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33 comments by N.Aaroe on Aug 17th, 2015


Massive tweak of new ways to use items found ingame
. Some items can be sharpened now (shovels, swiss army knife, cutlery, grooming kit)

- Mutants can be looted only with use of sharp objects: knives, sharpened items or "Hunting Kit"

• Added quick-sharpening, with added possibility to use two separate one-usage-left sharpening stones to sharpen a shovel (shovels need two stones usages)

• Food cans have to be opened with a sharp object (knives, sharpened items, etc)

• The secret purposes of nearly every item you thought for immersion only will become readily apparent.

• Hints describe the purposes of items.

• Everyday items can now be sharpened and used to assist in getting more out of every item you find.

• A specialized Hunters Kit can be used to get the maximum amount of loot from Mutants. Yes, it’s now a viable source of income.

• Other makeshift items can also be used when sharpened and degrade with use.

• You can now salvage (with the appropriate tools) useable items from broken radios, Geiger counters, etc. reducing the weight of your loot and freeing up resources while in the field or camp.

• The more suitable a tool is for use the greater the benefit earned when salvaging items.

• Specialized salvage toolkits enable maximum recovery just like the Hunters Kit.

Stay tuned to this page and Facebook for further updates.

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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 55 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 34 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 164 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 22 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 24,455)
iMakeTea Dec 6 2012 says:

In New Ordnance, can a player feel the stat differences in combat (reload time, handling, etc) switching from an Old variation of a gun to a New or Personalized one besides jamming frequency and price?

+5 votes     reply to comment
N.Aaroe Creator
N.Aaroe Dec 6 2012 replied:

Handling and reloading should remain the same I think.
But your answer is Yes: accuracy, bullet speed, weight, pre-installed upgrades, some have been pre-customized for certain pros and cons (slightly). Pretty much everything that could vary in real life on a authentic level.

+12 votes   reply to comment
iMakeTea Dec 6 2012 replied:

Ah, yes! Pre-installed upgrades on a weapon definitely gives off the feeling it is superior to other variations you can get and that the weapon definitely belonged to someone else (before you looted it of course). I loved seeing that in the SGM 2.1 videos by OCedmyToaster. Excited to hear about them coming to Misery.

With so many changes in Misery 2.0, you could probably get him to record another Let's Play series for it. Would be publicity for the mod!

+4 votes     reply to comment
superprion Dec 6 2012 replied:

Will different varients of the same weapon have different prices for repair and upgrades?

+2 votes     reply to comment
Iota97 Dec 6 2012 replied:

In cop the repair price is based on the weapon's price, so it will be probably different. About the upgrade i have no idea.

+1 vote     reply to comment
GusG Dec 5 2012 says:

I am sorry if this has been talked about. But have the zombies been weakened a little? I can understand their body's being bullet sponges and needing head shots to take down, and that's reasonable. But it seemed like they had terminator like accuracy and vision. Also, will we see them target other npc's instead of locking in on the player.

+3 votes     reply to comment
T_R Dec 6 2012 replied:

Yes! In the 1.0 version, I watched that 3-4 zombie stalker kill 5-10 NPC stalkers near the station without any problems when it comes to close range. At the same time, at long range shooting zombies is much worse, but stalkers spend 10 times more ammunition to kill zombies from a distance, so the zombies just close the distance and kill stalkers, it looks pretty silly.
Need to reduce health zombie stalkers beginners and thus for all the zombies to reduce the rate of recharge weapons and increase the damage on them when hit in the head! They do not have helmets, but not always enough even a couple of shots in the head to kill them immediately.
In close combat, they will still be dangerous for stalkers, but when they get into his head, no longer such terminators.

+2 votes     reply to comment
Nenketsu8 Dec 5 2012 replied:

It has, in fact if you watch the topmost video on this page, you can see an example of a zombie fight in 2.0. They've addressed it in the manner so that not only do zombies have more "zombie-like" vision/accuracy, they also have a chance to drop their gun. This means there's a nice variety of armed and un-armed zombie enemies, from what I've gathered. This is in addition to new weak points, etc . I am not a dev, so feel free to step in and correct me if I've misinterpreted anywhere.

+5 votes     reply to comment
PlasmaDavid Dec 5 2012 says:

Can anyone give impressions on Stalkersoup for me? Their website is pretty shambolic... downloading it, excited for a new SoC experience!

+1 vote     reply to comment
Nenketsu8 Dec 5 2012 replied:

Hmm, hard to say. In as few words as possible; insane, impossible, and hilarious. It's great.

+1 vote     reply to comment
PlasmaDavid Dec 5 2012 replied:

Interesting. Guess I'll go into it looking for a good time, but I won't expect a MISERY quality "unofficial expansion"

+1 vote     reply to comment
Nenketsu8 Dec 5 2012 replied:

Expect less "quality" and more "quantity", I guess would be my suggestion. Not that it's cheaply made, but it is after all a MASSIVE mod and therefore discrepancies happen. Still, overall best SHoC mod IMHO.

+2 votes     reply to comment
stalkerforever Dec 5 2012 says:

ok so when will this mod be released? i want to play the best mod for CoP but i here there's balancing issues with this one and makes the game difficult. Games that make me restart over and over again cause of the difficulty, i see that as a issue that must be fixed, i understand having a challenging game but not over do it. I hope the modder team reads this :)

+1 vote     reply to comment
harshmyth Dec 6 2012 replied:

I agree that that more balance is needed, how ever not in the route of making it easier but more so towards being miserably realistic. Personally I think its to easy, but I have been stalking for many years. I can not wait for "The black road" with cross hairs turned off. Tip: fight from cover or fight to cover so that you can fight back with out getting owned. With some practice I'm sure that you will become a high speed death machine veteran stalker, even in misery.

+2 votes     reply to comment
Cyborg_Putin Dec 5 2012 replied:

It should be released around this month, I guess, since the pic says "Coming Q4 of 2012", but only time will tell :D

+2 votes     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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1899 votes submitted.

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Ratings closed.

Highest Rated (87 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 by pinkribbonscars

Lowest Rated (129 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 by FBtheUndead

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