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Alkiroth

Changelog (verbose)

Mar 20th, 2017
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  1. TL;DR VERSION: http://pastebin.com/U6NVXirv
  2.  
  3. FUTURE PLANS:
  4. =============
  5. (-) Revise stamina penalties for gas masks and scientific outfits.
  6. (-) Look into issues with knife degradation.
  7. (-) Restore the original rewards for certain quests (e.g., "Rifle for an Artefact" gives cash instead of the item in question, same for "Mutant Meat Stew" which is supposed to give ammo).
  8. (-) Make more goods available when the player has the "Heavy Pockets" achievement.
  9. (-) Restoring and balancing the "Compass" and "Heart of the Oasis" artifacts.
  10. (-) Look into issues with the companion mechanics, and perhaps the quest system too.
  11. (+) Way down the road I'll see if I can add medics to pre-CoP hubs, for immersion and gameplay opportunities.
  12. (-) Adjust walking speed while aiming crouched so that it's no longer faster than when standing up. (EDIT: Although I managed to eliminate the notable speed difference through some tweaking, it also broke the overall movement speed in the process. Maybe someone else can take a look at it for the moment, as I'm not sure anymore as to how CoM calculates this).
  13. (?) Even more!
  14.  
  15. CHANGELOG:
  16. ==========
  17. (-): fix
  18. (~): tweak
  19. (+): feature
  20. (OPT): install separately
  21. -------------------------------------
  22. 2.1.1
  23. (-) Quick fix for crashes due to missing "Worn PPSh-41" in trader inventories.
  24.  
  25. 2.1
  26. (-) Compatibility with the latest STCoM Fix (4/7/2017).
  27. (-) Translated the russian messages left by AUTisM.
  28. (-) Fixed quests not awarding stash coordinates on rare occasions.
  29. (-) Allowed talking to non-commander NPCs if they are quest givers (credit to v1ld who ported it from CoC 1.4.23)
  30. (-) Corrected the iron sight zoom factor for the TT-33.
  31. (-) Fixed inconsistencies in carry weight bonuses for artifact containers (e.g., AAMs adding more than they should, AACs being the same as IAMs).
  32. (-) Fixed some artifact inconsistencies too (for example, "chemical" artifacts somehow had worse stamina penalties when outside of a container, a typo had made the "Flame" artifact free from the shock damage penalty, etc.).
  33. (-) Calibrated the displayed stats on artifacts so that they use the established units (for example, stamina recovery is now measured in adrenaline units instead of %, chemical resistance is now measured in C1 ppm eq., etc.).
  34. (-) Fixed an issue with some traders dealing in "Axyltallisal" because it wasn't properly categorized.
  35. (-) [Balanced AUTisM] Zombies shouldn't be dropping stupidly huge amounts of money anymore.
  36. (-) The "Heavy Pockets" achievement does have an impact now. It will allow you to conveniently bypass buying restrictions (i.e. needing good relationship to buy select goods) but it won't improve the discounts you get.
  37. (~) Slight increase to the monetary rewards for side quests (+20%) to remedy situations where the expense was greater than the income.
  38. (~) PDAs are worth a bit more now and they also have a bigger chance to give stash coordinates (~8% more on average).
  39. (~) Reduced the weight of artifact containers (all but the LLC, which had been tweaked already) and the artifact handling tool by 25%.
  40. (~) Battery drain for headlamp and night-vision lowered by 20% (they were previously using the same power as tier 1 and 2 detectors, which made little sense to me).
  41. (~) Negative properties reduced by 15% for "electric" artifacts and 10% for "chemical" and "fire" ones. I figured that they were deserving of a small boost given that the "gravitational" types benefited a lot from the previous weight reductions.
  42. (~) The "Well Dressed" achievement now slightly influences the chance of finding mutant parts (previously it only added a bonus chance of extra loot, but only if it rolled in the first place). Likewise, the Hunter's Kit now factors a bit in the bonus part calculations.
  43. (~) All mechanics offer a 20% discount once they have tier 3 tools. Previously that was only the case with Cardan and the military mechanic, and I didn't quite understand why the others were left out.
  44. (~) Brought down the hunger rate (yeah, again) from 83% to 75%, as I couldn't help but feel it was still annoying while I played.
  45. (~) The Clear Sky barman now pays a little more for mutant parts and artifacts, taking into account the faction's scientific background. On a related note, Beard also pays extra for artifacts due to his special interest in them. Still, you should be selling them to scientists instead for maximum profit.
  46. (~) Increased chances (5-10%) of field dressing certain parts from mutants, especially for those with a high threat level. Bloodsuckers get a 20% boost instead as the base probabilities were ridiculously low in my opinion.
  47. (~) [Balanced AUTisM] Slight bump to the ammo drop quantities for stalkers with "professional" rank and up, and reduced the max possible amount for those with "rookie" and "novice" ranks.
  48. (~) Drop chance for faction patches raised from 50% to 66%.
  49. (~) Halved the stamina recovery penalties for gas masks and closed breathing suits, as CoM doesn't have a proficiency stat to deal with them like the original Misery did.
  50. (~) Doubled the price for Chimera claws to better match their 'valuable' status.
  51. (~) Increased the reward for mutant part fetch quests given by Sakharov and Hog.
  52. (+) Faction mechanics now buy broken equipment (credits to an awesome anon), technological items with some salvage value (e.g. broken flashlights, dead batteries) and some maintenance supplies (hammers, grease, etc.). The buying prices are initially the same as Sidorovich's, but improve as you get them better tools to work with. For balance reasons, there's also a 50% price reduction penalty on weapons and outfits, regardless of the condition they are in. Lastly, they will also pay you a decent sum for any surplus toolkits you can get them.
  53. (+) Nimble now sells the SEVA, Radiation and Exoskeleton outfits to stalkers who have high enough relationship with the loners. Previously only Owl sold said suits, and as a result they were out of reach for players who hadn't ventured beyond the Brain Scorcher. I also think it's more fitting for Nimble as he used to offer them in CoP (excluding the radiation suit of course).
  54. (+) Certain faction traders now offer the possibility to exchange enemy patches for cash, stash coordinates and goodwill with their faction. They will also reward you with bonus goodies that vary depending on the quest giver like so:
  55. - Sidorovich: Cigarettes/Tobacco/Vodka + Bread/Sausage/Old meat + 12x70 buckshot ammo.
  56. - Beard: Medkit + Bandage + Corn/Beans/Tushonka.
  57. - Olivius: Cigarettes/Tobacco/Vodka + Bread/Sausage/Old meat + 9x19mm ammo.
  58. - Librarian: Medkit/Stimpack + Anti-rads/Hercules + Corn/Beans/Tushonka.
  59. - Petrenko: Anti-rads/Medkit/Stimpack + Bandage/Metamizole/Morphine + 5.45x39mm ammo.
  60. - Skinflint: Anti-rads/Medkit/Stimpack + Marijuana/Beer/Caffeine + 5.56x45mm ammo.
  61. - Dushman: Anti-rads/Medkit/Stimpack + Bandage/Metamizole/Morphine + 5.56x45mm ammo.
  62. - Kuznetsov: Army Medkit/Army Stimpack + Metamizole/Morphine.
  63. - Sakharov: Metamizole/Morphine + Anti-rads/Hercules/Vaccine + Vinca/Psy-block/Radioprotectant/Antidote (x2).
  64. - Tukarev: Metamizole/Morphine + Anti-rads/Hercules/Vaccine + "No. 9" solvent/Military battery/"Tur" glue.
  65. - Rabbit: Anti-rads + Medkit/Stimpack + Metamizole/Morphine.
  66. (+) The "Collect Mutant Tissue Sample" quest given by ecologist stalkers will now ask for uncommon mutant parts (e.g., bloodsucker jaws, snork masks) instead of the very rare ones, like Sakharov does for example.
  67. (OPT) Reduced the maximum view distance for stalkers, making it just a bit higher than standard CoC values (for reference, these are about half of CoM's), and tweaked the one for zombified stalkers so that it falls between regular zombies and regular stalkers. This is for those who felt they were being sniped across the map, and to make zombified stalkers more zombie-like.
  68. (OPT) The Loot 2.0 module will now be composed of two independent submodules:
  69. - Better stash loot: see the 2.0 notes below for the base changes. New in 2.1:
  70. * Reworked the item drops for breakable boxes to make them more interesting. You won't find trash inside anymore, instead you
  71. should expect only valuable stuff like ammo and medicine. Keep in mind that the chances are still low, so you may get nothing at all.
  72. - Better stalker loot: general improvements to the loot dropped by stalkers. Optional because some may already be satisfied
  73. with the existing drop rate balance. This initial release changes the following:
  74. * All item drop rates increased by 1% to make rookie stalkers less empty-handed in general, and the veteran ones a bit
  75. more packed with goodies. PDAs get a 2% boost instead to make them less of a rarity.
  76. * Artifacts spawned on stalkers come bundled with an IAM or LLC at least, otherwise you'd think they should have died long
  77. ago from the radiation. Doesn't apply to any artifacts they may have found in the wild though.
  78. * All zombies can now drop certain kinds of "generic" stuff (e.g. PDAs, broken headlamps, things any stalker could have),
  79. while the high ranked ones can even have stuff like supplies for gear maintenance. It's not like they lost that stuff the
  80. moment they were "zombified", and to keep it balanced I made the chances very small (as in 1%).
  81.  
  82. 2.0
  83. (~) As if it wasn't enough, I did some more tuning to the allowed loot for stashes so they stop being such a disappointment. The main change this time is that no longer will you find pack of cigs with only one inside, only 2+ are possible now. Again, nothing game-breaking. There's also the chance of getting certain low tier masks and worn weapons, but most likely you'll never get to see them without the Loot 2.0 module.
  84. (OPT) Loot 2.0: Adjusted the stash roll logic, which was unchanged from CoC and thus didn't account for the raised item costs. It is optional because it will certainly tip the odds in your favor, and I can't really say it's perfectly balanced either because of the luck factor involved. At the very least I can guarantee that stashes will have more flavor to them now, so if you are tired of seeing the same loot over and over again give it a try (it should be safe to install/uninstall anytime, though the effects will only apply to newly found stashes). Now, the details:
  85. - Increased the number of items found overall.
  86. - Adjusted the loot rolls with the new Misery prices in mind.
  87. - Slightly upped the bonus given by the "Rag and Bone" achievement.
  88.  
  89. 1.9.4
  90. (-) Applied tuned stamina and hunger values to the Movement Speed Tweak module.
  91. (-) Removed some stuff found in stashes that should have been gone since 1.2, such as empty fuel containers (because who would stash away those).
  92. (~) Added more stuff to stash loot rolls for variety, like cheap alcohol, low tier canned food, etc. Nothing too imbalanced.
  93. (OPT) Provided the previous STCoM version in the meantime (see README) as the newest one doesn't play nice with OA.
  94.  
  95. 1.9.3
  96. (~) Bumped hunger rate (again) to 83% of vanilla CoM, equivalent to CoC's default value, because some felt it still wasn't high enough.
  97. (~) Fine-tuned stamina values even more. Overall you should have less stamina to move around now, but still more than vanilla CoM. The specific changes are:
  98. - Reduced the boost initially made for 1.0 (i.e. stamina regeneration speed and drain induced by carry weight).
  99. - Slightly reduced the stamina drain factor for jogging; walking and sprinting unchanged.
  100. - Lowered stamina drain penalties imposed by outfits by 15%.
  101.  
  102. 1.9.2
  103. (-) Fixed barmen not dealing in common meds as they should have since 1.8.
  104.  
  105. 1.9.1
  106. (-) Movement speed tweak is now optional.
  107.  
  108. 1.9
  109. (+) Now it's possible to cook up to two meals of the same kind at once using just one unit of fuel, turning cooking into a more convenient and cost effective process.
  110. (~) The Field Cooking Kit does not disappear after use anymore, but it can only cook one meal unlike the other sets.
  111. (~) Tweaked imported food satiety bonuses (+10%) to keep it competitive with the changes to unhealthy food and cooking.
  112. (~) Increased movement speed (~10% more) to make the snail pace a bit easier on the nerves.
  113. (OPT) Restore CoC's PDA sounds for those unhappy with Misery's replacements.
  114. (OPT) Remove field dressing UI (credits to Axebeard).
  115. (OPT) Remove headbobbing altogether.
  116. (OPT) Included my own tweaked version of AUTisM 0.45, with the following changes:
  117. - Reduced ammo drops by a considerable amount.
  118. - Improved conditions for looted guns by a small factor.
  119.  
  120. 1.8
  121. (+) [Axebeard's Modpack] no longer required, in fact there will even be some conflicts now so you'll have to be careful if you want to install it alongside my mod (generally everything that touches trader files and items will need merging, other things should be OK out of the box such as sound replacements, textures, etc.).
  122. (+) Minimum required condition for trading gear is now tied to faction relationship, starting with 66% (like CoM) and ending at 40% in some cases and only for select traders (e.g. Sidorovich will still try to rip you off so he won't go below 66%).
  123. (+) Barmen now deal in common meds, both for gameplay reasons (no need to travel away from your base just to restock on medkits and bandages) and immersion (like really, those are some of the most basic things you should be selling to stalkers besides food and drugs). Also refined their buying criteria so that they don't take ALL kinds of trash, only stuff useful for stalkers (e.g. cards, mags, musical instruments).
  124. (~) Removed the RNG involved when checking vendor stocks, as the common thing to do was to just save and load until the desired item shows up, so there's not much point in keeping it.
  125. (~) Reduced health hit from consuming unhealthy and low quality items by 33%. Curiously enough, according to the game files it is actually healthier to eat raw mutant meat instead of cooking it first (a bit more rads but considerably higher health penalty). This clearly makes no sense, so I swapped the values first in each case and then applied the reduction.
  126. (~) Health penalty for anti-radiation drugs also lowered by 33% (as it stands the cure may be worse than the disease)
  127. (~) Default max carry weight toned down to 40 kg, being 5 kg more than standard CoM but still 10 kg less than CoC.
  128. (~) Halved degradation rate for knives.
  129. (~) Re-tweaked trader prices so that they are initially the same as CoM's, but improve a little as you get friendlier with their faction (overall ~10% better deals when buying and selling at max relationship).
  130. (~) Re-tweaked hunger rate to be 70% of CoM's original value, as 50% was a bit too low.
  131. (~) Merged (and re-balanced) some changes originally made by [Axebeard's Modpack]:
  132. - Reduced radiation and psy damage: previously 5% (!) of CoM's original value, I set it to a more reasonable 66%.
  133. - Reduced bleeding: Axebeard's value was 17% of the original, I set it to 66% like the previous values.
  134. (~) Included some essential tweaks originally made by [Small CoM/STCoM Tweaks 1.4], namely:
  135. - Increase in flashlight radius from 35° to 45°, a welcome change in my opinion.
  136. - Tasks always grant stash coordinates, giving a bit more incentive to complete quests.
  137.  
  138. 1.7
  139. (+) Brought back regenerative properties to "chemical" artifacts to make them stand out more among artifact types (for balance reasons, I gave Firefly 50% of its original restoration value in CoC so as not to make medkits irrelevant, also because in Misery you don't need to fill another slot to compensate for the radiation like you had to in vanila CoC and CoP).
  140. (~) Buffed electric artifacts and camelback (+15%) to make them more worthy of a belt slot and remedy stamina shortages even more.
  141. (~) Aluminum frames and Titanium grid carry weight bonus increased by 1 and 2 kg respectively.
  142.  
  143. 1.6
  144. (~) Raised artifact prices (+20%) to make artifact hunting a more attractive way of living, also to offset the fact that it's not as easy to trade them in bulk compared to vanilla CoC.
  145.  
  146. 1.5
  147. (~) Reduced weight for some artifacts (i.e. gravitational and fire types) and attachments to more sensible values (40% overall reduction). They were simply too heavy to consider bringing along for even semi-decent trips into the Zone. Maybe they are still too heavy, or even too light now, feedback will tell.
  148.  
  149. 1.4
  150. (+) Slightly tweaked vendor prices (~10% better deals for the player), and now they also improve as you get on better terms with their faction.
  151. (+) Barmen now buy "trash" from you. I did this because some faction bases (e.g. clear sky swamp, bar) don't have dealers in such item category, so the only option would be to travel a long way to offload your loot.
  152. (~) Traders buy guns from you starting at 40% condition (was 66%). Actually I would have preferred it to be 50% but then there would be some confusion when trying to determine whether a weapon was in such condition or not, because the bars in the inventory screen cover relatively large intervals (i.e. a weapon with half the number of bars could be at 49% or 51% condition).
  153.  
  154. 1.3
  155. (~) Reduced weight for lead containers, putting them below AAM, as they simply made artifact hunting a real chore and were useless late-game as it was more practical to run around with AAMs instead (albeit expensive).
  156. (~) Lowered minimum required condition for "Universal weapon cleaning kit" from 65% to 55%, because I thought the gap between them and the most expensive repair kits (25% min condition) was too big.
  157.  
  158. 1.2
  159. (~) Halved the weight for the "Hunter's kit" to make it more viable to carry around (6+ kg is a bit too much for CoC, maybe not so for CoP's few maps).
  160. (~) Faction patches doubled in price to make them less worthless. (Ideally I'd implement quests to turn them in for extra bonuses, already did it for CoC in fact, so I'll be getting around that eventually)
  161. (~) Tweaks to loot found in stashes (included a few more valuable items such as first aid kits, and removed some worthless trash like bad ammo and dead batteries).
  162. (~) Slightly bumped artifact respawn chance (10% more than CoC) so that trips to anomalous zones are generally more productive.
  163. (OPT) Lowered requirements for some achievements to make them less of a grind, and so that their benefits can be reaped sooner:
  164. - Geologist: reduced from 50 to 40 artifacts.
  165. - Heavy Pockets: reduced from 1'000'000 RU to 800'000 RU.
  166. - Infopreneur: reduced from 50 to 25 PDA's (same as latest CoC).
  167. - Rag and Bone: reduced from 100 to 80 stashes.
  168. - Silver or Lead: reduced from 500 stalkers or 50 surrenders to 400 or 40 respectively.
  169. - Well Dressed: reduced from 500 mutants or 250 dressings to 400 or 200 respectively.
  170.  
  171. 1.1
  172. (~) Inverted battery consumption for artifact containers, now it's AAM < AAC < IAM, which I believe makes more sense as you would expect the most expensive technology to be the best at energy efficiency when it comes to containing radiation.
  173.  
  174. 1.0
  175. (~) Initial release: tweaks for hunger, stamina, weight and prone ability.
  176. - Hunger: halved the food consumption rate so you still need to worry about food but without looking like a glutton.
  177. - Stamina: made it possible to maintain a jogging pace up to the max recommended carry weight.
  178. - Weight: set default max carry weight to 50 kg (same as in vanilla CoC).
  179. - Prone: low crouch acts as a prone stance, for better inmersion and tactical advantage.
  180. (OPT) Brought back head bobbing removed by [Axebeard's Modpack], albeit less intensive compared to default CoM.
  181. (OPT) Restores mutants removed by [Axebeard's Modpack], which was a change for the worse in my opinion.
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