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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

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  09:21:15  24 January 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Free the Dutyer


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

I still didn't get an answer on my other questions. After the mugging there are two exits to leave the Mines. Do I have the option to use either? Am I required to leave Darkscape in a specific direction?

TS

You have a quest to find the alternative exit to the mine and it's satisfied once you exit. This is the closest exit to Cordon and you want to search the structures where you exit. There is no reason why you couldn't go back into the mine and exit the mine via the railroad tracks where you entered.

Note that the 'Free the Dutier' quest is triggered by returning to Dark Valley by the way that you originally entered Darkscape. I understand that if you go to Cordon, you lose that quest (although I haven't tested this). You could go to Cordon, then go to Dark Valley, go through the Darkscape portal and immediately back into Dark Valley to see if that triggers the 'Free the Dutier' quest. So many possibilities.

Jim
---END QUOTATION---



IME
The mission is not triggered by reentering from Darkscape as one admin wrote in the wiki. It's a little more subtle. It is triggered if you revisit the Pig Farm from any direction and come within PDA range of it.

My current games had me only leaving DV ONCE.
I never reentered from DS, nor visited the Pig Farm.

This was necessary because I was transporting 'Nimble Loot' to a pipe stash in the Garbage Hangar from various DV locales via other exits.

As I noted somewhere else, my plan was to visit DarkLab ONCE too, which meant buying an Xray d/l module off the Barkeep and magically "knowing"

5271
"top_secret"

for the ruse to work. Which it did.

Never bothered with "meet monolith informer" (saved the 10000 that the module cost)

Killed three bandits after swiping 'Borov's Document' and zero Monolith, but about 15 Military. Then RAN.

Somewhere in my games is a very disgruntle Dutyer with a life sentence.
Since I'm in Freeplay now with an unlikely bulletproofing - I think I'll pop back to that Pig Farm.
  13:02:31  24 January 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Free the Dutyer - (Second DV visit)

Well you have to have a sense of humour with this game...

My "strategy" differs from all previous versions in that the heli (that usually follows to Darkscape to get RPGd at the Bus Stop) is....

...Still in the Dark Valley..

It's more of a nuisance than anything. The sniper Obo tends to piss it off more than retire it so I'm just wasting ammo. Using the Chaser with slug ammo does about the same.

The only RPG is in a backpack in that Bus Stop.. No ammo (there were only two grenades and they got used taking out the two helis weeks ago.

I MIGHT have left an ogive on the roof of the Service Station.. but that place is probably crawling with Mercs again.

(I'll have a shufty)
(Double LOL - the spare ogives after the Merc raid on the Bar I cunningly sold back to Petrenko - Facepalm)
  13:29:25  24 January 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
01/24/2019 13:32:29
Messages: 28340
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

I picked up a job from Alex to blow up some fuel in Darkscape. I got another job in Darkscape from Milo to find a Gauss Gun at the harbor too. Keep in mind the last time I was in Darkscape there was no harbor and there were no ships. It did have Mercenaries at the Gas Station but behind them was a solid rock wall and two dead tunnels going east and south filled with rubble.

There used to be an unmarked stash somewhat near that intersection by the houses that had 2 or 3 high end weapons ( SVD and/or SVU, maybe a Vintar or VLA ) available without activation. I'm sure that got removed as it became common knowledge. It's funny how no one has ever done a Darkscape as I always imagined it back in 2007 when I stared at the PDA Map and tried to make out what was off that dirt road.

LA just has overgrown ruins of a village infested with mutants ( is this still accurate? ) while Call of Chernobyl has a long empty rectangular building with some cut logs. Like some forest related building. It's okay and a welcome refuge usually filled with Loners & Duty and one of the few places to seek shelter during a Blowout or Psi Storm.

However for some reason, in Darkscape when I looked at the main road and saw the dirt or gravel road going off into the woods by itself, I always imagined a more grand structure. Like some Bandit House. A grand two story structure similar to the Freedom headquarters building in the Army Warehouses. I imagined it was the home of someone rich or some type of lodge in the woods until the disasters of Chernobyl made it become abandoned. I guess because this image was burned into my imagination before Mods came out using Darkscape, I still desire it.

I just find it boring to have an overgrown village no different than that found in the Cordon that is used in LA. Having it so mutant infested makes it a location you visit once and never again. At least in Call of Chernobyl, the refuge of it's building makes it the most desired location to travel to in the whole level. What I do like that LA has, that CoC doesn't is the few houses at the other end near the Dark Valley. CoC has nothing north of the bridge. The perfect Darkscape just doesn't exist but I look forward to what awaits me there in LADC 1.4007.

TS
  07:07:31  25 January 2019
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Tejas Stalker
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On forum: 05/12/2007
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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

I really, really needed an artifact in an Anomaly to complete a job. I kept dying again and again no matter which angle I approached it at. However unlike all the other Stalker Games/Mods I've played, you can't shoot an artifact to move it. LADC has it stick to the ground like glue when shot.

After dying repeatedly I was about to give up when I decided out of desperation to try a grenade. It worked. The artifact moved enough out of the Anomaly field for me to retrieve it. I was very happy.

TS
  08:02:15  25 January 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455

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

I really, really needed an artifact in an Anomaly to complete a job. I kept dying again and again no matter which angle I approached it at. However unlike all the other Stalker Games/Mods I've played, you can't shoot an artifact to move it. LADC has it stick to the ground like glue when shot.

After dying repeatedly I was about to give up when I decided out of desperation to try a grenade. It worked. The artifact moved enough out of the Anomaly field for me to retrieve it. I was very happy.

TS
---END QUOTATION---



They seem muuuch harder to move in 1.4007. Jury still out bitching about it.

Right up to 1.4005/6 something like a Cake (since renamed, but looks like the Stone Flower seen in later CANON games) would move with pistol fire. In fact it might move a long way with pistol fire...

Springs and Shells can be moved with shotgun fire as before.

Many just get stuck in bushes and trees (which, of course, are not affected by the close by anomaly)

Consistent, evolutionary gameplay across the versions it is NOT.
  14:22:52  25 January 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455
Just to clarify and close this digression...


---QUOTATION---
Free the Dutyer - (Second DV visit)

Well you have to have a sense of humour with this game...

My "strategy" differs from all previous versions in that the heli (that usually follows to Darkscape to get RPGd at the Bus Stop) is....

...Still in the Dark Valley..

It's more of a nuisance than anything. The sniper Obo tends to piss it off more than retire it so I'm just wasting ammo. Using the Chaser with slug ammo does about the same.

The only RPG is in a backpack in that Bus Stop.. No ammo (there were only two grenades and they got used taking out the two helis weeks ago.

I MIGHT have left an ogive on the roof of the Service Station.. but that place is probably crawling with Mercs again.

(I'll have a shufty)
(Double LOL - the spare ogives after the Merc raid on the Bar I cunningly sold back to Petrenko - Facepalm)
---END QUOTATION---



So I had a look, and found two ogives that had rolled off the roof onto the back porch of the kitchen at the Service Station and lugged them back to Dolina (sigh) with the 80% serviceable RPG from the Bus Stop.

This is what happened next....

The DV heli "mysteriously found" me yet again. No surprise there.
Doesn't 'zombify' on a reload (refer to page 1 or 2 of this thread for observations - I forget)..

So with 109% added Bulletproof I stand in the open and make a hard save.

The heli strafes me and comes to a semi-hover.. (I'm fine, of course and could stand there in a 'woolly jumper' with 109% BP on my belt)

Draw the (loaded) RPG and take aim... (make another hard save at this point after a few iterations just to home in on the "feature"

Hit him front amidships with absolute certainty, gaining the response:

"He's trying to take us down, return fire.." etc (with variations)

The heli then does not explode (could even hit it AGAIN with the other ogive - no soap) but then BOMBARDS me as I'm trying to vacate the area during the RPG holstering period, before running..., at which point I usually die..

Since there's no time to switch to EXPLOSION rocks instead of the Bulletproofing that I'm wearing, the only option is NOT to try a second shot; holster and run for cover...

Which MIGHT reduce the explosion damage. But I've saved the best for last:

After this single bombard, the heli buggers off. Forever.

Never to respawn.

The swine actually scratched my armour, but it's now safe to go grab the Hospital Service Niva (which happily still drives like a wreck - so glad they put this POS back in the game) and go and loot some of the crap off the Bandit Trader.
  04:45:48  26 January 2019
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
01/26/2019 4:46:55
Messages: 28340
Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

Byte Me~

Wow. You should play around with this helicopter some more and give us all feedback on the variables. Are you saying because you never drove the car to the Darkscape level changer, it never followed you? Once you crossed to Darkscape didn't a new helicopter ( used to be two ) harass you there? Or does the lack of a car change things?

Speaking of helicopters, I noticed all the buildings in the Bar area of Rostok now have perfect roofs. Unlike SoC and all the other Mods I see, there are no longer any holes in the roofs of the hangars on either side of where the Duty HQ is and where the Duty Repair Tech stands. Did anyone notice the roofs have been magically made perfect?

Once again I get the blame here. I commented to Dez back during Testing that I didn't need the RPG-7 to shoot down the two Rostok helicopters. I simply shot them down with 5.45 BP ammo through all the holes in the roofs. Now go figure that was changed so I can't do that again.

TS
  06:11:28  26 January 2019
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Tejas Stalker
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Lost Alpha Director's Cut 1.4007: Tejas Stalker Diary

I just realized 6 weeks has now elapsed in my Game. Still haven't done Dark Valley.

TS
  06:43:44  26 January 2019
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Byte Me
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On forum: 10/08/2014
Messages: 455

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

Byte Me~

---QUOTATION---

Wow. You should play around with this helicopter some more and give us all feedback on the variables. Are you saying because you never drove the car to the Darkscape level changer, it never followed you? Once you crossed to Darkscape didn't a new helicopter ( used to be two ) harass you there? Or does the lack of a car change things?

---END QUOTATION---


Yes, I posted earlier that after RUNNING onto DS there were TWO helis and I got 2 shots at them and 'lucked out'. No more heli pursuit on DS... Just the Mils to deal with / run away from.

Other releases of DC have ONE heli there (which you down in a similar manner) and the respawn 'loses interest' on DS.

My revisit to DV (in Freeplay) was through the North Garbage LC, at which point it soon started targeting me.

Just to spice things up further, jumping the fence next to the DS gate appeared ineffective. The LC popup didn't appear. Running into the actual gate a few times (still in the SSP 100 suit) DID cause it to "fall down" so that the LC could be approached.
But it was another nuisance...

I've researched it as far as seems reasonable. It could be a function / artifact of the DLC gameplay

---QUOTATION---

Speaking of helicopters, I noticed all the buildings in the Bar area of Rostok now have perfect roofs. Unlike SoC and all the other Mods I see, there are no longer any holes in the roofs of the hangars on either side of where the Duty HQ is and where the Duty Repair Tech stands. Did anyone notice the roofs have been magically made perfect?

---END QUOTATION---


I noticed. There are MANY subtle map changes. The anomaly infested woods on DS that I do my evasion tactics routine through seems --- smaller, and the Mil Post / Bus Stop quicker to reach..

---QUOTATION---

Once again I get the blame here. I commented to Dez back during Testing that I didn't need the RPG-7 to shoot down the two Rostok helicopters. I simply shot them down with 5.45 BP ammo through all the holes in the roofs. Now go figure that was changed so I can't do that again.

TS
---END QUOTATION---


Good job we fell out when he threw his weight around at the wiki. Otherwise many useful exploits and 'features' could have been expunged from the game. There might not be any https://lost-alpha.fandom.com/wiki/Badlands Twilight Zones for you to explore / exploit.
  15:41:50  26 January 2019
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Brunzer
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On forum: 02/13/2011
 

Message edited by:
Brunzer
01/27/2019 1:15:38
Messages: 97

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

I just realized 6 weeks has now elapsed in my Game. Still haven't done Dark Valley.

TS
---END QUOTATION---


Good, that means I can still answer your questions. I was afraid I'd be to late again.


---QUOTATION---
That's stupid. I thought the Dead City & Pripyat Traders were supposed to be secret and a puzzle for the Player to find. Not understanding the entourage part. Are they not by themselves?
---END QUOTATION---


There's a couple of stalkers guarding the trader. The military is neutral towards the trader faction, but they shoot loners on sight.


---QUOTATION---
I'm also not understanding how they are made. It seems like you and others are saying if a mutant or men goes into an Anomaly, it can sometimes/always produce an artifact? If so, that's a new feature I was unaware about and would explain why I got some decent start artifacts in the Cordon Zombie tunnel.
---END QUOTATION---


That's basically it. If a mutant dies in an anomaly, there's a chance that an artefact is spawned. I don't know how high the actual probability is that an artefact will be created, of what type and whether different mutants and anomalies have higher spawn chances.

I.e. maybe a bloodsucker dying in a Witches Jelly has a higher spawn chance of producing Mica. Or maybe it's a lot simpler and there's just a flat percentage when a mutant dies in any anomaly and a second roll is made for the type of artefact spawned.

I have had varying results ranging from 6 fleshes dying in springboards and producing nothing to 4 psidogs producing 3 artefacts (among them a goldfish).

So far I found that Agroprom underground and Army Warehouses is good for Witches Jelly. Dead City is good for Electro. Cordon has a bloodsucker that spawns near an Ameba. Almost every map has some cluster of Springboard or a Whirlgig with a group of mutants nearby. I haven't found a good place to create Burner artefacts yet.

Zombies are easy to lure in to anomalies, due to their slow movement and predictable routes. Dogs, boars and fleshes work fine too as well as Izloms. Swampbeasts take a lot of punishment but eventually will succumb to the damage.

Look for places where the terrain provides a bottleneck, like a doorway or a tunnel, with an anomaly in it. Then you simply have to lure the mutants through it, rinse and repeat untill they're dead, and grab your detector.


---QUOTATION---
Once I get mugged, do I have the option of leaving the Mines out of the two different paths? If not, which one am I stuck with? Do I leave Darkscape and have to go back to the DV or the Cordon? I need to know these things to plan ahead.
---END QUOTATION---


I think you're free to leave any of the two tunnel exits. The game points you towards the southern one. Also, you're free to go to Cordon and enter Dark Valley through the garbage, I did that myself.

You also asked if you'd lose your money. You don't, 100% sure about that. You don't lose all your gear either. You get to keep what more or less fits a rookie bandit. So I got to keep my upgraded AK and my pistol, but not my artefacts, my chaser and a lot of my medkits.


---QUOTATION---
This doesn't bother me and actually makes sense. Of course people are going to talk about something that may have been true or accurate at one time. Like all gossip, if it is repeated enough and over a long period of time, it no longer becomes accurate or up to date. At one time what they said was true. It was repeated so many times, people simply believed it, went there and picked the location clean.
---END QUOTATION---


It makes sense from a real live perspective. But as a development choice, it's basically saying:'Let's create a false rumor that players will check out, that will give them absolutely zero reward and only wastes their time.' I think that's a weird design choice that should be avoided in games. Good gameplay and realism don't neccesarily go hand in hand.


---QUOTATION---
Whether it's SoC or LADC, my Mole always dies quickly.
---END QUOTATION---


He actually sets up a small loner camp in the train tunnel near the entrance of the Agroprom map if you keep him alive. He provides some repeatable tasks, but nothing else. There is a mechanic though.


---QUOTATION---
In both SoC and LADC I find there's too much loot in the Underground to grab it and be expected to come out of the Underground to fight the Military/Get the Documents.
---END QUOTATION---


I put everything in a stash and came back later with a Moskvich.

Some thoughts of mine:

In my game there were no problems with helicopters. I guess I was a good boy and did everything the way the dev's intended. I took the car and drove it in to darkscape, past the soldier with the rocket launcher and up the hill straight to tunnel entrance. I got out, ran in to the mines and heard the car exploding behind me, which gave me that nice 80's b-movie action hero feeling.
Then I exited at the south end, avoided the mutants and mercs, got in the Moskvich and drove to Cordon->Garbage->Dark Valley. Got the documents, but didn't enter Lab x-18 before getting my gear back. There actually is a helicopter flying in Darkscape, but it doesn't target me.

I have been doing some artefact merging, created about 5 now. I havent found a single Sparkler yet. Somehow these just don't spawn in my game.

There are artefacts woth telepathy protection and with psy protection. What's the difference between these two? If I equip enough psy protection, do I become immune to psy-storms?

As pointed out by Byte Me, artefacts can sometimes be moved by gunfire. Electro artefacts can be moved with pistol shots, grenades also tend to work. Sometimes they just seem to get stuck and wont move at all.
 
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