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1.4 Released!


The long awaited patch for Call of Chernobyl is finally here. The mod has seen a tremendous amount of growth and change since 1.3.2; we have been working hard this year to bring the stalker community this new content in the form of the 1.4 update. This patch contains so many changes it would be rather difficult to go through that list here but below is a brief overview.

Call of Chernobyl 1.4.12 [Full Release]

1.4.12 [Full Release]

CoC 1.4.22 [Patch]
1.4.22 [PATCH]


Leaderboard and PDA Statistics

pda

One of the first things to notice when firing up 1.4 are the changes to the PDA statistics screen. Many new stats are tracked and a portion of screen real estate is now dedicated to the top 100 leaderboard. Climb to the top of the leaderboard by increasing rank in-game and by being the stalker you were always meant to be. Hovering the cursor over other stalkers in the list may bring up their statistics but only after they have been encountered on the same map. Not only has the statistics screen seen an overhaul, but a new array of achievements have been added.

Character Creation and Game Modes

character creation


It's now possible to select from a broad array of faction-specific starting location. Additionally, the ability to select a character portrait has been added alongside a new game option to display a portrait that closely matches the equipped outfit. If you thought that was all, we added an optional story mode feature which can be toggled during character creation. It has a light dialog-driven focus and includes multiple endings. The task starts with a simple puzzle to find Doc and takes you on a journey throughout many of the game levels to discover the mysteries of the Zone.

A-Life changes

ug


Underground labs have been populated with all sorts of creatures. Now mutants can only be found during specific times of the day depending on their behavior type. Night predators like Chimeras, cats and snorks can now only be seen at night. Day time mutants like boar and flesh can only be seen during the day. However, these mutants can always be found in underground labs or during tasks regardless of time of day. Offline A-Life is now much more active and more willing to travel to far off levels. A new game options allows the player to control the population of the Zone, by reducing or increase stalker or mutant spawns based on a multiplier. Online exclusion radius is a feature added to gameplay options that blocks A-Life spawning in the player's immediate area and can be adjusted or disabled.

Gameplay changes

arty


Artefacts can now degrade when their abilities and bonuses are activated. Degradation decreases the overall impact of both the bonuses and negative effects. Degradation is communicated in-game through the new Efficiency stat. Degradation promotes further artefact hunting and accumulation. In some cases stashing artefacts might be a wiser decision over cashing them in. Having the best artefacts no longer is the end of the line for artefact hunting. Artefact bonuses have been slightly boosted to help balance this feature. I would have liked to make protection artefacts give huge boosts to damage types and give them high degradation rates, but since this feature is optional that can't occur. Perhaps addons will expand on this idea further.

Now it's possible to visually equip knives, binoculars and grenades directly in the inventory menu. The non-slottable equippable items will be highlighted and will allow the ability to equip/unequip them via the context menu. This feature should open up new addon possibilities like tiered binoculars or new melee weapons.

New base defense events have been added to the game. During late night and early hours of the morning in several faction-specific bases, there is a chance swarms of mutants will attack a base. Furthermore, emissions sometimes cause zombified stalkers and mutants to swarm the bunker leaving it up to you to stop them, optionally with the help of a stationary machine gun on top of the bunker.

The arena has returned to Rostok. It is now possible to compete in two different arena types, the one everyone is familiar with from Shadow of Chernobyl and a cut version that exists in build 2571. Compete to win cash rewards as well as notoriety.

Equipment upgrade display has had an overhaul. The display bonuses are now more accurate and based on the real mathematical formulas. This gives a much better sense of what an upgrade is actually going to do. Cut outfit protections, strike and explosion protections have be restored and have been included in many of the existing upgrades.

You can now change FOV and Hud FOV directly from game options via a slider instead of using developer console. A slider for Grass Render Distance is now available in the advanced video options.

For a full list of changes, see the changelog

Happy Anniversary Call of Chernobyl!

It's one year since we released Call of Chernobyl publicly as version 1.2. Thanks guys for all the support and making Call of Chernobyl one of the best mods for Call of Pripyat!

Release and FAQ

Release and FAQ

News 108 comments

Finally, the long awaited Call of Chernobyl has been released. Here is a short FAQ of some of the most commonly asked questions and issues!

Players Choice - Mod of the Year 2016

Players Choice - Mod of the Year 2016

Feature 82 comments

The time has come, announcing the best Mods of 2016 as selected by you.

Players Choice - Mod of the Year 2015

Players Choice - Mod of the Year 2015

Feature 95 comments

The time has come, announcing the best Mod of 2015 as selected by you.

Editors Choice - Mod of the Year 2015

Editors Choice - Mod of the Year 2015

Feature 36 comments

We saw a huge shift in modding in 2015, with cosmetic mods seeing a huge surge. Among these we found many epic projects, which deserve recognition as...

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[BETA] Call of Chernobyl 1.5 R6 Full

[BETA] Call of Chernobyl 1.5 R6 Full

Demo 543 comments

Complete beta version of Call of Chernobyl 1.5. !IMPORTANT! Please read the description for more details.

[Patch] Call of Chernobyl 1.4.22

[Patch] Call of Chernobyl 1.4.22

Patch 159 comments

This package will update all versions of CoC between 1.4.00 and 1.4.21 to 1.4.22. Please read the description:

[Release] Call of Chernobyl 1.4.12

[Release] Call of Chernobyl 1.4.12

Full Version 297 comments

Complete repack of Call of Chernobyl version 1.4.12. !IMPORTANT! Please read the description for more details.

[Utility] JSGME

[Utility] JSGME

Installer Tool 38 comments

JonesSoft Generic Mod Enabler is an application that allows you to manage addons more easily.

[Modding] Call of Chernobyl 1.4 SDK Files

[Modding] Call of Chernobyl 1.4 SDK Files

SDK 27 comments

This download is not needed for players to play CoC, it's only useful for modders! The pack contains updated level editor scenes and updated objects for...

[Modding] Call of Chernobyl 1.2 SDK Files

[Modding] Call of Chernobyl 1.2 SDK Files

SDK 26 comments

This download can be useful only for modders! SDK files for level editor/3D software work, for all.spawn compiling. My complete SDK/editors folder compressed...

Comments  (0 - 10 of 22,512)
.Shlomo.
.Shlomo.

hey, its been bugging me for long that these white hanging spidewebby things dont damage you...in the book they where pretty deadly.any way to fix that?
maybe a minor thing but for me it would increase the emersiveness even more.
happy stalking

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GermanStalker
GermanStalker

Is there a release date for coc alpha or for the next 1.5 patch ?

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melighos
melighos

nope

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✪KEV2k
✪KEV2k

Is there even a 1.5r7 version for download?

Can someone make it available here?

In the r6 version I am passing anger with the failed mission bug after dying and reloading the saved game. Seriously, that ends the gameplay.

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Zilla8844
Zilla8844

Look on the page 2 or 3, a dev build of R7 is available to download. But expect a bunch of bugs.

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✪KEV2k
✪KEV2k

I discovered that by removing the TRX Alife Revamp addon - failed missions stop occurring.

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sergiopappalardo78
sergiopappalardo78

Come on guys, release 1.5 final, so the MDT Team (the Misery's one) won't have no more excuses to do the definitive, official, porting of Misery on CoC! Now they are waiting for that, so... get a move on!

And now... down vote me in 3, 2, 1... :)

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SashaRed
SashaRed

Actually, your reasoning here is quite good. I don’t see any reason TeamEPIC, together as a TEAM (get it?), wouldn’t be able to get together 1.5 in... under a month, or even less, if focused on the task at hand. And that would provide a tremendously better modding base for the entire S.T.A.L.K.E.R. community, including the Easterners, many of which love making CoC-based mod packs.

TeamEPIC, from creator to creators: I’ve worked on translating almost half a dozen Eastern S.T.A.L.K.E.R. mods into English, and everyone’s best friend, procrastination, has affected me multiple times throughout my translation work. Judging by parallels to my own signs of inactivity, the mod seems to be at a standstill due to procrastination more than anything else—if anything really important has happened in the lives of the members, wouldn’t it be announced that so we know what to expect? I mean, that is a legitimate reason to halt progress on the mod.

I know the feeling of procrastination, and it is a bitch to get out of. But the feeling of not getting something done will hit you even harder than that in the long term. Come on and make the last push—this entire community supports you.

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✪KEV2k
✪KEV2k

I believe that this year we will have a version 1.5 r10 or final, but will we really have?

It seems like the Dev's day-to-day life is packed with work to continue with the mod.

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Guest
Guest

Stalkers turning into zombies or dying only works if the player themselves is outside when a psy bolt or emission wave hits. Use -dev and g_god 1 and go outside—you will see the effects.

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melighos
melighos

It is so indeed, I tested this too, and it was as you typed.
I actually managed to change this in 1.5R6, using some of the changes from mod "Event tweaks by Asynchron".

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S.T.A.L.K.E.R.: Call of Pripyat
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An endeavour that should be complimented by not only our small S.T.A.L.K.E.R. community, but modders around the globe. A project that started as map-pack which grew into a full modders resource and base for role-players, free-play enthusiasts, weapon pack lovers and of course die hard stalker fans alike. Call Of Chernobyl is the embodiment of what I think "modding" should be. Team Epic spend their time and effort in not only creating something, but polishing it, adding onto where others would've…

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