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!

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Micro management
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N.Aaroe Author
N.Aaroe

Stated tweaks and edits are subject to change, but they are all tested and fully implemented at this point.

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harshmyth
harshmyth

I'm always excited to see any updates to this project. This has been my favorite mod for many years and I appreciate all your hard work. It's alway been worth the wait. The immersion of this mod is unrivaled and a boon the the most atmospheric game that I've experienced to date. Thanks for doing Stalker justice. cheers~

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Guest
Guest

I PLAY MANY GAMES BUT WHEN I REALLY WANT A CHALLENGE I PLAY MISERY IT IS THE ONLY GAME THAT CAN HOLD MY FULL ATTENTION FOR LONGER THAN 30 MINS..THANK YOU FOR ALL THE HARD WORK AND I CANT WAIT TO SEE WHAT YOU DO NEXT

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Schuchart
Schuchart

More micro-management... I love it! Especially the salvaging-part!

Sooo, will you maybe also be able to "sharpen"/cut bullets to e.g. produce dum-dum-ammo?

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kcs123
kcs123

Not for this release, but something similar is planned in future releases.

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Schuchart
Schuchart

Hotdamn!

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icone
icone

Looks cool! exciting :), i did miss not be able to cut somebody's head off with the shovel!

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ZikShadow
ZikShadow

While i'm happy about this news, the addition of even more item features in an already massive library of item features on top of the altered original item features just sounds like an armada of "Out of Memory" crashes waiting to pounce on me...

Anyway, if that is not the case, i do have another question.

Will there be a possibility to cancel out when cutting up a mutant, or any kind of actions that would usually stop you from moving but can actually be paused IRL?

Often times in 2.1.1 when i thought the coast is clear and decided to cut up the dead mutants, there's always something that attacks me, situations i could've immediately acted upon and possibly survived if Degtyarev would just stop cutting the bloody thing when there's obviously a bloody threat!

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TheLeadHead
TheLeadHead

Degtyarev is a greedy stalker. He would never leave his prey just like that.

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brandonvortex1
brandonvortex1

well he is a USS agent soo he have to act like greedy stalker or otherwise hes toast

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kcs123
kcs123

I put a lot effort to get rid of those nasty CTDs. Only two possible cases of CTDs have ramined that I can't do much about it. Those are accasions are quite rare and there is possible workaraond for it.

Other thatn that, we got report of CTDs from testers that was connected to WIP features and those bugs were solved quickly as it was discovered. Hopefully with such deticaded band of testers in test lab we will be able to notice and solve each of those before release.

As for animations, once animation start when you loot mutant it can't be stoped to give controls to actor until animation finished playing. I can't say anything about other possible solutions right now because it is still subject that can be changed before release.

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ZikShadow
ZikShadow

Sounds good.

I guess i just need to probably do better at looking at my surroundings before looting mutants then.

I just really hate it when the wandering merc/bandit/mutant suddenly spot me and subsequently annihilate me just as i was looting a mutant, with me unable to do anything about it before the screen went red and my character yelling and dropping with the familiar "LOST TO THE ZONE" plastered there as if to add salt to the already burning wound.

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subaruswift
subaruswift

just don't release this great update & the seed on the same day, month !
well you can if you like as I will play both of them :)

these updates sound bloody good,,,,,,,,, yayyy

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PlasmaDavid
PlasmaDavid

Food cans can be twisted open... other than that, this all sounds excellent :D

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jasper34
jasper34

You mean Jars. These are canned or some might say tinned meats and veggies.

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Zarryc
Zarryc

Misery had the best inventory management since the beginning of the mod. With this, its even better. Love it.

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Supercohboy
Supercohboy

Fantastic to finally see an update since the announcement! I'm personally not a fan of the micromanagement as I already feel weighed down with the current game's weight levels (namely when wearing decent armor), but if the cost outweighs the loss it may be worthwhile.

I mainly have issues carrying basic equipment when wearing a Sunrise Suit, yet alone a Sunrise suit AND Hunter's Kit AND cutting tools AND loot. I hope that these things are being balanced out as well, as I'm managing with the current weight system but am worried about the situation becoming that much more difficult.

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battleben8492
battleben8492

Does this mean that now we can use any copies of Mein Kampf we find as toilet paper?

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Guest
Guest

Misery is a fantastic mod. And I welcome more micro managment. Scavenging and trying to scrape that final tuna out of the box sounds nice. I hope there is like a opening sounds of the box and then the scraping as you eat the canned beef or tomatoes. Making a tent sounds fun. I hope there one day might be a Misery 2. Have you considered kickstarter for Misery 2?

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battleben8492
battleben8492

Remember that this new patch is a part of MISERY 2.0? Or are you suggesting that there should be either a MISERY 3.0 or a standalone MISERY game?

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HUND.
HUND.

will the shovel be turned in a melee weapon?

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alistener
alistener

Food cans can definitely be opened in many ways. You can smash it to the ground, or against some hard/sharp object in the environment; it doesn't matter how, but the player should always have the option to try and open it without tools. Some food percentage should be lost in the process however.

Anyways, this Micromanagement update looks good. (Thanks for your hard work).

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Dr.Killinger
Dr.Killinger

So now that a lot of items are getting new uses I was wondering if the junk tech headlamp that can be found frequently on mercs will be useable. Upon finding it I always thought it looked more advanced then the headlamp that can be used and I thought it would be really interesting if it functioned as a headlamp with a brighter light.

Also I haven't played alot in awhile(starting back up as prep for 2.2) but I remember there being a tactical mirror junk item and I was wondering if they will finally get a use or will they remain junk. I thought it would be pretty cool to use them somehow as a stealthier way to look around corners.

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Description

It’s been a while coming and we appreciate your patience. Here is the first in a series of reveals about changes and new features you will enjoy in Misery 2.2.

MAJOR NOTIONS

• 
Massive tweak of new ways to use items found ingame
. Some items can be sharpened now (shovels, swiss army knife, cutlery, grooming kit)

- Mutants can be looted only with use of sharp objects: knives, sharpened items or "Hunting Kit"


• Added quick-sharpening, with added possibility to use two separate one-usage-left sharpening stones to sharpen a shovel (shovels need two stones usages)

• Food cans have to be opened with a sharp object (knives, sharpened items, etc)

• The secret purposes of nearly every item you thought for immersion only will become readily apparent.

• Hints describe the purposes of items.

• Everyday items can now be sharpened and used to assist in getting more out of every item you find.

• A specialized Hunters Kit can be used to get the maximum amount of loot from Mutants. Yes, it’s now a viable source of income.

• Other makeshift items can also be used when sharpened and degrade with use.

• You can now salvage (with the appropriate tools) useable items from broken radios, Geiger counters, etc. reducing the weight of your loot and freeing up resources while in the field or camp.

• The more suitable a tool is for use the greater the benefit earned when salvaging items.

• Specialized salvage toolkits enable maximum recovery just like the Hunters Kit.

========================
Stay tuned to this page and Facebook for further updates.

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N.Aaroe
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