The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:
As some of you may already know, patch 5 is finally out. Although I may take about a week off from modding now, when I get back to work on this I have many things planned for the next patch. 1.06 will focus less on weapons and more on expanding the gameplay. Here are just some things I'm considering doing for it.
Posted by FatalFunnel on Mar 6th, 2012
Implementing night vision scopes for weapons, with some weapons having a special N variant created that prioritizes the NV scope, meaning weapons with this scope type will be found on NPCs. I aim to add gen I and gen II NV scopes for both Warsaw pact and NATO weapons. Night vision from almost all suits with the exceptions of the SEVA Suit, the SKAT 9M and SKAT 10 suits, exoskeletons, and probably the Beril5M will be eliminated entirely, meaning that night vision will be almost entirely eliminated from the early-mid game and will radically change the way this mod is played in that you will have to be more cautious and sleep during the night earlier on. The type of night vision players will encounter before getting suit night vision, will tend to cause tunnel vision due to it being only in scope form, thus lessening situational awareness.
I will also attempt to add artifact detectors, although it may not be in the form that I envision them being implemented, Nevertheless, if I do add it, it will make many artifacts invisible, and so you will need to procure a detector in order to obtain them. When this is fully implemented, different detectors will pick up different artifacts, and I may even write a new quest for one stalker at the bar who will ask you to get materials to build a detector, of course he doesn't do this for free, he wants an artifact you find with it.
Other things that I will probably add in this new patch are more improvements to the AI, as well as expanding the game's items. To elaborate on this in particular, I would like to start with expanding the medical system. The medkits in game constitute that of a full medical set, now I will create parts of medkits, or rather, the components of a medical set that spawn on NPCs far more commonly than the actual medkits themselves, and they can't be hotkeyed. The parts of medkits each do a fraction of it's healing or anti-bleeding properties.
Here is a list of medical components I have imagined so far:
Anti-Coagulant (this is something like quick clot for the army medkits)
Morphine (for the army version)
Some lighter painkiller for the regular version, haven't decided yet.
Anabolic steroids (for the army version as well, stimulates wound-healing)
Some sort of anti-radiation treatment in the scientific version.
Each of these components does a fraction of healing that a full medical set will do, and some have different purposes, and they will spawn on NPCs far more often than the full medkits.
I am also thinking of adding new types of food, things like cheese, dried fruit, bottled water, instant coffee or sachets of tea, different types of cans of food, even dog food, energy bars, as well as non-food items like cigarettes, aspirin, waterproof matches and hexamine for starting fires. All these sorts of things along with spoiled and irradiated versions.