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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

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  09:11:52  21 September 2019
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Tejas Stalker
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On forum: 05/12/2007
 

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Tejas Stalker
09/22/2019 2:19:39
Messages: 28247
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I'm finding the LA Wiki a mess as if you google LA artifacts, the page it takes you to is outdated information.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
  07:11:36  21 September 2019
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Byte Me
Senior Resident
 

 
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.
  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.
  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.
  08:53:08  19 September 2019
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Tejas Stalker
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On forum: 05/12/2007
Messages: 28247
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
  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.
  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: 28247
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
  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?
  09:48:31  17 September 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/17/2019 10:01:19
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Bandit Diversions: Yantar ( Part 8 )

I used my grenade launcher on my AN-94 to dispatch the Burers. The second one I must have blasted out of the tunnel because I couldn't find the body. This reminds me of another brief incident I wanted to mention. When I first had my crashes and discovered my Manual Saves were corrupted I had been in Yantar. I went back to my last good Manual Save which was when I was leaving the Forest level. Before I got an answer on how to solve my problem, I decided to keep playing but go in a different direction and hope that a change would solve my unknown crashing.

I decided to go to a level I had spent the least amount of time in: The Agroprom. Why? The LA Agroprom is a very different place than for example the CoC ( Call of Chernobyl ) Agroprom. The CoC Agroprom has a Loner Base at the main compound opposite the Military Base. It is very populated and a relatively safe place to visit. The SoC Agroprom is still a place Loners go to but more dangerous since the Bandits & Military constantly show up including roving Bloodsuckers. The LA Agroprom is a place where the main compound is empty.

Right outside of it, on the other side of the wall is a small building with a roof that serves as an entrance to a stairway leading underground. It is extremely dangerous as 3 Burers usually populate the area. Additionally a Controller, Snorks and other mutants are often found in the excessively deep stairwell. The only people to be found are some Bandits that hang out among the trees at the traditional opening to the underground in SoC.

I stopped by and saw the Loners in the blocked train tunnel. This served as a Loner Base in LA. I thought highly that Dez0wave placed a Repair Tech at this location. From there I traveled outside up the hill and picked up a few artifacts and then moved westward going all the way to visit the lone Soldier hiding in the trailer in the small pond. From there I went back eastward and came over the hill finding the Bandits among the trees.

However now I was wearing the magical Bandit jacket and could move freely among them. No sooner had I arrived when suddenly we were under attack by 3 Burers. The Bandits were shooting and the telepathic waves ( what do you really call them? ) of heat were blasting at them coming from the Burers. A dropped AK was thrown at me by the Burers so I picked it up so they couldn't do it again. It was a wild firefight. Bandits were yelling and overhead the Military helicopter flew by.

Then one of the most incredible moments in the Stalker Universe happened to me. I heard the transmission from the Military pilot where he was yelling they were under attack. However no one was shooting at them. Then I heard a scream and suddenly the helicopter was yanked out of the sky and thrown at the ground just feet away from where I stood. It exploded and fragments were thrown about. The Burers had done it. I was shocked by something I didn't even know was possible. It was wonderful.

To be continued...

TS
  11:04:35  16 September 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/16/2019 11:25:23
Messages: 28247
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Bandit Diversions: Yantar ( Part 7 )

Before I left the Cordon, I stopped to do some quick and easy jobs for Sidorovich. I also visited the marshy creek just north of the Rookie Village. There's usually a Bloodsucker skulking around there and that strange claw-trap creature in the water that instant-kills anything that touches it. I found the Bloodsucker dead in it's trap. However there was an artifact in the middle of it too.

In the past it was usually a thorn or some other lesser valuable artifact. I knew from my previous experiences, shooting at it did nothing. So with nothing to lose, I tossed a grenade in the middle of it and ran for cover over the rise. To my surprise, it blasted the artifact clear from it's grasp and tossed it past me out in the field. I recovered it quickly and to my astonishment it was an artifact I had never seen nor heard of before, and it was extremely valuable.

I now had "Green Beads" which was +26 Telepathy. This made me very happy and reinforced taking the revolver immediately to Nimble was a wise and fortunate turn of events. Soon I was back in Rostok. I stopped there first before my intended return to Yantar. I had talked to General Voronin many times but he never had anything to say of substance. Suddenly he had new dialogue and was offering me a mission to go to the Forest level and take on some Bandit Snipers. What? I had no idea what this job was but at least I knew the Forest level would finally have Bandits at the Mine.

I also talked to Colonel Petrenko. He had given me a task long ago to get some documents in Yantar. Apparently I was supposed to accomplish this way after doing all the Dark Valley/Darkscape events much like the other Yantar tasks I had done early. However in talking to him he told me I still didn't have them all. I had found most all of them as far as I knew but had not gone to the LA Wiki yet to learn where and what they all were. I would keep looking.

I returned to Yantar and was soon looking around in the Brain Vat room. Sure enough the special SSP-100M armor was now spawned in an open supply room just behind the giant Brain but any attempt to grab it would instantly kill me. I knew I had to initiate the whole sequence of events properly to get it. I'm not sure why but every time I go down there, long after killing all the Bloodsuckers, I still go through their area and probe around.

I was in for another surprise. As I passed through the empty central supply room, instead of going straight through the next vault door to the ramp leading to the broken elevator, I went down the side tunnel. I rounded the first corner and was ambushed by a Burer and killed. I reloaded my last save and re-engaged the Burer and killed it but was attacked by a second Burer behind it. Finally on my third try I killed both of them. What was this? Where did they come from? Had they been in there all this time since the mission meeting the Bloodsuckers and had they been waiting for me?

To be continued...

TS
 
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