Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!
Trojanuch has implemented his MSO mod into MISERY 1.1 a long time ago.
These last six months he's been constantly expanding its potential and content to have it form the most interesting a-life scenario ever in a Stalker mod. This upload reveals some of the details of its aim and focus.
All the new items are fully conceptualized with carefully designed 3D models (meshes) and textures. A team effort between all members of the MISERY dev team.
Concept artwork 'Lone Bandit scouting' by N.Aaroe
Wow, nice! I always dreamed of having factional territories in CoP :)
Not only you ^_^
While this is not a Faction Wars oriented mod the factions actually do launch assaults on each other as explained in the AI-teaser some time ago: Moddb.com
One question- will the game be focused on exploration or just action? There are so much beautiful features for replaybility! I think, gameplay will be so intersting like never before
What do you think man? Exploration and survival elements...
It will be a balanced mix of both. You'll find that exploring every corner of The Zone will be worthwhile :)
BUT, while exploring the depths of the zone you will encounter a lot of action and combat scenerios. Like stated above in the image, some places are worth fighting for in MISERY! :D
Sounds good. It also makes walkthrough individual for each player, so keep up the good work!
Yay, that's exactly the way I play these games, so I can find every little thing that can be found!
Action when it happens on a rare occasion - but MISERY focuses on desertion, loneliness, diversity and hopelesness.
When action DOES happen you will notice that we did care for this aspect also.
Guess you cared about everything then - I just hope battle will be more dynamic than in 1.1...I think it is rather weird when the whole screen starts shaking only because you fired a 3-round burst :)
CoP map doesn't seem big enough to fit in more mutant lairs etc. Sounds like lairs and stalker camps/bases will be too close to one another, will they? But it would be a nice surprise to explore a vanilla empty building complex and bump in some nasty mutants. Hmm, could you guys silence/replace the mutant roars when they see an enemy and idle sounds so maybe they can get us by surprise? Have the bloodsucker in mind, which isn't very stealthy, his sounds give him away easily :P
There are a lot of areas that were rarely visited by NPCs(and some players too) and some weren't visited at all, that's probably the focus of the alterations
While we love having surprises up our sleeves I am confident that trojanuch is willing to answer many questions without revealing every detail of what he did. He is currently very busy with the MISERY 2.0 production so please have patience with us and revisit this page if you lay down any questions for us.
While all of this is a team modding effort the a-life that awaits your exploration in MISERY 2.0 will be unique and exceptionally well balanced by trojanuch. You are in for a treat.
I've been tracking the mod since your Misery 2 announcement and since then I've seen so much promised content that I'm left in awe. Based on everything you've teased, CoP will surely become a completely new experience, if not a brand new game.
I wholeheartedly approve of making Jupiter a more lively place. It always seemed so big and empty. The dogs weren't very interesting hosts either. I'm sure that the "abandoned" feel is what the devs were looking for, but when you have people living in a derelict ship, it's surprising that no one hangs out in Jupiter.
I've been tracking since before MISERY 1 came out. The community was in awe at the scale and quality of the project. When 2.0 was announced, the team blew everyone away by ramping up the efforts tenfold. And they just. Keep. Going. It's incredible, and I hope they stop only for releases.
Well, as long as it's released before judgement day. :P
I've always thought that the primary drop off between mods for SoC and mods for CoP is that no one increases the unexpected situations like AMK did for SoC.
I'm glad the MISERY team decided to take that issue head on and add variance and unexpected difficulty to the zone.
I would be very happy if you could add smoke grenades against NPCs vision distance etc.
Vanilla multiplayer COP already has smoke grenades(easily ported to singleplayer) but no one has found a reliable way to reduce NPCs vision with it.
I love you guys for this. Are the combat ranges going to stay the same in 2.0? Just wondering.
Nope.
This was actually the first think we've ever touched for AI like 2,5 years ago:
Moddb.com
Proper link:
Moddb.com
Ah, I see. I must say I never noticed, maybe because I avoid combat like the devil :P
WAIT A MINUTE ! Did you just said that you added the MSO mod to Misery 2.0 ???!!! If so...than.....AWWYYEAAAH !
Well - I'm the author of MSO and integrating it to Misery was how my cooperation with N.Aarroe got commenced like 1 year ago.
Since then every aspect of 'MSO' got improved a lot. This news-feed is about the current state of it.
Even without new maps/mission you managed to expand the life/sandbox feel of Stalker COP. Sir : you are heroes!
The sniper is clearly from the U.S.S. judging by the camo and the camelbak.
I'm bracing for magazines in Misery Mod.
You need to have both the ammunition and a a number of magazines that can be recovered that is compatible with that weapon.
How is the looting of dead human NPCs is going to be?
Rookies stalkers you kill have less ammo and less valuable gear while veteran stalkers have better weapons, more ammo and better gear to loot?
I'm asking because the first time I played Misery there were several times I killed experienced and veteran stalkers without they even being able to fire their guns only to find a piece of bread and 3 bullets in their inventory.
Yes - the loot is gradable and depended on rank. Many of the 150+ new items also have a 'factional flavour', which is also reflected in loot.
Still - having a 'realistic' scenario in which an everage npc would be more or less the same 'equiped' as you, would make it impossible to create any sort of balanced economy, without absurdly low trader buying prices.
Now if only we could get the random jobs and quests you could get in SoC and Clear Sky. There's unfortunately no random quests to add to the lifetime of the game or make any run feel different from the last, just all static quests. :/
Beard, Nimble, Owl, Trapper, and Hawaiian (Bonesetter maybe) could all give fetch quests for materials required for their trade:
Owl and Hawaiian could request the player to find XY amount of ammo or Z L86s.
Beard could give out Artifact hunting quests, and Trapper could give out "Purge the lair" quests, of which areas would have respawning boss mutants.
Nimble would ask for weapon parts or unique weapons(SUSATs, Unique Hunting Shotgun w/ PSO-1 Scope) and Bonesetter would ask for X Medkits and Y drugs.
Would be a thought, BUT DON'T PUT IT IN YET! FINISH MISERY 2 FIRST! THEN USE MY IDEA FOR MISERY 3 OR SOMETHING!!
Beard allready gives you out artifact hunting quests.
NAaroe, beautifull pictures :)
I tak nie zrozumiałem ale ładnie wygląda :P
We really need to find a person who does nothing but maps, and put some HUGE versions in. It seems like you guys are changing everything except the story and the maps themselves.
Media.moddb.com
Most S.T.A.L.K.E.R maps are already availabe for COP, aren't they?
Most?
Moddb.com
:D
Guys, you telled us a few months ago, that this "mod" won't be like a Stalker 2.But today, at least me, i cant agree with that:D This is a new stalker game(yes,i know, it doesnt have any new locations for now,or any new storyline,but look at all these new features for god sake!), like LA "mod".Respect,DEEP RESPECT for TZP!
P.S: Hope i will see now,at last, some mutant and stalker population in Prypiat,vanilla Pripyat was too booring:D
Yes - Pripyat has also been overhauled in terms of a-life.
And thx for kind words :) Althou we're flattered, Misery is not Stalker 2.
Are you gonna release non-misery related updates to the standalone version of MSO?
Yes (at least most of them).
I didn't know that STALKER 2 is in development.
But wait this is MISERY. Sorry : )
spetsnaz_stalker you damn right.
Thank you for giving us all this :)
At my pace, I'm guessing a run trough MISERY 2.0 will last about 30 hours. And it will not be the only run i'll do. Good job!
Just 30 hours? You underestimate this mod.
If it's anything like Misery 1.1, about 10 of those hours will be about finding 5.45/5.56 ammo.
Bit.ly
However, I do trust that they will fix the ammo problem, and the subsequent 70 hours will be spent trying to find the unique items and weapons.
Question: Will the areas be labeled in some clear way? Or will there at least be some kind of word of mouth to go by? I'm mostly asking because of the mutant lairs and anomalous zones.
For instance, will there be some kind of warning on the PDA about entering the Burner Anomaly if it's considered a "Hardcore" area? Or is it just trial and error?
And will there be more hunting missions? Or is it just explore and find mutant lairs to take out. Since you mentioned "boss" mutants... it sounds like something ripe for randomized hunting missions. "Find and kill the Elite Bloodsucker at the Krug Antenna Complex" type missions...
Sorry if you guys have answered this already, I haven't read all of the comments.
Here's the general overview of gear tiers required to hunt artifacts:
Moddb.com
When icon is red it means that the anomaly is completely inaccessible with certain tier of gear.
These requirments are reflected in npc squads composition: if fire anomaly requires ssp on the player to explore it, only npc 'wearing' ssp or seva will go there and explore it.
I'm not going to be the same "friendly" STALKER this time /: Now it's about surviving :D
Something else to look forward to in Misery ^^