Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!
IF YOU RUN INTO ISSUES, MAKE SURE TO POST YOUR LOG FILE. SAVE AND EXIT GAME AND POST IT IF IT DID NOT CRASH. Also please be descriptive as to what is happening and where. The more information you give the better, it helps make the process quicker. New version of warfare, now with less overwriting! Click Read more... for link to up to date repo. Download above is repo from 3/1/2017 around 3:25am GMT-5. If you use Smurth's dynamic hud, make sure you install warfare last. This version of warfare has been focused on two main points so far: stability, and a broken up structure with tables being utilized to better store information and analyze situations, making more complex AI even more simple to implement. The goal of this mod is to simulate warfare between every faction in Call of Chernobyl in a dynamic fashion. It also allows you to control your faction. IT IS RECOMMENDED TO BACKUP YOUR GAMEDATA FOLDER. I MAKE NO PROMISES THAT THERE AREN'T BUGS.
BITBUCKET REPO: Bitbucket.org
DOWNLOAD - Bitbucket.org
OPTIONS DOCUMENTATION - Bitbucket.org
FACTION CONTROL DOCUMENTATION - Bitbucket.org
Commit history: Bitbucket.org
Issue tracker - Bitbucket.org
Below info is likely outdated. Will update soon.
You can reconfigure keybinds by going into gamedata\axr_options.ini and editing warfare_control, warfare_defense, warfare_support, and warfare_helicopter. Run the game and these will be created.
I'll be updating the changelog for 0.7 shortly. The main changes are how random patrols are handled, expansion and expansion aggression, level invasions, faction specific variables, etc.
Changes for 0.6.3:
Made squads who are on way to target lighter in color.
Smart terrains now only have a stay requirement of 1. After your faction captures a base, that base will then begin spawning squads once a minute until it
reaches its max population. If use_smart_capacity_as_stay_requirement is set to true, territory points will also spawn squads for defense.
Changes for 0.6.2.1:
Fixed freedom trader spawning issues
Fixed monolith mechanic not taking job in pripyat plaza
Added mil_smart_terrain_7_10 as a territory point (another territory point within freedoms base, where the trader resides)
Gave all traders infinite money
Changes for 0.6.2:
Includes AO3 patch in options folder
Ovewrites warfare_options.ini in order to undo mutant madness (320 mutant squads per level is a bit... insane)
New level targeting and smart terrain targeting for factions - factions will not fail to find targets now unless there are simply no targets left
Fixed bug that stopped Warfare from updating
Includes trader + mechanic fix
Includes radio mod compatibility in options folder
Fix crash with faction control when you enter both smart terrain name and choose level to invade from drop down list
Changes for 0.6.1:
Faction traders and mechanics (thanks yoface720 for definitions and edited smart logic + task managers)
New mutant spawning code. Each level handles mutants seperately.
Every time Warfare updates, if max_monster_squads is not reached for each individual level and that levels respawn timer for mutants is up, it
will create a random mutant squad in a lair on that map. There is then a 35 percent chance that a different monster squad will be redirected. THEN,
there is a 25 percent chance that that redirected squad will be sent to a new level (and will then be registered with that levels mutant count).
If no mutant squad is created, there is a 75 percent chance a mutant squad will be redirected, and a 50 percent chance they will be redirected off
level. This should make mutants feel more alive.
Helicopters. Spawn by pressing delete. These do not follow you as of right now. I may be able to figure this out eventually, haven't looked into it.
Various bug fixes relating to warfare simply not updating. Should be more stable now.
Changes for 0.6:
Random patrols (can tweak with these variables: max_random_patrols, max_random_patrols_actor, min_random_patrol_time, max_random_patrol_time, min_random_patrol_time_actor, max_random_patrol_time_actor)
Counterattacks (can tweak with these variables: min_counterattack_chance, max_counterattack_chance, min_counterattack_chance_actor, max_counterattack_chance_actor)
Randomized starting levels (+ option to use all 23 levels for starting levels) (random_starting_levels, use_all_levels_as_starts)
Entry in the main menu for manipulating settings. Every entry is just a text box. It's basically an in-game config editor.
Fixed bug where squads would remain "in combat" and "on way to target" at the same time.
Disabled x16 and brain scorcher. May add in options to re-enable them in 0.6.1.
Stay requirement now listed for smart terrains.
Payouts for helping your faction. (player_support_reward)
Can now activate zombies as a faction if you want (zombies_act_as_faction, min_zombied_respawn, max_zombied_respawn)
Can activate initial squads so factions see them and can send them out to targets (register_initial_squads)
Can make factions no longer have to take all territory points. They will still go after some in the process of invasion, but when this is false, they will
be concerned mainly with bases. (factions_require_all_territory)
Option to use random starting faction for player after hitting start game (force_random_actor_faction)
Fixed offline combat issues with single squads being able to effectively fight five, so it should be a bit easier to hold territory now.
0.5.0.1 - Fixes extreme lag after saving and mutant spawns.
0.5 - changes a lot and I neglected this change log. So there are more changes between 0.4 and 0.5 that this doesn't take into account.
-Many optimizations relating to the offline combat simulator. Moved a lot of code over to the actual sim_squad_scripted class as well.
-Fixed annoying issues with squads registering that they are defending a base but warfare not taking
those into account. I revamped a lot with the smart terrain faction ownership stuff and made it more stable.
-Added in option to show ALL squads in warfare_options.script (SHOW_UNFRIENDLY_SQUADS)
-Added in option to use smart capacity as stay requirement for all smarts (USE_SMART_CAPACITY_AS_STAY_REQUIREMENT)
-Added in option to decide if factions own their entire starting level, or first must conquer it (FACTIONS_OWN_STARTING_LEVEL)
-Added in active squad count. Now, factions can only have a certain number of squads active and being sent out to targets
at a time (this makes prioritization of respawn points / targets a little more important). Before in previous versions of Warfare,
the mod would simply pump out squads. If you desire this, you can set MIN_ACTIVE_SQUADS,
MAX_ACTIVE_SQUADS, MIN_ACTOR_ACTIVE_SQUADS, and MAX_ACTIVE_ACTOR_SQUADS to higher numbers.
-Added Respawn points. There are 39 of them and they affect respawn time. Factions will target these over
territories most of the time, though there is a small (20%) chance they won't.
-Switched bases to Territory points. There are 102 of these. The more of these you own, the less damage
your faction takes in offline combat when defending territory.
-Owned level count acts as sort of resources now. I felt adding in extra points would be overkill,
but I can do so if people wish. Either way, owned level count affects the type of squads you spawn as well
as the number of active squads you can have.
-Added a warfare_options.script file. This is now what controls the mod, you can tweak it to your liking there.
There are new options.
-Initial squads now act as normal in offline combat, so as monolith expanding into jupiter for instance,
offline squads will no longer go crazy.
-Neutral squads will no longer steal your territory.
0.3.1.1 - Fixes monolith trader disappearing.
0.3.1 - Fixes a crash in the deserted hospital and fixes most traders disappearing. I may need to fix a couple still, like Sakharov.
0.3 - Enables the full offline combat simulator. Squads now intercept other squads, making the simulation evolve in a much more natural manner. Factions may progress more slowly now as they are locked in battle with other factions. Squads will also spawn away from the player now, so you shouldn't have any annoying squads spawning right on top of you anymore. Let me know about any crashes. There are reports traders that aren't part of the players faction. This version may or may not fix that.
0.2.3.4 Addresses some traders disappearing. They will now respawn if they are not there and the player is off level. It also fixes Pripyat outskirts, as that tried to play a cutscene but got stuck. As I usually do, I'm going to post this patch in the description while I sleep and then update the file in the morning if there are no crash reports.
I also modified starting spawns a bit, but that was mainly for the newly activated levels.
Ecologs will be weird and go for territory if its unoccupied. Eventually I'm going to have them travel the zone and not really take part in the wars (unless they stumble upon an army of bandits or monolith).
The fast respawn option (and really default settings) will allow for some intense, wide-spanning battles. Slow respawn will make it less crazy. These are
Factions vie for control of the zone. Most maps are included in the faction war, Chernobyl NPP and Generators and Deserted Hospital are not. This will be patched in shortly as well. In the PDA, green targets = captured, red targets = uncaptured. It might take a bit for the faction to begin expansion after capturing all bases in a level, so be patient if things seem slow. They heat up quickly.
Offline combat simulator allows for squads to intercept other squads arbitrarily, so the zone will be much more dynamic and the large scale war will rage at the far corners of the map. Unfortunately, the combat simulator is tied to rank in a similar way to clear sky and I was too lazy to add in a power cap for squads. If a mod modifies a squad member’s rank to be very high, expect that faction to dominate in offline combat. Eventually I want to tie this to the weapons and suits of the combatants.
A dynamic expansion system adapts to changes on the simulation board and ensures no play through will be entirely the same.
Manual faction control lets the player assume control over their faction. This is done at run time, and the player can choose between either the dynamic expansion system or the manual expansion system. The dynamic expansion system will adapt to any bases you captured in manual expansion mode when you switch back.
A (for now) simple random event system which attempts to make the level the player on more lively. This will make captured levels a little more interesting. There are two types of random events: one in which mutants attack a base on that level, and another where a hit squad is sent for you. For hit squads, only a faction present on the player’s level or on a linked level will send a squad out. If there is no other faction on any of those levels, a hit squad will not be sent.
I believe that is all for now. I will update this mod as I see fit; I’ve been quite active on it for a while now. I have more ideas I wish to implement to really flesh it out, and welcome input.