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- Changelog as of ZoA 1.07.2
- --------------------------
- ## Changes in 1.07.2 Base ##
- fixed two crashes due to bad config setup and an absent function
- fixed multiscope destroying weapons (probably)
- added custom news icons for money loot, debug, and general info
- resolved an issue with money loot displaying the wrong value
- moved initial item spawns into the xml
- reduced repair kit effectiveness
- removed dog vision effector
- removed random weapon drop near dogs
- fixed delay on bolt-action rifles
- made bolt toss charge more quickly
- updated flash drive artifact recipes
- fixed a crash due to typo in stash contents
- fixed improper name of 5.45 AP boxed ammo
- fixed a crash due to typo in Bizon mag configs
- fixed improper NV configs for most NATO weapons
- fixed Bes’ AK not having its own icon
- rearranged item icons to reduce texture size
- integrated dll patch for can’t find rank crashes
- fixed primary Striker description
- fixed Russian text in one of the Saiga 12k variant’s text
- fixed RPK saying it could attach a GP-25 (it can’t)
- fixed some more un-escaped ampersands in weapon text
- added a few new level changers to allow circumventing the bar
- fixed the rucksack pickup bug
- all weapons in NPC inv now get randomized condition based on faction
- removed some redundant scripts
- you can now talk to Sidorovich immediately
- knife moved to initial equipment
- revamped loading screens
- replaced icons for PKP and Zastava
- added icons for .338 LM
- added empty box icons
- removed a ton of same-as-vanilla files, and other miscellaneous redundancies
- Anesthetic medical items and vodka have been changed, vodka has had its effect reduced, while the two painkiller items have had their item class changed to vodka, they can no longer be hotkeyed, and intoxicate the player
- All trader configs finished
- Bandit texture changed
- NPC weapons spawns have been updated to Bar/Rostok
- implemented a new script-level system for giving NPCs weapons (solves the problems of NPCs with no guns and NPCs with tons of guns)
- fixed grenades and bolts getting stuck if you hold them for too long
- began fixing, reformatting, and adding missing magazine strings; done so far:
- 9x18
- 5.7x28
- 5.56x45
- 7.62x39
- 12-gauge
- randomized starting weapon and ammo from Sidorovich
- abstracted the list-parsing logic from fire mode news into a new function for tkgp_utils (parseList)
- added another function to tkgp_utils: giveTo( target, section, [amount] )
- fixed getting multiple stashes from the same corpse
- fixed vodka actually increasing your radiation slightly
- drastically reduced money gained from looting corpses
- fixed a crash when trying to spawn boxes from zoa_spawn_lists
- added spawn debug items to the list of hotkeys
- fixed a few issues with un-escaped ampersands in string tables
- unbroke fire mode news
- implemented an inter-level teleport hotkey (J on pause menu)
- made position logging more robust
- logged coordinates for potential in-world stashes in X18
- minor change to the lua console’s functionality
- removed some more unused strings
- lowered money for early game static NPCs
- legacy boxed ammo sections have been removed from task_manager.ltx, and new sections added.
- revising zoa_spawns.script, zoa_ammunition.script, zoa_ammo.ltx, added new item spawns to cordon, and working on garbage, with new boxed ammo types and crate items in the works.
- Added new mutant type, cat, into the all.spawn
- edited the creature configs for cats, boar, blind dogs, pseudodogs, flesh, and pseudogiant. All of the smaller varieties barring the boar of the aforementioned now move more quickly, while the larger variety have had their immunity against bullets increased, (the exception being the pseudogiant, which has only had its immunity to explosives increased.)
- began migrating NPC weapon spawns into the new system
- Finished work on new treasure_manager.ltx, removed all taped mags and izolenta from configs and scripts.
- added the ability to rebox ammo
- added empty boxes for all ammo types
- added a couple functions to tkgp_utils:
- destroyItem
- moveActor
- probably fixed a couple bugs relating to backpacks and multiscope
- fixed all (or at least most) of the weapons missing text
- revamped the mod options menu and added some new options
- money looting toggle
- dynamic shaders toggle
- fire mode notification toggle
- weather override (same functionality as old optional file)
- debug messages toggle
- made the inventory panel display more stuff
- made vodka reduce radiation slightly again
- Arnie only sends messages if you’re on the Bar level
- added a new cheat grenade
- added a function to zoa_spawn_lists: giveCheats, just a shortcut for making the cheat items
- abstracted all of the static strings from ZoA UI into a string table
- improved functionality of the lua console
- hotkeys are now displayed (toggleable) on the main menu
- added a debug artifact (af_pebble)
- resolved some issues with the other debug items
- All boxed ammunition sections removed from all.spawn
- Added tear gas grenades in w_f1.ltx, and ammo_gvozd in weapons.ltx, new changes pending.
- Changed wounding parameters.
- Included my changes to zombified stalker perception.
- Changed actor knife model and the RGD-5 grenade texture.
- All ammo descriptions added.
- All mag descriptions changed to reflect the new ammo descriptions.
- Finished all loose ammo icons, boxed ammo icon changes are pending.
- Changed mag prioritization for PMM, Fort-12, MP-444, PP-2000
- Merged in new grenade_class to various Kalashnikov Assault rifles
- updated ZoA to run on game version 1.0006
- integrated "ShoC Treatment", a script optimization mod, also includes a couple bugfixes (thanks NatVac)
- changed the textures for vanilla hand models to some much better ones; credit for these goes to GRALL19 on GameBanana
- eliminated some redundancy in flash drive configs and edited their strings slightly
- made a ton of fixes to weapon strings including new ones for guns that didn't have any, removal of ones that weren't used, extra ones for weapon variants, etc
- complete reformatting and redundancy removal in mutant strings
- likewise for general equipment strings
- likewise for amk_strings.xml
- fixed and reformatted some bar dialog
- gave .338 lapua magnum name strings
- standardized all weapon descriptions to show ammo, mags, and attachments
- fixed some formatting issues in the food and medicine strings
- added a thing that lets you execute arbitrary lua from the game (press F1 on pause menu, use at your own risk)
- re-added the free camera shortcut (F2 on pause menu)
- added a menu hotkey to show coordinates (press L)
- added news region feedback for fire mode changing
- made packet_utils class detection a bit more robust, so multiscope and the new fire mode feedback should work for all weapons now
- added a function in tkgp_utils to print some debug info; you can turn that on in the script if you really want
- added a couple more utility functions to tkgp_utils that made a few things cleaner
- more commenting in a few of my scripts
- reformatted class_registrator.script and xr_motivator.script for no good reason
- fixed the dark valley dynamite crash again
- pulled the new game and update logic out of bind_stalker and gave it its own script (zoa_periodic_functions)
- minor formatting changes in random scripts and configs
- added a new script: zoa_spawn_lists; it's not hooked in anywhere but you can call the member functions from the lua console if you want to create a lot of items
- fixed a crash with a suit that's impossible to get anyways
- translated more misc Russian text (thanks Ardias)
- fixed P220 mags not working properly
- changed damage params for all shotguns in game
- changed LR-300 and M4 textures
- changed icons for medkits and made them belt-attachable
- added Doc’s key that allows opening of the hotel room in Pripyat, and spawned its position in game
- ## Changes in Patch 13 ##
- Merged Arena Extension Mod into ZoA
- change "aem_only = true" to false in aem_manager.script if you prefer the old arena; do this /before/ you begin a save
- Fixed 7.62x51 boxed ammo not loading into mags by correcting their respective arrays in magazines.ltx
- Replaced SR-3M with SR-3, made adjustments in weapon spawn files
- Changed several dolg characters to spawn with AK-103s with soft point ammo, i.e. for units tasked with mutant extermination.
- Added a different type of dynamite for the dark valley treasure spawn
- Corrected some mags that spawn in treasure_manager.ltx
- Added new terrain maps that look better, in other words, I restored the old Abs Nature terrain maps for most levels.
- used the gulag scripts from nimble combat mini mod, except I modified them so that Nimble uses a concealed makarov instead of a SPAS-12.
- contains fixes to the amount of money that NPCs spawn with, in an attempt to slightly curb the imbalances of money looting.
- Small fix for the icons of 5.7x28mm ammo, FN FAL and G41 scopes, and the medical block items.
- Zombified stalker perception values fix
- Just in case added the new chimera creatures config
- modified the capture configs for several NPC models, for most I did not actually have to write new ones, instead I redefined the existing immunity sections they index, so that there is now a wider variety of different armor tiers
- went through quite a bit of the Cordon dialog strings and edited them for grammar, style, etc
- fixed incremental saves not always incrementing
- fixed hand textures with Zastava
- headlamp now has a longer range, but less spread and slightly reduced power
- halved timescale and pushed start time forwards slightly
- cleaned up the NPC medkit configs
- cleaned up the flash drive configs and corrected a minor issue
- added descriptive effect text to all consumables (please let me know if I missed any)
- fixed cyrillic in repair dialogs
- added proper strings for the extra food items
- fixed xr_wounded again
- fixed G3 not being able to equip a scope
- fixed 44rd PP2000 mags being named 20rd mags
- minor update to tkgp_utils
- fixed nv upgrade kits throwing bad errors
- fixed 44rd PP2000 mags turning into 20rd mags under a certain situation
- fixed malformed configs for the Fal
- moved Leupold scope to the right config
- implemented duration effects for consumables
- re-implemented repair kits to be more user-friendly
- prevented money loot exploit due to pstor not persisting across level transitions
- gave some factions different money loot chances and messages
- zombies never work; monolith almost never works; mercs and ecologists work less than average
- made the night star quest use normal night stars
- reorganized the fuck out of the string tables and eliminated a lot of redundancies
- moved a few scopes into the proper config file
- added or modified incorrect strings for a few weapons
- fixed the yantar menu background
- changed inventory icons for small-caliber ammunition and shells
- fixed some error reporting not working properly
- fixed some crashes with NPCs equipping artefacts
- fixed a problem with tkgp_utils.spawnAtActor
- fixed a crash due to incorrect model path
- fixed a crash due to typo in one of the controller configs
- fixed stance icon and stamina bar sometimes being displayed
- partial implementation of duration-based effects (don't use this yet)
- made 8.6x70 ammo have less ridiculously large impact decals
- big thanks to Ardias for these changes
- translated and corrected a huge amount of magazine name and desc strings
- translated the night star quest start string
- ## Changes in Patch 12 ##
- all ammo and many weapons have been rebalanced
- electro chimera are no longer present in the game
- new corpse with machine gun spawns in army warehouses (requires new game to appear)
- updated inventory menus for better visibility of items
- large revamp of the economy:
- Sid is the mediocre trader, he is more stingy than the others, but he does pay well for info.
- Barkeep is the best trader for weapons and ammo until you get to the Duty/Freedom traders who have better prices with their niche weaponry
- Sakharov buys artifacts for more than other traders, and he sells medicine at the best prices, but he doesn't buy guns, nor does he buy most types of ammo/mags
- Petrenko pays the best for mutant parts, they are bounties for those who hunt mutants
- Mutant parts have had their prices decreased
- Stalkers have different economic leanings than traders, they better for most items, mostly artifacts, medicine, and filled mags.
- Every gun has had its price re-adjusted to fit the new economic conditions.
- fixed issues with spawning multiple items through tkgp_utils (ammo crates work properly now)
- added an incremental save key 's' to the pause menu
- added cheat items for debug/entertainment purposes ('F1' on pause menu)
- fixed missing textures in textures\weapons-new\sg552\camo
- fixed bug due to extended character in texture filename
- gave models to 12.7x99 and 12.7x108, which had none
- removed ZoA logo from pause menu (only appears on main menu now)
- removed "you are dead." text from death screen
- various recapitalizations of reputation, status, faction, and map strings
- changed the intro message
- turned old stash pickup item into bread
- made dark_matter_container* quest item (may fix arena?)
- fixed crashes with 44-round 9x19 mags
- fixed crashes in mp_ranks (wpn_zastava, wpn_bmlong, wpn_m16a4_sk1_n2, wpn_vsk94n2-3)
- fixed bad reference to texture act_stalker_militard
- fixed bad icon reference to texture alias ui_npc_u_stalker_mu_hood_9
- fixed anomalous bread being equippable
- fixed bad hand textures on held artifacts and LR-300
- removed some more redundant or unused files
- fixed bad reference to model stalker_dolg_gilet (again)
- backpacks can now be picked up again immediately by pressing "take all"; description changed to reflect this
- NPCs will now loot each others' money, and you can loot theirs
- fixed crash in xr_wounded caused by something or other
- un-disabled armor repair via anomalies
- renamed amk_ver.script to zoa_version.script and updated references
- added an information section to the readme
- added a script (zoa_spawns) to spawn static items on game creation
- built mipmaps for all non-ui textures in the patch (improves performance if you have the texture slider down)
- ## Changes in Patch 11 ##
- Cleaned up most redundant files and optimized textures.
- Changed and added item spawns in boxes throughout the game.
- Added a level changer to the CNPP.
- Added four new weapons.
- Added new suit meshes.
- Gave flash drives unique meshes.
- Updated faction change script to reflect new starting equipment.
- Various minor bugfix, performance, and readability edits to scripts and configs.
- Removed the requirement to wear an Exoskeleton when wielding a PKM.
- Fixed red screen of death.
- Partial implementation of the new main menu.
- Removed inventory space restriction system.
- Bolt toss now charges much more quickly.
- Grenade viewmodels moved upwards.
- Artifact bread acquisition.
- Fixed magazine issues with Groza chambered for 5.45x39.
- Empty magazines no longer weigh more than full ones.
- Removed UI texture mipmaps (UI no longer breaks on low texture quality).
- ## Changes in Patch 10 ##
- Updates to all.spawn.
- Changed the descriptions of 7.62x39, and 7.62x25 ammo.
- Added an artifact that slowly reduces hunger while in the player's belt, yet is inedible.
- Added 2 new weapons, bm16-long (TOZ-66), and SA58, the new TOZ-66 has been added as a reward for finding the night star, use_personal_ruckzak is removed from that quest reward.
- Added taped mags to some NPC spawns.
- Added another technical weapon, RPK, uses 7.62x39mm drums.
- Updated stashes from Cordon through Yantar.
- Borov's key has been re-enabled, and taking it now allows you to enter X-18 withough the Barkeep's mission. The bad psi helmet also spawns in a dead stalker's stash in Yantar, meaning you can just skip certain missions to get into the labs and shut down the Brain Scorcher.
- main menu background based on last map loaded
- logo layer for main menu, new selection arrows, version text reformatted slightly
- version mismatch error is now in color!
- level background only displays on main menu (no game running); otherwise the old random backgrounds are used
- miscellaneous fixes and cleanups in bind_stalker
- ## Changes in Patch 9 ##
- Extended night vision configs for many new weapons, 70-80% of all assault rifles can be modified to use a night vision optic, many sniper rifles can as well, SVD, SV-98, VSK-94.
- Night vision for scopes is now fully implemented, with each weapon config having an architecture for tiered NV upgrades
- Changed MP5SD's slot from secondary to primary, can now be carried as a sidearm.
- misc changes to ui_icons_equipment.dds
- Added the redesign of the stalker corpse skin, work on monolith corpses will come soon.
- Strelok's AK has been changed slightly, the 9x39 AK is temporarily disabled, but will be found in the future in another stash.
- Added new grenade explode sounds and edited configs to use them. This is particularly noticeable with rifle grenades.
- New weapon, BM-16 long, it is not yet included in weapons.ltx, but this will be done soon, all configs have been balanced properly for it. Will be renamed to TOZ-66 along with the sawn-off version. (A handful of weapons are to be added before the patch is finished.
- New weapon, SA58, not fully finished nor included in weapons.ltx, but weapon mesh, and icon are there, will receive some balancing, (will replace G3A3 at Freedom's higher ranks.)
- .ppe-based nightvision and, more generally, arbitrary effector definitions for aiming with weapons and scopes
- night-vision upgrade kits
- some random unimportant edits
- ## Changes in Patch 8 ##
- The following items have been added:
- 5.45x39 factory ammunition crate, containing 2 "spam cans" which when used spawn 1080 rounds each.
- 5.45x39 rucksack, containing 14 magazines
- 5.56x45 rucksack, containing 14 magazines
- 5.56x45 ammunition tin, containing 420 rounds, (M249 belt box is used as a stand in)
- 9x39 rucksack
- 9x39 case
- empty magazine case
- 8.6x70 suitcase
- VOG-25 case
- OGV-7 case
- 5.45x39 magazines taped together, 3 types
- STANAG magazines taped together
- Blue electrical tape (izolenta) will be used to bind magazines
- removed a potentially confusing console report
- removed random pistol that overlapped the unique SVD; as far as I can tell it's never used elsewhere but I moved it down next to the unique bulldog just in case
- added icon for quickdrop trigger (not very STALKERy, feel free to change this)
- added text for quickdrop trigger
- added config for quickdrop trigger
- changed format of revision number; it is now an integer, not a string, and please keep it that way if you don't want nasty things to happen. I'm assuming the next time you release will be 2401, if not please change this as well as the value on bind_stalker line 395
- marginal change to version display on main menu, as well as error detection for version mismatch
- fix for script lock on storing GPS beacons
- automatic stash pickup when emptied and quickdrop dependencies
- pseudo hotkey implementation; currently disabled, do with it as you see fit
- zoa version storage and so on
- quickdrop functionality
- ## Changes in Patch 7 ##
- Added new ammunition storage items, ammo crates, ammo tins, sealed backpacks, etc.
- Finished Skinflint's trade config. (Traders are done now, stashes are next, and a possible price change for weapons in the future and an increase in money on NPCs instead of disabling trading with them.)
- Bloodsuckers have had their immunities changed, they are now 3x tougher against bullets, and 2x as resistant to explosions. I've also changed their textures and have replaced their bump maps with the older versions, and I have replaced their aggressive state and invisibility cloaking sounds with $no_sound.ogg, which makes them completely silent when they are running until they attack. Their idle sounds when they are not aware of enemies remain unchanged. They also turn invisible now in predator mode.
- ## Changes in Patch 6 ##
- Changed the slot of the Striker shotgun to the pistol slot
- Changed Sakharov's trade config (for some reason he still doesn't sell shot or slugs, so I added those to his task rewards)
- ## Changes in Patch 5b ##
- Fixed the incorrect naming of one of the duty meshes
- Fixed another incorrect mesh by including a mesh with that file name
- Added 2 new variants of the raincoat, now as over existing suits with similar properties
- Imporant flash drive recipes and food have now been included in the [keep_items] section.
- Some tasks have been changed, some info portions have been removed from existing task, Duty now won't give you a free SEVA for getting the bulldog. If you experience any crashes from missing info portions, uncomment them from task_manager.ltx
- Temporarily changed SEVAs to have the same immunities as their base suits, durability will be decreased only slightly in next patch with the inclusion of a different respirator variety.
- ## Older Changes ##
- all previous hotfixes have been included
- grenades fix was included
- medkit fix was included
- added an optional folder which includes an unfinished new game mode and bug fixes as well as 4:3 support
- all weapons that spawn on NPCs equipped with nightvision sights have had their probability reduced by 100x, this makes night vision far less common to find on NPCs
- Trade overhaul in progress, about half of the traders have been changed so far, Sid, Barkeep, and Petrenko have all had their inventories changed, possible option to disable trading with non-trader NPCs in future.
- Several new NPC meshes have been added, I did not make them, and I will include proper credits to their authors upon release
- New alternate suit textures have been made for many suits in the game, patch is still in progress of adding more NPC variation to the game.
- Prices for weapons have been re-adjusted.
- binocs have been added to traders, if you lose your binocs, you can buy them back.
- Bizon magazines have been fixed
- PP2000 44rd magazines have been added to traders, they do not have their own descriptions yet, but their icon has been changed to that of a beretta 15rd magazine, so if you see a berreta mag that has the 20rd 9x19 mag description, then that is the 44rd mag
- Wounding changes have been made to xr_wounded.script so that the freedom stalkers in the Army Warehouses don't spawn in a wounded state, screwing up the scripted event there
- AI perception has been changed slightly, you will notice NPCs not behaving as dumb as they used to be if they are attacked at close range.
- Some new suits might have been already added, but have dubious functionality, if they don't work for you and cause crashes, comment them out of Barkeep's trader file. I am working on a whole new range of suits that can be worn by the player in the future.
- Pseudogiants and chimeras have had their immunities changed, they are about 2-3x more resistant to bullets and explosives than they previously were, bloodsuckers will receive similar treatment in the future, but will still be able to be headshotted rather easily. Buy grenade launchers, carry F1s, and keep on the lookout because some situations are so bad that you should just run away.
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