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- + Added 2 extra slots to the inventory, one for a knife and the other for a rucksack.
- + Added 28 outfits and pieces of headgear, 26 of which from VodkaChicken's "Outfit Addon".
- + Added 2C's customisations to Yantar and Outskirts levels, expanding many building interiors.
- + Added 5 custom map spots; three for stashes, one for butterfly mines and the other for companions.
- + Added a post_combat_idle for mutants to utilise old engine features like dragging bodies and eating.
- + Added a start location for bandits at the Car Park (Vehicle Station) in Cordon.
- + Added a tab to game options dedicated to interface and heads-up-display options.
- + Added an area of effect pickup mode, allowing player to switch between single or multi item collection.
- + Added an enhanced recoil optional feature which creates much more accurate/realistic recoil - not recommended for low-end computers!
- + Added ability to bind a key to toggle the heads-up-display on or off.
- + Added ability to hold control and double-click to move more than a single item in a stack.
- + Added ability to ignite or extinguish campfires at will instead of relying on NPCs to do it.
- + Added ability to kick physical objects (bindable in options) - this replaces the previous kicking feature limited to just Tushkano.
- + Added animations for campfires, corpse searching, surrending and other scenarios involving the AI.
- + Added Clear Sky's hidden base as one of the start locations when playing as a loner.
- + Added command line option "-dbgbullet" for printing out hit_power value in order to test damage.
- + Added command line options "-smap256", "-smap512", and "-smap1024" for changing shadow map quality.
- + Added cooking feature which allows the player to use a stove to cook mutant meats.
- + Added debug command "debug_visuals" which spawns all NPC visuals in a line for inspection.
- + Added debug command "guide" for forced unlocking of articles, use "guide unlockall" to unlock everything.
- + Added debug command "gulag", use "gulag export" to save all gulag_general dynamics to configs/gulag for inspection.
- + Added debug command "heli" for mounting and unmounting of helicopters just because we could.
- + Added debug command "name" to change player name, use underscores in place of spaces.
- + Added debug command "squad_remove_sim" to delete all simulation squads.
- + Added debug commands "rank" and "reputation" which allows adding/removing of respective points for testing.
- + Added directory abbreviation "$warfare_presets$" so Warfare doesn't need to modify fsgame.ltx.
- + Added distant thunder rumbling which plays from the direction of neighbouring levels with stormy weather.
- + Added equipable rucksacks which can be used to create stashes or increase your carrying capacity.
- + Added first_person_zoom field to allow first-person weapon zooming even when using the third-person camera.
- + Added grass scaling option which allows making the Zone as under- or overgrown as the player desires.
- + Added grass shadows toggle to the video options menu with no noticeable impact on performance.
- + Added guide tab to the PDA, a work-in-progress recreation of the SoC encyclopedia featuring over 100 articles.
- + Added guide interactivity which allows matching of in-game entities and events to unlocking of articles.
- + Added higher resolution PDA map renders of Chernobyl NPP, Darkscape, Dead City and Generators.
- + Added kPDA_TAB1 through 6 to replace usage of kCUSTOM6 through 12 for PDA tab binds.
- + Added logic parameter on_first_update; similar to on_info but only fires once per load.
- + Added many new callbacks, probably more than can be reasonably listed in this changelog.
- + Added missing closed captions for Clear Sky and Mercenaries, thanks to VodkaChicken and SashaRed.
- + Added missing minimap for the Monolith Control Center (l12u_control_monolith).
- + Added missing names for mutants which are displayed when using the debug health bar.
- + Added mutant parts "Crow beak" and "Karlik ear", with the latter being extremely rare and valuable.
- + Added Renegades faction for use by addon developers, but they do not spawn naturally in an unmodded game.
- + Added wounding and death sounds which play occasionally when player is wounded, or always whenever they die.
- + A-Life greatly optimised to run on all thirty-two levels at once instead of just neighbouring levels.
- + Bounty tasks now tell you the name and faction of the target before accepting them.
- + Completely overhauled in-game difficulty, most notably improved ballistics and a revamped damage model.
- + Controllers now actually hurt AI stalkers, making them commit suicide or having them attack their friends.
- + Enabled more voice lines for throwing grenades and other actions performed by the AI.
- + Inventory slots can now be dynamically added/removed without engine changes via actor_menu.xml.
- + Many item-related configurations have been relocated to new folders and have largely been reorganised.
- + Many doors which were locked can now be opened and closed, unlocking more safe spots from emissions.
- * Monolith War Lab is now fully open and explorable for the first time in freeplay mode or post-story.
- + News tips icons for achievements, dynamic news, etc. are now read from a new external config plugin.
- + Nimble's order system has been replaced yet again - now much more dynamic and expanded and can be applied to any stalker.
- + PDA map spots for important areas like anomalies are now read from a new external config plugin.
- + Replaced some animations for the detector, bolt, and PKM with those from Original Guns Reanimated.
- + Restored 43 first names and 520 second names from all three stalker games with some alterations.
- + Restored ambient cloud shadows from Shadow of Chernobyl and pre-release builds.
- + Restored ambient night-time music from build 3844 and 3183 for Jupiter and Zaton respectively.
- + Restored ambient sound effects from Shadow of Chernobyl using a version of Balathruin's "Sound Restoration" addon.
- + Restored an easter egg which was accidentally removed in a previous patch.
- + Restored bandit unique animations from Shadow of Chernobyl for trenchcoat and jackets models.
- + Restored Fanatic's correct voice files from Shadow of Chernobyl and added their closed captions.
- + Restored smart covers to many of the in-game maps which were used by the AI in Clear Sky.
- + Restored the circular in-game crosshair from Shadow of Chernobyl.
- + Restored the Karlik mutant from earlier Shadow of Chernobyl builds.
- + Restored the "Use Direct X 10.1" video option from S.T.A.L.K.E.R.: Clear Sky.
- + Restored variants of the zombie mutant and added a few extra ones which use textures of static/prop zombies.
- + Sleep deprivation item fatigue values are now read from a new external config plugin.
- + Stalker weapon loadouts have been modularised and split into separate files for every two ranks.
- + Step sounds now make noise and the AI reacts to it, you should crouch if you want to sneak up on an enemy.
- + Trader files have been redesigned and modularised, now they make use of new trade profiles.
- * Achievement unlocks are now saved to a table instead of infos, making them a bit more developer-friendly.
- * Adjusted xr_danger so stalkers now properly react to new dangers and can prioritise as necessary.
- * Ammunition received when unloading enemy weapons is now randomised, and aggregated in the inventory.
- * Arena enemy that Arnie refers to as "Swede" in dialog now has that as his name instead of a random one.
- * Better linkage for Call of Pripyat maps to encourage Duty and Freedom to travel between these levels.
- * Better save compatibility with smart terrains if respawns are changed.
- * Bullet and stab wounds now appear on stalkers and mutants after taking damage.
- * Butterfly mines now automatically despawn if they fall below the level when placed.
- * Can now unlock the "Down to Earth" achievement with the RG-6, RPG-7 and variants thereof.
- * Cats now have the same morale value as dogs and should attack more frequently.
- * Changed the respawn tick for all smart terrains to one in-game day.
- * Companions can now sprint and should catch up to the player a lot faster when far away.
- * Companions now require that you be a minimum of one rank below them in order to be recruited.
- * Contacts and relations tabs now work more efficient, now only create as many rows as they need when updating.
- * Corpses are now displayed as a light-blue dot instead of the usual grey, making them easier to see on the map.
- * Corrected alpha layers on map renders for the PDA and minimaps, though no visual difference in-game.
- * Corrected many spelling mistakes across the board, ranging from dialogs to item names and descriptions.
- * Corrected military rank abbreviations (Private, Sergeant etc.) in the PDA's relations tab.
- * Corrected mixed up and improperly named immunity values for a handful of different outfits.
- * Corrected names of CS-1 armour variants being swapped around by mistake.
- * Corrected the description of anabiotics as they also protect the player from psi-storms.
- * Corrected the dimensions of stash markers, as GSC had accidentally made them 2px too small in width and height.
- * Corrected the "Glory kill" task reward, now gives a random weapon as the text would imply.
- * Corrected the names of detectors, the detector type is now in quotation marks like in Clear Sky and Call of Pripyat.
- * Debug spawner plugin is now a blacklist rather than a whitelist, items are now added automatically.
- * Decreased the spawn rates of Fractures and Rats to be much rarer like they should be.
- * Disabled and/or replaced most sniper spawns for stalkers which didn't spawn in positions ideal for a sniper to use.
- * Donating items now gives you an increase to reputation, if you are generous enough to do so.
- * Doubled the requirements for all ranks and rebalanced points received due to complaints.
- * Drag-to-use texts in item descriptions are now much more visible and easier to read.
- * Dragged icons now drop to cell at cursor position rather then the left-top position of the icon.
- * Duty's megaphone in Rostok now plays their faction music, instead of Dirge for Planet.
- * Dynamic news now only lets stalkers report on events which they have actually witnessed.
- * Emissions and psi-storms now take into account whether you are currently in an arena battle.
- * Exported ability to get addon flags for server entities that inherit from se_alife_item_weapon.
- * Exported CUIActorMenu_CanMoveToPartner and CInventoryBox_CanTake to actor_menu_inventory and _g respectively.
- * Exported enum and new read/write properties for server entities inheriting from cse_alife_item_weapon.
- * Exported ray_pick function from engine, and rewrote the in-line-of-fire check to use it.
- * Exported the spawn and spawn_loadout systems from the engine to scripts for easier customisation.
- * Fetch tasks now require the player to collect less items than before to complete them.
- * Functions can now be bound to key presses without needing to alter axr_keybind directly.
- * Helicopters no-longer deal area-of-effect damage when shooting their cannon.
- * Hovering over weapons now additionally displays the difference between their stats as a percentage.
- * Increased speed of table_print feature whilst also decreasing RAM usage and chance of stack overflows.
- * Kruglov now has his own room, behaves like a mechanic proper and also has a new map spot to help find him.
- * Language list is now read from folder directory listings rather than set via scripts.
- * Level weathers are now read as a table instead of being parsed as a string.
- * Machine gun on top of Yantar bunker now always available to prevent it from being unintentionally duplicated.
- * Memory sticks can now be found on corpses (like PDAs) and can be right-click used to unlock guide articles.
- * Mod of the Year 2015 and 2016 icons now feature on the main menu as we aren't eligible for future ones.
- * Monolith now meditate during surges instead of running for cover as they don't need it.
- * Multiple items can now be given to the player via the reward_random_item function.
- * Nerfed discounts given by traders to more reasonable levels to account for relations with same faction.
- * Nimble should now be able to process your purchase orders when you sleep nearby.
- * Non-story players in the Monolith or Zombified factions can now explore Monolith Control Center freely.
- * Opened the zat_b103 smart terrain to simulation for the Mercenary faction.
- * Optimisations to simulation_objects and gulag_general to improve performance.
- * Outfit costs have been increased due to addition of so many new ones, should help slow progression.
- * Pseudogiants and Chimeras now have their own unique squad behaviours as they are different to other predators.
- * Psi-zone logics now have additional checks as they didn't take into account all possible circumstances.
- * Random stalkers can now take up the technician job in Outskirts which was once held by Kirillov in CoP.
- * Rebalanced the prices for mutant meats and parts to make sense with their item descriptions.
- * Rebuilt and restored a lot of the portrait icon sheet as all the alpha levels somehow got messed up.
- * Rebuilt binaries from a new source and included several fixes from Russian forums as well as HQ geometry for dynamic meshes.
- * Redesigned and replaced the splash screen again. Much more professional-looking this time.
- * Reduced the volume of rain by 25% as it was often deafening during thunderstorms.
- * Redistributed the PDA broker dialog to more logical choices, and changed the text of the dialog.
- * Reduced bleeding restoration from medkits, and satiety restoration from regular foods.
- * Relations tab in the PDA now accurately displays actor community goodwill.
- * Renamed all trade files to include the character name and their faction in the file names.
- * Renamed Monolith trader back to his 1.2 name, from "Rabbit" to "Krolik", even though it means the same.
- * Renamed most plugin files to more suitable names and added better documentation about how to use them.
- * Reorganised the icon sheet as new items and outfits had made it rather messy.
- * Replaced the "Favourite weapon" statistic with a "Guide articles" counter to show unlock progress.
- * Resized the global rectangles for underground levels displaying on the PDA to hide weird artefacting.
- * Reworked scope_zoom_factor so that it now acts as a multiplier to the current field-of-view of the actor.
- * Sending tips to player now attempts to match a sound to the news id and play that sound instead if available.
- * Scripts folder can now load *.script files from subdirectories, allowing for tidier organisation.
- * Simulation can now be forced into fully offline for testing by giving the player the info enforce_online_exclusion.
- * Sleeping bags are now marked on the PDA using the bed map spot so that they are not forgotten about.
- * Spawned NPCs or physics objects via the debug spawner now appear at the location of the mouse cursor.
- * Scope, sight, silencer, launcher and the weapon's probability can now be determined in the spawn_loadout system.
- * Spore's PDA now has a unique name as to not confuse it with those found on random corpses.
- * Stalkers who have tasks to be turned in to are forced to talk to player when requested.
- * Standard ammo types only are spawned on player during character creation, no more high-power rounds.
- * Stash markers now increase in size as you zoom in, making it easier to find them on the PDA map.
- * Statistic and rank/reputation management has been completely revamped and replaced under-the-hood.
- * Statistics now has a few extra trackers plugged into it, though no new ones are displayed in the PDA.
- * Stop signs are now say "СТОП" instead of "STOP", as all other in-game signs are written in Cyrillic.
- * Tasks which target a smart terrain will now try to chose one which is closer to the player if circumstances allow.
- * Traders now offer better supplies based on faction relation or whether the "Heavy Pockets" achievement is unlocked.
- * Treasure manager can now be configured to spawn only a limited number of specified items in stashes.
- * Weapons received via task rewards or after threatening a surrendered stalker are now given a random condition.
- * Xenotech can now be replaced by other stalkers if he should die, however he is invulnerable by default.
- = Fixed agr_smart_terrain_1_6_near_2 having a heli_army flag, should have been in agr_smart_terrain_1_6_near_1.
- = Fixed artefacts intended for the "Molten Lada" anomaly spawning at the "Hot Hind" anomaly instead.
- = Fixed attach offsets for guitars, stalkers should now hold them properly when playing at a campfire.
- = Fixed Barkeep giving discounts to Duty instead of Loners, this is covered by Petrenko in same level.
- = Fixed being able to jump-start storymode as non-story faction by killing Doc before his immunity works.
- = Fixed being able to skip level changer dialog box if the player reloaded autosave before transitioning.
- = Fixed bug caused by a missing parameter in the extract_conditions method of xr_logic.
- = Fixed bug in Ecologist task caused by jup_b6_stalker_1_measurements_done having actor as sound type.
- = Fixed bug where fetch tasks could be completed after meeting their requirements, and then losing the items.
- = Fixed bug where first entry in portrait plugin for each faction wasn't available in character creation.
- = Fixed bug where multiple stalkers would attempt to use the same smart cover location.
- = Fixed bug where some vectors weren't being set properly in scripts.
- = Fixed crash caused by closed captions when the string was given a nil value - even though it shouldn't have happened.
- = Fixed crash caused by Sultan having the wrong actor_dialog, it was referencing the text string and not the dialog itself.
- = Fixed crash on the Generators level caused by issues with playing on the DirectX 8 renderer.
- = Fixed crash which happened when playing in a low resolution and using certain interfaces.
- = Fixed crows not saving whether they had already been field dressed, now only works once per crow.
- = Fixed emissions and psi-storms not stopping when dying in Azazel mode, causing player to die on respawn.
- = Fixed engine bug where dragging a corpse would on occasion open up the inventory screen by mistake.
- = Fixed engine bug where hit_probability values for difficulties higher than novice were ignored.
- = Fixed exploit where surrendered stalkers could be repeatedly threatened for unlimited amounts of weapons.
- = Fixed GSC's mistake in hit callback which caused weak weapons to heal wounded stalkers.
- = Fixed Hawaiian giving discounts to Freedom instead of Loners, this is covered by Ashot in the same level.
- = Fixed incorrect portraits for certain outfits when using the "Portrait by Outfit" gameplay option.
- = Fixed knife attacks not killing the target if damage dealt was greater than the target's remaining health.
- = Fixed knives being damaged when looting them from the bodies of NPCs. Was only noticeable through repair kits.
- = Fixed level spots set through logic not being removed from the NPC upon death.
- = Fixed Mi-24 helicopters not despawning with unlocking of the "Down to Earth" achievement.
- = Fixed mistake in xr_motivator and bind_monster because of incorrectly thinking passed sobject in net_spawn was a server entity.
- = Fixed mutants not venturing away from their home even when they had been removed from that job.
- = Fixed not being able to sell Freedom faction patches even though you could sell the other eight just fine.
- = Fixed NPCs not finding jobs on first load because they had already taken them but just not initiated them yet.
- = Fixed Owl giving discounts to Clear Sky instead of Loners - only the first discount was affected.
- = Fixed PDA lag caused by anomaly icons being added again every time the game was loaded.
- = Fixed player being able to join the trader faction when respawning in Azazel mode.
- = Fixed potential memory leak with user interfaces, constructors using CUIWindow should use self:AutoDelete(true).
- = Fixed psi-storms not skipping correctly, as they were instead trying to skip emissions by mistake.
- = Fixed rank being increased a second time in the place of reputation when statistics change.
- = Fixed rank and reputation increase/decrease notifications firing after respawning in Azazel mode.
- = Fixed skybox blurring when using the DirectX 9 (Enhanced) renderer caused by shaders.
- = Fixed sniper squads of the Military and Monolith not actually using sniper rifles.
- = Fixed Spas-12's RPM upgrade which still remains broken in Call of Pripyat.
- = Fixed stalkers talking about your bounties acting suspicious after you had killed them.
- = Fixed stashes having untranslated names when placed without specifying a name.
- = Fixed stalkers spawning at old LVID's due to db.offline_objects[id].level_vertex_id.
- = Fixed ui_debug_attach not changing NPC animation state properly.
- = Fixed weather options not saving and weather presets not working.
- = Fixed xr_gather_items and xr_corpse_detection using invalid level vertex ids.
- - Removed a door in Dead City in an attempt to fix congestion when entering/leaving the old admin building.
- - Removed a ton of duplicate and empty files found in the configs/gameplay/ folder.
- - Removed all Call of Pripyat quest items and texts which aren't being reused in any way.
- - Removed all code relating to the now defunct DEACTIVATE_SIM_ON_NON_LINKED_LEVELS constant.
- - Removed all references to the hardcoded anomaly action planner.
- - Removed many multiplayer-specific items which had no reason to exist any more.
- - Removed rare variants of weapons from the keep_items section (Nimble, Snag, Trapper, etc).
- - Removed references to Strelok and Marked One from audio dialog used by the Rostok arena.
- - Removed redundant script files, their code was rewritten, moved or just wasn't needed any more.
- - Removed several scripts and put used portions into other more fitting places
- - Removed some leftover junk stalker and mutant configs as well as some duplicate visuals.
- - Removed some old legacy code added in previous patch hotfixes as it was no-longer needed.
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