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MISERY 2.1.1 STALKER event April 26 Enter the Darkness
Blog RSS Feed Report abuse Latest News: MISERY 2.1 RELEASE

31 comments by N.Aaroe on Mar 18th, 2014

- - - MISERY 2.1 RELEASE - - -

MISERY 2.1 is here and with it the end of an era of compassionate modding.
The energy and drive that flood the development team on a daily basis is quite extraordinary.
MDT has evolved a love/hate relationship with the X-Ray engine and although the MISERY mod
can now be considered a completed modding project there will be more updates and extraordinary content to follow in future updates. We just love our Zone and modding projects that much.

Thank you all trackers, testers, gamers... Stalkers!
For the patience, the feedback, the emails, the love and the hatred.
All of this would never have seen the light of day without such a wonderful community to back us when times were rough and when we had to take a beating.

In celebration of this support we have now opened the MDT Testing Lab allowing everyone to utilize this forum as 'core testers' for any future tests, ideas and new content for the mod. So welcome all!

Having worked with MISERY on a daily basis for years now it is needless to say that we all would very much love to enter the gaming industry as professionals.
Such dream scenario does not simply fall from the sky so we decided to go all-in on a new standalone game project.

- - -


Misery Development Ltd. hereby proudly announces: The Seed
Story-driven post-apocalyptic video game set in Eastern Europe, 2026. Single-player 2D interactive novel deeply rooted in psychology.
The Seed is a game where choice matters. YOUR choice. The decisions you make in the novel will have far-reaching consequences affecting how the plot unfolds as
the Construct 2 engine is tracking everything you do to deliver a tailored game experience.

Story progression heavily under the influence of player choices and morale. The player will be able to travel solo or join a group of other survivors.
Conduct an outdoor hunting type of survival or roam the regions as a bandit scavenger.

Constituting such actual game development does not only involve financial investments but it is a real life bet with everything involved and lead MDT members have quit theirs jobs to be able to work full-time on this.

Revealing this project to you all here feels like sharing a new found zone artifact with our best friends. You are our main audience and we hope to have your thoughts and ideas shared as much as it has been the case with MISERY.
For that we have established several social media to be able to discuss apocalypse, survival, ethics and morale.

Join the debate on:
- Kickstarter
- Facebook
- Twitter
- VK

We hope that you will feel as passionate about this project as we do and we can't wait to share our development progression with our backers all along the way.
Please share the news with your friends to let them all know about The Seed.

See you all in Eastern Europe 2026
(Or around the corner on social media)

Thanks again and best regards
The MISERY Development Team

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MISERY 2.1.1 Patch (2.1 -> 2.1.1)

MISERY 2.1.1 Patch (2.1 -> 2.1.1)

Jun 29, 2014 Patch 29 comments

Patch 2.1.1 for MISERY 2.1. This mod production is a hybrid of various modders work in a global teamwork. MISERY is neither the best mod in the world...

MISERY 2.1.1 UPDATE (2.0x / 2.1 BETA -> 2.1.1)

MISERY 2.1.1 UPDATE (2.0x / 2.1 BETA -> 2.1.1)

Mar 19, 2014 Patch 31 comments

Upgrade your MISERY installation to MISERY 2.1.1 with this update. This mod production is a hybrid of various modders work in a global teamwork. MISERY...

MISERY 2.1.1 (All-in-one)

MISERY 2.1.1 (All-in-one)

Mar 19, 2014 Full Version 103 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 20 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  (18460 - 18470 of 23,044)
anakin2505 Oct 6 2012, 1:51pm says: Online

i love the difficulty about this mod. but i have a question.
i have played stalker cop with cop complete mod. this mod is a piece of cake but.
during mision in the underground way to pripryat my team was being killed very easily . in this mod where the difficulty is great wont this be worse

+1 vote     reply to comment
boredgunner Oct 6 2012, 8:10pm replied:

In Misery 1.2, my squad mates didn't die anymore than they do in vanilla. But this is because I run ahead and kill everything myself. It's the best tactic.

+4 votes     reply to comment
coap Oct 7 2012, 3:54pm replied:

Or maybe because you have done a nice AI work? I didn't have the occasion to go in the Pripyat underground thanks to a bug that prevented the dialoge with Nitro, but surely isn't easy...

+1 vote     reply to comment
ShadowFear Oct 6 2012, 10:59pm replied:

You greedy little soultaker you.

+2 votes     reply to comment
XStrelokX Oct 6 2012, 12:21pm says:

You could also add stealth to the Sniper class and some snipers with silencer, and what about the bullet drop? i like that effect a lot.

+2 votes     reply to comment
infiniteMotion Oct 6 2012, 12:00pm says:

I am friggin' stoked. Curiously enough, even though I only played as the Assaulter and Recon in 1.0 and 1.2, I may find myself picking the Sniper as a class when 2.0 comes out even though I very rarely use sniper rifles. This time I'm planning on playing "myself," using an M4A1 and TT-33 for pretty much the entire game, so the whole 'huntsman' concept fits me pretty well.

+1 vote     reply to comment
reallybigjohnson Oct 6 2012, 11:55am says:

I am a bit confused with the whole differences in food and sleep requirements thing. I know skinny people that easily out eat guys much bigger than them. Metabolism is determined by genetics and activity, not your career type.

Regarding sleep I knew people in regular infantry in the army who sometimes have to stay awake for days at a time. It all depends on the mission again not some MOS.

Was this done purely for gameplay mechanics? I am not entirely opposed to it, it just didn't make much sense to me when I first read the descriptions.

There was a series of mods for Oblivion, Fallout 3 and Fallout NV, and I think Skyrim as well where food and sleep requirements were determined by activity. If you just walked around and picked flowers you didn't need to eat as much and you could postpone sleep longer than if you were running around and fighting every creature and npc you came across.

Just so long as I am not eating every 5 seconds again I will be happy. Can't wait for the launch and keep up the great work guys. :)

+1 vote     reply to comment
trojanuch Oct 6 2012, 6:22pm replied:

Look at it from the perspective of body mass. We imagine Recon to be the most 'small-frame' of the guys. I think that repercutions of that are pretty obvious (and reflected in the stats).

As for food specifically, it might be not that clear when looking only at the rosters only (we'll consider making an improvement in this regard) but satiety has actually more than one aspect to it.

Here's a brief list for you:

- how fast your character gets hungry with time (this divides again into two different aspects: 1. hunger comming naturally with time 2. hunger generated by certain consumables in the form of side effects)


- at which rate hunger affects your character's stamina rate

All classes are balanced using the combination of all above paramethers.

To give you an example, in this system the Recon class:

- looses satiety with time at medium rate
- is more proned to drugs side-effects so they make him more hungry than the other classes
- is also more proned to side-effects of unhelathy food so he should try to keep the healthy diet

BUT (to balance all that)

- needs to eat much less that the other classes to be full again

This is a part of a general notion that playing as a Recon should require generally more attention to buffs, food and overally consumables management than the other two classes.

We imagine him as a specialist in feedling with his seemingly weakest body to boost his abilities temporarly using a combination of masterfully selected substances :)

+3 votes     reply to comment
Trooper425 Oct 6 2012, 12:21pm replied:

Conditioning my friend. Some classes are conditioned to require less food or sleep. Also, certain classes are practiced in the use of particular drugs and medical treatments, lessening the hunger and sleepiness effects these treatments bring.

I agree though that the food system was a little messed up in 1.2. At times I found myself buying everything the trader had, and God forbid I should try to sleep.

+3 votes     reply to comment
trojanuch Oct 6 2012, 6:43pm replied:

I can only tell that we consider each of these guys as a trained special forces operative so they are all at least competent at 'basic' skills like shooting various guns, scouting or survival tactics.

So classes serve rather as a specialization of an overally very capable soldier + they take into account various physical differences between them.

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
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Release Date
Released Jul 30, 2013
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1740 votes submitted.

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Ratings closed.

Highest Rated (80 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 (124 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

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