you: With feedback from hundreds of players it is very likely that the team decides that a 'quick fix patch' will be necessary. And such patch could require a 'new game' (decided by the type of files included). When MISERY 2.0 releases just wait a few days before starting your game and you can avoid such headache.
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Thanks for all the encouragement and feedback that we get. This is the reason why we put such an effort into the public display and promoting of our mod project.
In case you are interested the [active] MISERY development team is:

We are supported by Magnefy, 0800 and other cool people.
See Q12 in the FAQ for more credits.

Best Regards, N.Aaroe

Post comment Comments  (0 - 50 of 53)
[TZP]LoNer1 Creator
[TZP]LoNer1 Sep 9 2012, 1:57pm says:

Really nice, I fixed some grammar mistakes here and there, and prettified it a bit, if you don't mind.


To the rest, Misery 2 is almost there, who's excited? I'm sure I am, and I am part of the dev! :D

+13 votes   reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Sep 9 2012, 2:14pm replied:

HTML is trolling me, in the editor the H3 titles are orange but here they're gray... :P

+5 votes   reply to comment
SetaKat Sep 10 2012, 4:46am replied:

I know, ModDB has a really crap internal HTML render for our custom content.
Looks like ModDB has mis transcribed the SPAN tags, and replaced them with double nested STRONG tags. Might be possible to fix in HTML view.

+5 votes     reply to comment
TheLozza Sep 10 2012, 4:47am says:

Thanks for the update!

+5 votes     reply to comment
Prince_Kassad Sep 10 2012, 4:52am says:

This is really nice, i am kinda sad about "New Ordnance mod" but hey nothing can be perfect :) keep up the good work guys, we are patiently waiting.

+7 votes     reply to comment
HQ4L Sep 10 2012, 5:14am says:

Sad news about New Ordnance but out there are a lot of really good vanilla weapon replacements for CoP (not only textures like NewOrdnance but also new models and animations). Maybe one of them can fill the gap!

+6 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 10 2012, 6:11am replied:

Instead we have prioritized to edit all configs, stats, animations, sfx and textures to perfection.
Afterall, MISERY already introduced 40+ new weapon in version 1.1

+7 votes   reply to comment
Prince_Kassad Sep 10 2012, 6:16am replied:

Mhm you do know that people always want more? Our hunger will never be satisfied :)

+2 votes     reply to comment
MemoHK Sep 10 2012, 6:39am replied:

Great news! I also think that there are enough new weapons for now. I'd rather see other elements implemented. :)

+3 votes     reply to comment
Spetsnaz_Reaper Sep 10 2012, 8:45am replied:

Hey N.Aaroe, I am sorry to be a bit of a pain...but is there a link where I can view the 40+ items. Sorry if this request is uncalled for, but I would just like to browse and see all the available weapons. :)

+2 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 10 2012, 11:13am replied:

It's these: Moddb.com
and they were introduced in version 1.1

+3 votes   reply to comment
Spetsnaz_Reaper Sep 12 2012, 2:38am replied:

Thanks man. I remember now. :)

+2 votes     reply to comment
Killer_fagot Nov 12 2012, 3:33pm replied:

Ok, what youre about to here will make some of you kill me SOO here i go:I really respect this mod and you ( DUH) but how why cant i run Misery? i can run BF3 and MOH:F on medium.
And will you in 2.0 include The wish granter? you know like the 1 in Complete? Look heres the main reason why: People get into deep **** ( ME) and for those who " want a challenge" dont fcking use it, soo if you could make my dreams come through, THX man ! And some peps might actualy like it, some not but realy nothing would make me and some NEWBIES make happier than ESC->F1.

0 votes     reply to comment
Ironhierro Sep 10 2012, 5:50am says:

Sad about the New Ordance; Still, I'm so ridiculously stoked to see how the new version looks! All of the little game play quirks look like they'll enmesh into something beautiful! :D Thank you guys!

Can I ask a question (er, or 3) , though; will the suit-modules you guys have made for Misery 2.0 replace the Vanilla upgrades, or just stack on top of them?

Did you guys change any of the Mutant textures this time around? I really liked the new flesh and chimera, something to fear instead of just put out of its misery.

Aaaand; now that we'll have to pay for medical assistance, will the 'discounts' you get for completing quests apply to the cost of the medic, aswell?

+5 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 10 2012, 6:17am replied:

Exactly, it's the attention to atmospheric details that makes us so proud of what we have accomplished.

You refer to the new armour attachments? Moddb.com
They are tradeable items that can be applied and removed/replaced as you wish.

We did change some mutant skins but only to the better.
I.e. the Pseudogiant has been retextured to look less like a naive baby and more like a man eating psycho.

The medics will offer no discounts. Their services and skills are very popular and they can allow themselves to charge the specific price for all. You will have to experience for yourself whether you find them too expensive and in need of alternative ways of taking care of yourself.

+5 votes   reply to comment
trojanuch Creator
trojanuch Sep 10 2012, 6:40am replied:

Generally - thanks guys for such an understanding approach. Taking out features is the thing which we like to do the least and have done so with NO with really heavy-heart.

However - we only have as much time as we have (for me its only at nights when I am not in work and my gf is asleep). And how many nights per week one can afford not to sleep? ;)

Still we are doing our best that absolutely all features which do go in are polished to their limits and perfectly match the entire gameplay 'system' which want to present.

So basically every single param of every single object in-game (be it weight or price of item, speed, damage and resiliance of mutant, skill, armor and weapon of NPC, anomaly power and artifact spawn chance or custom spawn point config for each of 100+ spawn points present in game...) is carefully customized by hand and not left default, vanilla or 'random'.

So this is the level of quality and integrity which we are aiming for and this agenda we will never change - you can be sure of that.

+4 votes   reply to comment
Etcetera Sep 10 2012, 7:10am replied:

Do the new armour attachments go in the artifact slots or not? I was never quite clear on that.

+5 votes     reply to comment
trojanuch Creator
trojanuch Sep 10 2012, 7:37am replied:

Yes they do.

+5 votes   reply to comment
TheUnbeholden Sep 10 2012, 7:44am says:

Best mod for Call of Pripyat, even if theres some bad news, its still good to see it being completed and giving us the best gameplay experience for a STALKER game.

+3 votes     reply to comment
Roh Sep 10 2012, 8:04am says:

I'm not all that bothered by the lack of more new ordinance. As N.A mentioned they had already added plenty. I'm excited to see the polish they added and the other new features.

+3 votes     reply to comment
Spetsnaz_Reaper Sep 10 2012, 8:42am says:

Nice items. (http://media.moddb.com/images/groups/1/8/7693/Items.1.jpg) I would have preferred the Spetsnaz shovel to make the game more authentic but I am sure you could/might include this in a later version? I dunno, I just think that the Spetsnaz shovel might me like an upgraded version, like a veteran shovel instead of a say, rookie shovel?

For example: Throwzini.com

+3 votes     reply to comment
SturmFalke Sep 10 2012, 10:14am says:

Maybe something what would improve the survial feeling:

A map without any position of stalkers or yourself (as a item) maybe the system of the Far Cry 2 map,
that you hold it in your left hand like the detector.
It could be something like a satellite picture like that on your loading screen or some else, only with some self drawn marks
where the stalker habor located at and stashes could only marked with a self drawn circle

What do you think about this idea ?


+4 votes     reply to comment
Expack Sep 10 2012, 10:23am says:

Pity about the New Ordinance mod - from what I've seen, the fellow behind it was doing some AWESOME things! I hope that your gun expert may find fortune (not necessarily the literal kind) in the future.

Also, while I'm very much looking forward to the improved AI and new survivalist gameplay elements, is it at all possible to add 64-bit support to the mod? If MISERY 2.0 is similar to its 1.0 version in terms of memory usage, this would greatly aid those who play with the DX10 and DX11 render modes since, in my experience, those modes have greater memory requirements than the DX9 and DX8 render modes. I do understand if 64-bit support isn't possible at the moment - if at all - since Call of Pripyat doesn't have, to my knowledge, a 64-bit mode, and you may not have the close working relationship which, based on the following news thread: Moddb.com , the STALKER: Lost Alpha mod team has with GSC (the game's developers).

Nonetheless, excellent work so far, and good luck getting to 3.0 (or 2.5 as it may be)!

+3 votes     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Sep 11 2012, 8:00am replied:

Call of pripyat does have x64 support. It in fact is required for DX10 and above to work ;)

Like they said, the implanted the feature after looking at how it was done in CoP :)

+1 vote   reply to comment
GabeTheKid Sep 10 2012, 10:49am says:

theese news just arent leting me down :D ofcorse the full version of new ordenance could be a great addition but from this i can see that you have made an awesome thing that meets the quality to be proud of and that is obviously good news. on top of that you are not going to stop so youve got my hopes up with this :D

take your time if needed and keep it up :D

+3 votes     reply to comment
DarkMajor21 Sep 10 2012, 11:59am says:

Man the new ordnance part of the mod was what I was really looking forward to. :( But I understand.

+3 votes     reply to comment
CorporalHicks Sep 10 2012, 12:10pm says:

You should to the Tripwire Interactive forums (the guys behind Red Orchestra 1 and 2). There are plenty of gun experts there, owning various weapons and stuff. They will be glad to help you with any info you need for the new ordnance's weapons :)

+3 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 10 2012, 3:58pm replied:

We have the weapon knowledge but Twist was solely dedicated to the expansion of weapon modifications. That huge project cannot be distributed between the active members of the team. If skilled modders are willing to take on that kind of task they are more than welcome to contact me for coop (not for version 2.0 though but for a possibel addon or future expansion).

+4 votes   reply to comment
chrisD2142 Sep 10 2012, 2:08pm says:

N.Aaroe not sure what you mean by weapons expert (modeling?, texturing?, animating?) but if you need someone with knowledge about various weapon systems i can help with that. all of my knowledge is either through hands on experience or extensive study (no call of duty)

+5 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 10 2012, 4:01pm replied:

Thanks but as stated we do have the weapon knowledge and interest. We simple haven't got the ressources to take on such a task as New Ordnance as Twist has ceased modding and he was dedicated to this aspect only. The current members have multiple agendas and areas of focus.

+3 votes   reply to comment
0rpheus Sep 10 2012, 2:43pm says:

So there's still hope the New Ordanance part will be implemented some time later?

I can wait; I do want some nice variety in my arsenal :)

+3 votes     reply to comment
trojanuch Creator
trojanuch Sep 10 2012, 3:07pm replied:

Of course - its not that it's too 'difficult' or that we lack skill or idea on how to do it properly. Its purely a matter of workload and time we have at our disposal.

I am actually looking forward to the point when - instead of constant 'crunching' to make it for the sep release - we will be just be sitting, (hopefully) enjoing feedback on v2 and steadly adding one NO weapon profile after another, carefully polishing each one of them.

Its going to be a nice, creative time and it will surely result in an awesome NO addon which you'll all enjoy.

+6 votes   reply to comment
MemoHK Sep 10 2012, 3:14pm replied:

So, after reading your comment I understand nothing. So, my guess is, that you also don't like adding weapon after weapon and you'd rather work on adding other important things to the game. Am I close? :D

0 votes     reply to comment
CorporalHicks Sep 10 2012, 3:36pm replied:

If you ask me it would be better to add "some" version of the ordnance to V2 and later on just to release new weapons. Otherwise it will require new game, instead we will just have to add the new patches. My 2 cents though.

+3 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 10 2012, 4:03pm replied:

Either way it will require a new game.

+2 votes   reply to comment
CorporalHicks Sep 11 2012, 1:21am replied:

Oh, that's sad then :\

+2 votes     reply to comment
trojanuch Creator
trojanuch Sep 11 2012, 4:05am replied:


I think on the contrary - if we release NO or any other addon in future - it will rather serve as a nice reason to actually start the new game and pass thru the mod once again - perhaps as a different USS specialization?

Moreover - the only thing which will require new game in this case is having new guns placed in stashes / hidden locations on maps (as this requires all.spawn editing and thus a new game if changes are to work). Adding new weapons / items / armors to trade and NPC loadouts will not require a new game at all.

-1 votes   reply to comment
superprion Sep 11 2012, 4:31am replied:

If i edit the xml/config files, am i able to change the npc loadouts without starting a new game or messing anything up? For example making some bandits carry the revolver (i forget its name).

+3 votes     reply to comment
trojanuch Creator
trojanuch Sep 11 2012, 5:23am replied:

Yes - however changes made to xml only take place once the NPC is respawned. So for 'story' NPCs which get spawned once on new game - changes will not take place.

Still noone says that we sill need to rely on tedious xml tweaking for our NPC loadouts - we are far beyond that point :)

Traders are of course a different story - as they 'reset' on every game load.

+4 votes   reply to comment
DarkMajor21 Sep 10 2012, 5:13pm says:

Well I know a lot about guns too, but that does not mean I could help you guys mod the game. I really really wish I had more skill I would really love to help you guys with ordnance but I have very little modding knowledge.

+3 votes     reply to comment
psycho2112 Sep 10 2012, 6:34pm says:

What about the new armor stuff? Like diversified AI so I don't always see just two variations of stalker? (the one with the camo jacket and the one with the stalker suit). Also, will the FN FAL be added still?

+3 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 11 2012, 1:14am replied:

Yes NPC diversity will still be a feature in the form of an expanded Armory Mod.
The FN FAL will be included but only with one of the portrayed profiles: Azzasins FAL

+4 votes   reply to comment
superprion Sep 11 2012, 4:53am replied:

Will the new armours from armory mod affect npc durability or will it only affect their appearence?

+3 votes     reply to comment
DarkMajor21 Sep 11 2012, 12:46am says:

What happened to twist anyway?

+3 votes     reply to comment
N.Aaroe Author
N.Aaroe Sep 11 2012, 1:12am replied:

He lost his motivativation for modding (maybe just temporarely). So we will see if he gets back to his New Ordnance project or not. More than often a hiatus means a permanent stop when it comes to ambitious modding projects. We respect and acknowledge his decision 100 percent of course.

+4 votes   reply to comment
MemoHK Sep 11 2012, 5:11am says:

Something like this would be nice to see into misery...


+4 votes     reply to comment
GenezisO Sep 11 2012, 12:28pm says:

Good reading.

+3 votes     reply to comment
ponney68 Sep 11 2012, 11:56pm says:

3D models for the new items!! It's a very nice new feature.
Yeah, in this regard I need to learn more about modding.

+3 votes     reply to comment
SturmFalke Sep 12 2012, 8:22am says:

Is there any plan of a metro station near jupiter ?

Between the Container Warehouse and the Ventilation Complex (northwest of the minefield), there's a tunnel with so much potential for this feature..

Saw a vid of the smrter mod they built something like that and it looks really good...

PS:The development report no.2 make me very happy^^
Thanks for this awesome artwork team Truezone and everyone who works together with you....

edit: sry for the double post

+3 votes     reply to comment
Eric_ Oct 1 2012, 6:50pm says:

Are snorks still going to be the most deadly mutants in the zone? lol

+2 votes     reply to comment
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Released Jul 30, 2013
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