A complete weapon manual for MISERY 2.0. [NON-SPOILER]-version.
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It is now a one year celebration since trojanuch contacted me asking if he could merge his quality work into MISERY 1.0. I gladly accepted and we starting interacting. His talent and dedication was hugely motivating and we threw a few more ideas into our plans and within a few months we announced that MISERY 1.2 was in the making.
This early 2012 announcement catched alot of possitive attention and our joined forces inspired us even more opening our eyes for content potential.
More modders joined our project.
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Armory Mod and New Ordnance got announced soon after and we started cooperation with their founders _xXxTwistxXx_ and Simbalime to everything included in a conceptualized way in MISERY.
The team had now grown into a very dedicated handful of people and we all agreed that we were no longer forging a 1.2 version but something far more potent. We changed our project name to version 2.0 by then.
We were confident that we would be able to release such content merge in Q3 2012 and we stated this as our ETR.
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Then the obstacles started showing and we had to rebuild our gamedata from scratch to ensure stability. New Ordnance and Armory Mod paused their stand-alone development while even more modders had found their way to the MISERY dev team.
Now, instead of being a handful of modders we had grown into an actual modding team with various skills, interests and focus areas.
The potential in New Ordnance and Armory Mod was too good to be discarded and the team felt confident that we would be able to have this content somewhat represented in MISERY. We stated our new ETR as Q4 2012.
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Meanwhile the attention and public interest here on the MISERY main site had grown into an inspiring and hugely active community with daily tips, suggestions, ideas and demands for the upcoming version of MISERY.
The MISERY dev team now had a serious development forum going where every little detail got debated and expanded on. We had to choose whether to wrap up our current data status or keep expanding on it as we had done for almost six months now.
Well aware that many people would now potentially lose patience and respect for our ETRs we just had to make a new one: Q1 2013. At least the logic was very obvious to us with all the interesting data tweaks and mini features added along the way.
We agreed for this as our development announcement while respectfully sharing lots of info and feature insight with everyone here on this site.
We were also glad to see such community support and understanding about a development decision such as this.
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This was also the time when Alundaio officially joined the MISERY dev team and the modding progression started a new phase where many new game aspects had a very interesting retouch.
Needless to say that this changed our perspectives quite a bit.
We began 2013 with an extremely active modding team and progression and started our weekly updates to reveal the retouches on the go. There seems to be a municipal and continuously take on our frequent updates that their added value speaks for itself and justifies the prolonging of release.
Community feedback and responds to this development phase continued in a very supportive and positive way.
Our plan of convincing everyone that good things come to those who wait
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To this day the MISERY 2.0 development has never had a standstill, an actual pause or any overall hiatus.
We've been dedicated and made progression on a daily basis with one tweak conjuring the inspiration for another.
Well aware that we have to wrap things up at some point and actually release the damn thing while we still have a supportive community base we've had this constant 'finishing phase' hanging above our heads for several months now.
We could continue this open mind towards ideas and inspiration but we've really made an effort to tone things down these last couple of months.
But to this date we haven't had a gamedata as stable and seemingly finished as we do now.
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We feel greatly honored with the modding talent that offers itself and participation in our process.
Who knew that this mod would grow into the devoted and powerful team that it is today! (See full list below).
New Ordnance is now fully implemented and we are overjoyed that the huge amount of assets actually are allowed in terms of memory consumption for this game.
With extremely dedicated beta testing we've been able to crush most bugs while keeping a focus on sorting out the gamebreaking CTD's that also were present.
Keep in mind that some features require months of proper implementation and following ingame testing so we can't decide from one day to another that 'enough is enough'. It is not like a feature is being added per day and a simple choosing between 'a bigger mod tomorrow' or a 'release today'.
And also it is worth mentioning that many modded aspects require a new game. So we cannot release the mod and simply update it two months after without breaking your playthrough.
And releasing a mod that breaks your game upon reaching the Pripyat level would be quite embarrasing to be honest. Things take time but things have never looked as good and promising as they do now!
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I think we all can agree that progression reveal of this modding project has never been as interesting as it is now.
With Damjan on the team we have huge support on feature promos and also good things stirring in the whole sound department.
In fact we have every type of skill represented in our current team and it is all a matter of settling with our ambitions at some point to be able to share what we did with all of you instead of this constant teasing and promotion to signal that we are alive and well.
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For stability reasons we have had a long period with Armory Mod assets disabled while testing other aspects of the mod.
We are now ready to re-activate AM and see how things go in terms of stability, bugs and memory consumption.
If it turns out that we are putting too much stress on the average pc we will simply scale down our content representation. This is a trivial and simple matter that shouldn't take long.
So far our two biggest sub mods, in terms of RAM consuming assets, New Ordnance and Armory Mod, have not been active ingame at the same time.
This is not something to worry about and in fact we are able to retain full control all along the way in our testing labs.
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"Why don't you just set your release to Q4 2013 to actually be able to keep your promises instead of constantly changing the damn ETR?"
- Please note that an ETR is an estimate and not a release date. We are a team doing this in our spare time and real life obligations MUST come first.
Instead of answering every interest with a simple 'when it's done' we just feel like being open and honest towards you all.
And with new types of gamebreaking crashes in testing phases you cannot calculate anything for certain as some issues may cause a progression standstill for days or even weeks to be solved.
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So, without further do, I'll be finishing off this development background story with the most up-to-date news on our current status:
- We will not be able to make it to a March release
- We have settled for current features (although this hurts our devoted modding hearts a bit).
- Some already implemented features are yet to be revealed.
- Weekly polls will continue to roll as responds are so supportive.
- We have our minds set to finish off our development.
- Our new ETR is Q2 2013 and we have never felt as confident about our ETR as we do now.
- We have to ignore feature suggestions and ideas that cannot be executed in a day or two.
- As promised we will announce actual release date AT LEAST 1 week in advance.
- We thank each and everyone for patience, support and understanding.
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 currently active MISERY development team is:
See Q12 in the FAQ for more credits.
Highest Rated (47 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 (48 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