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.
  • View media
  • View media
  • View media
  • View media
  • View media
  • View media

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

ZoA 1.07.2 Released

ZoA 1.07.2 Released

News 8 comments

The new base version has finally released! Expand this post for links and more information.

ZoA Online Changelog

ZoA Online Changelog

News 13 comments

FatalFunnel and I are now hosting our development changelog in a public Google document (open this post for more, ModDB doesn't allow links in the summary...

I am completely reworking the ammunition system.

I am completely reworking the ammunition system.

News 1 comment

A while back I noted that I would work on changing boxed ammo into spawn item, and that it would add more space in the current ammo configs. One of the...

ZOA is 2 years old.

ZOA is 2 years old.

News 4 comments

It has been officially 2 years since I released this mod, on October 31st, 2011, and it has gradually improved since then. Along the way I have had plenty...

Crash fix for af_podmena

Crash fix for af_podmena

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

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

Full Version 32 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

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  (60 - 70 of 1,538)
Raging_Asthma
Raging_Asthma

I'm sure this might have been brought up before, but was it an intentional design choice to make all body armor out of paper?

This is most noticeable towards the end of the game when you're facing Monolith in the Red Forest, but it feels like no matter how high-end armor you are wearing, two shots can degrade that armor by almost one half.

I can understand that maybe it could be explained away that all monolith are using AP rounds or something. Or maybe this is designed to instill the idea of "don't get shot, ever" into the mind of the player. But when I'm wearing an exosuit in CNPP and a monolith completely wears down my armor with 5 shots from a sig p220 pistol, seems kinda silly no?

Reply Good karma Bad karma+2 votes
FatalFunnel Creator
FatalFunnel

I've considerably increased the duration of armor in the game, but I've still maintained it at a low durability due to the fact that ceramic body armor shatters in order protect the wearer.

I already have some special types of armor in the game that degrade at a slower rate, and I could probably extend that to certain armor types being of a polyethylene-type construction instead of a ceramic type, which is both more durable, and lighter, at the cost of offering less protection.

It is intention that late in the game the degradation of armor becomes more problematic. I have other intended problems unique to journey past Red Forest Pripyat, particularly with an added trouble of finding edible food and medical supplies from dead Monolith fighters.

Reply Good karma+1 vote
CZelednikov
CZelednikov

I also believe that AKM and AK recoil should be much higher then AK-74 recoil... like MUCH higher. AK-74 has close to no recoil in real life, but in the game I find recoil of these two guns quite identical.

Reply Good karma Bad karma+1 vote
FatalFunnel Creator
FatalFunnel

The 7.62x39 AKs used to have significantly more recoil in earlier patches. I could take a look at giving them new values.

I do not find them to be identical. The AK-74 has far less recoil, except for the folding stock variant, which has moderately less, and the AK-74M has the least.

Reply Good karma+1 vote
CZelednikov
CZelednikov

OK, just for making recoil difference clear -
Recoil energy of 5.45x39 is 3.39 J.
Recoil energy of 7.62x39 is 7.19 J.

7.62x39 rifles should kick around 2 times more.

Good luck with this awesome mod! :)

Reply Good karma Bad karma+1 vote
CZelednikov
CZelednikov

Also weapon stats in description in the game do not match with real numbers.

For example Fort 12 has 2 times bigger damage MP443 and much bigger then AKM according to ingame description(from what I saw in config files Fort 12 has same damage as MP443 and much lower then AKM).

Reply Good karma Bad karma+1 vote
FatalFunnel Creator
FatalFunnel

Simply put, the damage graph is misleading, it only measures the hit_power value of the weapon itself, without taking its ammunition into consideration. The weapon damage is a multiplier of the bullet damage, and frankly I have thought of removing it from the game altogether to end this confusion.

They were designed with vanilla hit_power values in mind.

Every weapon in ZoA has had its hit_power changed, and not only that, but each of the various forms of ammunition for that weapon also have different k_hit variables, so even individual weapons in the game can have completely different damage depending on which ammo you use for them.

Reply Good karma+1 vote
CZelednikov
CZelednikov

Very good mod exept few weapon bugs I have found so far:

-PB pistol has INCREDIBLY low rate of fire although in config file everything seems fine. RPM is fine but it seems it takes a lot of time to be ready to fire again since sights are messed up for a while after first shot.
-Double-barreled shotgun has bad aiming position, also visually the guy always loads only right barrel.

That's so far all I found from the beginning of a game. I'll let you know if I'll find others.

Reply Good karma Bad karma+1 vote
DazLitser
DazLitser

My game consistently crashes whenever I try to approach the rookie village after getting out of lab X18. The crash log is blank. I have applied the all.spawn patch before. Any help?

Reply Good karma Bad karma+1 vote
DazLitser
DazLitser

Never mind; it relates to af_podmena thing, got it fixed myself.

Reply Good karma Bad karma+1 vote
Crumar Online
Crumar

<never mind i fixed it>

Reply Good karma Bad karma+1 vote
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Icon
S.T.A.L.K.E.R. Shadow of Chernobyl
Developer
Contact
Send Message
Release date
Mod watch
Start tracking
Share
Community Rating

Average

8.7

133 votes submitted.

You Say

-

Ratings closed.

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 by Your_Bff_Thomas

Style
Embed Buttons
Link to Zone of Alienation mod by selecting a button and using the embed code provided more...
Zone of Alienation mod
Statistics
Last Update
Watchers
540 members
Addons
1
Downloads
3
Articles
42
Reviews
53