Arise thread!
http://www.pcgamer.com/2013/07/10/stalker-call-of-pripyat-mod-miserys-new-trailer-runs-through-huge-list-of-improvements/?utm_source=fb&utm_medium=empThis is a heavy weight total conversion mod for Call of Pripyat called Misery 2.0, that will drop the 31st of this month.
The video is 9 minutes of music, stills and text bullet-pointing features instead of showing them. Which is never a good sign to me, because it always makes me think someone with really good video production skills is covering for some kludgy, awkward implementation. There's also a lot of repurposing of other existing mods, which isn't uncommon in compilations, but comes with its own issues.
But with these kinds of mods, it's impossible to know until you really drill down into them.
Anyways, features:
-New Radio Music in all main bases
-Improved Version of the Armory Mod, Extreme NPC Diversity
-Expanded Sleeping Bag Mod
-120 new tradeable items
-Stunning Weather Changes
-Unique Version of Atmosfear 3
-Mutant Hunting Mod, have the meat cooked into meals
-Eat or trade raw mutant meat
-Faction-based inventories, relating to their rank and profession
-Enhanced lighting and sun effects
-New mutant designs, including silent Cat predators
-Unique Version of Absolute Nature 3, presenting a breathtaking scenery
-Increased grass draw distances
-New background ambience
-Improved version of MSO
-Bringing tons of a-life improvements, and hundreds of smart terrain updates
-Complete Stash overhaul
-350 new SFX, including actor breath
-Actor PPE expansion
-Redesigned Dynamic HUD
-Drug distribution
-Create your own stash
-Enhanced Particle Effects
-Flexible Stamina System
-Redesigned Economy
-New damage schemes
-Logarythmic Repair System
-GUI Overhaul
-200 weapon profiles, fully customizable with diversified characteristics
-Optimized with sprint and handling animations
-New texture designs, including structure materials
-New ammo types
-Real life scope reticules
-Tradeable Armor Attachments
-Play as USS Recon, Sniper or Assaulter class, each with unique loadouts, special attributes and perks.
-Unique Perks
-Physics system and Zone entry points
-Enhanced Stealth Aspects, with improved AI reactions
-Distant storms and heavy rain, letting you execute stealthy kills
-Harsh economy and scarce supplies
-High difficulty
-Advanced game progression, with factions responding to your gameplay choices. Calling on their veterans to take you out if you work against their interests
Dat's a lot of features. Here's a list from their
moddb page which mentions other stuff:
VISUAL IMPROVEMENTS
New sun flare effect when staring at direct sunlight and improved sky cube box rendering.
New redesigned structure material textures for a more gritty and less colourful environment.
New scope designs with authentic reticle designs for all weapons.
Conceptualized version of Armory Mod that generates many new NPC looks and designs.
Special version of Absolute Nature 3 including higher grass draw distances.
Redesign of several mutant skins. I.e. the Pseudo Giant has a new facial design.
New helmet HUDs with 12 condition stages for each helmet category.
AUDIO IMPROVEMENTS
Dozens of new improved sound effects for weapons, mutants, ambience and NPCs.
Ambient soundtracks for all areas have been redesigned and expanded.
Breathing sfx implemented and they even relate to your movement + worn headgear.
All main bases have radios playing real life music.
GAMEPLAY IMPROVEMENTS
Unique version of Massive Simulation Overhaul (MSO); that makes NPC behavior more challenging and diverse. It even adds a variety of NPC professions (like these Hunters).
Huge improvements to a-life and battle AI; NPC's explore many new locations with many new smart terrains added to the system; NPC's are now far more challenging and have varied approaches to firefights based on faction and rank.
Advanced game progression ensures a challenging gameplay from beginning to the end of the game; Factions are reacting much quicker to your gameplay choices and faction relations; Whatever faction you support the opposing faction will call upon their veterans to hunt you down.
Economy system overhauled to ensure a balanced and challenging game progression.
A-life has been overhauled with hundreds of new smart terrains and alternate spawn points for both mutants and factions in all areas/maps. Expect a hugely variated and different a-life than what vanilla Call of Pripyat offers.
Battery life added as new micro gameplay element that must be managed and handled with a Universal Power Device (UPD)
REALISM IMPROVEMENTS
Weapon are auto-holstered when using items (like bandages, consumables etc.)
Logarithmic repair system implemented for enhanced logic in the aspects of repair costs; All based on your maintaining of the gear.
Some zombies have now dropped their weaponry to the ground and walk around just staring at you. They can now be killed with direct shots to their spine, heart or head. See teaser
NPC's can now fight in melee and knock you down.
UI overhaul of all item terms, units, scales and measurements for in-depth authenticism.
Redesigned stamina system (there is no longer a maximum weight limit). The lighter you choose to travel the longer you can run without resting.
Consumables are divided into 'Zone Produced' and 'Imported Goods'.
Flame particles removed from gunfire for realism. This also makes firefights more challenging. See examples on Youtube
Realistic fall damage (individual for each USS specialization).
Medics will now charge you for their services. Nothing is for free, in the Zone.
Minimap removed and you must now navigate with the use of terrain and your PDA map. But a damage indicator has been re-added to let you know where shots are coming from. This is done to replicate that you would have a clue in real life for such circumstances.
NPC's no longer have infinite ammunition for their primary weapons like rifles, shotguns, etc. So you will see them switch to backup weapons (if they have any).
Hugely improved aspects of stealth and NPC awareness.
WEAPON IMPROVEMENTS
All weapon sights have been aligned for both widescreen and 4:3 monitor resolutions.
Full version of New Ordnance submod bringing multiple variations of many weapons including worn, modern and camouflaged profiles. All are tradeable, customizable and used by NPC's.
New Ordnance focuses on diversity of vanilla weapons but you can expect a few surprises on top of this. Watch trailer.
All weapons overhauled in terms of stats, feel, behavior and texted descriptions. We also tweaked the muzzle flashes to correspond better with real life weapon muzzle effects.
Weapon upgrade trees now require you to 'choose a path' for their customization pros and cons.
New weapons added: FN FAL, SAKO TRG-42, 5 knives + new types of ammo
ITEMS, PROPS AND LOOT
All NPC's have unique inventory with new items that are based on faction, rank and profession.
Crows can be hunted and looted along with all other mutants. There are also lots of new mutant parts to collect, including pelts and skins.
150+ new items added, including handheld flashlight, drugs, kits, faction patches, Stims, physical rubles and even some interactive environmental props.
USS SPECIALIZATION IMPROVEMENTS
The 3 USS classes now have even more unique strengths and weaknesses, making a much more dynamic style of game play and providing maximum mod-replay ability.
Each class have their own unique main menu design with special musical moods and you will now be able to change your class through the main menu (no need to reinstall the mod).
NEW FEATURES
Armour attachments; Including kevlar plates, artifact containers, titanium frames and more can be attached to your suit for special purposes.
Mutant hunting mod; provides the ability to cut meat from mutants and sell it for scientific or consumable purposes. You can even buy cooked mutant meals at the Skadovsk and Jupiter Station.
Create your own interactive stash with a waterproof and camouflaged backpack.
Quick Release System for your instant drop of backpack (and all unequipped items).
Optional hardcore game start: Chorna Doroha "The Black Road".
NPC's may surrender to you during combat.
Been a while since I've really settled in and played some S.T.A.L.K.E.R. This might be a good excuse.