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:

  • Realistic ballistics.
  • An expanded arsenal of weapons.
  • Improved AI.
  • An expanded and embellished storyline, from the original Shadow of Chernobyl, while preserving the original core plot.
  • New levels.
  • New characters.
  • New quests.
  • An artifact detection system, and new artifacts, with old artifacts having altered properties
  • A realistic implementation of night vision, weight, sleep, and possibly weather even affecting the actor.
  • Many visual improvements over the standard SoC, and AMK.
  • Vastly increased difficulty.
  • Optional freeplay with the ability to traverse every level of the game, and join any faction.
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16 comments by FatalFunnel on Oct 31st, 2014

Recently I had help with fixing one of the major crashes that has been plaguing the mod, which is related to one of the artifact detector scripts and NPCs interacting with it in an unstable manner.

HERE IS THE LINK TO THE FIX.
Moddb.com

Aside from that, today I finished uploading all of the images that detail the changes I have made to every artifact in the game, and also the new artifacts that I have added. Next up is to write a unique description for each of them, and to place new spawn positions and anomalies on the game maps, (This will also require heavy all.spawn editing.)

Other changes being worked on at the moment are changes to actor satiety and food. The player will get hungry more often, though I'm constantly adjusting the satiety rate so that it isn't MISERY-tier. Ultimately I would also like to work on a system for making food spoil after several days, or contaminated when the player takes it into anomalies, which is far more sensible than simply increasing its price or making it rare. The end result of this hopefully, will mean that the player will have to stockpile food in the advent of an emergency, such as for example a blowout, and certain areas in the game will be difficult to procure food in.

Another thing on my table, which I have not fully started work on, is to merge in some new weapon models and add a few new weapons into the game, but I've left much of that work on hold until recently.

After these are done I can finally get to work on overhauling the armor damage system, which will be prototypical at first, and if that is successful, anatomical armor will be implemented. And of course a few other, minor changes.

Ultimately though, the next update could possibly be the last for this current build. I have plans to move onto bigger and better things with ZoA, which I see as being much different than how it is now in the future. Consider many of these features as a proof of concept for things I'd love to add to a more ambitious project.

HOTFIX FOR CRASH IN AGROPROM UNDERGROUND, REQUIRES START OF A NEW GAME.

OUTDATED, USE THIS LINK INSTEAD.

Moddb.com
MIRROR.
Fs06n5.sendspace.com release allspawn.7z

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Crash fix for af_podmena

Crash fix for af_podmena

Oct 31, 2014 Patch 1 comment

This fixes the item drop crash related to af_podmena in bind_artefact.script by disabling that portion of the script. As a result, artifacts no longer...

all.spawn fix, July 25th, 2014

all.spawn fix, July 25th, 2014

Jul 25, 2014 Patch 7 comments

Fixed a problem with the hotfix all.spawn being antiquated and lacking the level changers in the release version. The all.spawn used is now the release...

Zone of Alienation 1.07.2

Zone of Alienation 1.07.2

Apr 20, 2014 Full Version 30 comments

Zone of Alienation 1.07.2 (base version); this is a torrent file, see description for more information and DDL link (if you prefer).

Alternate Arm Textures

Alternate Arm Textures

Sep 21, 2013 Players Skin 15 comments

This is an archive of various different arm textures for each faction. Download it if you want to change how your arms look.

Post comment Comments  (660 - 670 of 1,532)
Jubelu
Jubelu Sep 7 2013, 4:20pm says:

Ah, thank you FatalFunnel, for having considered such an option. I am playing both your mod and the original AMK1.4.1. Waiting for your next release.

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Sep 8 2013, 8:56am replied:

The next "full" release of the mod, as in another build, won't be released until well after 1.07.1 will be finished. In which case I am planning to have other locations added, so adding a companions scheme to it would be pointless.

Instead companions would have to be ported as an addon for 1.07.1.

+1 vote   reply to comment
rocketeer1962
rocketeer1962 Sep 7 2013, 11:10am says:

Hi! a question, i have the retail version. What patch do i use?

+1 vote     reply to comment
TKGP
TKGP Sep 7 2013, 11:29am replied:

1.0004

+1 vote     reply to comment
Jubelu
Jubelu Sep 7 2013, 4:39am says:

Hey FatalFunnel can you make npc follow player in the next release?

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Sep 7 2013, 8:53am replied:

I was working on merging the KZ companion scheme for a while, it involves merging in a whole bunch of scripts, it's not going to make it in the next release because the new build of ZoA will have a modified game_graph, but it could be intended as an addon to 1.07.1.

+1 vote   reply to comment
FatalFunnel Creator
FatalFunnel Sep 7 2013, 9:06am replied:

Standalone version of the mod you mentioned: Fs04n1.sendspace.com

Author is KamikaZze.

+1 vote   reply to comment
gerulaxi
gerulaxi Sep 6 2013, 4:39am says:

After latest patch (ZOA 1.07.1 (alpha version 9) build no. 2517), image goes red like a blowout.Reinstaled, no success.However, the best stalker mod i have played, so far.

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Sep 6 2013, 8:19am replied:

It might just be Sid's bunker, it interacts with the player in a weird way when you start the game.

+1 vote   reply to comment
nige111
nige111 Sep 7 2013, 7:16am replied:

I (and a few fellow stalkers on Facepunch) are also afflicted with this, the only solution we have found so far is to delete the included shaders folder and replace them with Kingo's ones.

It's not just sid's bunker, it's throughout the whole game - I'd guess it's something to do with tonemapping/HDR due to the way the image flickers brighter and darker as you look around.

You might want to look into this - I have an AMD Radeon HD 6870 if that makes any difference.

+1 vote     reply to comment
FatalFunnel Creator
FatalFunnel Sep 7 2013, 8:54am replied:

See TKGP's new article. It appears this is a different phenomenon then what I had initially thought it was.

+1 vote   reply to comment
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ZOA Team
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Release Date
Released Apr 25, 2013
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Highest Rated (25 agree) 10/10

Oh my god I just want to sit in the bar and load magazines all day what have you done.

Nov 11 2012, 11:10am by Your_Bff_Thomas

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