Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, AI, items, weather, mutants, difficulty and much more!
No more faulty and unreactive AI of vanilla game. The 2 all-in packages creatd by Alundaio: AI Tweaks and Plugin Pack do it all. From distant combat unlocking, thru overhauled combat ignoring rules, to random weapon loadouts - it has all been taken care of resulting not only in the most solid AI pack in Stalker series ever but also one of the best which can found in games generally. credit: AI Tweaks by Alundaio and Alundaio's Plugin Manager & Plugin Pack
No longer NPCs are only diversified by their armor and thus overall endurance. For the first time in Stalker games the 'basic' combat abilities like reaction times and accuracy have been tweaked to suit even the most demanding FPS fans. Additionally those setting where diversified among NPC ranks and factions. Result: tactical combat requring proper threat and position assesment. credit: MSO
A-lfe system in Call of Pripyat turned to be extremely flexible and open to creative approach. MISERY project attempts to push those possibilites to their limits by complete overhaul of all of the game's spawn points and personalization of daily routines and travel destinations. No more simple dychotomy of day / night behaviour: each squad type follows his own agenda which can often means night-time activity. No more empty buildings and locations which never got active after quests there finished: each and every locale in-game will have sth interesting waiting for you should you ever decide to return there.
And all this properly deepened by introduction of NPC custom proffesions within factions: like Loner Hunters who have their individual behaviour schemes, goals and individual equipment fitting it. credit: MSO
Well done to the Misery Development team! (Myself Excluding)
Unless Alun and Trojanuch are on the dev team, did the Misery team actually really do anything except merging? No offense.
Hehe - I am on the team and working my *** out for it :)
Oh nice, well done to you and Alun then :)
Will weapon loadout of person take effect on AI in groups? I mean target selection.
In overall: Great work! OGSE Team already developed their enhanced AI and Companion system for Shadows of Chernobyl but new version of their work will not be soon! It will be interesting if you will release it earlier than they do.
With best regards from Russia!
I know which pack you are reffering to - one showed by OGSM in their awesome movie :)
If I can compare what we have - imo they went much more futher into tweaking of combat planner schemes while we went more into the direction of tweaking and perfecting a-life and changing / diversifying 'base' NPC statistics (which of course affect combat as well but more in therms of difficulty than individual NPC behaviours).
If you'd like to have a very generall view of how combat works now - view this movie:
(of course many things has been changed for Misery, like for ex. entire damage model - base AI is similar thou).
And here are some of the newer improvements which we are adding:
So - althu we are somewhat less advanced (so far) than OGSM we also have some stronger points here and there :)
No more ever neutral factions - work agains someones interests and it backfire on you sooner or later. On the other hand should you act properly even initially hostile Bandits or Mercenaries can transfor to valuable allies.
As logic and Stalker lore dictates, Pripyat should be the very hot-spot of Zone activity producing extremely hostile and tense envirnoment. Unfortunatelly - due to overall emptiness and over-scripting of vanilla game it turned out to be a dissapointment to many fans. Its no longer the case thou - Pripyat has been overhauled and carefully tweaked in all aspects related to a-life and spawns producing both the atmosfear and challange living up to the 'center of The Zone' name.
Due to tweaked a-life, NPCs fight with each others on maps much more often. Due to AI Tweaks NPCs loot *all* bodies after skirmishes. Result: inventories and thus loot of NPCs are no longer static but rather are being dynamically shaped by consequent NPC actions. Wanna know who's the real bad-***: trade with him and see what treasures he managed to gather on his endavours. Or try to kill him if you dare.
This mod is really awesome, I've never seen something like this before: it totally improves a game which is already wonderful, adding lots of new things that make it extremely exciting and realistic.
How much will we approximately have to wait until the 2.0 version will be released?
I really can't wait to play it :)
p.s.: sorry for my bad english
There's no bad english going on there :)
Thanks and check Q18 here: Moddb.com
I did something like that in SoC, and the game indeed is much more interesting, as after one or two in-game days, there's no easy-to-find loot (except the fresh bodies). It's really refreshing for a game, so I'm really looking to find the same for CoP :)
However... I'm really worried from your above description, about "being dissapointed by the emptiness"... does it mean this mod will be overcrowded with fighting NPCs? I hope it's not the case, it this would turn Stalker into some more CoD-like shootout...
Waiting impatiently to see this mod :)
GodDAMN! You guys have said you are technically ready for a release, but keep postponing so you can add even more cool things. When this finally comes out, I fear I may not leave my computer for a few days.
I was disappointed that the trailer did not have any gameplay however the information was nice to know. I am excited for 2.0 :D
show less to surprise you more :D i like it!
This look absolutely awesome! I can't wait to try all this out.
It's a real shame though that there are so many different mods, each adding something special to the game that other mods don't have. It would be the best thing ever if all the biggest mod developers collaborated and made one big mod
I love you. This mod made this game so much more, and seems only to be getting better.
seems that this mod deserver the "s.t.a.l.k.e.r 2" title :D
Is this vid on youtube too? I can not view any vids on ModDB sadly but I really want to see this :(
I can ally with bandits? No thanks. Ive spent two games shooting them on site, im not stopping just because they don't shoot me on sight the first couple times.
I have a question. Since my experience with Clear Sky was rather limited (game breaking bugs and crashes, etc) I can't quite remember, but didn't the AI in CS have a complete overhaul from SoC which for some reason wasn't applied to CoP? I seem to remember the AI in CS using cover and blind firing and stuff like that and they don't do it in CoP. Does anyone know why?
I know, they do, look: Youtube.com
Finally, we can join the mercs like in SGM!
Well - its not actually joining the faction. However - if you behave properly (for ex. bring food to 'Lost Mercs' or support Bandits during the 'Arms Deal' quest) you may be granted a chance to 'prove you worth' among Bandit and Mercs ranks: at this poing the more you kill the more neutral squads will be spawned (at the cost of Duty, Freedom and Loner squads getting consequently hostile to you).
Cool, I anxiously await.
Nice, and secretly unbeknownst to only a few people in the Zone, we (I, you, everyone, AKA: The Major) is actually a military stalker. LOL...
I'm guessing no YT vid then? Sigh I guess I'll just have to wait for the release then.
Check the description. It's now on YouTube also
Thank you very very mucho :)
After the 2.0 gets released, I'm probably gonna have to move to The Zone and start living there. Permanently ;)
Is the mod mergable with Call Of Pripyat Complete?
What does Complete have that this doesn't?
Bugs and crashes :)
+ obsolete versions of mods implemented in MISERY
Yeah, exactly. There is really no point in a focus on Complete for CoP no more in my opinion. And I don't even think that it is being developed any further.
It isnt, neither is SC2012. The complete dev is either making something huge, or it has like all big modding studios trough the time fallen apart.
People just have some blind love for the Complete series. God knows what makes them like it so much.
Agreed. The Complete mod for SHoC raised the bar back then... but I must be honest and say that Complete for CoP is really outdated in comparison to several other CoP mods now.
This seems like it is going to make running around alone a lot scarier. lol
Waiting with great anticipation!
Great job. I always look forward to mods that put at least some stress on A-Life and AI, and not just focus on new maps, character models and tons of new weapons that get old fast. Great job and waiting to see your next release!
BTW, if you ever want to throw in NPC<>NPC trading into your A-Life mixture I can help you do that.
Hi - g8 to see you and thx for kind words :)
What we have for Misery is sort of a 'final implementation and customization' of what is being developed for AI.
The 'base' is going to be available for vanilla as stand-alone package and we have a separete forum for the work on it:
Please feel invited to come in - we have some new, cool stuff in progress and besides - Alundaio is one of the most competent ppl around to talk about AI scripting.
So I hope to see you there some day :)
(as to NPC trade - thx I will surely keep that in mind)
Damn, this looks good. So good to see someone actually implementing all those features Stalker lacks.
Did you fix the issue with zombies in Uncle Yar's quest?
i am loving this really cant wait for ver 2.0
Can you join the scientists? I'd want to be an ecostalker just because ecologists, as a faction, pay well and offer good exploration equipment, more effective meds, and probably clean food and water. In Oblivion Lost 2010, you can have Sidorovich hook you up w/any faction right from the start, including bandits and ecologists. Starting off as an ecostalker means you're given papers that allow you to pass through the railway embankment checkpoint w/o having to bribe Major Kuznetsov. I also like the idea of mercs and bandits targeting you as an ecostalker because it means you can kill them and not feel bad about it (just like the old days).
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A-life and A.I. teaser for MISERY 2.0
A-life enhancements by Gameplay Designers alundaio and trojanuch
Classical piano by Musician John Murphy: "The End"
Video editing by Concept Designer N.Aaroe
(images are filtered)
Watch on YouTube: Youtube.com