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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

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  13:31:36  17 September 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Telekinetic Blast

Burers in LA do this shockwave type attack. It only seems to affect 'rupture' so five Night Stars on your belt and the little buggers can blast all they like as you close in with the knife.

Or you sent a round of anything in their direction, trigger the "handzup dontshoot" invulnerability defence and sprint in with the knife.

More complicated when they arrive in gangs.... takes more time.

All of this sounds like your freeranging A-life is working quite well if badass Burers take choppers out!!

++++++++++

I like the LA Agroprom too, but there aren't too many reasons to go there on a regular basis. Sid, Nimble and Ratcatcher excepted. I liked the way Dez made it contiguous with AgUnder. Keeps you on your toes. Adds odd possibilities.

Have you explored the Clear Sky extension?
No snork infested entryhole - just a burrow near a pylon patrolled by some boars near the RosFac LC.
No burner infested section either... but it links everywhere.

+++++++++++

You are very lucky to find a Green Beads. I am sure you will put it to good use. Usually you get ho-hum artys there but sometimes you get lucky - there is anecdotal evidence that one lucky player got a DOUBLE spawn of a Fungus (Toadstool) there.

Lucky them. Good job NStars are common...

+++++++++++

Did you get your rewards off Porozhenko and Sakharov for the Expedition?
  09:05:53  18 September 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/18/2019 13:04:57
Messages: 28079
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me:

---QUOTATION---


Telekinetic Blast

Burers in LA do this shockwave type attack. It only seems to affect 'rupture' so five Night Stars on your belt and the little buggers can blast all they like as you close in with the knife.

Or you sent a round of anything in their direction, trigger the "handzup dontshoot" invulnerability defence and sprint in with the knife.

More complicated when they arrive in gangs.... takes more time.

All of this sounds like your freeranging A-life is working quite well if badass Burers take choppers out!!

---END QUOTATION---



Telekinetic Blast. Shockwave. Either of those will work for me.

Not sure I have room for the 5 Night Stars. At +15 Rupture protection that would be a lot. All I carry is a single Toadstool ( former Fungus ) at +26 Rupture and as I'm wearing the magical Bandit jacket I've got my slots full of Cherts ( former Crescent ) and Knots ( no Bubbles yet ) so I rarely have time to switch around artifacts when encountering unexpected attacks.

I don't think the unrestricted A-Life had anything to do with the chopper falling. The Burers were in their usual location and the chopper just happen to pass when the shit hit the fan.

++++++++++


---QUOTATION---

I like the LA Agroprom too, but there aren't too many reasons to go there on a regular basis. Sid, Nimble and Ratcatcher excepted. I liked the way Dez made it contiguous with AgUnder. Keeps you on your toes. Adds odd possibilities.

Have you explored the Clear Sky extension?
No snork infested entryhole - just a burrow near a pylon patrolled by some boars near the RosFac LC.
No burner infested section either... but it links everywhere.

---END QUOTATION---



Yeah the continuous Agroprom topside and underground is quite an achievement. I believe it was expanded to include the Clear Sky sections in one of the many periods of time when Dez0wave was lacking scripters but Dez himself was one of the finest level creators/builders bar none. That's how he passed the time. That's also how we got the Cordon Underground and the Garbage Underground.

Of course they don't really connect the same way where Clear Sky showed it would connect with Shadow of Chernobyl but close enough. Additionally LA corrected the distorted entrances we see in SoC. When you are underground you realize the other circular stairwell and ladder topside don't align properly. Originally where we find our self entering in the SoC version was the entrance between the 4 tanks. GSC didn't like that later and moved it to the outside area among the trees. They just didn't bother to correct it below. Possibly the reason they made it another level...or not.

+++++++++++


---QUOTATION---

You are very lucky to find a Green Beads. I am sure you will put it to good use. Usually you get ho-hum artys there but sometimes you get lucky - there is anecdotal evidence that one lucky player got a DOUBLE spawn of a Fungus (Toadstool) there.

Lucky them. Good job NStars are common...

---END QUOTATION---



Yeah...I still can't get used to the weird artifact names and changing properties. I still haven't found a single Health artifact. That's just not right. Even in SoC, the Player could get a decent one by Garbage.

+++++++++++


---QUOTATION---

Did you get your rewards off Porozhenko and Sakharov for the Expedition?

---END QUOTATION---



I'm sorry my story is taking so long to get to the point. I'm almost there. I did get some great rewards but not from them.

TS
  20:10:52  18 September 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Artifact Gender Encyclopaedia


---QUOTATION---

Yeah...I still can't get used to the weird artifact names and changing properties. I still haven't found a single Health artifact. That's just not right. Even in SoC, the Player could get a decent one by Garbage.

---END QUOTATION---



I don't think anyone is happy with the way the artys have been 'balanced' because it has become very un-canon both in property terms AND where a given property set gets spawned. Just for the "rupture" artys:

Rank 1 - Slime birthed in Witches' Jelly
Rank 2 - Crystal Thorn birthed in Burnt Fuzz
Rank 3 - Night Star birthed in Springboard
Rank 4 - Toadstool birthed in Grabber

Gives me a headache.
And a big failing is the "health" arty set as you have noticed. They just don't come up in the lower maps. Maybe your luck will change on OldRoad.

More likely you'll have armour upgrades for "health" and "bleeding" before that.
  08:53:08  19 September 2019
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Tejas Stalker
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On forum: 05/12/2007
Messages: 28079
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

I wish someone would create some type of "Restore" or "Balance" Mod to change the artifacts back to the names and properties we know ( CoP version I guess ) for the ones we already visually know. The new ones can keep their names and properties. However I would be fine with some of the ones we already know having their properties increased or decreased to make room for the new ones that do similar reactions.

I have no idea where I got the Toadstool from. I didn't even realize I had only one of them until I went back and looked in my artifact stash I keep in Rostok. I try to keep one example of all the artifacts ( not counting the ones in my load out ) so I can learn all the LA DC types. Now that you told me Burers do rupture damage, I added a Night Star to my load out to help. The most difficult mutant to fight ( at the moment ) are the Chimeras.

I wish the dead had more artifacts on them. That's how I got my first and only ________.

TS
  06:19:43  20 September 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Artifact Ranks

I just wish they'd stopped introducing half-coded clones of Gravis. But I did get my head round where they were going with the arty coding and for v1.4007 it's nothing like any previous version. Which is why it feels alien in the LA gameworld (I suppose)

Eventually, I got it to work for ME and by my third or fourth game the only things I was using ammo on were the occasional firefight and boomstick events with Bloodsuckers. (I miss the way you could knife them in SoC..)

If you haven't found this page yet, it may be of some use to you:

https://lost-alpha.fandom.com/wiki/Artifact_Parameters

For ME it means that my preferred loadout is to pack 100+% "rupture" and get up close and personal with the beasties working the knife. It's pretty visceral....

Even 89% protection goes a long long way in a beast fight.

The takeaway from any of this is that the negative effects of the physics in the Xray engine can be completely negated if you equip the relevant artifacts.

("You mentioned 'Artifact Rank'"??)

Sorry.

There are 16 "active artifact parameters" but only 10 of these are concerned with what the player might want to defray ("rupture", "bulletproof", "telepathy"...) and for most of these there are FOUR ranked artifacts that 'help'. For telepathy:--

Rank 1 - Stone Bile +8
Rank 2 - Slug +15
Rank 3 - Moonlight +21
Rank 4 - Green beads +26

+++++++++++++++++

That's pretty much the scorecard for Arty Ranks. 8,15,21,26.
For "bulletproofing" the devs are chinchy: 6%,12%,17%,21%
The other 6 "active parameters" affect you in a +2,+4,+6,+8 manner usually.

From what I gleaned in a modder convo the other day, the 'Ultra hardcore modpack' basically reduces the mass of each Artifact by 5-15%, reduces any "hunger" penalty by one point, and HALVES any useful property.

You probably got your 'Toadstool' from Paulie the Stew after rescuing him?

Keep up the great work TS!

Your game is already legendary.
  17:25:11  20 September 2019
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Skaraks
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On forum: 07/11/2017
Messages: 49

---QUOTATION---
Artifact Ranks

"...nothing like any previous version. Which is why it feels alien in the LA gameworld..."

"...third or fourth game..."

"...preferred loadout is to pack..."
---END QUOTATION---



Re 1st & 2nd above: Now on the 4th run on Master and when the stars align, life is good. Previous attempts fraught with misadventure (and all manner of soul scaring strife) for failing to follow the Dev's maze. I know, I know, it's in Engjish, my Mudder's tongue an'all, but being deep into double digit play throughs...well, it's sorta surprising to find those words that show up on the screen, they serve a purpose. Hard to tell a wink from a nod when swarmed by blind Doge's.

Thing about it is, after being on so many false trails leading to game restarts, when things start going good, there's a day and night difference to how the game performs.

Re #3, having ample (screen loading) time to ponder deeper thoughts, preferred artifact loadouts at various game stages has been on my mind. Lean towards acquiring the essential rad protection first as it seems to be the basis for good things happening. Follow this up with finding...any artifacts found laying around. In the early stages before getting to the outskirts of Pripyat, Radar or the Army Warehouses, finding artifacts had proven a vexing proposition.

Mentioned this before and will again to emphasis its regularity, when Sidorovich explains the anomaly fields as you return from completing the second task, doing a save before the cut screen and a restart to rerun the section cut screen and artifact generation, yielded a Giblet.

The Whirli field above the east end of Agroprom's train tunnel is a fairly good place to farm for artifacts as the borders close and the dogs are generally agreeable to running back and forth. Toss in a night time recovery raid to help find them in the tall summer grass and life can get good sooner than expected.

After acquiring an array of artifacts mixing and matching in anticipation of coming challenges becomes the soup da jour. Which brings this back full circle to what are the preferred artifact loadouts we all lean towards in the various sections of the Lost Alpha. Having this as a thread topic here may prove beneficial to struggling new players.

Aside, don't know how it happened but this time have picked up 4 Giblets and haven't yet gotten to the warehouses. More is good, but am beginning to think +60 Rad Protection may be bordering OCD territory but da'boy's ain't gunna get hard boiled or shrink to raisins any time soon.
  07:11:36  21 September 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Health artifacts

I want to hear more from TS and his travails.

We've been getting sidetracked from TS's recent observation that there is a dearth of "health" artifacts. At least until the mid-game.

This was NEVER a problem between v1.30013 and v1.4005.
The very same Cordon Whirlygig that the scripted Flesh runs into and gives the player the very early chance of precipitating

https://lost-alpha.fandom.com/wiki/Artifact_Spawns

Now, up to 1.4005 this might be good for a Meat Chunk or even a Soul and THEY were the bee's knees for health regeneration.

Fast forward to 1.4007.
The devs get 'clever'.
The anomaly in question gets "relabeled" and performs as "cordon_anomaly_whirligig_TUTORIAL_001" (or some such nonsense)
It only ever spits out crappy artifacts... Stone Blood, Meat Chunk, Giblets, (nothing else)
The devs get cleverer...
They recode the Meat Chunk to be not a "health" arty, but a poxy "explosion" arty.
Great stuff if you plan to walk through minefields.
Otherwise, generally forgettable.

So, where ARE the health artys??

The only way to discover that is to use Skaraks' contribution to LA Lore and activate the

https://lost-alpha.fandom.com/wiki/LA%3A_Tools_Kit

Choose "FindObj" (with or without mapspot marker)

Since you 'know' that "health" artifacts involve five contenders - Glass Ball, Doughboy, Firefly, Mercury Ball and Hell:-

Use
af_glass_ball
af_fuzz_kolobok
af_glass
af_mercury_ball
af_from_hell

as "search parameters"

Ignore the Hell. It's a sucker bet.
But a visit to OldRoad could be profitable.
Take the Magic BJ!
Travel light.
  09:11:52  21 September 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/22/2019 2:19:39
Messages: 28079
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me & Skaraks

This is my first DC version so I guess I skipped out on all the goodness of previous versions you all are lamenting about. I remember earlier LA versions where there was a whole slew of new artifacts but many of them did little if anything. Dez0wave knew they wanted more and many new ones but hadn't figured out what they could do other than give you radiation. I was pleading and pleading for them to create weight-carrying artifacts but was met with resistance as they didn't exist yet. It was as if most of Dez0wave still had an SoC mindset and little knowledge or experience with Clear Sky and Call of Pripyat.

I'm enjoying the crash course the two of you are giving me about what was and will never be again. Of course I'm going to have to adapt and give what the gave gives me now. I'm finding a lot of artifacts, especially in places like the Construction level which is my go to place for quick and easy artifacts for money. Every short trip I can spend a day or less and walk away with 10 to 15 artifacts at a time.

I'm finding the LA Wiki a mess as if you google LA artifacts, the page it takes you to is outdated information. You have to find another link on the same page to get a glossary where it lets you choose individual artifacts with the varied versions by different properties and names.

Generally I find most artifacts garbage. I care about extra weight-carrying, stamina and health artifacts as most valuable alongside the best radiation counteracting artifacts to be found depending on my Game progress. My carrying bulletproof protection is helpful if I have room but in my current situation, spending so long in the magical Bandit jacket, my artifact belt is usually 4 or 5 Cherts, my single Soother and the counteracting Knots to match them. I'm going to need better armor to decrease the weight-carrying loadout I'm forced to venture out with. I just haven't got to the stacking stage ( multiple artifacts to reach 100% ) to neutralize bad effects.

When I thought I had to start a new Game, I had learned from comments other people had reloaded again and again the tutorial Flesh > Anomaly delivered a Giblet for decent radiation protection. Otherwise it's miserable stepping in the Rads and chugging vodka constantly. Likewise knowing where to go for artifacts like in the Construction level, Agroprom dog hill and the Forest southern road would make quick profit for another re-start.

I'm totally ignorant on the "Tool Kits" for finding things as you linked. My Game is rather crude I guess. At this stage I haven't driven anything, even though Barkeep is willing to sell me multiple vehicles, I haven't merged any artifacts and I only have a Bear Detector.

And as I'm slowly explaining in my story, I've come to realize I've made a huge mistake...but out of ignorance. Keep reading.

TS
  10:17:59  21 September 2019
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Tejas Stalker
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Message edited by:
Tejas Stalker
09/21/2019 10:19:16
Messages: 28079
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Bandit Diversions: Yantar ( Part 9 )

Finally everything was coming together since I now had Nimble's task to find the special armor in Yantar. That was the last piece of the while-you're-at-it-also-do-this task I needed to finally initiate the Brain Vat mission where I knew from my earlier experiment that the Controllers attacked me while I was trying to take some device measurements. I remembered reading something here on the Forums about there being two copies of the same armor if you knew where to look.

My earlier probes of the Brain Vat had not found any armors. Of course now that I took Nimble's job, the armor appeared but I did not see a secondary copy of it about anywhere. Clearly something wasn't right yet or maybe that was earlier versions of LA DC. I decided to read up on the LA Wiki since I wanted to make sure I could get the armor for Nimble and also have a version for myself since Byte Me said it was a fast stamina suit.

It was upon reading a few things and cross links that I discovered something terrible had happened...or should I say more accurately hadn't happened. I was supposed to meet some ordinary rookie looking NPC who had lost his rifle in the Bloodsucker Lair and the reward was the highly coveted "Tourist Suit" which was my favorite in SoC. Wait! Where was this dude supposed to be? I already did the Bloodsucker Lair and don't remember anyone in my path needing help.

I decided to go back to my Manual Saves when the Scientists and I first went out to the Checkpoints ( which would mean losing a lot of progress and the Green Beads ) to get that armor. I went to the gash in the ground outside the Mobile Lab and did not find him. The Wiki mentioned another place but was vague in the description. I ran all over Yantar looking for him and even went in the Underground. I had a name of the NPC from the LA Wiki so I knew who I was looking for.

Needless to say I wasted a huge amount of time, at various Manual Saves with no luck finding this NPC needing his rifle. Something was wrong. Apparently it was not initiated when the Scientists and I started our checkpoint readings after we left the Mobile Lab. As best as I could figure out, this NPC spawned when I first had some dialogue conversation with Sakharov about the Scientists missions. I thought I was safe having that talk with him since usually most actions have me talk to other individuals to initiate a second step.

I couldn't remember when that took place. All I knew is I had 3 new Scientists appear in Yantar when I returned one of the many times I was making an artifact/mutant parts run through the level to the Mobile Lab. I guess the NPC was waiting for me to find him and have a conversation with him to find the rifle. Instead he probably was killed by Zombies, mutants or wandered off to be killed by Bandits. I had no knowledge of this event because it never existed before. I had begged Dez0wave to add the Tourist Suit to LA and they barely knew what I was talking about. Everyone still had SEVA suits and Exoskeletons on the brain.

To be continued...

TS
  11:31:01  21 September 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Knowledge is Power


---QUOTATION---
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me & Skaraks

This is my first DC version so I guess I skipped out on all the goodness of previous versions you all are lamenting about. I remember earlier LA versions where there was a whole slew of new artifacts but many of them did little if anything. Dez0wave knew they wanted more and many new ones but hadn't figured out what they could do other than give you radiation. I was pleading and pleading for them to create weight-carrying artifacts but was met with resistance as they didn't exist yet. It was as if most of Dez0wave still had an SoC mindset and little knowledge or experience with Clear Sky and Call of Pripyat.


My best guess is that "weight carry" was incompatible with Xray 1.3. Just a guess here though.


I'm enjoying the crash course the two of you are giving me about what was and will never be again. Of course I'm going to have to adapt and give what the gave gives me now. I'm finding a lot of artifacts, especially in places like the Construction level which is my go to place for quick and easy artifacts for money. Every short trip I can spend a day or less and walk away with 10 to 15 artifacts at a time.

I must spend more time on that level. So many things have been changed since 1.30013 that everywhere needs a "good looking at". We're ALL learners here TS.

I'm finding the LA Wiki a mess as if you google LA artifacts, the page it takes you to is outdated information. You have to find another link on the same page to get a glossary where it lets you choose individual artifacts with the varied versions by different properties and names.

LOL

Of course it's outdated. Because GOOGLE is outdated since they've been trying to break their own algos for the last three years. The page is more of a crib from the original Dez0wave handbook for LA. Something that is completely ABSENT from the current iteration of the handbook.


This is more useful
https://lost-alpha.fandom.com/wiki/Category:Artifacts



Generally I find most artifacts garbage. I care about extra weight-carrying, stamina and health artifacts most valuable alongside the best radiation counteracting artifacts to be found. My carrying bulletproof protection is helpful if I have room but in my current situation, spending so long in the magical Bandit jacket, my artifact belt is usually 4 or 5 Cherts, my single Soother and the counteracting Knots to match them. I'm going to need better armor to decrease the weight-carrying loadout I'm forced to venture out with. I just haven't got to the stacking stage ( multiple artifacts to reach 100% ) to neutralize bad effects.


My rithmatic reckons that you are using almost +40kg of carry. I'm impressed beyond measure. That's 5-6 slots taken up with carrying the kitchen sink. Doable, but it sounds like true dedication. Lose the sink would be my priority. As you note, better threads will help - that black EcoSuit for Nimble being a prime choice.


When I thought I had to start a new Game, I had learned from comments other people had reloaded again and again the tutorial Flesh > Anomaly delivered a Giblet for decent radiation protection. Otherwise it's miserable stepping in the Rads and chugging vodka constantly. Likewise knowing where to go for artifacts like in the Construction level, Agroprom dog hill and the Forest southern road would make quick profit for another re-start.

Giblets (Devil's Guts) are shyte. Better than nothing, but not even worth wasting a medkit over. Vodka doesn't cure rad poisoning any more either, it's now a "psi health" deely. No idea why. Must be a dev 'thing'.

From a strategic POV, the "Flesh-cut Giblets" thing is worse than a waste of time on day one. My preference would be to rescue the Fox, get Sid's Suicide Job (which is easy) and beeline into Garbage to stiff the Bandit Sniper. There are TWO tinned Shells underneath him. Good for 52% Rad Protect. Fvck the Giblets and the crappy 8% RadProt.

Lots of other tinned goodness exists on the board. Knowing where may affect your priorities. Did for me.

Other **free** goodness:
https://lost-alpha.fandom.com/wiki/Artifact_Placements



I'm totally ignorant on the "Tool Kits" for finding things as you linked. My Game is rather crude I guess. At this stage I haven't driven anything, even though Barkeep is willing to sell me multiple vehicles, I haven't merged any artifacts and I only have a Bear Detector.

Your game is FAR from "crude" and your relating of your experiences is cogent and entertaining.

The triumph of Lost Alpha (any version) is that it provides a BIG sandbox for users to play in.

We're ALL just big kids.

There is a guiding plotline, but it can be veered from and rejoined in quite extensive ways.

Not only that, but because it's a "sandbox game" - any player can proceed at the pace of their choosing. I freely admit that my preference is to "get on with it". I'll never apologize for that trait, because no apology is needed. In the process - with more iterations - I (might) discern other features to book into the knowledge base.

Or, maybe I'm just a big kid...


And as I'm slowly explaining in my story, I've come to realize I've made a huge mistake...but out of ignorance. Keep reading.

Bull. Keep playing. Find the path in the sand. It's malleable. It ain't about how fast or slow you play - it's ALWAYS about how much fun you get out of it.

TS
---END QUOTATION---



Another handy link - what you call Twilight Zones:
https://lost-alpha.fandom.com/wiki/Badlands

Let me know if you find anything to add to this list!
BM
 
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