An expansion of the repeatable Quests offered by generic Stalkers. Increases the total of generic Quests by 114 new Quests across all Factions.
All Factions now offer new, repeatable Quests to spice up your Call of the Zone playthrough. Although they are nothing revolutionary, you now have more variety in what to do with your Faction. Most Factions (except Loners) now have at least four new Quests.
An update to add repeatable Quests to Important NPCs is planned.
Does not need a new game — Enjoy the new Quests on your current playthrough!
---------- [INSTRUCTIONS FOR COTZ:] ----------
Copy and paste the gamedata folder to your Call of the Zone folder. Any Mods that alter quests will not be compatible with this simple Mod. Only simulation squads (i.e: randomly-generated grunts) will have new Quests to offer.
If using Bastian's Essential Fixes and Tweaks add-on, ensure that it is installed first before installing this Expansion. Otherwise, after installing Bastian's Essential Fixes and Tweaks, re-install this add-on again as Fixes and Tweaks replaces critical files for this add-on.
My thanks for downloading this add-on for Call of the Zone.
- Rhons
---------- [Quest Tweaks:] ----------
- NPCs will have a [70% > 90%] chance of a new task
- Mechanics will offer a new Quest in [24 hours > 12 hours]
- Assaulting a location task needs [3 > 2] minimum hostiles
- Guide tasks require the Quest Giver to be in a squad size no larger than [1 > 8]
- Increased chances of receiving a target closer to the player [multiplier 3 > multiplier 4]
- Minimum tasks before repeating a task type increased [3 > 5]
- All rewards increased [100% > 125%]
- Reduced chance for money to be a reward from a Quest [50% > 33%]
- Cost multiplier of item reward range increased [50% > 75%]
- Increased chances of reward stashes [75% > 90%]
- Increased content value of reward stashes [800ru - 16500ru > 2000ru - 30000ru]
- Increased max items in reward stashes [5 > 8]
- Increased pay rate for Guide Tasks [1ru > 1.5ru; 50% increase]
- Increased bonus for killing hostiles during Guide Tasks [400ru > 650ru] per kill
- Increased Brawl Tasks squad spawning [4 max per side > 6 max per side]
- Increased chances of NPCs having information about a hidden target [30% > 60%]
- NPCs are more willing to help the player find a hidden item [50% > 80%]
- NPCs demand more money to hire their help to find an item [200ru - 1700ru > 1000ru - 5000ru]
- Likely to have a bounty placed on the player upon killing a target NPC, spawning an assassin [10% > 90%]
- Spawn window for assassins doubled [18 hours > 36 hours]
- Friendly NPCs more likely to have information about assassin [30% > 60%]
- Freedomers can now offer to crack open Quest Boxes
- Dynamic Brawls have increased participant count for both parties
- Staged Brawls from important NPCs' quests have increased populations for both parties; expect a very difficult fight
- All Brawls now have more experienced, elite Stalkers
- Quest Companions are now more experienced Stalkers and more will spawn to accompany you
- Target Squads with Quest Items are now more elite and will always be in a squad
- Assassins are guaranteed Tier 4 Stalkers and will now spawn in a group
- Monolith during the final Storyline Mission will all be Tier 4 Stalkers
- Several Quest Goodwill rewards have changed. Easy tasks only reward +25 Goodwill. Storyline Tasks like disabling the Miracle Machine or the Brain Scorcher will give a massive goodwill (500+) bonus to several factions. Nerfed penalties for failing tasks, some even having no goodwill penalties.
[----- New Quests -----]
(Bandit) Bandit PDA Stash
(Bandit) Stupid Mutants
(Bandit) Artifact Good Luck Charm
(Bandit) A Lesson on Manners (Requires a Fetch Task)
(Bandit) Motherlode Raid
(Bandit) Information Ransom
(Bandit) Bandit Limbs
(Bandit) Mutant Meat Torture
(Bandit) Beating a Dead Horse
(Bandit) Stash Theft
(Bandit) Human Smuggler
(Bandit) Honey Trap
(Clear Sky) Clear Sky Counterattack
(Clear Sky) Clear Sky Manhunt
(Clear Sky) Guide to Clearer Skies
(Clear Sky) A Precious Gun for Clear Sky
(Clear Sky) Clear Sky Down
(Clear Sky) Old Guard's Journal
(Clear Sky) Mutant Part Psuedodog Toy
(Clear Sky) A Clear Need for Supplies
(Clear Sky) Contested Skies
(Clear Sky) Clearing Your Name
(Clear Sky) Sky Burial
(Clear Sky) Prisoner of the Skies
(Clear Sky) Battle Fog
(Duty) Stashed Duty Intelligence
(Duty) Duty Scouting
(Duty) Duty's Most Wanted
(Duty) Kill the Rogue Dutyer
(Duty) Supply Trade with Duty
(Duty) Duty Dispatch
(Duty) Mutant Obligation
(Duty) Kill the Recon Squad
(Duty) Respected Mutant Killer
(Duty) Artifact Middleman
(Duty) Duty Defamation
(Duty) Dishonorable and Dirty Duty Dealings
(Duty) Zone Warden
(Duty) Duty's Triumphant March
(Ecologist) Proper Retribution
(Ecologist) New Scientific Armaments
(Ecologist) Impromptu Item Experiment
(Ecologist) Stashed Scientific Stuff
(Ecologist) Experimental Study Using Meat
(Ecologist) Newton's Third Law
(Ecologist) Stolen Thesis Paper
(Ecologist) Donate to Science and Get a Gun!
(Ecologist) An Academic's Obligation
(Ecologist) Research Material Transfer
(Ecologist) Simulated and Calculated Results
(Freedom) Poem Stash
(Freedom) Lost Freedom
(Freedom) Allegedly Free Help (Requires a Fetch Task)
(Freedom) Vengeance for a Freedom Fighter
(Freedom) DIY Kit
(Freedom) Freedom Armory
(Freedom) A Spy Among Us
(Freedom) Meat Surprise Party
(Freedom) Fighting for Our Friends
(Freedom) Illicit Material
(Freedom) Mutant Part Depravity
(Freedom) Artifact Teddy Bear
(Freedom) Out of Pity
(Freedom) Someone's Super Secret Spiced and Savory Sausage Stew Stash
(Freedom) Freedom is Not for Everybody
(Freedom) Food Fight
(Loner) Loner Payback
(Loner) Brothers-in-Arms
(Loner) Stolen Stash
(Loner) Loner's Trophy for Trapper
(Loner) A Fate Worse than Death
(Loner) Stalker Stash Relocation
(Loner) A Score to Settle
(Loner) Into the Fray
(Mercenary) A Sleuth's Stash
(Mercenary) Professional Pest Control
(Mercenary) Contracted Tour Guide
(Mercenary) Hired Gun Supplier
(Mercenary) Mercenary Ambush
(Mercenary) Artifact Trinket
(Mercenary) Operation Get Some Items
(Mercenary) Recruited Backup
(Mercenary) Intel Hunt
(Mercenary) Foreign Biolabs
(Mercenary) Culinary Interests
(Mercenary) Second Kill
(Mercenary) A Heavy Price for Mission Objective
(Mercenary) Living Target
(Mercenary) The Superior Fighter
(Military) My Most Meaningful Military Memoirs
(Military) Essential Military Supplies
(Military) Dangerous Rendezvous
(Military) Firepower Upgrade
(Military) Saving Private Slutsky
(Military) Recapture Government Intelligence
(Military) Bragging Rights
(Military) Mutant Kill Count
(Military) Battlefield Mercy
(Military) Illegal Trophies
(Military) Trespasser Apprehension
(Military) Operation Zone Monsoon
(Monolith) Monolith Crusade
(Monolith) Weapon Summoning
(Monolith) Unbelievable Deception
(Monolith) Meat Ritual
(Monolith) A Familiar Memory
(Monolith) Faithful Family, Fierce Fighters
(Monolith) Stolen Cultural Art
(Monolith) Mutant Part Concoction
(Monolith) Artifact for the Grand Ceremony
(Monolith) Eternal Damnation
(Monolith) Monolith Shrine
(Monolith) Conversion Therapy
(Monolith) Blind Faith
- Information about Quest releases and type are in the ReadMe in the Mod
- Many thanks to GoozE for helping implement the Dynamic Ambush Quest type.
Bug Fixes: Clear Sky Quest "Contested Skies" crash has been fixed.
[Compatibility as of September 11, 2022:] AO3, Dante's Artifacts, and Item Overhaul patches now included. Redundant, but necessary to know which files to remove if those add-ons are removed but Quests are kept.
Average
9.99 votes submitted.
I've already spotted quite the number of typos and failed strings. Game clearly does not like em dashes and apostrophe variations, and there are some [npc_name]'s. Please let me know if you've spot some. Mention the Faction to help identify which strings need revision.
EDIT: I've already fixed some that were out just now.
This addon seems to have potential. Gonna see how it evolves. Currently in the middle of a playthrough, but I'll give it a try once I finish.
The freedom poem stash quest says it uses a pda, but the quest item it spawns is a notebook.
I’ll patch that in a few hours. Thanks for pointing it out.
EDIT: Actually I’ll fix this in the next update. I’m planning to add new Quests for important NPC (e.g: Lukash, Beard, Sakharov, etc.)
Looks nice, I'm surprised some of these aren't in the base game. Does it need a new playthrough?
No, it does not. I should add that to the description.
Finals are near. Once I’m done with my university’s finals, I can get back to adding new Quests. The next update will include typo fixes, new repeatable non-story Quests for NPCs, and a new repeatable Quest-type for normal squads: Reinforcement Tasks.
Ex: Brothers-in-Arm
LONER QUEST
[npc_name] is gathering a group of other Loners to ambush a large squad of [hostile_faction] that has been terrorizing other Stalkers throughout the Zone. Link up with the rest of the squad and deliver justice. At least one member of [npc_name]’s squad must survive the battle for you to be compensated for your help.
“Brother, I need your help! There’s this horrible group of [hostile_faction] that’s been raiding trading outposts left and right around the Zone, slaughtering our brothers and mugging the traders. I’ve managed to get a small group to track down where they are and we need all the help we can get if we wanna take them all down. Come with me and we’ll link up with the scouting group - We’ll split whatever we get off of them should we both live.”
Yeah, more quests and immersive dialogs. Thanks !
As always, please post any grammatical or text errors related to this add-on here in the comments section. I just found an error with the Quest Lost Freedom.
Small issue, completed the "Clear Sky Down" quest, and after talking to the NPC to complete the job the NPC stayed in the squad after the screen faded to black with no option to remove him. I reloaded a save and completed the quest 3 or 4 more times with the same issue, but when completing it again when it faded to black the NPC was removed from the squad.
I’ll look into the script. It was supposed to remove all squads. I was able to replicate your bug a couple of times and confirmed it’s happening.
To follow up, I've attempted to fix the problem by setting the command to remove quest-related squads further up in the list of commands to follow once the quest is completed/failed/canceled. Let me know if you continue to have problems.
Superb stuff. COTZ was the choice freeplay mod and this one really sets it another step above.
Version 2.0 Announcement:
Planned update that will have 3-5 new Repeatable Quests for common NPC’s of all Factions:
(Four New Quests) Clear Sky
(Three New Quests) Bandits, Duty, Freedom, Mercenaries, Military, Monolith
(Two New Quests) Ecologists, Loner
A total of twenty-six new Quests next update!
EDIT: One Quest type was unable to be functional, reducing total Quests from 35 to 26.
Really look forward to the new update and more repeatable quests! I've been working on improving my faction relations lately and noticed once the relation gets fairly high (around ~750) sometimes some of the basic quests stop giving any reward when before they would raise it like 50 points. Not sure if this is a balance thing with the game or maybe a bug? The nice thing about doing your quests like "Clear Sky Down" or "Newton's Third Law" is it seemed to consistently give a reward when you complete it. Clear Sky was stuck at 750 for me, and after that doing quests for clear sky didn't raise it at all, preventing me from becoming friends with them. Then doing your quest "Clear Sky Down" raised it above 1,000 finally making them friends. Seeing how your faction's actions can sometimes change your own faction relations... It would be really nice to know if you do a quest and complete it, it will consistently give the faction relation reward instead of sometimes nothing.
That is a bug — All Quests should give +50 Relation after its completion. However, all of the scripts look fine, so I suggest maybe reloading if a Quest fails to award positive relation.
I was unfortunately unable to replicate your bug, so it might be an oddity. I encourage anyone else with the same bug to respond to this comment as well to verify it happening.
If anyone gets any missing dialogue strings that is instead replaced with some kind of script, ensure that you have downloaded the latest revision of Repeatable Quest Expansion. I rely mainly on user-reported bugs or missing strings to be able to address them.
I keep getting mission failed as soon as I accept the quest "Rescue the Military Prisoner"
As military I go to Spooner the supply guy and EVERY TIME that mission comes up, as soon as I accept it, the mission fails.
While cycling through the various missions each of those accepts ok but not this one, thanks
-------------
Edit
NEVERMIND
I loaded up a fresh DocX no mods (this is a Docx mission NOT Rhon's)and it does the same thing, the quest is bugged to fail from the get go.
I mean, you can see which Quests are the ones I’ve added here. I’ll look into that Military Quest in the meantime, see if I can replicate it or not.
July 9th 2022 - Changelog?
Several Quest Goodwill rewards have changed. Easy tasks only reward +25 Goodwill. Storyline Tasks like disabling the Miracle Machine and the Brain Scorcher will give a massive goodwill (500+) bonus to several factions. Nerfed penalties for failing tasks, some even having no goodwill penalties.
Along with a couple of typo fixes.
New Update [v2.66] plan will introduce three new Quest Types:
Zombified Bounty: A simple Bounty Hunt, except on a Zombified Stalker. Its difficulty is not about how dangerous the target is, but rather how easy it is for anyone or anything to kill your target instead.
Courier Escort: An NPC will give you a Locked Case and will follow alongside you to a Faction Merchant/Leader to deliver their cargo, which includes the Locked Case, to them. Keep your escorted courier alive while carrying an extra 12kg in weight.
Protector: An NPC is being hunted down by a bounty hunter/assassin. You will accept the hunted Stalker as a Quest Companion while you both are targeted by a unknown hostile Stalker.
If all goes well and according to plan, next update will add 27 new Quests, bringing the total amount of Quests up to an impressive 106 New Quests.
Due to time constraints imposed by the difficulty (or rather inability) of the Courier Quest, new update is only v2.50 and only increases total quests by 18. Protector Quests and more Prisoner Quests (originally important NPC-only) are planned for v2.75.
Love it, keep the new quests coming! :D
Rhons, I use to have a mod that would show quest rewards below the dialog about the quest before you accept it (so you could decide if it was worth it or not). Would you be willing to add an option for this if you know how? It's something I miss from the original modded game back in the day.
If you know the source for this, along with any information on how to add the locations for some quests like in CoC 1.5+, I would be delighted to include them in this add-on.
I believe I found the link to the mod, it was for Shadow of Chernobyl...
I can't post the link, but if you google "Shadow of Chernobyl show-reward-mini-mod-1-03" you should be able to find it on moddb.
I don't think that this add-on, added fifteen years ago, will be compatible with CotZ, last version just two years for CoC, based on CoP mechanics as opposed to SoC. I'll give it a try, but I'm doubtful it'll work.
Congrats on the new release! Just wondering, do you know if the new version (2.5) can get dropped onto your Static Modpack, or would I need to merge the changes in?
You can simply drop this new version into the Repack without issue as far as I'm aware.
Even more quests, that's what I'm talking about. Thanks again!
There are some text issues in these new quests.
Idk why would you write 'Faction' with a capital F, same for 'General' in another quest but these aren't bothering me as much as 'with how's he has been doing' ( Imgur.com ). There's also one with some weird things going on with triple dots and spacebar iirc but I don't have a screen of that. Idk if you care about things like that or not, I assume you do since your addons deepen the immersion and spelling mistakes ruin it in my book, so I'm just pointing these out.
Sorry if I nearly always sound negative, that's the side effect of debugging :v
To not sound like a total grumpy boomer let me tell you, I thought Doc has removed zombies and it was fun getting a quest about strange noises in Rostok and heading to the destination with 4 Duty members to blast at a dozen of zombies and I think it's a pretty cool Idea in general to have a quick quest like this, 'Is there any work?' 'Yeah, we're gonna check something 50 meters from here out, wanna come along?' and I sure as hell do, very nice break in the routine.
Pointing out small typos and grammatical issues is appreciated, especially since I just make up the stories as I type them into Notepad as I go, meaning they are not proofread.
As for Faction, that's just how I see it as such; I'd rather see it capitalized.
The bottom quest you had was a vanilla quest. It has always been there.
EDIT: I'm pretty sure I forgot to edit that line you mentioned in this newest revision. I'll fix that in the next patch.
Glad to see more quests added, Rhons. That's awesome!
It's good to know I can help in any way. Here's another one:
"For *this experiment*, I need enough Pseudodog meat to perform *this experiment*" ( Imgur.com )
Found some bugs...
I.ibb.co
I.ibb.co
Missing strings, I see. I'll get to them in a moment.
Fixed: I completely forgot to include all the new strings in the latest update. Please redownload and install for all these spicy new Quests. I can't believe no one pointed them out until a week later...
Thanks for the update, to be fair I actually did quite a few quests for Loner before encountering the bugged ones (one had an assassin), and I'm not always doing quests, but if and when I find an issue I will try to make a post about it. :)
Edit: So I tried doing a quest for a loner in the bar, to bring back a mercenary so he could give him a piece of his mind, but in my game Merc & Duty are enemies, and they guard both entrances to the bar... which made an interesting situation where I couldn't lead him to the quest guy without duty shooting him on sight lol. I wonder if it's possible to also have an option to lead the quest giver to the person, or maybe have you meet him with the person at some secluded spot.
One solution is to bring the Quest Giver into your squad as a Companion. Otherwise, that is probably a mission doomed from the start.
You should check in files how DoctorX managed to make a mission like this work with a Monolithian, because I've seen it work in my own playthrough, he surrendered, was marked as my friend and I had to lead him into Freedom base, noone shot at him, neither did he shoot at anyone and I walked with him from Limansk
I was able to successfully replicate the instance with the Monolith version, Conversion Therapy. My conjecture is that only the Quest Giver's Faction will not shoot on sight - Other Factions will.
Then you're wrong, because I've purposely stated I walked with him from Limansk, I stopped by the Mercenary base at Dead City and they weren't hostile and if you were right they should be, because it was a mission from Lukash, a Freedomer
edit: it was Conversion Therapy mission actually
You're not making sense. Was your mission Conversion Therapy or Lukash's Monolith prisoner quest?
Additionally, are you stating that no faction attacks your prisoner at all, like intended in the mission-type, or were there problems, like the first comment in this thread mentioned?
Alright, I might be wrong with the task's name. If you say there are two separate tasks then let me explain: it was the task about a guy from Monolith who might be convinced to leave his faction and player has to wound him but not kill him, so that he surrenders.
I'm stating that there were no problems, which makes me suspect it is possible to program said quest so that our prisoner doesn't get attacked by factions friendly to us. And because I remember watching DocX taking some Monolithian as a prisoner, I thought it was his task, not one added by you.
I thought WolfyBrandon's case was programmed like that, not a one time glitch.
I don't think it was a glitch, I knew Mercs and Duty were hostile looking at the Faction Relations. I was wondering how I could "sneak" the Merc into the bar without duty seeing him but it's just not possible. As expected when I approached Duty with the Merc they shot him. I can't speak for the quest MoNoL!ght mentioned as I don't have any experience with it yet. The best solution might be what Rhons mentioned, changing the quest where you escort the quest giver to the person, though I do like it the way it is as it has it's own challenges. Simply having an extra option saying "No, but I can lead you to him" or something along those lines might help with situations like mine.
hey! i love this mod, but i have a problem with some of the quests that require you to loot some stash and bring back a pda or whatever back. most of the time i never get the stash marked, nor do i get any sort of objective marker which renders the quest uncompleteable
Try asking other stalkers to help you look.
I usually try to find it myself first. If I can't, and I do not give up easily, I go back to town and find someone to help. Many times I was so sure that something went wrong and the item didn't spawn and I just wanted the NPC to prove me right.
The item is always there. I've wondered if Doc cheated and asking for help respawns the item, just in case.
Update as of January 6, 2023 attempts to fix a bug where Storyline Quests were not being offered, instead sending the player endlessly to other NPCs.
Thanks for the update, any progress with repeatable quests added to important NPCs yet?
Also I might of had a bug with an ambush quest, killed lots of bandits and when the quest updated it showed a target in another map... I thought maybe one got away but once that target was killed it showed yet another target in a map even further away. It seemed like something was wrong and it kept selecting random NPC's all over the zone.
I know that issue. If you lose the ambush squad, they simply roam the map like a simulation squad instead of heading for the designated smart terrain. I will get to that issue later as part of the last update on this installation of CotZ.