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33 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.

========================
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GAME GUIDE

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

Post comment Comments  (6980 - 6990 of 24,483)
mastermaniac
mastermaniac Aug 21 2013 says:

Enemies turn their headlamps off in combat, and despite this they are able to see you in perfect darkness and ventilate you with pinpoint accuracy. That's not "hardcore," that's stupid.

As I play, I find myself saying "they didn't really think this through" a bit more often than I'd like.

The bandit transaction mission is also hopelessly broken, at least when you side with the free stalkers. Leadership "transfers" away from Spartacus as soon as you grab Morgan's PDA, and the quest is instantly marked as failed. Slaughtering Sparty and his Stalkers in retribution for my lost reward still didn't make me feel better. :-/

+4 votes     reply to comment
Gyrfalkon
Gyrfalkon Aug 21 2013 replied:

I had the same problem. I did some other quests and came back to it later and it seemed to correct itself. However, I did seek out Morgan mid battle and loot him as soon as he was killed, ran back to the stalker leader and talked to him completing the mission.

+1 vote     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

I thought about trying that. Kept getting killed in the process. Next time through I'll give it another go. :-)

+1 vote     reply to comment
zinthematrix
zinthematrix Aug 21 2013 replied:

Did you turn off "Hardcore enemy aim" and "Infinite NPC ammo" in the options menu?

+1 vote     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

If you're asking me, then yep, that was the first thing I did even before I started playing. I've played enough Far Cry in my day to be tired of superhuman AI sharpshooting. I'm terrified of what the game would be like with it on.

+1 vote     reply to comment
VicRattlehead
VicRattlehead Aug 21 2013 replied:

"Enemies turn their headlamps off in combat, and despite this they are able to see you in perfect darkness and ventilate you with pinpoint accuracy. That's not "hardcore," that's stupid."

Yeah, I wish the developers of Call of Pripyat didn't make this mistake either.

0 votes     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

This was NOT in vanilla COP. All Stalkers used headlamps in (most) dark conditions. Sometimes it wouldn't register and they'd go without headlamps (like in the fight against Skull in the office buildings), but for the most part, Stalkers would use their headlamps in combat.

+1 vote     reply to comment
VicRattlehead
VicRattlehead Aug 21 2013 replied:

"Stalkers would use their headlamps in combat"

What a blatant lie, I just booted up CoP vanilla before I posted my comment to remind myself that the case in vanilla is the same as in Misery.

The only game in the series where NPCs keep their headlamps on in combat is SoC.

0 votes     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

Then there's a problem with your game. Trust me, I've played every Stalker game almost religiously, and those bandits in PARTICULAR used their headlamps during the firefight.

The Misery devs SPECIFICALLY stated in one of their releases that there would be "no more easy spotting enemies because of their headlamps." This was a deliberate change.

+1 vote     reply to comment
VicRattlehead
VicRattlehead Aug 21 2013 replied:

I suggest you play vanilla CoP again because it's clear that you haven't done so for quite some time. If you're talking about only a particular mission then maybe the NPCs were scripted to use their lights for that mission, but it's not the case in normal conditions.

0 votes     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

Are you drunk, or what? You're seriously trying to say that other stalkers don't use their headlamps in the dark? I mean, REALLY?

They don't use flashlights in dark indoor areas, but at night they are scripted to turn their headlamps on. They do not normally turn them off when in combat. This is a feature of Misery. I would bet that I've played Stalker games much longer than you have. Believe me, I used to get my kicks in COP just watching AIs fight each other from a distance.

There is something wrong with your copy of the game, or there is something wrong with *you.*

Youtube.com <-----Proof. And don't say "it's specific to the mission," because that's absolute nonsense, especially if you're at all familiar with scripting.

+1 vote     reply to comment
VicRattlehead
VicRattlehead Aug 21 2013 replied:

So you haven't actually bothered to boot up CoP vanilla yourself and try shooting stalkers out at night.

0 votes     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

There is no "booting up" CoP vanilla with Misery installed, and I'm not going to reinstall it for this silly little spiel. The AI was not originally programmed to disable flashlights for combat. This intent was announced in a Misery feature release almost a year ago.

There. Is. Something. Wrong. With. Your. Game. Or perhaps you simply unticked "NPC flashlights" in the options menu. Whatever. But I have been "spotlighted" by angry Skadovsk guards more than a couple of times, and that's just off the top of my head.

0 votes     reply to comment
VicRattlehead
VicRattlehead Aug 21 2013 replied:

Hah, I actually watched your proof and realized just how ignorant you are. Of course NPC's don't turn off their flashlight when fighting mutants, but they do when fighting humans.

"There is no "booting up" CoP vanilla with Misery installed"

Are you braindead? All you have to do is rename the gamedata folder you arrogant ignoramus.

+1 vote     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

Wow. Okay, first, it's "they turn it off while in combat." Now it's "they turn it off when fighting Stalkers."

"Of course."

Okay, I'm done with you, petulant man-child.

+1 vote     reply to comment
VicRattlehead
VicRattlehead Aug 21 2013 replied:

Wow, really, you're going to end the argument with this? Your entire complaint was that NPCs can shoot at you in the dark with their flashlights turned off. Now you're just trying to salvage your ego by resorting to attacking words used under a certain context, which is the complaint you made about NPCs combat with the player. Quite sad. Well, one day you'll end up playing vanilla again and hopefully you will be reminded of just how wrong you were.

0 votes     reply to comment
mastermaniac
mastermaniac Aug 21 2013 replied:

I'm going to end the "argument" with, "bye-bye now, you caustic little freak." :-D

+1 vote     reply to comment
VicRattlehead
VicRattlehead Aug 21 2013 replied:

I just want to correct myself and say that after further playing CoP vanilla to refresh my memory, NPCs also do turn off their flashlights when fighting mutants, so they just flat out turn off their flashlights in combat. Seems like the NPCs in the underground tunnel mission were just scripted to keep their flashlights on.

0 votes     reply to comment
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S.T.A.L.K.E.R.: Call of Pripyat Icon
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Released Jul 30, 2013
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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 (130 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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