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

MAJOR NOTIONS on GEAR & EQUIPMENT

• 
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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GAME GUIDE

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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...

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Dec 22, 2012 Guides 133 comments

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

Post comment Comments  (20060 - 20070 of 24,450)
WulfeeGrey
WulfeeGrey Sep 25 2012 says:

I hope what happened to super mod pack doesn't happen to misery, i love misery and its unforgiving gameplay. Super mod pack added so many things and had so much potential till they stopped or died or got too busy. Lets give some cheers for misery 2.0 to come out. CHEERS!

+7 votes     reply to comment
trojanuch Creator
trojanuch Sep 25 2012 replied:

Thanks a lot :)

I wouldn't worry all that much thou - we are not looking for being a 'good mod' thru number of features.

On the contrary - if there is anything 'unique' you can expect about this project (beside harsh difficulty and awesome atmosphere already nailed by Aaroe in v1) its how all features relate to each other, creating a single, working gameplay model with everything having its 'fitting' place.

So its definately quality over quantity that we are aiming here for.

As for release - after so many work-hours already pumped into this, its definately us who want this thing released more than anyone else - you can be sure of that :)

+8 votes   reply to comment
grazegrabber
grazegrabber Sep 25 2012 replied:

Every time you write a bit more about MISERY it feels very satisfying, half the mods with a million and one features are glitchy and personally I don't find half the stuff in em anyway.

MISERY 1.2 was amazing, it's the only mod I've completed twice, I may have been lucky but it never crashed once in both play throughs.

Looking forward(of course) to v2.0, the challenge is going to be unsurpassed and at times frustrating but this is why we support this mod and visit this page at least once per day.
Or is that per hour? hummm

+4 votes     reply to comment
michael_gears
michael_gears Sep 24 2012 says:

Are we going to play Misery 2.0 by the weekend?

+2 votes     reply to comment
N.Aaroe Creator
N.Aaroe Sep 25 2012 replied:

I am sorry, but no. You are however going to have a very good indication of when version 2.0 is set free. There are still some crucial things left to do for us in order to deliver a mod wrapped up the proper way.

+5 votes   reply to comment
realysm42
realysm42 Sep 24 2012 says:

There are two producers (ASC & Sam KDC) that have made an ambient album "Decayed Society" with the zone as their concept; their music goes great with the game, I thorouglhy recommend it on whilst playing if you tire of the in game stuff, check it out:

Youtube.com

+10 votes     reply to comment
N.Aaroe Creator
N.Aaroe Sep 25 2012 replied:

Thank you. I did not know these guys but I am glad that I do now. Very fitting for the sad Chernobyl/Stalker atmosphere.
I gave you a +1

+3 votes   reply to comment
EddyGamer
EddyGamer Sep 24 2012 replied:

Nice sounds really good like it

+1 vote     reply to comment
[TZP]LoNer1 Creator
[TZP]LoNer1 Sep 24 2012 replied:

Nice find!!!

+1 vote   reply to comment
HUNTER2K4
HUNTER2K4 Sep 24 2012 says:

I nearly finish BLACK MESA mod ( i play very very slow because if i play too fast , i will no more game to play ) . I hope Misery will come out soon !

+1 vote     reply to comment
Webexplr
Webexplr Sep 24 2012 says:

Medics require money to buy medical drug and for their live, it's logic.. as long as they don't charge too much.

+3 votes     reply to comment
Sgt_Marlop
Sgt_Marlop Sep 23 2012 says:

sorry for all the seperate comments- i just keep thinking of things!

anyways i was wondering if there was a way to make "stealth kills" work. what i mean is that in vanilla when you kill a certain number of bandits 9or any other faction) then you can get to a point where they shoot you on sight. I think it should only count against your "reputation" if someone sees you do it, and if you kill everyone that was witness, then your reputation should remain the same. i have no idea if this is possible to script, but it was just something that bugged me and i thought should be brought to your attention.

+8 votes     reply to comment
trojanuch Creator
trojanuch Sep 24 2012 replied:

Dynamic faction relations are not affected by reputation in v2 (we have an alternative system for that). This is for technical reasons (mainly neccesity to remain issue-less in bases like Skadovsk).

As for 'stealth' - you can trust me thats its not possible to create a working Splinter Cell-like stealth in CoP. By this I mean one in which only a single NPC is in combat mode, while rest remain idle and still have to 'detect' danger thru sound, vision etc. To keep AI properly-solid and not generating obvious stupidity, squads need to react to danger as whole units.

However what we attempt to perfect (thru proper vision + some dose of custom scripting by Alundaio) is a sort of 'active stealth' in which NPCs do enter combat / danger mode after one of them gets attacked (and for few other reasons) but this by any means makes them detect you automatically. Especially at night it is possible to outflank squads searching for you and enter places they previously guarded (it must be speedy action thou as NPCs will always return to occupied smart_terrain after rank / faction / time of day-depended timer elapses).

+1 vote   reply to comment
siftheadz
siftheadz Sep 24 2012 replied:

Oh, like the one in skyrim? That would be amazing if implemented.

+2 votes     reply to comment
Tiefood
Tiefood Sep 24 2012 replied:

I think its closer to the Faction system of Fallout New Vegas

+1 vote     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
Developer
T.Z.P.
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Released Jul 30, 2013
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1898 votes submitted.

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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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