1.4.12 Full Release 1.4.22 PATCH Leaderboard and PDA Statistics One of the first things to notice when firing up 1.4 are the changes to the PDA statistics screen. Many new stats are tracked and a portion of screen real estate is now dedicated to the top 100 leaderboard.
Show who ever is in the test heading to the Skadovsk, with other NPC's passing buy, or at the Skadovsk, make a trade with the bartender there, show the NPC's there. Because it isn't a co-op game if its just a empty map with regular MP player on it in the middle of a death match really. Mod of the Week: Misery 2.0, for STALKER: Call of Pripyat. For those of you who found the Exclusion Zone of STALKER: Call of Pripyat a bit too warm 'n cuddly, take heart! Misery Mod 2.0 is here to kick you in the teeth, knock you to the ground, and fill your bleeding mouth with irradiated soil.
Climb to the top of the leaderboard by increasing rank in-game and by being the stalker you were always meant to be. Hovering the cursor over other stalkers in the list may bring up their statistics but only after they have been encountered on the same map. Not only has the statistics screen seen an overhaul, but a new array of achievements have been added. Character Creation and Game Modes It's now possible to select from a broad array of faction-specific starting location. Additionally, the ability to select a character portrait has been added alongside a new game option to display a portrait that closely matches the equipped outfit. If you thought that was all, we added an optional story mode feature which can be toggled during character creation.
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It has a light dialog-driven focus and includes multiple endings. The task starts with a simple puzzle to find Doc and takes you on a journey throughout many of the game levels to discover the mysteries of the Zone. A-Life changes Underground labs have been populated with all sorts of creatures. Now mutants can only be found during specific times of the day depending on their behavior type. Night predators like Chimeras, cats and snorks can now only be seen at night. Day time mutants like boar and flesh can only be seen during the day. However, these mutants can always be found in underground labs or during tasks regardless of time of day.
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Offline A-Life is now much more active and more willing to travel to far off levels. A new game options allows the player to control the population of the Zone, by reducing or increase stalker or mutant spawns based on a multiplier. Online exclusion radius is a feature added to gameplay options that blocks A-Life spawning in the player's immediate area and can be adjusted or disabled.
Gameplay changes Artefacts can now degrade when their abilities and bonuses are activated. Degradation decreases the overall impact of both the bonuses and negative effects. Degradation is communicated in-game through the new Efficiency stat. Degradation promotes further artefact hunting and accumulation. In some cases stashing artefacts might be a wiser decision over cashing them in. Having the best artefacts no longer is the end of the line for artefact hunting. Artefact bonuses have been slightly boosted to help balance this feature.
I would have liked to make protection artefacts give huge boosts to damage types and give them high degradation rates, but since this feature is optional that can't occur. Perhaps addons will expand on this idea further. Now it's possible to visually equip knives, binoculars and grenades directly in the inventory menu. The non-slottable equippable items will be highlighted and will allow the ability to equip/unequip them via the context menu.
This feature should open up new addon possibilities like tiered binoculars or new melee weapons. New base defense events have been added to the game.
During late night and early hours of the morning in several faction-specific bases, there is a chance swarms of mutants will attack a base. Furthermore, emissions sometimes cause zombified stalkers and mutants to swarm the bunker leaving it up to you to stop them, optionally with the help of a stationary machine gun on top of the bunker. The arena has returned to Rostok. It is now possible to compete in two different arena types, the one everyone is familiar with from Shadow of Chernobyl and a cut version that exists in build 2571.
Compete to win cash rewards as well as notoriety. Equipment upgrade display has had an overhaul. The display bonuses are now more accurate and based on the real mathematical formulas. This gives a much better sense of what an upgrade is actually going to do. Cut outfit protections, strike and explosion protections have be restored and have been included in many of the existing upgrades. You can now change FOV and Hud FOV directly from game options via a slider instead of using developer console. A slider for Grass Render Distance is now available in the advanced video options.
For a full list of changes, see the. Robco 2.0 - I agree and defend anyone who attacks your comment, I am much more the CoC Vanilla, I am much more the awaited CoC 1.5 final. The changes that we have in Anomaly, Last Day and CoM do not please me, there is a bump of news on items but I'm much happier playing CoE 1.5 TeamEpic that kept the original graphics the original vegetation than playing an Anomaly. In CoC Vanilla, we like to play something new like the first time in CoP. TeamEpic did a great job keeping the Original and adding things that the GSC Dev's would do, you know, there's nothing over the top and nothing as Real as Misery and Anomaly wants to put it on. I have 116 hours of Anomaly registered, but I have 1,365 hours of CoC and I will tell you (I give all my support to TeamEpic) to drop a CoC with the Vanilla requirements of the S.T.A.L.K.E.R. If I could I helped TeamEpic, but I'm so busy that my team and I are barely finishing the Lost Alpha Translation for (Portuguese), even the mod we had announced in moddb I decided to file, but I as many are waiting for the true CoC (The CoC that was announced by TeamEpic and in those days I remember how the STALKER community was surprised.) But I do not - I'm feeling TeamEpic has already done a ton of things in CoC 1.5 and is waiting for the right moment to drop videos and images.
Since the end of last year so far I'm thinking about it every time I run the game. Look, even nashathedog likes the standard vanilla - A Stalker that's been there for several years in the Community. Many people say that Lost Alpha is the fourth game in the series, and look at that work of art with Vanilla standards without leaving anything as realistic as Misery and Anomaly does and leaves something cloying, if LA is the fourth game in the series I say CoC is the Fifth game then. You know, I agree to have changes in the mod, for example, the backpack in 1.5 was something quite interesting, could have other things as for example: In Anomaly, you can borrow with the merchants and pay later, we also have the weapons and costumes for you to create other things, that's cool - bring something different to the game, but for the love of God, do not want to run away from Vanilla patterns from the Stalker series, this leaves the mod very nauseating. Sometimes I play Anomaly and walk the maps, it seems that I am the only human in the Zone.
Honestly, I'm really looking forward to seeing yet another great CoC Vanilla launch. I totally agree. As much as I love STALKER, the engine has its limitations - being over a decade old. For instance, no mod teams seem to be able to change enemy NPCs from seeing through fog and foliage.
When you add (say Lost Alpha) a lot of foliage, and use foggy weather 50% of the time, having enemy sponges and masochistic placement of anomalies, you're set up for a frustrating experience. Same thing with Misery, where the player is constantly punished with unfair gameplay, that's artificially tacked on the game without making the necessary changes to the engine for sensible gameplay. CoC had the best balance IMO, although the enemy NPC AI still needs a little work (they don't always react properly when shooting at them from a distance, they just stand there). Anyways, hopefully Team Epic are able to finish 1.5.
There are still a lot of STAKLER fans out there, waiting for this update.
Complete was outstanding for SoC and CS and should certainly be used on first time playthroughs. But Complete for CoP got a lot more criticism because it made what was already the easiest game of the trilogy even easier, and it is also somewhat outdated and is not being kept up; some of the major mods it uses are older than what is currently available.
For example, CoP Complete uses AtmosFear 2 instead of the current version 3. I'm on my first playthrough of CoP.
I attempted to put together most of the mods that make up CoP Complete with the updated versions, but it was too difficult and not something I want to write up, and misses some of the parts in Complete that I would maybe wanted to have had. I now think that it may be that what I should have done was use the mod.
I'd like to hear comments about whether it's appropriate for a first-time playthrough. Mods that are not appropriate for a first-time but are very interesting for later: and its much more difficult successor get a lot of praise.
Everyone's waiting for Misery 2 to come out with a bunch of new stuff and maybe some fixes to some of its inconsistencies. Seems to be the major competitor to Misery. Again, everyone's waiting for SMRTR 0.45 to come out with a bunch of new stuff.
I found some discussion by people who had played both Misery and SMRTR. Sigerous is a good one if you can read Russian or have the patience to wade through to find translated files. It's not tied together into any sort of storyline, but it adds a lot of stuff to play with. New artifacts, lots of weapons, more areas once you finish the main story, etc. They may have new quests in the new areas by now. SMRTER will likely be spectacular when it comes out.
Misery is fantastic. I played the older version and they've really jacked up the atmosphere a lot. The new one should be even more impressive. I have been playing the Complete version. Had one bug thus far, when transferring to Jupiter area. It does seem very easy.
Money is ridiculously easy to come by, so are good weapons and armor. You can be fully decked out in an exoskeleton with top tier weapons before leaving the first area.
The only really difficult part was the very very beginning, fighting snorkels with you first gun when hiding from the first emission. The bloodsuckers seem easy compared to the first one.
Would like to try Misery 2.0.