MAJOR NOTIONS on GEAR & EQUIPMENT
• Massive tweak of new ways to use items found ingame . Some items can be sharpened now (shovels, swiss army knife, cutlery, grooming kit)
- Mutants can be looted only with use of sharp objects: knives, sharpened items or "Hunting Kit"
• Added quick-sharpening, with added possibility to use two separate one-usage-left sharpening stones to sharpen a shovel (shovels need two stones usages)
• Food cans have to be opened with a sharp object (knives, sharpened items, etc)
• The secret purposes of nearly every item you thought for immersion only will become readily apparent.
• Hints describe the purposes of items.
• Everyday items can now be sharpened and used to assist in getting more out of every item you find.
• A specialized Hunters Kit can be used to get the maximum amount of loot from Mutants. Yes, it’s now a viable source of income.
• Other makeshift items can also be used when sharpened and degrade with use.
• You can now salvage (with the appropriate tools) useable items from broken radios, Geiger counters, etc. reducing the weight of your loot and freeing up resources while in the field or camp.
• The more suitable a tool is for use the greater the benefit earned when salvaging items.
• Specialized salvage toolkits enable maximum recovery just like the Hunters Kit.
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Stay tuned to this page and Facebook for further updates.
Tasty :D
What about suppressors? Can you make it so suppressors degrade with use? IRL silencers have short lifespan and overheat quickly. In game there is absolutely no reason not to use them, as they give you big advantage for marginal cost.
No, unfortunately it is not possible for silancers to degrade.
Only weapon and outfit object class is possible to have condition to downgrade.
Don't blame me for that, it is game engine limitation, not modders fault :)
If we found some way to make those degradable we will include it, but we are lacking of knowlage about x_ray how to do it.
Not blaming anyone, no worries :) just asking if that's possible.
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Is there a way to make suppressors degrade weapons faster? Due to how a suppressor works, it actually causes the trapped gas and soot/excess residue to blow back into the gun as well. So is that a possible thing to add?
Very slim chance for that. Values in weapon.ltx file are responsible for degradation rate.
I didn't searched script to see is it possible or not to intercept degrade rate calculation and add some additional degradation if you have suppressor attached. If it is somewhere in scripts then we can do something about it.
However, a lot of things are still "hard coded" within engine, so if it is case with degradation value then we can't do much about it until we switch to other game engine.
I will try to search trough scripts as soon as I get some free time for it. If it is possible, we will probably include it in mod.
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"Irl silencers have short lifespan" Sorry but this is utter ********. Silencers will last almost forever, sure you have to clean them but that's it. What is getting damaged is the weapon itself due to the gasses making it very dirty. I've had my silencer for .308win for 8 years and it's fully functioning and i'm shooting A lot.
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Hopefully this will make the mod less unbalanced and actually fun to play. 2.1 totally failed in this regard (prior version had been better at this).
I just wish there was that hardcore magazine reloading where you reload mag with bullets in 1st person with animation
Food cans have to be opened with a sharp object (knives, sharpened items, etc)
LOL good trick!!!
And thats it, thats what WE have been waiting for so long, bunch of........ u know me I dont want to be rude, but keeping arfifacts at their current weights is just insane, Strelok brought artefact from CNPP to the Forester and hold it in his hand like it was a feather, and not 5+ kg heavy metal .... OH Come on MDT, you are better than that. I was really curious if you lower that weights but i can see you just made game even more complicated, and it already was enough. No thanks
If you find this comment offensive, then FU, yes you read it right. Its my opinion and you cant change it. I thought there would be more balancing fixes and addons etc, not this tweeking crap.
PS: tho I dont mean that I dont like the mod itself nooo, I appreciate TZP and MDT for their hard and creative work, I am just disappointed about this patch thats all.
Genezis, in regards to your discontent I want to give you some advice.
Go into gamedata\configs\misc\artefacts.ltx and replace the inv_weight with whatever value you seem fit. I personally believe artefacts have to also be quite heavy, because if you're going to draw a close line to irl, different sized stones may weigh loads more tham what you believe them to be. Material density plays a huge role. Its probably for gameplay emphasis the artefacts all coincidentally shared the 500grams weight in soc and later on, but i think its nice how MDT is doing things
Okay, I say it different way.
ARTEFACT HUNTING. Thats what many stalkers do in the Zone, but MDT destroyed it completely by making artefacts so heavy. You can badly carry 2 or more artefacts at once, and still must hurry up to not die out of radiation and carrying containers for every artefacts makes its weight even higher.
Yes, I can change it myself, but then its not work of somebody else but me. :(
I play misery 2.1.1 and artifact hunt fine once I have the eco suit, I use epinephrine shots to deal with the weight and scientific medkits to deal with radition when it starts really hurting. If you arent using drugs that is your own fault, its not MDT's fault if you wont use one of the most important tools they gave you.
Well obviously artefacts wouldn't all be 500 grams, but 5kg is overdoing it. They should be anywhere between 1-2kg imo, that would make artefact hunting feel more like you really are hunting for spoils rather than just picking up one on the occasion. Right now we just end up taking alot of ammo/medicine/repair kits/weapon mods/random junk items and selling that for cash rather than taking all artefacts we can find. It just puts us in danger stamina wise and makes backtracking more necessary than it should be.
TheUnbeholden
Thats what I was trying to explain. :)
Well, I just can say that you have to wait for other planed stuff to be revealed.
Plenty stuff was done to balancing and fixes, micromanagment just prevailed to be discovered first. Be patient, stalker.
If it bothers you so much then tweak the artifact files? Its not hard search your CoP folder for the artifact configs.
I like the complexity and the hability to use these items that before were mainly used for selling purposes. this will make the game fell more realistic for sure. :)
Well hopefully the AI mutants will take advantage of the stalker being occupied with gutting his kill, by either stalking him as food or chasing him off for the food he's killed. Anyhow thanks for giving me more things to worry about! XD
The mutants already do that XD
I have been attacked, and sometimes killed, a number of times when gutting dead mutants.
Oh my, Misery won't just be a hardcore Stalker game with loads of features, it can optionally become a true survival game where a player can double his play time living off the loot and land.
I like it.
Lets be honest, it's still going to be running like ****.
That's down to your PC & operating system....misery is heavy on system resources like every other visually high definition mod....
That is an immersive difficulty feature, just like the stuttering anomalies :)
We were done whatever is possible to improve performance and to keep all those small immersive things in game.
Still, it is hard to expect that it will run smoothly on every possible hardware combo. But we expect that it will be noticable change on every rig, compared to 2.1.1. release.
So...this update is all about eating ;)
HURRRAAAH
Awesome! Will there also be bug fixes with this patch? Like after killing 1 random stalker that's on a patrol you crash?
Aw yes!
Awesome!It's goin' on!
Btw,I have a question.Is it possible to improve the AI spotting system?For example,if I'm infiltrating an enemy camp or passing by an enemy patrol at night,it takes longer for them to spot me?
Already included for 2.2. release. More info will be revealed based on votes in forum.
Yay
Здорово. Жду с нетерпением. Вопрос: проводилась ли какая либо работа по оптимизации?
Yes. Quite a lot of optimization performance and CTD preventing was included for upcoming 2.2. release.
Only few bugs were remained that was still impossible to solve without change game engine core. For those that could not be solved there is known workaround and it is more rare occasion than common thing to happen.
Ugh, I can't wait for it to come out.
Do you think you will be releasing it before the end of this year?
Sorry if these kind of questions bother you, but I just can't take the anticipation!
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I hope the A.I. will be improved....a lot. Shooting an unaware soldier, in the back of the head, with a silenced pistol at five feet away when he is completely isolated and not visible to anyone else should not alarm fifty other soldiers. That's not how to increase difficulty.
When is it out?? :D
Sometime in the next ~10 years or so, has a similar release schedule to Duke Nukem Forever
I'm hoping that with the appriopriate salvage tools, we can potentially salvage those near broken weapons all over the place for something useful
that's... actually a really cool idea.
Its been over 6 months and 2.2 is no where. Soon my ***!
dear misery-team
could you correct a few things, please?
e.g. weight of the thermite grenade:
the thermite grenade is way to light, if you believe the describtion.
the in-game weight is 0,2kg, but in the item-describtions, it stands "...Filled with 600 to 800 gramms of thermite."
Could you please check it and correct it? I dont know if there are more such mistakes..
also I remember a few mistakes, when you try to repair outfits with , lets say, the m17 (6%) and the textile sheet (4%). normally it should be 10% but its 9%..
i know its not a big mistake, but i believe that you want to make a great mod with less mistakes ;-)