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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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Stay tuned to this page and Facebook for further updates.

Development update

Development update

News 29 comments

Latest news from the MISERY Development Team (MDT).

FAQ for MDT

FAQ for MDT

News 20 comments

What does the past, the present and the future hold for MDT? Here's an Update to keep you in the loop.

Team update

Team update

News 16 comments

MDT are here with latest news and updates from our team. MISERY will have an update before long while The Seed is being developed full steam.

MISERY 2.1 RELEASE

MISERY 2.1 RELEASE

News 33 comments

The STALKER MISERY mod 2.1 is here and with it some great news from MDT. Needless to say that the team has been looking forward to this day with great...

RSS feed Downloads
MISERY 2.1.1 Patch (2.1 -> 2.1.1)

MISERY 2.1.1 Patch (2.1 -> 2.1.1)

Patch 57 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)

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)

Full Version 170 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...

GAME GUIDE

GAME GUIDE

Guides 24 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

Guides 131 comments

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

Post comment Comments  (7460 - 7470 of 24,935)
mastermaniac
mastermaniac

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. :-/

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Gyrfalkon
Gyrfalkon

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.

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mastermaniac
mastermaniac

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

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zinthematrix
zinthematrix

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

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mastermaniac
mastermaniac

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.

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VicRattlehead
VicRattlehead

"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.

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mastermaniac
mastermaniac

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.

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VicRattlehead
VicRattlehead

"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.

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mastermaniac
mastermaniac

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.

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VicRattlehead
VicRattlehead

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.

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mastermaniac
mastermaniac

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.

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VicRattlehead
VicRattlehead

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

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mastermaniac
mastermaniac

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.

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VicRattlehead
VicRattlehead

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.

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mastermaniac
mastermaniac

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.

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VicRattlehead
VicRattlehead

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.

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mastermaniac
mastermaniac

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

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VicRattlehead
VicRattlehead

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.

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S.T.A.L.K.E.R.: Call of Pripyat
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1974 votes submitted.

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Highest Rated (90 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 (136 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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