Mod cancelled. 1.2 and 1.3 will continue to be available and assets from the new version will be available once cleaned up.
Swartz mod v1.2 will be released this Sunday. I have been posting releases and content on my site and had de-activated this profile, but now I'm back in preparation for release. Please bare with me as I get this page back in order and updated with all the latest news and content about Swartz mod.
Posted by Swartzy on Feb 3rd, 2012
Swartz mod v1.2 will be released this Sunday.
I have been posting releases and content on my site and had de-activated this profile, but now I'm back in preparation for release.
Please bare with me as I get this page back in order and updated with all the latest news and content about Swartz mod.
As for some content, here's the full Swartz mod v1.2 feature list (not all the features, but it sums up the main ones):
*Overhauled radiation system. There are no on-screen indicators, instead you’ll notice the effects of radiation based on visual cues such as screen wobble, blurred vision, etc.
Radiation does not do any immediate harm, it’s an invisible and long term threat that is everywhere. To help with this, pack lots of vodka, grab antirads when you can afford them, and carefully read the hints during load screens.
*New AI by Alundaio. AI is far more intelligent and responsive. Pointing a gun in someone’s face may get you shot. Shooting at NPC’s will result in them chasing you down to kill you. AI runs from big threats. NPC’s use scopes, can hit you with the butt of their rifles, heal themselves, and can engage in long-range firefights for the first time ever.
*Atmosfear 3. Now incorporates numerous new features, like customizable weather in-game, chemical/radioactive fallout, psi-storms, moon cycles that cast shadows, meteor showers at night, and generally amazing looking weather. Fully customizable so mess around with the weather settings to create whatever atmosphere you’re looking for!
*31 new weapons
*Incorporated Shoker mod and other models from AMK forums which re-animate and correctly mirror the majority of the vanilla weapons.
*Incorporated a tweaked version of Massive Simulation Overhaul by trojaunch. This breathes even more life into the Zone as various groups hunt for artifacts, secure abandoned bases, hunt for mutants, engage in faction wars, and many other things.
*My own version of ‘Variation mod’, which is less taxing but also more lore friendly and more varied. Some new meshes are used as well as new textures.
*Artifacts completely rebalanced in a way that is similar to SHOC.
*The third toolkit will be available earlier
*Bandits will turn hostile to you after completing the first two "Help the stalkers" missions.
*Tons of new post processing effects for psy-effects, injuries, need for sleep, etc.
*New loot spawns
*Random weapon loadout system for all AI that dynamically randomizes weapons for all factions and ranks.
*Ammunition now plays a bigger role in how you will play the game. Enemies will drop very little loot, and in terms of ammo they mostly drop surplus ammo due to it’s wide availability. Although it’s cheap and readily available, it’s less accurate and will degrade your weapon much faster than usual. Buy regular ammunition from traders to keep your weapon in good working condition.
*Cut parts off of mutants and sell them to traders for money
*Better looking terrain, highly inspired by Complete and Cromm Cruacs detailed environments, and further melded together for a new look. Grass draw-distance should now be far less noticeable.
*Subtitles & Russian audio mod incorporated. Subtitles can be configured or even turned off in the Sound menu.
*Very mild new recoil effect added to all automatic weapons.
Here's a preview video of v1.2 (I know I'm using Misery's music in the video, but no I will not be including it with the mod):