Environment:
Updated the game world with new rich vegetation (by Ceaser) (Cordon, Garbage, Great Swamps, Darkscape, Dark
Valley, Yantar, Rostrok, Truck Cemetery, Dead City, Meadow, Limansk, Army Warhouses, Radar, Red Forest, Jupiter,
Zaton, Pripyat and Outskirts, CNPP south and north, Generators)
Added new soundtrack for Anomaly (composed by Gates of Morheim:
Anomaly | Gates of Morheim)
Added new main menu music (composed by Ilya Ponomarenko)
HD models have been replaced with vanilla NPC models
Revamped weather and added new presets for different cycles
Added the Weather Editor: new debug kit to create/modify/save weather presets while seeing changes done in real-
time. You can start it from the new item “device_weather_radar” in spawner menu, devices category
Reworked dynamic anomalies system, easily configurable. The anomalies won’t block interiors or passes any longer,
and their nature is related to places they appear at
Lamps and torch will start flickering during emissions and psi-storms
Added new Anomaly type, acts as a single psi-vortex that appear on many circumstances.
New sound effects for Tesla anomaly and controller aura
Shaders:
Gasmasks system (now there’s no just static textures on screen. dudv/diffuse shader, with nice refractions, and cracks
react to light.)
Raindrops on screen (Heavily modified code by bigwings)
Water reflections (ported and tweaked from OGSE. Credits- KD)
Colored speculars
New wet surfaces shaders
Better hmodel
SSDO instead of old SSAO (credits - KD)
Optimalized ULTRA sin shadows on DX11 (credits - Zagolski)
New tonemapping (credits - John Hable)
Gaussian DoF
Optimalized Motion blur
Condensation droplets on gasmasks
Fixed sky rendering - its looking way better now
Reverted Last Day shaders - they made too many problems
Optimalized HDAO (credits - OpenXRay)
Better tonemapping for skyboxes - theres no skyburn now
Small cleanup in shaders files 18. New screen space sunsahfts (credits - KD)
Water ripples
Bloodmarks on bodies
Double buffering
Gameplay/Economy/Customization:
Added (Gameplay difficulty) selector on new game menu with 4 options (Easy, Medium, Hard, Hardcore). Unlike the
(Progression difficulty), it focus on player stats such as player's protection, carry weight, stamine loss. Some options
have been moved from Progression difficulty options over Gameplay.
Each selection from Progression and Gameplay difficulties have different impact. And all can be change anytime during
the game
Added new set of check boxes under the new visual effects options, allowing the player to toggle them such as mask
breathing effect, bleeding, radiation etc...
Expanded economy options for more control (artefact spawn chance)
Adjusted all items prices and tasks rewards for more balanced economy
Added new option to rename your character
Added new option for toggling mini-map
Added new option for auto-hiding stamina bar
Added new video options for borderless window and rendering distance (helps fps)
Reworked (Radiation Day) feature: player will get radiation doses outside in daytime. radiation amount varies (no
massive spikes) and player's equipment can provide protection on better types and condition.
Damage rebalance system (Balathruin):
Adjusted all ammo types to follow more realistic rating , stats and damage
Adjusted bones protections to follow the new ammo system and represent accurate protections based on NPC's model
Updated the damages system for all models, now they are specified for the outfit type the NPC is wearing rather than
its faction for accurate damage results.
Added new 2 types of ammo (5.45x39 EP , 5.56x45 FMJ), Removed (11.43x23 AP , .357 Incendiary rounds)
Adjusted weapons upgrades of changing calibers, and fixed them to support bad ammo types
Fixed many meshes with wrong captures (beret)
[Engine] Fix bleeding. Previously the more wounds actor received could lower bleeding speed, this is fixed by clamping
bleeding speed to 10 max.
[Engine] Added bleed_speed_k to entity's section. Serves as a coefficient to control bleeding speed
Weapons:
Removed all worn and rusty variants
Updated ACOG scope (3D model), and many other sights for all weapons
Added new weapons (ported from STCoP 3 and other sources): ASh-12.7, Mk 14 EBR, FN FAL, Fort-500, Barrett M82,
Remington 700, Remington 870, Walther WA 2000, CZ 52, MP7
Added new cam effects for weapon withdraw/holster state and item slot equipping.
Expanded the part system for weapons to include pistols and other weapons that miss parts, some are excluded from
this as they have unique design (see Workshop)
When a weapon is completely broken, it won't fire anymore instead of exploding magically.
Added the Ammo wheel, a quick UI to change ammo type used for your weapon
Engine: HUD interiation and aim/walk animation (SWM)
Engine: HUD collision
Engine: Fixed incorrect weapon weight calculations with ammo and addons
Engine: Implementing more accurate way for weapon hiding fix
Engine: Fixed quick changing of target slot restarts animation of hiding
Engine: Fixed Incorrect zoom after attaching 'custom' scope to the weapon
Engine: Corrected zooming in/out command handler
Engine: Fixed Incorrect ammotype changing
Engine: Fixed Inversion of cartridges' order when switching to grenade mode
Updated Makarov PM firing sound
Fixed fire sound effect distance for weapon "Type 63"
Fixed crashes with silencer keybind that happens on few weapons
Outfits:
Removed all damaged and bad variants
Added new collection and variants of outfits [DAOO]
Major rebalance to outfits states and upgrade system, fixed a lot of broken upgrades that were either useless or broken
Added the ability to tear/re-attach outfit's faction patch, allowing the player to avoid forced disguise if they wants to
wear them usually (you won’t get a patch back!)
Following the dynamic item descriptions, otufits desc will show their real properties
Added new parts collection for outfits, allowing player to use them for DIY repairs (see Workshop)
Expanded list of dropped outfits based on NPC’s visual
Removed outfit drop option as it becomes a critical part of the game progress (enabled always)
Reworked the outfit drop list on corpses, the majority of visuals have accurate outfits now
Items:
Added Dynamic world items: no matter where you go in the Zone, you can find stuff if you dig around. ammo, misc,
food and drink, medical items and kits. Some abounded places have plenty of stuff, you might be lucky enough to find
rare kits if you search deep enough. The system is dynamic, every playthrough will have different set. Plus, the items
are on an active cycle. Stalkers leave items behind all the time, you might find stuff in places you visited days before.
Engine: fixed consumables with uses (prices are divided by use)
Engine: exported item name/description to ui_item.script, it’s possible to make dynamic descriptions
Hovering on a weapons or outfit will hightlight all related items in your inventory (scopes, repair kits, parts, upgrade kits
etc...)
Updated all consumables to use the vanilla uses bar
Updated all item descriptions to show additional info based on type (condition, power left, uses, repair bonus etc...) and
much more for their properties
Updated the flashlight with new model and animations. The light cone will follow the flashlight accurately. And it can still
be used while aiming with a pistol (made by Romann for CoC R7)
Engine: devices and multi-use items have different condition bar colors.
Reworked the mutant meat cooking system to use simplified recipes. Player can make better mutant meals for less
harmful effects and long-term small-positive boosts.
Organized all icons in ui_equipment_icons.dds
Reworked new game inventory for each faction to be more meaningful
Loadout for New game menu is based on progression difficulty option as the following:
Stalker difficulty: 1000 points, all items available
Scavenger difficulty: 700 points, scopes and rifles are excluded
Survivalist difficulty: 400 points, scopes, weapons, high-tier consumables are excluded
Weapon and outfit drop condition range has been slightly improved
Disassembly animation is switched to quick version with random sound effects
You can disassemble items by drag-drop the tool on the item you're trying to disassemble
Engine: Removed flickering after game item usage
Engine: Fixed detector holding active state after it was dropped
Detectors will stop working on low power
Dynamic Mask overlay
Added new shader effects (raindroplets, distortion, lens dirt) for masks to replace the old static textures [DX9+] (see
Shaders section)
Replaced old mask overlay to use a global vingette (can support up to 3)
Added view reflection effect (for SEVA and SSP outfits)
Added Mask Cleaning animation with a keybind (settings) to wipe the raindrops on mask (by Monkatraz)
GUI
Added new utilities to allow creation of inventory cell system on GUIs. All item GUI are reworked to use inventory cell
system instead of lists
Fixed old UI not being able to stretch on high-res
Redesigned a lot of GUIs to use unified style
Warfare has its own tab in the PDA once the mod is active, it shows the progress of each faction in the Zone, and how
many outposts/manpower a faction has.
Engine: Added a new option to toggle mini-map on hud
Lost to the Zone (Storylines):
Added the 4th part of LTTZ storylines: Hollow Boundaries. A side story for UNISG that takes place during Operation
Afterglow events
Gatekeeper will be natural to the player as long as he's not military/bandit/monolith. This will fix many related issues for
merc runs
Fixed a case where non merc/freedom player can talk to Aslan during Living Legend, leads to a crash on the end of
dialog
Player can safely switch default faction during LTTZ stages, as scripts will arrange info portions. changing faction
dialog also won't be available when few important tasks are still active
Moved Sin and ISG general loadout to ai_tweaks/loadouts
Updated some models for Sin with mipmaps
Added Sin squads to alife (except Warfare), their appearance depends on story progression
Dynamic news for Living Legend and Mortal Sin questlines start will trigger for once per map to prevent spamming
NPCs/Alife:
Mechanics can trade. They sell repair kits instead of main suppliers and buy item parts/components (directly by trading
window instead of dialog)
Stalkers can buy/sell their items, and upgrade their weapons at mechanics
Complete rework to stash system, totally configurable. With addition to rare stashes: new type with possibility to find
better/more items inside
Dynamic world items: You can find items almost anywhere in the Zone. Some are forgotten in abounded areas, others
are left by stalkers moving around.
Doing fetch tasks to bring toolkits for mechanics will improve their stock over the time
Added new task for medics to bring them drug-making kit. Their stock of medical items will improve as a result
Common stalkers might decline your request to trade
Trading and repairing buttons in dialog window have been hidden and replaced with dialog pharses
Enabled Bandits walking animations from ShoC
Assault, capture documents and fetch tasks will show important info before player accepting them
Engine: Randomized ranks and reputation for NPCs
Expanded the way stalkers progress through the game (their rank and reputation change based on their action, similar
to player)
Added new dynamic dialog for many special characters, regarding useful info/faction situation
Removed monolith trader from Red Forest (someone thought it’s great idea to throw a special monolith character at
Limansk entrance)
Updated some special charaters with new models
Player now can talk to mechanics even after having access to their workshop
Fanatic will give the player a Lead Box and 5 bolts in his training task
Changed visual of monolith trader in Jupiter
Disabled the dialog of buying extra equipment (doesn't have any purpose)
Lost Signal task will show the required frequency on task name
Stalkers won't ask for a guide to travel to monolith areas
Engine: Stalkers can now throw grenades on non-humans
Engine: Added jump ability for cats
Engine: Fixed crows state
Added new fading effect for dismissing special companions
Special companions info will appear in Slot hud, just like how it works normal companions
Removed the freedom barman for being buggy (disappears most of times), Skinflent can do his rule
Disabled monolith targeting Army Warehouses smart terrains near level changers, they used to invade the whole level
Routes for the current map will be available to purchase from traders, even if all nearby maps are unknown. This fixes
a problem with players stuck in a map because it's unknown
Workshop
Mechanics Vice has been reworked from the ground, player can repair/upgrade/craft their item by themselves
Workshop UI consists or 4 UI tabs: state, repair, upgrade, craft
Crafting
Crafting is done on Workshop exclusively, older toolkits are not usable on their own anymore
Crafting no longer consume toolkits, only need those tools to be available for craft work, while required components
have increased for balance (4 types instead of 3)
Reworked all craft requirements accordingly
Toolkits has been restored to be normal items as in vanilla instead of multi-use (7)
Adjusted mechanics tasks for toolkits to ask for a single set
Added new 2 base components: Resistors and Fasteners
Repairing (parts system)
· Added over 45 parts for outfits and 20 for pistols. Almost all outfits and weapons in the game follow the part
system (except for helmets)
· All parts have 4 condition states by default. The condition of these parts depends on the overall state of the
weapon/outfit.
· Parts condition of an item can be seen through workshop or Details UI.
· By using the workshop, the player can replace damaged parts of an item by using identical parts in his inventory of
better condition, and a set of heavy repair tools based on item type
· The overall condition gain for an item depends on the sum of condition for each part
· Reworked and balanced general repair kits for minimal repair condition (%95 down to %50) and supportive repair
items.
· Added new repair tools: Sewing thread and Heavy sewing kit. They are used to repair outfit parts by using their
counterparts
Upgrading
· Removed all previous upgrade parts for outfits. Added upgrade kits for outfits/weapons, sorted by upgrade type
and properties they aim for (lootable only)
· Mechanics no longer require upgrade parts to install upgrades for an outfit, those upgrade kits are used only by
player for DIY upgrade work at the workshop
· Installing an upgrade at the workshop requires upgrade kit (depends on the upgrade) and heavy repair kit
(depends on the weapon/outfit)
Others
Added support for Discord RPC. Your in-game info will show up on your discord account (Current level, faction, rank,
reputation, Ironman stats, heath)
Discord RPC can be disabled from a new option "Discord Status"
Cleaning/Optimization/Fixes
MASSIVE rework for scripts and configs, for organized and optimizated files
Fixed the game-breaking game_graph crash, caused by psi-antenna mainly and constant consructing of phantoms
Fixes for disguise script to avoid silent errors caused by setting incorrect community for actor
Fixed a silent error caused by G36_GL, disabled g36 for NPC in the current time
Fixed auto-save corruptions caused by UI elements coming from disguise and geiger counter bars
Fixed npcs and companions getting bugged by bolts due to the grenade class hack. Limited bolts are now done directly
in engine, removed all bolt-related hacks in scripts.
Removed prints of 'on_game_start' for all scripts
Organized spawn sections in debug menu (Pressing 'HOME' button will spawn all item sections from the selected list)
Updated Russian translations (by Thundervision)
Reverted helicopter latest changes that broke the behavior completely
Improved debuging
Added new function for release_item_manager.script to unmark items manually
Updated all scripts that deal with items to support the new system and stop relying on bad hacks
Fixed a case with consumables not being usable when consumables of other types are active. It has been rework to
rely on "on_before_item_use"
Added a new set of callbacks for better scripting possibilities
Existing engine log is now renamed to .bkp extension when game starts, allowing to have a log and a backup one in
the same time.
Cleaned traders profiles from invalid item sections
Fixed a case with player being able to give medkit to surrendered enemies
Fixed a crash related to txr_money
Fixed Noah's task to kill snorks
Fixed Anomaly Measurement task targeting special anomalies and campfires
Fixed Anomaly Scanner tasks not targeting anomalies in other levels
Fixed fetch tasks, artefacts tasks now can be completed while artefact inside container (auto extraction). And fixed an
issue with artefacts tasks being completed without rewards
Fixed a case with Surge manager forcing time factor of 4
Fixed "Lost Signal" quest where the broken PDA disappear after reloading a save
Fixed Griffen task for collecting monolith patches (missing reward)
Fixed many LTTZ being auto-completed after finishing them for the first time (Night Terror quests)
Fixed a case with Night Terror task fail instantly
Fixed emissions getting bugged due to radio warning sounds in Zaton and Jupiter
Capture documents tasks won't target stashes in current map
Clear Map and Faction Control tasks will no longer target rats or tushkanos
Fixed dup "Ring" names for artefacts
Reverted patches to spawn normally like other items
Improved inventory radiation script with more accurate callbacks and calculations
Fixed wrong dialog pharse for Cardan
Fixed dynamic news sound delay
Turned off Electro idle light
Adjusted the method of getting accessible points and safe bones on objects, for safer calls
Removed unused CoP content (squads_desc , character_desc)
Removed unused scripts and configs