The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:

Post news Report RSS ZOA is 3 years old.

This mod has been around for quite a while now, and despite some slowing down as of recently, I show no signs of stopping work on it. Here I discuss upcoming fixes, changes, and future ambitions.

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Recently I had help with fixing one of the major crashes that has been plaguing the mod, which is related to one of the artifact detector scripts and NPCs interacting with it in an unstable manner.

HERE IS THE LINK TO THE FIX.
Moddb.com

Aside from that, today I finished uploading all of the images that detail the changes I have made to every artifact in the game, and also the new artifacts that I have added. Next up is to write a unique description for each of them, and to place new spawn positions and anomalies on the game maps, (This will also require heavy all.spawn editing.)

Other changes being worked on at the moment are changes to actor satiety and food. The player will get hungry more often, though I'm constantly adjusting the satiety rate so that it isn't MISERY-tier. Ultimately I would also like to work on a system for making food spoil after several days, or contaminated when the player takes it into anomalies, which is far more sensible than simply increasing its price or making it rare. The end result of this hopefully, will mean that the player will have to stockpile food in the advent of an emergency, such as for example a blowout, and certain areas in the game will be difficult to procure food in.

Another thing on my table, which I have not fully started work on, is to merge in some new weapon models and add a few new weapons into the game, but I've left much of that work on hold until recently.

After these are done I can finally get to work on overhauling the armor damage system, which will be prototypical at first, and if that is successful, anatomical armor will be implemented. And of course a few other, minor changes.

Ultimately though, the next update could possibly be the last for this current build. I have plans to move onto bigger and better things with ZoA, which I see as being much different than how it is now in the future. Consider many of these features as a proof of concept for things I'd love to add to a more ambitious project.

HOTFIX FOR CRASH IN AGROPROM UNDERGROUND, REQUIRES START OF A NEW GAME.

OUTDATED, USE THIS LINK INSTEAD.

Moddb.com
MIRROR.
Fs06n5.sendspace.com release allspawn.7z

Comments
DarkMajor21
DarkMajor21

Happy Birthday ZOA!

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Capt.Host
Capt.Host

Definitely an amazing mod for SoC.
I hope you keep improving it on all fronts to make it the most realistic and hardcore experience possible, but still fair as it is now.
Also, once you get all this "little" things done, you might start working on those new maps and storyline you were teasing a long time ago.
I don't know if your future project is based on X-Ray, but I hope you make good use of the game's sourcecode for ZoA.

Good luck with your work ;)

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FatalFunnel Author
FatalFunnel

I don't think I'll be adding new maps in myself, instead I think I'll be moving the next build to a different mod based on build 1935 maps, removing all the story aside from a simple goal, and filling the game world with items for the player to scavenge and survive with.

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Capt.Host
Capt.Host

That's actually a really good idea.
OGSE 0963 is going to feature revamped and improved vanilla maps, as well as a new version of Dead City, Generators and others. It will bring a lot of innovations within the engine, so it could be a plausible consideration, if it gets released anytime soon.

Still, I liked your ideas for Predbannik.

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FatalFunnel Author
FatalFunnel

Yeah, but I'm not using Predbannik, I scrapped that idea.

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Resev
Resev

Happy BDay ZoA!

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slipkid69
slipkid69

Wow thats great I only just downloaded this mod again yesterday to play, thanks so much.

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Strelok_Stalker
Strelok_Stalker

Great mod dude. Nice to see you keep improving it too!

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niick
niick

Happy birthday!

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N3uR0m4nT3
N3uR0m4nT3

Happy birthday indeed. Anatomical armour? What's that?

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FatalFunnel Author
FatalFunnel

Balancing armor to cover the torso only.

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Georg_Ravioli
Georg_Ravioli

Is this going to feature simulated tearing-off of limbs by bullets and subsequent arterial bleeding?

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FatalFunnel Author
FatalFunnel

This isn't SoF, so dismemberment is not possible.

Also, arterial bleeding in limbs like the legs/arms has already been modeled, it's just that the immunities system makes damage stupid without custom damage models for armors.

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Nomad_GSF
Nomad_GSF

Armor rebalance when?

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FatalFunnel Author
FatalFunnel

After I autistically catalog each damage bone, then see if it's even possible to do.

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Stelock
Stelock

I had been having a problem where I couldn't move past the railway bridge really close to the beginning. It would just crash the moment I tried to move towards it. Combine that with a problem where the mod's UI for inventory and trading and such just wasn't working and the simple difficulty of playing the mod (didn't know those bandits could get 3 headshots in a row from 50+ meters with Makarovs hehe), I stopped playing SoC completely. Most likely just problems that I didn't know how to fix or I installed something wrong. Soon hopefully I'll be getting a PC that actually handle playing the game (1.6 GHz Dual Core with 2 GB of RAM and a graphics card with only 256 Mb of memory can do it but not very well) and I'll get back into playing. It is a great mod. Probably too great for me haha. Hope all continues as planned. Just had one of my favorite planned mods for CoP get nixed so seeing you're still chugging along here makes it hurt a little less. Have nice day, stalker.

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