Post feature Report RSS Features (Version 2.0)

This is the full list of features for version 2.0 of MISERY. Features are merged with version 1.0 features.

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MISERY VERSION 2.0 FEATURES

(merged with version 1.0 features)

- - -

GAMEPLAY



• People, mutants and birds are ripped apart if not in shelter during emissions.
• Actor belongs to “Ukrainian Special Services (USS)” and not “Free Stalkers.”
• Actor feels more alive thanks to various sound and movement tweaks, general improvements to interaction during firefights as well as the ability to use consumables and other equipment.
• Corpses and dead animals can be dragged (“Shift” + “Use” key).
• No weapon restrictions in safe zones.
• First person perspective by default, but change to third person perspective possible with a single button.
• New screen shake effects when firing a weapon (resembling recoil shock/shake effects). This effect varies depending on the caliber fired and your choice of USS class.
• Your flashlight does not illuminate your weapon anymore (only when reloading and sprinting),
which makes it easier for your eyes to focus on your surroundings in low-light conditions.
• 3GB RAM enabled for system engine (prevents crashes on lower-end PCs).
• Unique version of Massive Simulation Overhaul (MSO) that makes NPC behavior more challenging and diverse. It even adds a variety of NPC professions (like Hunters).


DIFFICULTY



• Stronger and deadlier anomalies.
• Zombified stalkers are mindless wanderers that attack everything and are killed effectively only with shots to the head, spine or heart.
• Fewer weapons in good condition and less ammo. No more “killing zombies to easily find loads of weapons and ammo”.
• No valuable gifts in your stash after completing quests like “A Friend of Stalkers” or “Mutant Hunter”.
• Changes to actor health system, item effects, economy and damage system in order to attain a very high difficulty.
• There are no difficulty settings. There will be MISERY and the mod will present a huge challenge for rookie Stalkers.
• Universal silencer has been removed: you will need the correct sound suppressor variant for your weapon caliber.
• No warnings, task messages or safe-zone indications on PDA before and during emissions (only sirens).
• A more natural day/night rhythm (i.e. without resorting to drugs and other stimulants) is advised if you want to avoid a blurred vision caused by headache or sudden sleepiness.
• Consumables won’t restore your health.
• Optional hardcore game start: “Chorna Doroha” (The Black Road) in which you start with little to no gear.
• Advanced game progression ensures a challenging gameplay from beginning to end of the game.
• Factions are reacting much faster to your gameplay choices and faction relations.
• All artifacts are harmful unless they are stored in Artifact Containers.
• Bloodsuckers are no longer breathing heavily when invisible (the predators have evolved).


SOUNDSCAPE



• Full-scale sound overhaul, including mutants, actor effects, weapons and environment soundscape.
• New background ambience for all areas.
• PDA and Geiger sounds have been redesigned.
• Music in combat situations has been disabled and replaced by fast heart beats.
• All weapon sounds are synchronized to match animations.
• New interface sounds including in-game inventory.
• Random radio chatter and miscellaneous sound effects.
• Russian dialogs and voice for immersion.
• Each silencer variant has a unique sound (based on the ammo caliber).
• Breathing sfx implemented and related to your movement speed as well as worn headgear.
• Main camps have radios playing a large variety of real-life music.


VISUALS



• Visual overhaul with new textures for environment, items, weapons, suits and mutants.
• NPCs are unshaven, scarred and tired, while buildings and environment textures are bleak and desaturated.
• Better blood splashes and redesign of color schemes of suits and clothes, including new gloves.
• There is a huge diversity in the amount of corrosion and dirt on the weapons depending on the background of the weapon type.
• New sprint animation for many weapons.
• Unique and edited AtmosFear sky boxes for all weather types.
• New sun flare effect when staring directly at the sun and improved sky cube box rendering.
• Redesigned textures of structure materials for a more gritty and bleak environment.
• New scope designs with authentic reticle designs for all weapons.
• Conceptualized version of Armory Mod that generates dozens of new NPC looks and designs.
• Special version of Absolute Nature 3 with higher grass draw distance.
• Redesign of several mutant skins, for example the pseudo-giant has a new facial design.
• New dynamic helmet HUDs with 12 condition stages for each helmet category.


WEATHER



• Unique version of AtmosFear3 with specially designed sky textures, weather behavior as well as sun and god rays. The weather usually cycles between cloudy and more cloudy, so the sky only rarely ‘opens up and breathes’.


REALISM



• Weapons are auto-holstered when using items (like bandages, consumables etc.)
• Logarithmic repair system implemented for enhanced logic in the aspect of repair costs.
• Some zombies have now dropped their weaponry to the ground and walk around just staring at you.
• NPCs can now engage in melee combat and knock you down.
• UI overhaul of all item terminology, units, scales and measurements for in-depth authenticity.
• Dynamic stamina system (there is no longer a maximum weight limit). The lighter you choose to travel, the longer you can run without resting.
• Tweaked muzzle flashes to correspond better with real life weapon muzzle effects. This also makes firefights more challenging.
• Realistic fall damage (individual to each USS specialization).
• Minimap removed and you must now navigate based on your surroundings and your PDA map.
• Damage indicator added to let you know where shots are coming from.
• NPCs no longer have infinite ammunition for their primary weapons like rifles, shotguns, etc., so you will see them switch to backup weapons (if they have any).
• Vastly improved stealth and NPC awareness.
• Mutant hunting mod: provides the possibility to obtain meat and hides from mutants and sell them for scientific or other purposes.
• You can buy mutant meals at the Skadovsk and Jupiter Station.
• Bandages only stop bleeding and do not heal.
• Battery life added as new micro gameplay element that must be managed and handled with a Universal Power Device (UPD).
• Doubled the switch distance ratio to 350 to allow scoped firefights at much longer distances.


INTERFACE



• Complete interface redesign, including main menu, options, loading screens, inventory, HUD, mouse pointer and more.
• New minimalistic health and stamina bars.
• Added head bobbing based on actor movement for immersion. Sprinting causes much more head bobbing as compared to other forms of movement.
• New desaturated PDA map and inventory designed for a wide screen monitor.
• Slightly transparent, brownish inventory.
• Minimal HUD with no grenade warnings.
• Weapons are configured to correspond with their real models.
• Weapon descriptions have been redefined.
• All weapon descriptions now include a display of possible attachments as well as your USS class weapon proficiency.
• Cleared Stash Mod that puts a small treasure icon on the map in the place where you pick up a stash.
• New inventory icons and descriptions.
• The Field of View has been widened to better fit high resolutions and expand your view.
• Scopes zoom levels have been tweaked.
• Your aim is wavering to reflect your breathing when aiming through optic scopes.
Your stance influences your aim. Crouch to minimize weapon sway.
Possibility to change your class in the main menu (saves relate to the classes).


ECONOMY



• Economy system overhauled to ensure a balanced and challenging game progression.
• 50% less reward money for completed missions/quests.
• Ammo and weapon prizes tweaked according to availability and Zone popularity.
• You get paid less for artifacts.
• Scientists are now buying artifacts.
• All traders and Stalkers pay you less for everything they buy.
• The Military and Uncle Yar will charge you for repairing your gear in Pripyat, however the Military will give you a 50% discount and Uncle Yar a 15% discount.
• Loot physical money from corpses.
• Medics will now charge you for their services. There are no free meals in the Zone.


USS CLASS SELECTION



• There are 3 playable USS characters classes to choose from: Assaulter, Recon and Sniper.
• Each comes with unique attributes like endurance, speed, health, stamina, weapon specializations, starting gear, Zone entry point and many more.
• Each thus has their own strengths and weaknesses, which ensures a much more dynamic style of gameplay and provides maximum replay value.
• Choose carefully as this will influence your entire playthrough considerably.
• Each class has their own unique main menu design with special musical themes.
• You can have more than one USS class playthrough at the same time thanks to smart class-dependent savegame metadata.

• USS Assaulter class perks:
PACK RAT - almost no extra penalty for getting over maximum convenient carry weight
STRONG GRIP - extremely low chance of dropping gun in hand
HEAVY WEAPONS EXPERTISE - significantly lowered recoil and increased aiming speed and accuracy for mashine guns and explosive weapons (RPG7 and RG-6)
STURDY - very low chance to suffer the heaviest aim displacement effect even when heavly damaged and almost no movement penalty even at very low health

• USS Recon class perks:
FAST TAPPING - fire rate for pistols increased by 40%
MOBILE AIMING - very low penalty for weapon aim sway and gun accuracy after movement
PRECISE BLADE - knives overally do medium damage but are much better at penetrating armors allowing to bleed-out armored enemies
STEALTH - step sounds in all stances are much quiter which results in enemies reacting to them slower
BULLPUP AFFINITY - all bullpup rifles, regardless of type receive a small bonus to sway rates, recoil, aim speed and accuracy

• USS Sniper class perks:
KEEN EYE - ironsights zoom-rate increased by 25% (does not affect shotguns and pistols)
SHOOTER'S STANCE - almost completely steady aim when and significantly better accuracy of all weapons when crouching and low-crouching
DOUBLE-BARRELED MASTERY - first shot from of a double-barreled weapon has greatly reduced recoil and second shot can be made 50% faster
SURVIVAL EXPERT - significantly better chance at extracting uninfested raw meat and scientific specimens from mutant corpses and much lower penalties from consuming raw meat


WEAPONS



• Vanilla CoP has around 35 weapons, while MISERY 2.0 features 45 new weapons and adds additionally 120 new diversified profiles of existing weapons, which results in a total of 200 unique weapon profiles in the game.
• Some are available in shops, some are used by NPCs, some are hidden in the stashes around the Zone.
• Some of the weapons are unique, meaning that there is only 1 of them in the entire game.
• Attachments are available for all weapons, and vanilla weapons have even more attachments options now.
• New types of ammunition.
• Complete overhaul of all weapon conditions and behavior based on real life attributes.
• Weapon Rate of Fire, ammo counts and type, weight and all other attributes are based on real life counterparts.
• Weapon handling is based on the size and weight of the model.
• More frequent weapon jamming.
• There is now a silencer variant for each ammo caliber available.
• New silencer and scope icon visuals.
• Redesign of scope visuals to correspond with real life reticles.
• New scripting of recoil (based on ammo caliber).
• Shooting from the hip is unadvised. Recoil of all weapons is now more aggressive so you will need to take proper aim and use the strength of your hands and torso to hit your targets.
• Crouching improves your aim in the most optimal way. If you don’t aim properly, you will suffer from great recoil and weapon sway when using bursts or fully automatic fire.
• Weapon handling/recoil is influenced by your choice of USS specialization.
• Special and unique upgrade trees available for all weapons (not all require tool kits).
• Thermite grenades added.
• More realistic weapon damage based on ammo caliber.
• All weapon sights have been aligned for both widescreen and 4:3 monitor resolutions.
• Full version of New Ordnance submod bringing multiple variations of many weapons including worn, modern and camouflaged profiles. All are tradeable, customizable and used by NPCs.
• Weapon upgrade trees now require you to ‘choose a path’ for their customization. You have to weigh their pros and cons, because upgrades can’t be undone.


ITEMS & RESSOURCES



• Resources and supplies are scarce.
• Relocated tool kits (locations differ between the 3 USS class story lines).
• Stash overhaul: new locations, new caches, new content and each stash has a background story and NPC relation.
• Hugely expanded weapon diversity for all weapon categories.
• Some Stalkers have a backup weapon while novices can afford only simple handguns.
• Zombies are lightly armed and have dropped majority of their belongings.
• Dozens of new consumable items added, including military rations, corn, nuts, beers, a range of vodkas and many more.
• All consumables divided into 2 overall categories: *Imported* and *Zone-Produced*.
• New items include joints, cigarettes, protein bars, porn magazines, books and many more.
• A range of knives added with diversified damage factors and appearance.
• Binoculars are now equippable, upgradeable and tradeable.
• USS specialization identity card featured in your inventory (you can’t drop or sell it as it is a key item).
• Dynamic sleeping bag and sleeping pills added. Sleeping bag is unfolded on the ground upon use.
• Thirst added as a factor. Barmen sell clean water that decreases your sleepiness.
• All item weights, attributes, costs and availability re-designed.
• All traders have larger stocks which, moreover, change regularly and expand with game progression.
• All NPCs have unique inventories that are based on their faction, rank, profession and A-life interaction.
• Crows can be hunted and looted just like all other mutants.
• Lots of new mutant parts to collect, including pelts, skins, legs and meat.
• Some stashes are USS class dependent making your next playthrough different from the first.
• Intelligent mutants (like burers) may carry valuables.
• Some larger mutants (like pseudogiants) may have valuable items in their stomachs.
• 150+ new items added, including industrial junk, drugs, kits, faction patches, stims, physical rubles.
• Some interactive environmental props added at different locations for enhanced exploration value.
• Armour attachments including kevlar plates, artifact containers, Camelbak and many more can make your outfit fit a variety of special purposes and tasks.
• Create your own interactive stash with a waterproof and camouflaged backpack.
• Quick Release System indented to instantly drop your backpack and all unequipped items (currently disabled feature).
• Handheld wind-up flashlight designed to save valuable battery life (does not drain Universal Power Device).


GEAR & EQUIPMENT HANDLING



• Manual repair of suits and weapons with the use of a large variety of kits and scrap items.
• Mutant hides and pelts can be used for armor enhancement or repair.
• Bonesetter at Yanov Station has expanded his business to include weaponry and survival equipment.
• Headlamp is now a separate equippable and tradeable item that requires batteries to function.
• Explosive items with a variety of attributes added. Some are more effective, some are improvised while some have delayed explosion, etc.
• Military anti-personnel mine added.


ARTIFICIAL INTELLIGENCE



• Alundaio’s various AI Mod v1.07 included.
• AI reworked (stalkers & monsters).
• Reworked monster behavior.
• NPCs will react to a dead or wounded body in different ways but all will enter a new danger reaction mode.
• If you support a faction, the opposing faction will spawn veteran units to hunt you down.
• Relations tweaked. Stalkers/Bandits no longer turn neutral to each other.
• Re-spawns in freeplay mode (more alternatives of spawns in Zaton and Jupiter).
• You will see some rookies equipped only with a standard pistol and a few rounds whereas veterans have quality weaponry.
• All NPCs carry a small amount of more expensive ammunition required for their objectives and survival.
• NPCs might carry valuable food that they won’t sell or trade with you.
• NPCs may surrender to you during combat if you defeat them without killing them.
• NPCs may reveal their personal stash to you upon surrendering.
• NPCs are now far more challenging and have varied approaches to firefights based on their faction, rank and weaponry.


A-LIFE



• Cat mutant – a deadly predator that will hide in the high grass to take you by surprise – added to the game.
• MSO (Massive Simulation Overhaul) fully implemented in an expanded form: hundreds of new smart terrains and alternate spawn points for both mutants and factions in all areas/maps.
• Monolith soldiers may commit suicide if defeated or badly wounded.
• Increased switch distance to allow a higher online a-life radius resulting in diverse sceneries


BUG FIXING



• Renamed “killed stalkers” PDA statistic to “people killed”.
• AI tweaks due to adding metadata to some sounds (for example related to tushkano).
• Range of the combat knife has been increased.
• The FN2000 can now use the silencer by default.
• Iron sights aligned correctly.
• Colonel Kovalski bug fixes.
• Oasis artifact will no longer reduce your hunger but it has better healing properties. It is also highly radioactive.
• Pistol degradation (in vanilla, some pistols stopped degrading if you installed all upgrades).
• Minor artifact tweaks.
• Crow spam fix.
• Dead body remove time (stalkers & mutants).
• The three burers in X8′s “secret floor” can now be killed from outside the room they are in.

See Q12 in the FAQ for more credits.

Post comment Comments  (0 - 50 of 79)
N.Aaroe Author
N.Aaroe - - 2,709 comments

Feel free to comment and suggest on this sorting and overview that we did here for your convenience. We may have missed an already presented feature (or 3).

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Mennano
Mennano - - 63 comments

Looking good! :)

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λpone
λpone - - 1,883 comments

Shouldn't there be an abundance of 9x18 and 5x45 ammo since traders are always bringing in supplies?

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Wolfy17
Wolfy17 - - 223 comments

I've tried to contact Trojanuch but with no response. I think that might be too late for that suggestion but maybe u will consider that as a "optional patch" or at least tell ppl how to change it.

I want to tell you about mutant behaviour, setting them in combat mode from the start isn't a really "realistic" idea, why? Do you know how animals in real world behave? I think not, take for example firearms, how do they react to them? Many animals take them as thunders! I remember that when I was hunting boars with my friend we tried to scare away some deers away because otherwise the boars wouldn't come there. So we tried to fire just above them, differently than we thoughtm they didn't run, those studdborn bastards just started to look around and after a couple of seconds continued to eat grass.

So you should made it that way - untill the mutant actually is VERY close to someone(so it see him) or it GETS shot(not fired upon, but the bullet have to hit it) then it turns into combat mode.

It would be nice if you could at least post info to someone like me that isn't deep into CoP modding how to revert mutants behaviour to default state.

Cheers!

PS: You've made amazing work guys! Just two words to describe it... FU(&*^^ AMAZING. And the level of your contribution earns you a lot of repect!

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Rus[T]
Rus[T] - - 1,161 comments

interesting..

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wikkid1
wikkid1 - - 49 comments

What you're saying is true... for that particular animal and your situation. The Zone boars are not the same boars that you were hunting, which is why they're referred to as mutants. They've mutated and became a lot more agressive as a result, everything in the Zone is out to get you, they want nothing more then your corpse for dinner.

It would be interesting if the mutants did have some different behaviors. Kind of like the flesh do in CoP, a lot of the time they'll walk right by or run away, but sometimes they'll sneak up on you and attack. Would be nice to see more of variety like that, but not mindless randomization, some patterns of behavior.

Can't wait till this is available for download... only 2 days left...

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Wolfy17
Wolfy17 - - 223 comments

Aggresive ok, but still they aren't intelligent. I think that boars, fleshes, tushkanos and blind dogs should behave in the way I described.
All-time combat mode is ok for bloodsuckers, burers, controlles etc.

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wikkid1
wikkid1 - - 49 comments

These mutant's primary goal is to kill you, they're not your usual fluffy deer, none of the Zone inhabitants are herbivores, you realize that right? They all feed on meat, so they're all hunters, and like hunters they're always aware when there's prey nearby. (Plus if we go by the Zone lore then most mutants have some measure of psi ability, and you absolutely can't sneak up on those.) And since they're adding a hunter component to the mod they should def tweak mutants a bit harder then vanilla.

Either way, there's no point in this discussion since we haven't actually seen yet how they behave.

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trojanuch
trojanuch - - 679 comments

The features list is not entirely precise in this aspect.

On one hand we need to keep mutants agitated for bug-fixing reasons:
Media.moddb.com

However what we also did is we've fully restored the 'mutant panic' feature known from SoC and diversified its odds among species.

In other words - please expect herbivore mutants to be quite likely to escape from you (especially if wounded and diminished in numbers). Carnivore mutants will also do it - but obviously are much less prone to do so.

In the end - this turned out to be a very awesome balancing factor for entire 'vs mutant' combat and hunting.

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Guest
Guest - - 689,352 comments

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saymon5
saymon5 - - 32 comments

This is awesome! You guys should make a new game probably! I think everything listed in here are good decisions, nothing is overly complex, yet it adds the immersion STALKER always deserved to have.
Good job and good luck! :)

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FoxyDouds
FoxyDouds - - 212 comments

Hi Man !
For boniculars, is it possible to have only a vision O not OO ?
A single round, like real binoculars.

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Roh
Roh - - 373 comments

O.O Are we there yet? Can't wait to try this out.

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Crazy9Melon8
Crazy9Melon8 - - 945 comments

I love all of this! But while reading i thaught of 2 things that may have been cool to add to. Like to crawl or prone and that you could see your own feet, legs and body etc.

The only thing to wait for now is the main release. Good Job guys! Love it!

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Rus[T]
Rus[T] - - 1,161 comments

Yeah, why cant't you go prone in stalker anyways?

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Spetsnaz_Reaper
Spetsnaz_Reaper - - 738 comments

If you want to go prone simply do this in the file actor.ltx

These are the lines to edit:

ph_box0_center = 0.0, 0.9, 0.0
ph_box0_size = 0.35, 0.9, 0.35
ph_box1_center = 0.0, 0.65, 0.0
ph_box1_size = 0.35, 0.65, 0.35
ph_box2_center = 0.0, 0.2, 0.0
ph_box2_size = 0.35, 0.2, 0.35

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Dave.
Dave. - - 206 comments

Daaaaaaaaaaaaaaaaaaaamn.

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Streloker
Streloker - - 235 comments

.....Instaling STALKER again

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Beez-one
Beez-one - - 501 comments

Will it change dialogue text from Russian to English if I use Russian Steam version?

I couldn't find answer in F.A.Q.

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NeBuLa199
NeBuLa199 - - 408 comments

Yea it will i guess. I have the german verion and it also changes.

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xxmortrexx
xxmortrexx - - 19 comments

i cant w8 for the mod i hope they make lighter as they can.

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Gvaz
Gvaz - - 21 comments

I think I would really like this mod if I was able to remove or edit the more masochistic elements.

As it is now, I won't even touch it because some of these changes are dealbreakers for me.

These are:
Added head bobbing based on actor movement for immersion. Sprinting causes much more head bobbing as compared to other forms of movement.

Minimap removed and you must now navigate based on your surroundings and your PDA map. (using the PDA is really clunky and frustrating in general)

Battery life added as new micro gameplay element that must be managed and handled with a Universal Power Device (UPD). (I hope it's like Metro 2033/LL's charger, because otherwise that's just gonna be overly tedious and unfun)

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Woozle
Woozle - - 2,617 comments

The head bobbing gives me a headache.

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N.Aaroe Author
N.Aaroe - - 2,709 comments

Battery life is optional in menu

Reply Good karma+5 votes
psycho2112
psycho2112 - - 156 comments

I've said this numerous times... or maybe I haven't. I've been in Europe the past week and just got back, so the jet lag is screwing with me. I think your work is nothing short of freaking awesome. Might not be an entirely new game, but it's damn near close. I've waited, and waited, and waited for about a year now, ever since you guys let on that 2.0 was being worked on. I have not touched S.T.A.L.K.E.R. in that time at all. I've missed the Zone so much, and now, finally, I'm going back. And I'm taking the hardcore start, into a zone that is now nearly 10x crueler, and I'll be grinning like a ******* maniac. Thank you N. Aaroe and your team for your dedication, I for one am going to be a happy camper :).

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epic40k
epic40k - - 276 comments

You big legends!

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D-27
D-27 - - 44 comments

So I can create a fancy waterproof stash, that sounds good. But do I have to make a stash or the vanilla stashes are still safe ? Because if I have to I just dump everything on top of Skadovsk after all no one goes up there.

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Wolfe070
Wolfe070 - - 20 comments

Have the weapon models been updated/replaced so that weapon bolts will be on the correct side? (So the AK won't spit shell casings in my face for example?)

Looks outstanding though, can't wait to try out 2.0!

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DoctorSpanky
DoctorSpanky - - 1,733 comments

This is the way we S.T.A.L.K.E.R.S. like it =)

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qwerty2316
qwerty2316 - - 40 comments

This looks awesome! Glad to see that you implemented silent bloodsuckers. Its too bad that the backpack system is currently disabled though, I have always needed that in Misery 1.2. I can't wait to play this amazing mod!

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.Krinkov.
.Krinkov. - - 81 comments

I'm not sure if I'm reading this correctly, but all Classes now have equal handling characteristics with shotguns? I know in Misery 1.2 Recon and Sniper class had a lot of sway with shotguns. Is this changed? It seems like it is, and I think this is a good thing. It seemed strange to me that a Recon class couldn't use the TOZ but an Assaulter could. I would assume that Recon class would be able to use a TOZ just as well, if not better, than an Assaulter.

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boredgunner
boredgunner - - 2,067 comments

Gnd-tech.com

I'm picking Recon class first this time. Why is quick release disabled, and will it be enabled in the future?

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gotimas
gotimas - - 68 comments

Am I the only person that actually wants English voices?

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boredgunner
boredgunner - - 2,067 comments

Yep.

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Woozle
Woozle - - 2,617 comments

Nope.

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toster150
toster150 - - 89 comments

"Howdy ho!"

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coap
coap - - 355 comments

Will the health and stamina bars be tweakable? Because in Misery 1.2 I had some difficulties to see them :/

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VigoVonHomburg
VigoVonHomburg - - 326 comments

I love mostly everything on there, but bloodsuckers not breathing seems a little too unnecessary, will there be a way to change this via tweaks in ini files or something?

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The_Omen
The_Omen - - 21 comments

You guys changed the USS classes pretty significantly, is this the finalized and complete list of their stats and bonuses?

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Sniper_LTU
Sniper_LTU - - 53 comments

I expected a long list when I saw the feed update - wasn't disappointed :P

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yvesbee
yvesbee - - 7 comments

Not to be the partypooper here but I was hoping one of the unrevealed features would be something like an extra questline perhaps even in an added level. Something along the lines of SGM, Winter of Death or Valley of whispers.

You guys are topping most (mostly russian) mods in terms of professional art direction, consistency in concept, presentation and eye for detail. And I'm sure focussing on modifying the existing game without adding anything fundamental to it allowed you guys to produce something as high quality as this.

Having played a ton of mods through all my years as a stalker fan I have to say I would love to see the hughe ambition and fundamental changes from the (mostly) russian scene come together with Misery's high level of quality and art direction.

Regardless, congratulations on the hughe acomplishments so far!

Cheerio

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Protos.Angelus
Protos.Angelus - - 386 comments

God bless your team!!! I approve everything here and so does Chuck Norris.... every game changing aspect is brilliant and thought through... no exceptions! Looking forward to playing your mod!

Best regards from Croatia!

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theTops
theTops - - 23 comments

• Dynamic stamina system (there is no longer a maximum weight limit). The lighter you choose to travel, the longer you can run without resting.

So if there is no longer a maximum weight limit what effects will artifacts like Night Star, Gravi and Goldfish have?

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Astyr
Astyr - - 127 comments

There's still a confortable carry limit as seen in pack rat perk for Assaulter so it will probably affect that.

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[FH]Gorgutz
[FH]Gorgutz - - 286 comments

Just a few more days! I can't wait!

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SonofX51
SonofX51 - - 273 comments

What's the set carry weights for each class?

Oh nevermind, saw the dynamic stamina thing now. I actually really like that :D Now I can still be the total ammo hog I am with regular CoP.

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Astyr
Astyr - - 127 comments

There's probably gonna be a point that's going to be a loooong crawl home.

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SonofX51
SonofX51 - - 273 comments

Well of course. I'm just glad this isn't like a lot of realism/difficulty mods that limits carry weight to a puny 25-35 lbs. Which is fine if you only intend the player to use an AKS74U and light armor through the whole playthrough, it squanders the heavier stuff completely when mods are like that (unless they heavily modify certain suit attributes or artifacts, which doesn't happen too often).

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tykaller_
tykaller_ - - 242 comments

''• NPCs can now engage in melee combat and knock you down.'' Please don't tell me that they never stop knocking you when in melee range resulting impossible to move like in others mods.
BTW: Did you guys could fix the third-person/npc hand ignoring collision of grenade launchers on some weapons?

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trojanuch
trojanuch - - 679 comments

Its not entirely precise - melee has been disabled vs actor. Npcs only use it to defend themselves against mutants.

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tykaller_
tykaller_ - - 242 comments

Thanks for your answer!

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