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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

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  02:34:28  21 January 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28079
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

I made my first venture into the Forest level last night from Rostok. I was pleasantly surprised to find a Duty garrison waiting for me. Last time I had been in the Forest level many years ago, I was alone and without any support. This was a good psychological change. Likewise there was an activated stash with an Il-86 which would be nice for any Player needing a scoped weapon.

Speaking of activated stashes, I get very, very few. I even threw a point at the characteristic that is supposed to give me more. Most all the activated stashes I have received, roughly about 80% have all been in two levels: Forest & Countryside. In fact, most people don't realize the biggest reason I take a very long time to remain in the Cordon while playing unmodded SoC has to do with stash activations. I stay long enough to activate the Cordon, Garbage, Agroprom and Dark Valley stashes. By the time I leave, I have a huge amount of forward base supplies that allow me to conduct operations in each level and not run out or have to constantly leave.

So with that thought in mind, I'm not really complaining about stashes activated far away. Actually the stashes in Countryside are a welcome sight waiting for me. I'm just not seeing very many un-activated stashes. In other words, searching objects and finding stashes that are known or unknown and finding objects before any activation. One such unmarked/un-activated stash I found was in a building in the Forest level at the Duty Compound that contained the advanced anomaly detector. Sweet.

After the typical Boar/Bandit excursion as I entered the level ( happening as I entered a new level in my typical fashion to be totally overloaded with ammo, food and other supplies I immediately needed to dump ) I settled in after the quick looting of animal/men dead. A blowout soon ensued which was a blessing to get that out of the way making me feel comfortable knowing I had until tomorrow.

I ventured off the road directly to the south through the woods and saw a yellow artifact twinkling in the grass at the next descending forest floor. I ran down the hill and grabbed it and no sooner did I run back up the hill when I heard the heavy breathing of a Bloodsucker, of which I already knew you cannot outrun mutants in LADC. I got back to the road when I was first attacked. I knew to always turn around and face any attacker as I continued to move backwards. The Bloodsucker grabbed me before I could fire. Once and again before I could fire a second time I was grabbed. Their invisibility is different than I've ever seen a Bloodsucker. No translucent shape but some strange small black object ( mouth? ) being the only thing I could truly make out. I had almost made it back to the Duty Compound and they were no help but maybe it was just as well since friendly fire was most likely. I ended up blasting two of them with my trusty SPSA-14.

So after a brief refit, now loaded up with enough ammo and supplies to be sprintable, I set out eastward keeping along the road but on the other side. I encountered a lone Bandit and a couple of Boars. I then met the main road and went northward towards a new level changer that never existed before to me. It did not allow me to pass ( High Radiation ) so I turned around. Back to the 3-way intersection and then I went off-road again to the east and up the hill until I met the barbed wire fence barrier. I followed it as it opened up to the east and I went over several hills.

Eventually a small village appeared in the valley below. However I kept my distance and continued to travel along the fence eastward keeping my distance the same. I passed the village and was to the rear of it, still on top of the hill looking at it far below. I stopped behind a tree, trying to stay hidden and used my binoculars to look at the valley below. Eventually I spotted two Bloodsuckers, kneeling and facing westward at the rear of the village.

I wish I had a silencer on my Sniper Obokan. However the claimed "Soviet 5.45 silencer" is a lie since it does not fit on ALL 5.45 ammo weapons. It does not fit on the AN-94 Obokan. It does not fit on the AKS-74U. It only fits on the AK-74. Despite this, I started sniping the Bloodsuckers as I hid behind a tree. I killed one. I had trouble following the 2nd one. The fog was absolutely terrible. The rain had mercifully stopped as you can't see anything in the rain. I attempted to move down the hill to hide behind another tree when suddenly a crow screamed out loudly to my surprise ( a warning? ) and I quickly reversed course and went back up.

I had so much trouble with the fog, I moved eastward until I could go no further and placed myself directly behind the village now facing westward instead of looking southward down the valley. From that vantage I killed the second Bloodsucker and spotted a third. I was getting concerned about my 5.45 ammo. It took longer, with the fog still very bad. Eventually I killed the third. I descended to loot their bodies. As I got closer to the rear of the village I spotted a 4th Bloodsucker and went back up to where I had been. All of the Bloodsuckers had run around not really seeing me despite not having a silencer as I fired. Soon the 4th Bloodsucker fell and I felt I could safely enter the village from the rear.

There were a few Zombies but most died in a anomaly in the middle of the main road between the buildings on either side. There was one activated stash in the village that contained a Bison, a fuel can and other supplies. 1 white capsule contained an artifact. I found several artifacts at the same anomaly that killed the Zombies. There were two more artifacts loosely around the other structures. I had so much loot I had to leave behind the 10 kg fuel can. I went inside all the buildings and took everything I could. There was a TRs-301 hidden behind a piano but it shifted position as I stood on the piano and despite seeing it, no amount of crouch and low-crouch would make me small enough to grab it.

As it was getting dark and I was back to the front of the village ( where I assume most people would enter it from ) I saw a Fire Poltergeist on an upper hill to the south coming down for a visit. Time to leave and I went back the same way I arrived, going back upward to the north and returning to the road the same way I had left it. Soon I made it back to the Duty Compound and as I was almost completely depleted of 5.45 ammo and had a full load of artifacts and mutant parts, I decided to go back to Rostok and not spend the night there.

Afterward once I left my Game I decided to look at the Lost Alpha Wiki. It incorrectly stated there were only 3 Bloodsuckers where I found 4. It stated you could go into the village and they would not bother you. I find that hard to believe but regardless, I found my approach of spotting them before they spotted me or caught me rummaging around inside the village, a far better choice of interaction. I would return soon with more ammo and more supplies. My next big goal was the Bandit Camp at the Mines. I anticipated staying off the roads and keeping my back or side to the fence border as much as possible as I went south.

TS
  08:24:07  21 January 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Joining Duty

I have recently updated the wiki on this subject (which may still be an open option for you)

The much derided early-game Cordon massacre that was previously a prerequisite does not apply.

The actual condition for availability is yet to be determined precisely, but looks to be after completing the DV documents missions.

The final mission of the fork - Meet with Negotiator - still has that ugly bug where he wants your only Goldfish (which of course, vanishes)

It's not like you can stake out the DV Anomaly Field by the cats for a spawn either - they've ALL been deprecated from spawning in v1.4007.

There might be some Goldfish lying around on 'Oldroad' - but access may be restricted until later.

The only GF that I had so far seen was the tinned one from Music Village on Forest. It wouldn't have been difficult to recode the mission to ask for the Soother that Greben ponies up for 'Finding his Stuff'. I could have lived with that. Why would I give up +21 bulletproof points?

Glob (the negotiator) opens up on you anyway if you give him the rock.
Just stiffing him is the easiest option.
You get discharged later by Voronin anyway - whichever option you choose.
  10:29:47  21 January 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
01/21/2019 10:37:58
Messages: 28079
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

The Forest: Act II

I had previously left the Forest level to return to Rostok with my loot. From there I decided to do the cycle of what jobs Seriy gave in Garbage and Sidorovich gave in the Cordon. Seriy only gave one and Sid a few involving mutant parts and a kill some mutants job. I even briefly went towards the Wild Territory, to kill a pack of dogs and pseudodogs. Why did it matter? It had to do with the top 20 Stalkers. While I finally entered it and moved from 20 up to 19 and 18 and 17...at the same time everyone else was moving up too. In other words it was dynamic. As I moved up so did my counterparts. Basic tasks earned little to no points. I had to kill Men & Mutants to maintain my place.

Within 24 hours of leaving the Forest, I was soon back with more ammo, more food and more supplies. Again I entered to the Boar attack. This time they mindlessly ran right through the Minefield, setting several off and one Boar even made it up the stairs where the Duty SVD snipers stood. I did some quick looting, found a few Bandits dead in the woods right outside the Duty Compound including one dead Dutyer in an Exoskeleton.

Night came and soon I fell asleep inside the Duty buildings. The next day it was nice. Not raining for a change. I started to load up with way more ammo, food and supplies than my first excursion so I would not run out but after thinking about it, I decided that being able to sprint was more important and immediately reduced all my supplies to go beneath the threshold. I quickly set off down the road and arrived shortly at the T intersection. From there I again went south and got off the road and went towards the Zombie village I had visited a couple of days before. I kept it and the road equally apart from each other.

Several Fire Poltergeists danced along the hills south of the village and I ignored them and made good time over several hills until I came to the barbed-wire fence and decided to hug it as it wound through the hills westward until it opened to the south and then eastward. I ignored a herd of Flesh and looked at my PDA Map to decide my next move. I could go to the strange object that someone had sold me information about. I could go to the Bandit Mines. Or I could go to the other village to search for the missing Stalker that Seriy had asked me to look for.

I decided on the latter since it was nearest to my path along the fence avoiding the main road. As before I decided to pass the front of it and observe it from the rear while hiding behind trees. I spotted Zombified Stalkers this time. I sniped two of them then ran in to gain the cover of a small shed. From there to inside a brick house. From the windows I killed two more. I dashed across the street ( if it could be called a street ) to a wooden house that had a Zombified Stalker standing inside of it that a quick shotgun blast to the face took care of. Out the windows again I shot two more. I could tell the missing Stalker was nearby on my PDA contacts but he appeared to be in a building to the rear near where I had run down the hill from.

One more Zombified Stalker in an open attic at a house near the front was my last kill. I had seen and heard several Boars when I first arrived but they soon fell victim to an anomaly. With all the dead, I soon started looting them and looking for goodies inside each structure. I had one activated stash with an Eye artifact and a gas can. I left the gas can and continued looting. Soon I had several weapons and decided to go greet the Stalker and sell him all the Zombie weapons. Another gas can was found that I took to the activated stash, now turned color from purple to green. This meant I had taken something from it but had not completely emptied it.

Soon this stash held extra food, irregular ( didn't have the guns to use it ) ammo and a Sunrise 5 suit I found in a chicken coop. I sold a new AK-74 and Viper I had found plus a used Viper and a couple of used AKS-74U to the Stalker known as Paulie the Stew. Soon I was ready for the dialogue that would take us away. I had arrived some time around 7 or 8am and by 10am I was ready to depart. Paulie quickly went out the door and I was surprised that his departure path was exactly the same way I had come to the village.

We went up the hills and alongside the fence until he suddenly stopped. In an open area next to another hill were four Flesh. Flesh I had seen before and ignored. I ran back to Paulie and he said I needed to kill them since he had no gun. Really? Paulie was now carrying more guns than me but whatever. I quickly killed the Flesh and we were off again. We had gone for no more than a few minutes when...

You guessed it. BLOW OUT coming! Motherfucker! Could not be worse timing as my PDA showed all the shelters were too far away. My PDA showed the Duty Compound, the Bandit Mines and the strange structure out in the open as safe places. Not the two villages I had just left that I was now halfway between them. Why were they not shelter? I knew I could not make it anywhere and within minutes was dead.

Motherfucker! I said again. Why couldn't the Game be scripted to NOT have a Blow Out once I started the run with Paulie? Why couldn't either village be a safe place? Why did Lost Alpha use all the drugs from Call of Pripyat except the one time use protection dose from emission/blow outs? This was a huge disappointment as my entire time had gone so perfectly and smoothly:
https://i.imgur.com/VW4nkSb.jpg

To add insult to injury, the Lost Alpha Wiki states if this happens to you that you can easily sprint to the Duty Compound or Bandit Mines. I don't know what Game they are playing but the timer gives very, very little time and I can't even move 100 feet before my time is up. This meant I would lose ALL my progress and would have to wait at the Duty Compound until the 11am Blow Out passes and start all over. I bet anything when I redo this, it will be pouring down rain.

TS
  12:10:17  21 January 2019
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badade
Senior Resident
 

 
On forum: 12/18/2011
Messages: 699

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

The Forest: Act II

I had previously left the Forest level to return to Rostok with my loot. From there I decided to do the cycle of what jobs Seriy gave in Garbage and Sidorovich gave in the Cordon. Seriy only gave one and Sid a few involving mutant parts and a kill some mutants job. I even briefly went towards the Wild Territory, to kill a pack of dogs and pseudodogs. Why did it matter? It had to do with the top 20 Stalkers. While I finally entered it and moved from 20 up to 19 and 18 and 17...at the same time everyone else was moving up too. In other words it was dynamic. As I moved up so did my counterparts. Basic tasks earned little to no points. I had to kill Men & Mutants to maintain my place.

Within 24 hours of leaving the Forest, I was soon back with more ammo, more food and more supplies. Again I entered to the Boar attack. This time they mindlessly ran right through the Minefield, setting several off and one Boar even made it up the stairs where the Duty SVD snipers stood. I did some quick looting, found a few Bandits dead in the woods right outside the Duty Compound including one dead Dutyer in an Exoskeleton.

Night came and soon I fell asleep inside the Duty buildings. The next day it was nice. Not raining for a change. I started to load up with way more ammo, food and supplies than my first excursion so I would not run out but after thinking about it, I decided that being able to sprint was more important and immediately reduced all my supplies to go beneath the threshold. I quickly set off down the road and arrived shortly at the T intersection. From there I again went south and got off the road and went towards the Zombie village I had visited a couple of days before. I kept it and the road equally apart from each other.

Several Fire Poltergeists danced along the hills south of the village and I ignored them and made good time over several hills until I came to the barbed-wire fence and decided to hug it as it wound through the hills westward until it opened to the south and then eastward. I ignored a herd of Flesh and looked at my PDA Map to decide my next move. I could go to the strange object that someone had sold me information about. I could go to the Bandit Mines. Or I could go to the other village to search for the missing Stalker that Seriy had asked me to look for.

I decided on the latter since it was nearest to my path along the fence avoiding the main road. As before I decided to pass the front of it and observe it from the rear while hiding behind trees. I spotted Zombified Stalkers this time. I sniped two of them then ran in to gain the cover of a small shed. From there to inside a brick house. From the windows I killed two more. I dashed across the street ( if it could be called a street ) to a wooden house that had a Zombified Stalker standing inside of it that a quick shotgun blast to the face took care of. Out the windows again I shot two more. I could tell the missing Stalker was nearby on my PDA contacts but he appeared to be in a building to the rear near where I had run down the hill from.

One more Zombified Stalker in an open attic at a house near the front was my last kill. I had seen and heard several Boars when I first arrived but they soon fell victim to an anomaly. With all the dead, I soon started looting them and looking for goodies inside each structure. I had one activated stash with an Eye artifact and a gas can. I left the gas can and continued looting. Soon I had several weapons and decided to go greet the Stalker and sell him all the Zombie weapons. Another gas can was found that I took to the activated stash, now turned color from purple to green. This meant I had taken something from it but had not completely emptied it.

Soon this stash held extra food, irregular ( didn't have the guns to use it ) ammo and a Sunrise 5 suit I found in a chicken coop. I sold a new AK-74 and Viper I had found plus a used Viper and a couple of used AKS-74U to the Stalker known as Paulie the Stew. Soon I was ready for the dialogue that would take us away. I had arrived some time around 7 or 8am and by 10am I was ready to depart. Paulie quickly went out the door and I was surprised that his departure path was exactly the same way I had come to the village.

We went up the hills and alongside the fence until he suddenly stopped. In an open area next to another hill were four Flesh. Flesh I had seen before and ignored. I ran back to Paulie and he said I needed to kill them since he had no gun. Really? Paulie was now carrying more guns than me but whatever. I quickly killed the Flesh and we were off again. We had gone for no more than a few minutes when...

You guessed it. BLOW OUT coming! Motherfucker! Could not be worse timing as my PDA showed all the shelters were too far away. My PDA showed the Duty Compound, the Bandit Mines and the strange structure out in the open as safe places. Not the two villages I had just left that I was now halfway between them. Why were they not shelter? I knew I could not make it anywhere and within minutes was dead.

Motherfucker! I said again. Why couldn't the Game be scripted to NOT have a Blow Out once I started the run with Paulie? Why couldn't either village be a safe place? Why did Lost Alpha use all the drugs from Call of Pripyat except the one time use protection dose from emission/blow outs? This was a huge disappointment as my entire time had gone so perfectly and smoothly:
https://i.imgur.com/VW4nkSb.jpg

To add insult to injury, the Lost Alpha Wiki states if this happens to you that you can easily sprint to the Duty Compound or Bandit Mines. I don't know what Game they are playing but the timer gives very, very little time and I can't even move 100 feet before my time is up. This meant I would lose ALL my progress and would have to wait at the Duty Compound until the 11am Blow Out passes and start all over. I bet anything when I redo this, it will be pouring down rain.

TS
---END QUOTATION---



Good read TS, your getting good at this
  13:08:32  21 January 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Forest -


---QUOTATION---

...
...
We went up the hills and alongside the fence until he suddenly stopped. In an open area next to another hill were four Flesh. Flesh I had seen before and ignored. I ran back to Paulie and he said I needed to kill them since he had no gun. Really? Paulie was now carrying more guns than me but whatever. I quickly killed the Flesh and we were off again. We had gone for no more than a few minutes when...

You guessed it. BLOW OUT coming! Motherfucker! Could not be worse timing as my PDA showed all the shelters were too far away. My PDA showed the Duty Compound, the Bandit Mines and the strange structure out in the open as safe places. Not the two villages I had just left that I was now halfway between them. Why were they not shelter? I knew I could not make it anywhere and within minutes was dead.

Motherfucker! I said again. Why couldn't the Game be scripted to NOT have a Blow Out once I started the run with Paulie? Why couldn't either village be a safe place? Why did Lost Alpha use all the drugs from Call of Pripyat except the one time use protection dose from emission/blow outs? This was a huge disappointment as my entire time had gone so perfectly and smoothly:
https://i.imgur.com/VW4nkSb.jpg

To add insult to injury, the Lost Alpha Wiki states if this happens to you that you can easily sprint to the Duty Compound or Bandit Mines. I don't know what Game they are playing but the timer gives very, very little time and I can't even move 100 feet before my time is up. This meant I would lose ALL my progress and would have to wait at the Duty Compound until the 11am Blow Out passes and start all over. I bet anything when I redo this, it will be pouring down rain.

TS

---END QUOTATION---



You really have my condolences, it's an absolute biatch when this crap happens.

OK, I'll byte.
Whereabouts in the LA Wiki does it claim this?

There's a claim in the "An old friend (of Seriy)" that the local Duty CP is within sprinting range if you're 'farming the zombies'. (that the one?)

If so, it IS. I have had the misfortune to do this run more than once (v1.4002 and 1.4005/6).
At a push it should also be doable from the Green House Paulie leaves you by while he nips off to chat with the bloods....

If the blowout happens by the fleshpack, then the Electro oasis thingy is an easy option. Toxic in v1.4005 (you have no idea how badly this game has been messed about) but 'fixed' again in v1.4006 and 1.4007.

Getting caught near Zombie Village (with the zombifieds) is a bit more difficult. You need to get under the pithead in the Mines complex. That'll use all of your stalker pop probably. But if you're light it CAN be done provided you don't run into an anomaly.

Another edge you can give yourself: there's an autosave pre-blowout. Load that and it'll give you an additional 200 meters head start if you start running there and then (didn't exist for 1.4005/6)

But the best edge of all is to carry a couple of shots of ANTIDOTE in that bulging backpack of yours..

(You did pack some - right?)

Love your prose though.
Of COURSE It'll rain after the blowout. The devs are bastards like that!

Paulie the Twit won't care one way or the other while you try for a foxhole. He'll be there when you return.
  23:55:11  21 January 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

badade:

---QUOTATION---

Good read TS, your getting good at this

---END QUOTATION---



Thanks. I used to do this all the time back in the day when the three Games came out, however it was more screenshot based than text. I've always felt the Forum should be more than people complaining about their bugs or talking about how they've been tweaking the same Mod for a decade like a bad case of autism.

TS
  00:06:27  22 January 2019
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
Messages: 28079
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me~

Well...my misfortune turned out to have a silver lining but more on that later.

The Wiki reference you asked about is indeed the same one you mentioned:


---QUOTATION---

◾Should a Blowout occur at this point, the Duty Checkpoint (Forest) is within sprinting range...

◾Depending on game-depth and location, sprinting to the Bandit Mine is also a possibility. Early in the game it will have no inhabitants.

---END QUOTATION---



And this one under the "Forest":


---QUOTATION---

◾Since the risk of a Blowout exists and is not proscribed as it is for the early game for the Rostok level, and since Blowout shelters are only found in two locations (the Electro Oasis and the Bandit Mine), having a top flight suit and traveling light are the only serious options for tackling this level. Either pack some "speed rocks" or have overdose quantities of Energy drinks, or both.

---END QUOTATION---



One only has to read through various entries in the Wiki to understand that the Director's Cut versions are quite different than the regular LA versions of 2014. Your feedback on the various changes is very insightful too.

I'm sure glad that Burer was removed from the southern Construction level. I heard it used to fry everyone at the Loner Base including the Trader.

TS
  04:07:02  22 January 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

The Forest: Act III

After I died unceremoniously in the woods behind several hills far from the road, I imagined someday some lone Stalker might come across my bleached bones and rusty rifle somewhat hidden in the grass. I couldn't have picked a more obscure location to meet my demise.

My immediate thought as I mentioned in Act II, was to redo everything and remain at the Duty Compound at the level changer until the Blowout took place around 11am and then safely venture out. Once I re-launched my Game I looked over my options at the many Manual Saves I had made. I always tell people that 90% ( sometimes I also say 95% and 98% ) of all Game problems can be solved by making and using frequent Manual Saves. Would this work for me?

I decided a save right when I encountered the Flesh would be good to redo things at. From there I could detour to the Electro Oasis, possibly grab any artifacts and run back to the Duty Compound before the Blowout hit. I actually launched this right as I changed my mind again. I had made several Manual Saves inside the Zombie village as I went from house to house and after each couple of kills. After success and looting the village, I had made a Manual Save right before I decided to talk to Paulie the Stew and initiate the dialogue of our exodus.

I launched this save and decided to immediately head straight to the Electro Oasis. I lightened my load and took off running. As I descended the valley where the obelisk stood among wild electrical charges and the discharge noises grew louder, I saw Fire Poltergeists floating around it like fireflies. I decided not to worry about them and just move as quickly as possible to the hopeful shelter.

I spotted one artifact I got zapped a couple of times trying to recover. I then navigated the narrow passage to the center and moved my way around the rocky foundation to the blue chest where I found a prize awaiting me. Then I looked up and noticed the Blowout counter had initiated but the sounds were so loud I didn't catch the audible clues. I had made it. All my progress was not lost and I should be able to get back to Paulie shortly. I waited and noticed only a single other artifact just outside the circle safely out of the electrical barrier.

While waiting for the Blowout to pass I started shooting the Fire Poltergeists. They made no effort to come to me. Having dispatched 4 or so and with the Blowout over, I quickly got back to the Zombie village. Soon Paulie and I had our conversation and again we were on our way exactly the same way I had first arrived.

This time I got ahead of Paulie to kill the Flesh so he would not pause. Soon we were passing over where I had died before. I thought we were slowly heading back to the road when suddenly Paulie turned right and headed back to the Bloodsucker village I had first visited. Why? What the hell Paulie...let's get out of here. He ran down to one building at the southern edge and stood outside the wall. Paulie had some dialogue again that I didn't understand what was going on. Was I done?

Paulie then went around the corner and inside a small shed among some crates. I could hear Bloodsuckers breathing nearby and knew they had come back. I followed and then asked him what was happening. Paulie said he was going to get his secret stash but didn't want to do it in front of me. I stepped back outside and just outside the building. I could hear the Bloodsuckers running around in the trees. Maybe I was still too close. I jaunted over to a house slightly farther away.

As soon as I entered the house, I got the screen prompt that Paulie was ready and he came running around the corner now wearing a Stalker suit and carrying a gun he didn't have before. My first thought is why did he ever take off his armor and relocate to the other village in his underwear? No time to ponder that for long as we needed to get out of there as quickly as possible. We made it to the road and I made another Manual Save.

We came to the T-intersection and then we moved slightly to the north of the brick gate structure that appeared to have an anomaly in it. Over the hill we ran and I saw 3 boars at the edge near some trees. I ran past them and they seem unconcerned. I arrived at the Duty Compound and turned around expecting Paulie to follow me. Suddenly I got a screen prompt of a failed mission as Paulie had been killed. Geez. Why couldn't that idiot ignore the Boars?

I went back to my Manual Save made on the road. Paulie immediately turned around and ran down the road south. I ran after him and thankfully he turned around and went back where we needed to go. This time I ran ahead and killed the Boars but Paulie stood on the hill running back and forth in a small space. Again I went to the Duty Compound. Paulie didn't follow. I made another Manual Save and reloaded it. Still Paulie would not budge. I ran back to him and he snapped out of it and joined me for that last stretch.

Paulie stopped at the safety of the Duty Checkpoint and said he was exhausted and could not go futher. I got a completed mission prompt and the long awaited but unknown reward from him. It was around 1600pm and I knew the day was done. I didn't want to push to the Bandit Mines and arrive as the sun went down. I decided to sell some looted guns I had inside and was surprised that the initial 5,000 rubles Paulie had in the Zombie village ( halfway depleted from selling him Zombie guns ) was now renewed to 5,000 rubles again and what I had sold him before was gone. I guess he dumped those junk guns in his stash and got more cash on hand.

I grabbed the guns too damaged to sell to ordinary NPCs, several new artifacts and mutant parts and made the short trip back to Rostok. After a brief exchange of items I made the tedious run back south to Garbage and to Seriy to give him the good news. There were more rewards including two artifacts I had never seen before. It was a good day.

Paulie reward: ( not sure why profile picture is Gordon Freeman but he looks like Mole )
https://i.imgur.com/B9wBShQ.jpg


Seriy reward: ( I could use some weight carrying or endurance artifacts more than these )
https://i.imgur.com/2CJKaZd.jpg

TS
  12:44:07  22 January 2019
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Brunzer
(Senior)
 
On forum: 02/13/2011
 

Message edited by:
Brunzer
01/22/2019 12:45:28
Messages: 97
Nice write up, Tejas. I meant to post a response to some of the issues you've raised a lot earlier, but was caught up with playing the game. But here goes, in no particular order:

-I read the wiki the same way you did, when that blowout on the forest map occured. In fact, I thought it was scripted since it happened to you in exactly the same fashion. I took shelter at the electro anomaly too, since that was the only shelter within sprinting distance. I thought it was kinda cool to wait out the psi storm there, really added to the atmosphere. But I think it's weird that the houses in forest aren't suitable as shelter, similar structures (and worse ones) do perfectly fine in other maps.

On that note, in dead city the trader leaves his perfectly fine appartment building during a blowout to join the military at the city centre. Getting his entourage of neutral stalkers killed. It gave me a good opportunity to sell him a lot of loot I stashed there, so I guess I should thank him for the service, but gamewise it makes no sense.

-Forest is littered with artefacts, I really recommend to 'comb' the place.

-Haven't found an eliminator shotgun yet, but I did find another auto-shotgun which looks a bit like an assault rifle. Haven't tested it out though. Currently I have a special chaser (more damage than the basic model) which I found in Darkscape.

-I noticed you were using the basic detector for a really long time, but that thing can only be given range upgrades. A simple echo detector can be upgraded to 62 artefacts. A fully upgraded bear detector (which you have by now) sees 64 artefacts. But I noticed that these do not perfectly overlap, the echo detector has the 'twinkle' artefact listed, where a bear detector doesn't, might be others too, I haven't done a real side by side comparison.

-Don't wait to long on visiting darkscape man. I get you dislike the way the story restricts from playing as you wish, by forcing you in to a very lineair sequence of actions, without you own gear. But it really isn't that hard, you've done worse than taking out a few bandits while wearing a crappy suit right? And trudging back and forth is part of the game. Besides, if it really bothers you it can be easily circumvented by stashing your gear.
Darkscape is filled with good gear and nice artefacts. Besides, there's some good fun to be had with mutants there. One of my most memorable fights was a giant clusterfuck at the abandoned village involving zombies, izloms, dogs, a burer, a pseudogiant and last but not least, a chimera. Was pretty glorious watching them take eachother on, anomalies going wild and me in the attic of one the houses tossing grenades like a scared little *****.

@Byte me
For me the option to join Duty was available after completing the bandit mine quest, but before the Yantar documents.

Some of my gripes with the game, again in no particular order:

-The Loners at the Garbage still talk about artefacts on the garbage piles, but there aren't any there. You could argue they can't know for sure, but gameplay wise, its just wasting the players time, wich is just bad design imo.

-I don't like that new weird claw anomaly thing. Other anomalies can be triggered or protected against, making you feel like a clever stalker when scooping up an artefact. This one just means instant death within a split second. Or am I missing something here?

-I bought blue nightvision for 20k, half an hour later Sid had a screen helmet for sale for about 10k with integrated blue night vision. Renders the whole slot useless and makes no sense economy wise.

-selling detectors to Mole got bugged. A nice way to make to money at first since I found quite a few, he buys a simple detector for 10k and I twice sold an advanced detector. The first for 13,5k the second for 14,5 after that he asked for another basic detector but fails to accept one.

-why doesn't Duty fortify the entrances to the Bar? Place some gates, maybe a tower or two. They're just patrolling the perimiter and always lose one or two men to boars and dogs that way. Sure, it's a game and they respawn, nice way to get some stash info... But such a display of incompetence breaks the immersion for me.

-Some psi-effects are bordering on torture. Most notably going in the mines in Forest (should carry a warning for people with epilepsy) and the sound effects from the brain in Yantar. What the **** were they thinking?

Some positive things (last I played was 1.003):

-The economy is fine for me. Lots of ways to make money, i.e. selling guns, artefacts or mutant parts. Game doesn't force you either to accumulate wealth and better gear since it provides ample weapons and suits to just finish the game with if that's what you want. Some balancing might be in order though, as with the NV-device for example.

-I love all those different mutant types, compared to the original.

-Finally upgrading weapons is implemented in a satisfying manner. They could've been a bit more creative, most upgrade tiers are the same between different weapons and suits. But at least it works and gives tangible results.

-Allthough still buggy, nothing gamebreaking has occured (yet).

-Luring fleshes and boars into a whirlgig was always great fun, but now there's even a chance to be rewarded with an artefact.

Hope you don't mind me posting all this in your diary thread, Tejas. It's not all related to the topic, but activity is so low on this part of the forum I thought it wouldn't matter.
  18:06:34  22 January 2019
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Byte Me
Senior Resident
 

 
On forum: 10/08/2014
Messages: 455
Tejas is pretty laid back and hugely polite about this, but we might need a different thread...


---QUOTATION---
Nice write up, Tejas. I meant to post a response to some of the issues you've raised a lot earlier, but was caught up with playing the game. But here goes, in no particular order:

---END QUOTATION---




---QUOTATION---

-I read the wiki the same way you did, when that blowout on the forest map occured. In fact, I thought it was scripted since it happened to you in exactly the same fashion. I took shelter at the electro anomaly too, since that was the only shelter within sprinting distance. I thought it was kinda cool to wait out the psi storm there, really added to the atmosphere. But I think it's weird that the houses in forest aren't suitable as shelter, similar structures (and worse ones) do perfectly fine in other maps.

---END QUOTATION---


As in Outskirts later on, AFTER the blowout, you can get ANY local 'flyboys' to traverse the Oasis to their doom. You might get a spawn too - but I sure as hell ain't going in there to get it.

---QUOTATION---

On that note, in dead city the trader leaves his perfectly fine appartment building during a blowout to join the military at the city centre. Getting his entourage of neutral stalkers killed. It gave me a good opportunity to sell him a lot of loot I stashed there, so I guess I should thank him for the service, but gamewise it makes no sense.

---END QUOTATION---


Good fruggin' grief! "Crash" was an early wiki admin. He went off in a huff when I pulled him up about inserting then-unreleased Developer's Cut content that he was playing in alpha. At the time I thought that there had been enough 'early disclosure' just with LA, why do the same for LADC?

As far as I can determine, he's also a sponsor for the game. Albeit the devs made his character very 'crashable' (v1.4002-5) and now apparently a bit FUBARED if his retinue get retired.

How the wheel turns...

---QUOTATION---

-Forest is littered with artefacts, I really recommend to 'comb' the place.

---END QUOTATION---


I farm Zombies. Those artys in the lower half of the map?
Below Bandit Mines there are NO boltholes. And you can't "run off the map" like previously during a Blowout. Is there a "disco ball" wierdo thingy there? Asking for a friend..

---QUOTATION---

-Haven't found an eliminator shotgun yet, but I did find another auto-shotgun which looks a bit like an assault rifle. Haven't tested it out though. Currently I have a special chaser (more damage than the basic model) which I found in Darkscape.

---END QUOTATION---


Weapons to avoid like herpes:
Eliminator (fubared for no good reason)
Threaded SPAZ Blaster (unlike the ordinary blaster this ONLY fires slugs and darts. Won't accept cheapo buckshot. Ever)
Bulldog-6 m209 variant. Ivancov ponies this POS as a part reward if you Join Duty. Has the firepower of a Makarov (really) and the recoil of a sniper SVDm. Unload and stash or drop.

---QUOTATION---

-I noticed you were using the basic detector for a really long time, but that thing can only be given range upgrades. A simple echo detector can be upgraded to 62 artefacts. A fully upgraded bear detector (which you have by now) sees 64 artefacts. But I noticed that these do not perfectly overlap, the echo detector has the 'twinkle' artefact listed, where a bear detector doesn't, might be others too, I haven't done a real side by side comparison.

---END QUOTATION---


I wanted to buy a Veles from Sakharov but until I turned the Scorcher off he wasn't interested in selling it. Costs abt 60000 and another 40000 to tweak. Since I was in Pripyat Under by then - there didn't seem much point in looking him up... Went to the end with the Echo jobbie. Does the dirt.

---QUOTATION---

-Don't wait to long on visiting darkscape man. I get you dislike the way the story restricts from playing as you wish, by forcing you in to a very lineair sequence of actions, without you own gear. But it really isn't that hard, you've done worse than taking out a few bandits while wearing a crappy suit right? And trudging back and forth is part of the game. Besides, if it really bothers you it can be easily circumvented by stashing your gear.
Darkscape is filled with good gear and nice artefacts. Besides, there's some good fun to be had with mutants there. One of my most memorable fights was a giant clusterfuck at the abandoned village involving zombies, izloms, dogs, a burer, a pseudogiant and last but not least, a chimera. Was pretty glorious watching them take eachother on, anomalies going wild and me in the attic of one the houses tossing grenades like a scared little *****.

---END QUOTATION---


+1000000

---QUOTATION---

@Byte me
For me the option to join Duty was available after completing the bandit mine quest, but before the Yantar documents.

---END QUOTATION---


So that's the [https://lost-alpha.fandom.com/wiki/Find_the_documents_(Forest) Forest Documents] subthread? Do you need to grab the piece at the 'old entrance to X18' as well? Just trying to pin this down.

---QUOTATION---

Some of my gripes with the game, again in no particular order:

---END QUOTATION---


Say on.

---QUOTATION---

-The Loners at the Garbage still talk about artefacts on the garbage piles, but there aren't any there. You could argue they can't know for sure, but gameplay wise, its just wasting the players time, wich is just bad design imo.

---END QUOTATION---


This is just dev laziness spoiling the game for a ha'porth of tar'.
Context is everything in an immersive environment.
Considering that this merely involves teeny txt or xml edits just to give MPCs a few relevant talking points - WITHOUT NEEDING A GAME RESTART for such trivia - it's beyond the pale that there wasn't a 'minor fix-it department' staffed by a Zombie at Dez0wave. User S.C.A.R. right here found over a hundred bugz in v1.4005. Just about everything was ignored because the devs use FartBook and other Kool-Aid goal seeking webtrash.

We're all playing the result.

---QUOTATION---

-I don't like that new weird claw anomaly thing. Other anomalies can be triggered or protected against, making you feel like a clever stalker when scooping up an artefact. This one just means instant death within a split second. Or am I missing something here?

---END QUOTATION---


I think the Claw anomaly was a CoP thing, right?
Are you meaning the swirly gas cloud thing?
I avoid insta-death anomalies and move on. Pragmatically.

---QUOTATION---

-I bought blue nightvision for 20k, half an hour later Sid had a screen helmet for sale for about 10k with integrated blue night vision. Renders the whole slot useless and makes no sense economy wise.

---END QUOTATION---


Interesting. I have never bought NV since one abortive testrun with Sid's Blockpost thievery run in 1.4002. Too heavy.
I pretty much aimed to snag the free SSP-99m by doing 'extra work' for Warrant Officer and "running Wild Territory" with a leap into the Yantar level changer from Forgotten (my favourite)
Until they took it off the bloody board for v1.4007...
Now I just sleep at night like a normal - until I snag the more useful SSP 100.
Both have excellent 2nd gen NV.

---QUOTATION---

-selling detectors to Mole got bugged. A nice way to make to money at first since I found quite a few, he buys a simple detector for 10k and I twice sold an advanced detector. The first for 13,5k the second for 14,5 after that he asked for another basic detector but fails to accept one.

---END QUOTATION---


I ran through 5-6 days of early gameplay with an Echo detector and NO other detector. Trying to play from 'muscle memory' and an eidetic memory of all of the anomaly placements seen between v1.30013 and 1.4005/6. Even with the 'invisible anomalies' option OFF.

What could possibly go wrong?

I died DOZENS of times! But it was lots of fun doing Darkscape just to RPG the damned helis.

Running on, I came across a little house with an ELITE detector in it..

---QUOTATION---

-why doesn't Duty fortify the entrances to the Bar? Place some gates, maybe a tower or two. They're just patrolling the perimiter and always lose one or two men to boars and dogs that way. Sure, it's a game and they respawn, nice way to get some stash info... But such a display of incompetence breaks the immersion for me.

---END QUOTATION---


That used to be how you picked up an early Oboakan or better.
Now you get junk <insert reason here>
You can't pick up a sensible scope (ask TS)
The lampost anomaly is easy to catch mutes in - and has some good spawn chances...
Otherwise, dunno.
Incidentally, IFF you join Duty, have a chat to the Arena guard. Duty get a free VIP pass (I kid you not)

---QUOTATION---

-Some psi-effects are bordering on torture. Most notably going in the mines in Forest (should carry a warning for people with epilepsy) and the sound effects from the brain in Yantar. What the **** were they thinking?

---END QUOTATION---


The devs are bastards, but in a colourful way.
I actually fall into the subset of humanity that you allude to.
Absolutely NO offense taken!
But I see your point...
I really LIKED the [https://lost-alpha.fandom.com/wiki/Karlito Karlitos] of v1.3002 and 1.4002. Sadly missed and replaced with wanky controllers afterwards. I MISS the Karlitos, but maybe too many stalkers laughed..
I did- as I stuck the blade in..

The Brain Vat jig got a bit old. FAR too much gophering.
But at least I get this swanky black sci-suit (SSP-10/100)
But I see your point...
Personally it never affected me. I'm far too burnt out to care.

---QUOTATION---

Some positive things (last I played was 1.003):

---END QUOTATION---


Was that 1.3003?

---QUOTATION---

-The economy is fine for me. Lots of ways to make money, i.e. selling guns, artefacts or mutant parts. Game doesn't force you either to accumulate wealth and better gear since it provides ample weapons and suits to just finish the game with if that's what you want. Some balancing might be in order though, as with the NV-device for example.

---END QUOTATION---


Selling Mutant parts seems only to pay big bux with Sacky. But it's worth the trip.

---QUOTATION---

-I love all those different mutant types, compared to the original.

---END QUOTATION---


So do I.
The game eventually descends into a knife fight as seen in v1.4005.
Enough rupture protect and you slash mutants, with enough bulletproofing - Zombifieds are a stab before exiting the map. Take your pick.

Bloodsuckers are tougher. Bring a pump-action. Tends to work.

---QUOTATION---

-Finally upgrading weapons is implemented in a satisfying manner. They could've been a bit more creative, most upgrade tiers are the same between different weapons and suits. But at least it works and gives tangible results.

---END QUOTATION---


It took long enough.
Most seems to work.. Reasonably priced too.
Getting the 'data' may be a bitch.
Toolkits may be problematic...

---QUOTATION---

-Allthough still buggy, nothing gamebreaking has occured (yet).

---END QUOTATION---


Keep playing. The bugz are out there.

---QUOTATION---

-Luring fleshes and boars into a whirlgig was always great fun, but now there's even a chance to be rewarded with an artefact.

---END QUOTATION---


Yes. Start in Cordon with the scripted Flesh. Kill the swine 50 times if necessary.
Move on to the Trade Route Tunnel zombies. Milk.

---QUOTATION---

Hope you don't mind me posting all this in your diary thread, Tejas. It's not all related to the topic, but activity is so low on this part of the forum I thought it wouldn't matter.
---END QUOTATION---



I think Tejas Stalker is being very kind to us. TY TS.
 
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