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The Warmongers mod (re)announced

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  17:11:44  15 September 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
09/15/2011 17:22:21
Messages: 268
Hi again everyone; I've been delayed, as always

Anyway, on topic, I've completely stopped playing this game for more than two months (I needed a real break), but just yesterday, started the final (this time, it's real) playtesting. Depending on its stability, the mod will be released once I've completed the main quest.

Clearly though, the stability issue won't be a problem as the *first* crash appeared after the main Duty quest in Agroprom is completed - when all factions, except Monolith, are allowed to expend. Ok, I must admit that I haven't really tried to help prior factions before (like the loners, the mercenaries...), and I know that doing so may result in few patrol manager bugs. However, it is clear that they do their job fine with or without your help, and the way they evolve is really interesting.
At this point, I expect random but quite rare patrol manager bugs, but nothing too disturbing either.

I believe I've fixed the problem with missing anims reported just above, but only an actual playtesting can confirm this or not.

I won't have the time to add the last few stuff I wanted to mod before the first realease, but this is not a problem. The mod is already big enough, and I'll add them later on via patches.


Again, this time the release date is very, very close. Ah, one last thing that can delay the mod a little more: to finally gather all mods, minimods, and authors in a proper credits list
  18:54:12  3 October 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Recent playtesting has been very, very satisfying. Release date of the first playable version is really close. Meanwhile, you can now watch some videos of the mod, uploaded by me: https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22982&sec_id=22
  02:32:45  4 October 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
 

Message edited by:
Firmament
10/04/2011 2:40:09
Messages: 268
And here's the final changelist. Things have been edited there and here, and added. It should be exactly the one that'll come with the 1_0 version of the mod.



Main features:

/GAME - GAMEPLAY/

- Excellent stability, specially for a mod of this size. Many bugs from the yet patched version have been fixed.

- Overall re-balance of all items (weapons, artefacts, medikits...). On one hand the mod is harder than the original game, but on the other you may now own a better equipment and access to ranges of very, very good items.

- Completely new and extremely wide respawn system. The Zone is much more alive, random and dangerous than in the original game.

- Storyline and secondary quests all preserved. Except (maybe) a minority of them I haven't managed to get working like in vanilla game.

- Total freeplay enabled after having completed the said storyline.

- Vastly improved faction wars. Factions are more aggressive and greedy as well. Many new targets added to the faction war, few waypoints improved or fixed. The Monolith, Zombied, the Army and Mercenaries now act as real factions, with objectives and respawn points to hold (the player still cannot join any of them though). Factions can now exterminate other ones, and use their bases as their own.

- The relations system has been improved to fit best with the current Zone (basically, most of the groups of people are no longer rallied or even neutral towards the other ones).

- NPCs now buy almost everything. They may also sell you weapons and outfits (even the upgraded ones!), along with various items (basically, nearly everything the game has, except quest or unique objects). Is hopefully balanced, as this feature has been done in a way that all NPC's inventories actually depend on the character's rank and faction. But, technically, everyone may happen to sell you everything.

- Much more interesting trade system (buy upgraded and rare items. Plus every trader now really act differently to each other...).

- Stalkers are now a little less keen on trying to get you out of their way all the time.

- Working sleeping bag.

- Scar now jumps much better, but won’t carry more than 50kg max.

- You can now sprint while carrying an exoskeleton armor, a PKM or a sniper rifle.

- Better and more realistic headlamp.

- More realistic consumables (food, drink and drugs have been improved and balanced to act more coherently. Overally, they are noticeably less helpful than in GSC's game). Without reporting all the changes that have been made, I must point out that the vodka removes radiation much better than drugs, this being due to the fact that getting drunk is much more embarassing, when playing, than loosing few health and strenght (in other words, vodka isn't as useless as it is in vanilla game).

- Default health restoration is now much, much slower.

- Better Artefacts respawn system (anomalies may or may not contain an artefact. And whether they do, you have no mean to guess which one until you see it. The artefact may be spawned absolutely everywhere in the anomaly. Hopefully, all this has been balanced carefully).

- The weakest artefacts all have been arranged. They now really have a direct impact on the game rather than just being vaguely helpful whenever the player meets an anomaly.

- Many new artefacts have been added to the game. Certain ones offers some really unique properties (absorbing bullets, reducing damages caused by wounds, etc...).

- Many, many new armors included. A hard work has been done in order to have most of them to feature both an original and a balanced upgrade system.

- A stunning amount of upgraded items (weapons and armors) has been added to the game. You can get them by looting bodies, buying them to traders and NPCs, or, if you are lucky enough, finding them inside stashes.

- Instead of killing you, emissions now stunt you for a couple of seconds and leave you more or less irradied, depending on the suit you're carrying.

- No more treasures (secret stashes revealed after having killed and looted random NPCs. I found it to be stereotyped and cheaty in the long run. I might work on this later on, but for now, they're disabled).

- NPCs no longer ignore mutants hunting the player, or standing significantly far away from their original spawn point (thanks to Smoq2 for that fix)

- Certain secondary quests or special tasks have been a little or deeply arranged; most of them are now less repetitive and predictable, and specially are more challenging.

- You can now recruit squads provided that you pay them the right price. Once you have become the commander of one squad, you can give it basic orders such as follow, wait, hold position.

- You may now offer a NPC to exchange his weapons with yours, if you don't want to or can't buy it. Beware though, Stalkers aren't foolish!

- Repair costs are now very high. A too lucky rookie having found a superb armor that keeps far above its actual rank will have to "work" a lot in order to even repair it.


/FIGHT - WEAPONS/

- Each faction is granted many new types of fighters (Bandit exoskeleton, Army commando, Monolith elite soldier, scientist, etc...).

- The weaponry has been revisited and improved (accuracy, damages, upgrades...). Many bugs from the yet 1.5.10 patched game have been fixed. A lot of work has been done to propose truly balanced and interesting weapons.

- Tons of new fully fixed and usable weapons included.

- You can now use your weapon in camps.

- Weapons react more realistically depending on whether the actor is running, standing still or crouching. In Clear Sky, that yet crucial feature needed real improvements.

- Far superior Ai: Stalkers reload, use grenade launchers (and the RPG), heal themselves, know which weapon to use according to certain notions such as the distance and strenght of the enemy, loot corpses (includes Smog2's script to prevent scripted squads from acting stupid when performing some special tasks), know how to attach silencers, scopes and grenade launchers to weapons, and do melee attacks when needed. Precious other tweaks.

- Each Stalker spawns with a random weapon. According to the faction, the rank, you will still detect some tendancies in certain people’s commonly used weapons, but technically, anyone may carry anything.

- Small and yet existing new possibilities to find more useful and rare items on dead bodies. Dead people will also drop stuff according to their faction (but, for gameplay’s sake, everyone has little chances to drop things he shouldn’t normally carry. I think I’ve worked long enough on this).

- Silencers, while guaranteed to give actual results, now slightly decrease the power of any weapon they're attached to (by power I hear bullet speed, fire distance, and damages).


/MUTANTS/

- All cut out monsters (Burer, Cat...) are back.

- Many new mutants' lairs. The more you hunt them the stronger and more agressive they become.

- On ambient purpose, certain mutants may now happen to eat dead corpses.

- Mutants not only are more numerous, but also have a more agressive behavior towards the player and NPCs.

- Few changes in mutants' abilities and capacities. Most noticeable ones being the Psydog's phantoms now giving light but actual damages, and the Controllers' telepathy aura having an influence over a much wider area than before (the Controller is also clearly faster).

- Mutants are now extremely harmful. Only top armors can provide decent protection against their claws or various attacks.


/UI - HUD/

- New transparent inventory menu.

- New textures for arms when carrying certain armors.

- No crosshair, no grenade warning, no minimap, no map spots for mutants and enemies in general, and no hit marks.

- No more frames nor detect sound when using binoculars.

- No more loading disk from the HUD.

- Certain armors feature a totally unique nightvision.


/VISUALS - SOUNDS/

- Much better textures for food, drink, walls, woods, roads, ground, floors, briks, glasses, weapons, etc...

- New icons.

- New scopes.

- New loading screens.

- More blood...

- Fully detailed PDA map (most locations now do have a name).

- Weather is more varied, coherent, and visually amazing.

- Hundreds and hundreds of new sounds; the weapons, specially, have been entirely revisited on that purpose. Nearly all of them now have unique sounds for reloading, firing, etc...

- Few unique characters (mostly the ones seen in side quests or special tasks).

- Stalkers in camps may now play harmonica. Many new quality guitar songs have been added.

- New and truly scary faces for zombied Stalkers.


And more...
  10:35:07  14 October 2011
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kyfohatl
(Novice)
 
On forum: 10/07/2011
 

Message edited by:
kyfohatl
10/14/2011 10:39:35
Messages: 36
I can't wait for this mod; it's just what I've been looking for.


---QUOTATION---
- Repair costs are now very high. A too lucky rookie having found a superb armor that keeps far above its actual rank will have to "work" a lot in order to even repair it.
---END QUOTATION---


Yes! Economical difficulty. IMO clear sky is not economically challenging. Money is not a factor in any of your decisions because you have too much of it.


---QUOTATION---
- Far superior Ai
---END QUOTATION---


The new AI sounds great. Promises to add to the challenge of the game. I hated the fact that some enemies in vanilla clear sky would try to kill me with a shotgun from a mile away, rather than switching to their pistol.


---QUOTATION---
- Vastly improved faction wars.
---END QUOTATION---


I remember I used to join the bandits in the vanilla game, and after securing garbage, they were VERY RELUCTANT to attack other sectors (such as cordon or aprogrom). Basically, I was the only one capturing territory outside of garbage. And frankly, that seemed to be the same across all factions. Factions in general were not willing to expand out of their home sector for some reason. It sounds like you have managed to address that.


---QUOTATION---
- Many new mutants' lairs. The more you hunt them the stronger and more agressive they become.
- Mutants not only are more numerous, but also have a more agressive behavior towards the player and NPCs.
---END QUOTATION---


The original CS should have had this. Vanilla CS doesn't have enough mutants. It removes much of the horror/fear from the game and made the world seem far too hospitable; especially if you didn't join any factions (when most NPCs would be neutral to you). That's why I joined the bandits most of the time, because there weren't enough hostiles IMO (and even then I'd be neutral to freedom... why?).


---QUOTATION---
- No more treasures (secret stashes revealed after having killed and looted random NPCs. I found it to be stereotyped and cheaty in the long run. I might work on this later on, but for now, they're disabled).
---END QUOTATION---


I actually like this feature. In vanilla CS, every second dude I looted gave me the location to a stash, and I got to a stage where the whole map was filled with stashes, but I wouldn't even bother getting them because I already had lots of money/ammo/etc.

Once again, AMAZING mod Firmament. Keep up the brilliant work
  20:57:43  17 October 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Thanks for the comments

I'm still improving every bit of the mod; but you'll get it soon...
  01:02:50  24 October 2011
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ntex
Senior Resident
 

 
On forum: 01/28/2008
Messages: 327

---QUOTATION---
Thanks for the comments

I'm still improving every bit of the mod; but you'll get it soon...
---END QUOTATION---



When it will come out?
  01:44:04  24 October 2011
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Firmament
Senior Resident
 

 
On forum: 06/02/2009
Messages: 268
Still those little things to fix there and here; you'll thank me for polishing the mod this far
Nothing really serious (the mod could be released in its current state); and I'm slowly starting to find the best place where to upload it. Would you have any advice, by the way? Which one has the best download speed/upload limit/community support in your opinion? Filefront, Modb, another one...?
  01:50:25  24 October 2011
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ntex
Senior Resident
 

 
On forum: 01/28/2008
 

Message edited by:
ntex
10/24/2011 1:52:39
Messages: 327

---QUOTATION---
Still those little things to fix there and here; you'll thank me for polishing the mod this far
Nothing really serious (the mod could be released in its current state); and I'm slowly starting to find the best place where to upload it. Would you have any advice, by the way? Which one has the best download speed/upload limit/community support in your opinion? Filefront, Modb, another one...?
---END QUOTATION---



The 3 most popular share sites:

www.megaupload.com
www.filefront.com
www.moddb.com

Ill waiting for it seriously
  02:18:02  24 October 2011
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ntex
Senior Resident
 

 
On forum: 01/28/2008
 

Message edited by:
ntex
10/24/2011 2:34:19
Messages: 327

---QUOTATION---
The 3 most popular share sites:

www.megaupload.com
www.filefront.com
www.moddb.com

Ill waiting for it seriously
---END QUOTATION---



Or maybe www.mediafire.com
  03:18:08  24 October 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
I wouldn't go for filefront - they're still having issues with their sites, something they don't seem to be in a hurry to fix any time soon.
Their sites have probably been updated and designed so much their probably unmaintainable by now. Be quicker for them to bin the current design, and start from scratch.
 
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