Prior to v0.8 I had managed to keep to a release schedule of at least one update every month or two. Unfortunately, due to RL circumstances, this is no longer true. The Call of Pripyat: Special Edition v0.9 update is long overdue but has finally been released and is now available to download.
The biggest change from v0.8 to v0.9 is the new trader that appears in Pripyat during freeplay and the mission he gives you. Then there's lots of little changes to gameplay, bug fixes, and new graphics and sound elements. Those who have already started a playthrough of v0.8, will unfortunately need to start a new game for v0.9. The changes made to v0.9 makes this unavoidable.
Turncoat, the new ex-military trader, arrives at the Laundromat in freeplay, he offers to buy and sell only rare ammunition. The player then has the choice to initiate a mini-mission where they can expand his inventory by convincing one of the other traders in the Zone to become his new supplier. This means you will get to choose what sort of gear Turncoat will eventually buy, sell and stock.
Like every addition to Call of Pripyat: Special Edition, I have done my best to make it indistinguishable from the original content created by GSC Game World. This means the NPC's character has been fleshed out considerably and the mission to find him a new supplier isn't simply "choose trader>speak to trader>report back to Turncoat". There are lots of different variables in how the Zone's traders will react to your offer. For example; Hermann will refuse your offer but can be forced into complying if you have gained the Friend of Bandits achievement.
The next update will be a while, but will hopefully be the biggest update so far. I will possibly be adding more spots of radiation and anomalies to make some of the more empty areas of the Zone a little more interesting. Also a few more sleeping areas and stash boxes for the player's equipment (probably only one new area in each map.).
Cut mutants are also another thing I will look into adding. Rather than include them in the normal way by adding them to the A-life cycle, I will be using them in the more scripted areas. For example; Zombie civilians in Laboratory X-8. And, of course, I will try to add more achievements and missions.
I really appreciate all the feedback I have received and will start working on getting an Options Pack together for v0.9 with all the changes that have been suggested over the last few months. Things like Nimble functioning as a regular trader, carry weight, etc. And a temporary patch for those who use AF3. Fingers crossed, it should be up in a week or two.
Very exciting!
Hmm... This looks interesting, i'm going to Track it for good measure. :) I hope there'll be some new weapons as well, would be disappointing if there's the same old bland weapons after all... ^^;
But overall things are looking good, keep it up. :D
Thanks a lot for the encouragement! Guns hopefully won't be a problem. I will be looking into compatibility with AO3 once I have v1 done and dusted.
I really don't like the achievement mechanic in this game. Is there a mod that removes it?
None that I know of. It would be possible, but I think removing the achievement mechanic would lock the player out of a lot of things: items at traders, help from factions, even a lot of the mutant spawns are a part of the achievement mechanic and are triggered by them. You could have everything unlocked right from the beginning, but then the game would be very unbalanced. It would also probably take a fair amount of effort to try and track down every single file that needs to be altered (everything works off of info portions and they are spread across everything.).
Good luck !
Seems like you've been up to some good work :)
I think I'll be waiting for that options pack before starting a new playthrough.
Thanks, Capt.Host! I'll try to get that options pack done as soon as possible.