Newbie tips. Call Of Misery - how to survive? Tips for a beginner Tools for rough work misery

Description:
List of changes in the Call of Misery addon from patch to patch

List of changes:

1.0d
- Fixed a huge amount of misspellings in the text (thanks to Avgust1n!)
- Zombies can be killed again with a knife
- Fixed exploit with reselling binoculars
- Fixed a bug with the drop of a whole weapon
- Fixed a crash due to Monolith's jumpsuit
- Removed food and pills from random stashes
- Corpses no longer disappear too quickly
- Fixed weight of applied containers
- Improvements to textures, weather
- New graphics options - density, draw distance, grass height, grass shadows, sun rays intensity from LostAlphaRus
- New doctors at the base of the military (Agroprom) and mercenaries (Dead City)
- Nimble relocated to the farm near the technician
- Herman doesn't walk anymore. At all.
- Noah is ignored by mutants, accidentally lost SPAS-12 is returned somewhere
- Fixed a bug that caused the map to slow down (thanks to Hunter_090 for the tip)
- Mutants can no longer be skinned after an NPC has done so
- Fixed a bug due to which some mutants did not see or attack the player
- Chimera's resistance to explosions has been slightly increased
- The bartender doesn't talk too much
- Removed muffler wpn_addon_silencer_762x54 did not have adequate use
- Returned "beautiful" display of upgrades (edit LostAlphaRus)
- NPCs and mutants will not go blind if the player hides in the bushes
- Included addition "gatherings by the fire" (author turoff82?)
- Rating can no longer be increased by pulling an artifact from a container
- The trading system has been rebuilt from scratch. All current and future resale exploits are excluded. A relatively strict typing of merchants has been introduced. (thanks for the JIttersShadow idea)
- Artifacts in the container have the same properties as without it
- Removed the wrong icon from the charger when it is "repaired"
- Fixed missing or incorrect texture bumps. The earth looks much better and more voluminous
- "Day Radiation" no longer works on underground locations
- Fixed exploit with infinite interrogation
- Ashot returned the voice acting from the CHN
- Additional lighting presets added to weather settings
- Object gloss intensity parameter (gloss_factor) moved to graphics options
- Fixed a bug that allowed a broken knife to be used indefinitely
- Reduced the amount of food after killing the military
- Replaced places of the entrance to the hospital
- Psi helmet added to Sakharov's corpse


1.0s
- Infinite loot crows
- Various typos and inaccuracies in the texts
- Departure when passing the quest to accompany scientists (lead_box)
- Chimera is again adequate, as in versions 0.99
- Sight for Sig550 rifle (sniper)
- Mutant night raids are MUCH smaller in number
- The player's spawn point in the Technique Cemetery has been given to the bandits
- Departure when using a silencer on k98
- Improved variety of hand textures
- Improved k01_darkscape and l06_rostok terrains
- It is no longer possible to remove the entire assortment from a dead Nimble
- Arena edits
- Slightly more interesting rewards for random quests

1.0:
- Crash when talking again in the arena after issuing a fee for the battle with mutants
- Fixed repair kits. Knife sharpeners can only sharpen knives. RPG, RG-6 and gauss rifle are no longer repaired by everyone
- A gas mask at the start of the game is issued only with "day radiation"
- Significantly reduced vision of blind dogs
- Changed sprint animation with some pistols
- Fixed protection parameters for scientific suits, exoskeletons
- Reduced rewards for "find so many items" quests
- Fixed descriptions of many quests
- Fixed crashes when taking / completing some quests (technician on the cordon)
- If you press "R" when choosing a grouping, an instant random start will occur
- Tools for rough work come across more often, for calibration - less often.
- Fixed upgrade branches for all weapons
- Many sights have been fixed, the increase corresponds to what is written
- Smoke grenades returned
- Fixed quest rewards
- Added autosave while sleeping
- Expanded sleeping bag usage system
- When the "disable manual saves" mode is enabled, it is forbidden to save, load, exit the game during the game
- The man in the balaclava no longer shines
- Fan no longer shines
- Reduced the radius of the burning fluff. Still burning, but only the player, not the rats
- Slightly increased NPC's sight through bushes
- Dead mutant carcasses are once again unlootable after a reboot. This is better than being able to take pieces off them several times.
- Decreased survivability and speed of pseudo-dogs
- Increased sight of many mutants through bushes
- Fixed spawning of mutants immediately after loading the game.
- Using a compression bag to roll up the bed
- Cooking sets work like a disposable charcoal stove
- Scientists no longer sell coal, kerosene, gas
- Adapted the OGR from the original Misery, replacing many weapon animations and some models. As a result - returned GP100, Kar98k.
- Universal Charger no longer equips as a knife
- Removed bleeding and radiation icons from player status window
- The geiger counter is issued by default and cannot be thrown away / sold / lost
- Increased rewards for the quest "find the artifact"
- Returned the Mosin rifle to the market
- Replaced reusable matches with disposable ignition kit
- Fixed sudden increase in drowsiness when using some items
- Significantly reduced prices at Shustroy
- The exploit with the replenishment of items has been finally fixed
- Added items for sale with different usage states
- Raw meat removed from free sale
- SSP99(M) science suits removed slots for artifacts
- Prices for first-aid kits from the Monolith are comparable to those from scientists
- Improved effectiveness of standard and army first aid kits (price is the same)
- M40 helmet has night vision by default (thanks to Dendy 9999 in 1)
- SSP99 has reduced protection and price (thanks to Dendy 9999 in 1)
- Disabled display of upgrade bonuses. Fucking whiners about 0% for 10k got it.
- Completely removed the "wrong" loot from dead NPCs (stick_kolbasa, PDA with a flashlight icon, etc.)
- Returned button settings for saving, loading, calling the console. It does not affect the "no manual saves" mode.
- Increased the number of save slots at campfires and while sleeping
- Significantly reduced the number of mutants in night raids
- Included addition to the distribution of artifacts in the Zone
- Many other little things unfairly forgotten in the development process

0.99:
- Added 31 caches (containers with random loot) to the Zaton location, now there are already 33 of them
- Added 36 caches around Jupiter
- Free loot on locations is almost non-existent
- Added a visual effect of weapon overheating when firing for a long time
- Fixed minor bugs in weapon descriptions
- Fixed automatic fire for pistols
- Decreased accuracy of zombies
- Fixed issues with notes. Lots and lots of problems with notes
- Fixed NPC grenades. They throw many times less and less, a second more time before the explosion
- Fixed characteristics of steel and kevlar plates
- Increased the resistance of the pseudo-giant to cuts.
- Status of starting weapons is now about 75%
- Junk food harms the body
- Fixed descriptions and weights of some helmets
- Fixed text when referring to the Sultan
- Returned weather options
- Significantly increased prices for parts of "higher" mutants - chimera, burer, controller, pseudo-giant
- Increased ammo damage "12x76 zhekan"
- "Hunting set" increases the amount of loot from mutants if it is in inventory during butchering
- Companions and simple stalkers no longer buy killed weapons
- Enabled the addition to "open sights".
- Geiger counter is now functional, can be used as an item to accurately measure radiation
- Detector "Veles" on sale from scientists and Monolith from the start of the game
- The "Svarog" detector is sold by Herman upon reaching an excellent reputation among scientists
- Emission frequency increased
- The probability of artifacts appearing after ejection is slightly increased
- Returned NVG to the SEVA suit and its variations
- Adapted DoctorX Questlines
- Reconciled CHN and Svoboda
- Moved the "one life" option to the game options, hid the rest (because they either do not work or are not needed)
- Disabled anomaly detector beep
- The distribution of weapons by NPCs has been rebuilt from scratch. Now NPC equipment is 146% consistent with rank and faction. Thanks to the cat Maxim and regular expressions!
- Brought cigars and cigarettes to the same denominator. Restore a little bit, but within one minute
- No more "No" in inventory
- Corrections of daytime radiation - with a certain infection of the body, daytime radiation ceases to accumulate
- Sleepiness fix, now accumulates correctly
- Fixed statistics for collecting mutant parts
- New option - "disable manual saves". It will be possible to save only when moving to a location or by the fire with matches
- Increased prices for first-aid kits and stimpacks from ordinary merchants, but prices from doctors and scientists are significantly lower.
- Fixed anomaly "burning fluff". Burning.
- Edits of the psi-dog, controller
- Fixed a bug with the actual impossibility of interrogating NPCs without reloading the save
- Slightly increased prices for grenade launchers and grenades for them
- Increased the price of environmentalist science suits
- Global spawn fixes in "peaceful" locations. No more chimeras in the landfill or controllers in the agricultural industry
- The cats are yelling again
- NPCs no longer try to take a gas bottle with them
- Removed weapons and ammo from merchants of the "Bartender" class (Bartender, Librarian, Beard)
- Fixed reload requirement for completing the quest to escort scientists
- Returned ALL types of repair kits for ALL variations of use. Including - for sale.
- Added the ability to disable the animation of the use of items
- Returned hotkey for displaying the current task

0.979:
- Free loot on locations is almost non-existent (NI)
- NPCs contain partially used items
- Removed the SSP-99/M Ecologist from the sale of most merchants, replaced it with a raincoat (this time for sure)
- Fixed update of the trade assortment depending on the reputation and grouping of the player (NI)
- Befriended mercenaries with bandits and quarreled with stalkers (NI)
- Knives are no longer repaired by everyone
- Removed silencer from Saiga
- Removed k98
- Changed the caliber PPSh and TT33 to 9x19.
- Roasting mutants is again a bit profitable. For example, the sale of three pieces of raw meat - 600r, fried - 1700. Coal for three uses costs 1400, a total of 300r wins. And it's cheap meat from lower animals (dogs, flesh)
- Fixed wear resistance of the mercenary jumpsuit
- Psi-field in laboratories can be muffled with good equipment (SSP-99 + pills)
- Chimera edits
- Edits pseudo-giant
- Super-secret bug fix that drags from Misery to CoC to Como
- Wounded Monoliths explode for the glory of the Monolith
- Removed the sound of "closed" breathing when wearing a steel helmet
- Prices and availability of hellish hate breadcrumbs
- There is no oasis now. (NI)
- Jerboas are slightly more aggressive
- Silencer sound of Walter and Beretta fixed with CoC 1.4.15 patch
- Fixed grenades, prices, added thermite to the sale. For example, to sell RGD-5 costs 150-200 rubles, to buy - 600-900
- NPCs no longer say in advance which artifact they need when giving a quest. The exploit has been fixed in CoC 1.4.16
- Resetting the backpack no longer throws away many useful items
- Monolith merchants, bandits, military and mercenaries sell significantly more food
- Improved starting equipment for ecologists, monolith, freedom, mercenaries (NI)
- The loot of dead NPCs has been completely rebuilt from scratch. Now their content depends entirely on both grouping and rank. More than 10 thousand lines of vigorous autism. Thank you cat Maxim
- Increased Mossberg shotgun damage
- Reduced weight of empty backpack and quick release system
- Sakharov no longer buys Shustroy's weapons
- Significantly reduced the reward for the quest "find a weapon"
- Technicians give a little more money for the quest "find the tools"
- Increased the reward for most other quests in general
- Fixed repair of SVD (mustache) using knife sharpening kits
- Made the transition to 1.4.16

0.971:
- Fixed crashes when upgrading costumes
- The next edits of cheat nychek
- Replacement of starting equipment
- Return of missing textures
- Disabled the ability to switch to a third party
- Fixed wear and repair of knives
- Slightly fixed ammo loot
- Slightly fixed food loot
- Partially returned DoctorX Desolation (does not cause crashes)

0.97:
- Added multiple use to the repair kit for large-caliber rifles
- Fixed descriptions and modifications of the TOZ family
- Fixed inability to repair helmets with repair kits
- Fixed use of patches with repair kits
- Changed drug crafting kit icon
- Fixed missing F1 grenade damage
- Fixes in interface sizes
- Translation of lines about the disconnection and absence of the Universal Charger
- Fixed reset of some game parameters
- Fixed a crash when wanting wealth from the Monolith
- Fixed the price of binoculars from Sakharov
- Fixed some exploits with the resale of things (PDA, rubles)
- Various texture fixes
- Fixed radioactive water so that SEVA is the absolute minimum to be comfortable in it.
- Fixed the characteristics of the stalker suit of ecologists
- The reward for the quest "find a weapon" now directly depends on the status of the order
(example: order for Winchester. Ideal whole = 30k, 60% = 6k, 30% = 1k)
- Added food for sale at Sidorovich
- Removed unused ammo from KSVK
- Fixed repair prices at Kruglov
- Medics no longer treat for free
- Fixed parameters and display of the maximum carry weight
- Removed Russian-language strings from scripts, replaced them with st_string variables
- Fixed animations of using anabiotic
- Fixed quest to collect artifacts from scientists on Jupiter. Pay is now 1.2 Artifact Price instead of Seva or Ecologist
- Swiss knife, hammer and crowbar are not spent when repairing
- Small fix Herman
- Slightly increased fall damage
- Increased sprint speed (from 1.68 to 2.08)
- Returned documents to the corpse of the Ghost for the story mode
- Added cigarettes, energy drink, old bread x2 to the starting equipment
- Removed food from breakable boxes, replaced with garbage
- Changed the texture of the character's hands (thanks to LostAlphaRus)
- Removed SSP99/M from non-environmental sell range, added cloak instead
- Added "knife required" tooltip when inspecting mutants
- Increased prices for the PSI helmet. 40k for good, 25 for bad, 18 for calibration
- Swamp Doctor heals, for free. Does not emit radiation
- Fixed rewards for some quests. Less weapons, more money and artifacts.
- Fixed description of the PMK helmet
- Added a small delay when turning on the flashlight
- Increased sleepiness threshold, removed blocking sleep due to energy drinks
- Moved to CoC 1.4.14
- Russian translation update
- Editing the characteristics of all mutants
- Added extra ambient from the original Misery (again)
- Replacing easily accessible expensive items in locations
- Disabled DoctorX Desolation, because. caused crashes in survival mode
- Added radio to Skadovsk, Yanov, Dead City, Yantar
- Removed difficulty selection list from gameplay options
- Removed Compass and Oasis Heart
- Added knife wear when butchering, loot restrictions for certain mutants (https://youtu.be/lwg3E0AVdao)
- Phantoms are much less in the presence of a good psi-helmet, and the damage from them is halved.
- Lowered standard alife radius to 350
- Fixed inability to loot monsters after loading the game
- Shotgun Winchester1300 (Maverick) is no longer repaired by all sets in a row
- Psy-hit controller no longer turns inside out with flying behind textures
- Editing cheat nychek
Removed all large warehouses of first-aid kits, vodka, food. Where there were 4-8 pieces left 1-2 at best
All weapons and armor damaged. Some things have been removed.

0.925
- Fixed bind_monster.script - jerboas and rats loot, red does not spam to the console.
- Arms in a standard exoskeleton match the armor
- Nimble's quest with a PDA can be completed
- Fixed encoding in the menu Options - Management - Restore
- Fixed rare crash due to weather
- Fixed crash when modifying armor
- Added missing rifle repair kits from merchants
- Picked up weapons can be unloaded
- "Rough" edit on NPC survivability
- Nimble, instead of delivering directly, he just sells special equipment

0.92
- Regular changes to item descriptions
- Encoding edits
- Final changes to the arena
- To cut mutants, you need to get a knife
- Temporarily disabled orders from nimble
- Fixed characteristics of some mutants

0.91
Corrected:
- Crash when using UDP as an item
- Difficulty climbing up to the attic and other narrow places from the stairs
- Crash when using anabiotic
- Departure when receiving a raincoat
- Crooked dialog textures at low texture resolutions
- Exoskeleton options
- Infinite Energy
- Minor basic edits for 4:3 resolutions
- Numerous changes to descriptions, icons
- Returned the ambient from the original Misery
- Repaired the arena

To begin with, it is worth saying that the blog is designed for adequate people who simply could not adapt to the realities of the modification, and not for haters who are simply unhappy with the popularity of the mod. Maybe this memo will help change the minds of some people who could not understand what was required of them, and therefore the modification left a negative impression on these people.

In general, it was worth it - I would also say that I also did not particularly like hardcore. Somehow Misery passed and forgot about hardcore as a nightmare. I didn't like being stressed out either. All these new gameplay features and new things seemed to me unnecessary for the game at that time, and when I found out about NLC, I was generally horrified. Then I came to the conclusion that hardcore is just unnecessary gaming conventions that only strain. At some point, I fell in love with the complexity, again playing in my previously unloved Misery. I began to perceive it as an adventure, as a challenge. I began to miss the three locations of the RFP, and I joined those who were waiting for this modification even before it was released (version 0.9). The first version comes out: With a bunch of bugs, crashes, flaws, holes in the balance - but it was really something new. Call Of Chernobyl, along with Misery, is played in a completely different way, with completely different colors. Gradually adapting, understanding the balance, I took a completely new look at hardcore: “Hardcore is interesting. You just need to figure it out, then you start to get real pleasure from all these difficulties, ”I thought then.

So, with a long and uninteresting background is over, let's move on to the fashion itself. When you have already downloaded the mod and want to start a new game, you will be prompted to select a grouping. The choice of grouping will directly affect the degree of hardcore, due to the relationship between them. For a beginner, "Ecologists", "Stalkers" and " Clear sky". Why these particular groups?

Clear Sky: Probably the easiest grouping to start. Start on the basis of ChN. The area around is rich in anomalous places, mostly bandits roam around, the military rarely drop by. Of the mutants, the maximum of whom you can meet in most cases are snorks and bloodsuckers. Although this is a zone, you can’t be one hundred percent sure of anything here ... There is a medic, a merchant, and a bartender at the base. The last two always have a job, plus you can work for local stalkers. You won’t spend much on medicines, since there is a doctor (IMPORTANT: Medics have much lower prices for medicines than other merchants) and the Swamp Doctor will always help. After the first earnings, spend money on a gas mask, a bear detector and an art container (you can take 2 containers). The next purchase is more advanced equipment, which we will talk about separately later. When all the quests are completed, you can go for a walk in the swamps, look for art and shoot animals with gopniks. When you get comfortable, you can sometimes go to Agroprom and Kordon. Thus, when there is nothing to do at all, go to bed and sleep for several days in a row until messages about working for merchants begin to arrive on the network. Thus, by completing quests and doing raids, you will save up for both a suit and a normal weapon.

Ecologists: The ease of playing for them lies in the fact that they have a lot of friends, including the military with mercenaries. Thus, you can take a lot of neutral quests (which do not harm other factions), for the completion of which you will receive some kind of reward. Start on Yantar. The place is so-so - just one accessible anomaly, a sea of ​​zombies and dangerous mutants, so we do everything we can do there (a walk with the collection of valuable loot, which will be discussed later), and with a clear conscience we go to Agroprom. There are anomalies at Agroprom, and a military base with a medic and a merchant. We save up for a gas mask, a detector and containers, we go for a walk through the anomalies. When there is absolutely nothing to do at Agroprom, then we go to the swamps, there are again anomalies and work for the locals, then the same cordon. Then we go through the landfill (the main thing is not to get involved in skirmishes with gopniks, there are a lot of them) to the bar. In the bar we go to the arena, we completely go through and already bathe in shekels, for which we buy ourselves normal equipment.


Stalkers: Balance relations with factions, there are both friends and enemies. Start on Cordon. We take all the quests from Sidor and the Wolf, if it is convenient - quests from no-name stalkers, we go to complete them. It is advisable to clean up the ATP from criminals, because this is both loot and goodies on the second floor in one of the buildings. When everything is done, we go to the Swamps. There is a standard scheme of tasks, anomalies and hunting. We are saving up for a bear, a gas mask and containers, and we are starting to get art. Then, when we have already risen a little, we go to the bar. In the bar, we immediately make our way to the arena, where we go through all the fights and enrich ourselves.

I think you understand what connects these 3 groups - the ability to make money relatively quickly. After completing the first stage, the second stage begins, when you already have a suit, a normal bag, and a supply of experience. Let's take a closer look at the first two aspects:

Suit: Everything here directly depends on the amount of cash in your pocket, but still, I advise you to endure for a while and buy a really good jumpsuit that will be your faithful friend until you buy an Exa or Seva, or even until the end of the game. Among the most accessible and good samples are:
1) Wind of Freedom: Its main advantage is the possibility of pumping, good performance, relative accessibility. After certain upgrades, it weighs only 5 kilograms, and we can carry an additional 2 kilograms. This, coupled with the special nets that you will need to buy in the future, will allow you to be very mobile on the battlefield, always being able to retreat and get around the enemy without a heavy overload. In 70% of cases, it holds a 5x56 bullet without opening bleeding. With protection against mutants, everything is a little worse - it will certainly protect you from a couple of three blows with the monster's clawed paw, but no more. It is desirable to complete with a "Barrier" helmet for better anomalous and radiation protection.
2) Jumpsuit from the "CHN" series: There are several models, but I advise you to take the most perfect one. Very good protection against both bullets and mutants, good protection against anomalies. The disadvantage is that it weighs 15 kilos, which does not allow you to move quickly. Treated with upgrades. Helmet, again - the same, "Barrier".
Later Exa or Seva. Well, here who needs what, to be a tank or climb anomalies (although Seva is such a self in this fashion).


Weapon: It's a matter of taste. To whom is a machine gun, to whom is a shotgun. A sniper will make life much easier on the upper levels, and with a machine gun you won’t even have to run from anyone. In short, take what you need, just consider spending money on ammunition, which is quite expensive, but more on the economy below.

Economics: One of the main reasons why some people quit mods. Prices are crazy, merchants do not buy everything, a loaf costs like a jellyfish. Some already because of this economy began to equate NLC7 and Call Of Misery, although this is fundamentally not true. In NLC there are more conventions than realism, and in CoM the situation is more opposite (although there are also enough conventions, but they are much less than in the aforementioned NLC) The main complaints are that merchants do not buy everything in a row, 90 rounds cost more than 12 thousand , and the jellyfish stands like a loaf of bread.

It is worth starting to analyze this aspect with the fact that you need a base. Yes, no matter how trite and obvious it may sound, many perceive the base simply as a place where you can buy or sell something, although this is a little not true. For the base, of course, the bar is best suited first. An abundance of stalkers, and therefore work, a convenient location, not far from one of the 3 merchants who buys everything in general. Yes - yes, there are merchants in CoM who will buy everything from you. Namely Maslina ( Dark Valley, the base of criminals), Skryaga (the base of Freedom) and Sidorovich. These merchants can carry everything (except broken weapons), they will buy it. Or you can sell things that most merchants do not need to ordinary stalkers, albeit for next to nothing. In the bar, in addition to the personal box, you need to start a stash near the transition to the warehouses, where you will carry unnecessary garbage from the walker, which other merchants refuse to buy. When there is a lot of garbage in the stash, you hand it over to the Curmudgeon, and so on all the time. It is worth remembering that this is not the main, but an additional source of income. You will have the main income from artifacts, cartridges, mutant parts and unnecessary medicines. It is worth seeing what, in addition to cartridges and art with parts, Petrenko and Bartender buy, and hand over this loot to them. You will give the technician in the bar all the tools you find that are needed for upgrades. Arranging a point on Military is also a good option: There is a variety of rare living creatures, for which you can get a good profit, and anomalies, and monoliths from which a lot of tasty things fall, and the Red Forest is nearby, where you can also make raids. In short, it's up to you.

Cartridges in walkers take the most necessary minimum. If you have two barrels, then the cost of ammunition at a time should not exceed 20 thousand, if one barrel - no more than 10 thousand. The exception is a walker to the laboratory, there you can take more, because the cartridges go there very quickly.

To open a new assortment from merchants, you need to complete the quests of this very merchant, or the tasks of members of his group. Thus, by accumulating reputation, you will open a new weapon with overalls, and over time, Seva along with an exoskeleton.


Always keep your weapons and equipment in good condition, because buying a new suit or machine gun your budget (especially at the beginning of the game) may not be able to withstand, and you will be left hungry and out of ammo, but in a new jacket.

About animals: Hunting them is quite profitable, but requires preparation. You will need good weapon, 2 knives (one for small game, one for big game), a hunter's set and special preparations that protect your body from the psi - effects of certain mutants. I would not say that this is an absolutely necessary reserve for hunting, because you can always go shooting dogs from a rusty Makarov and without any kits, but when you start hunting and understand how profitable it is, it is already difficult to stop, and you will inevitably buy everything these pribludy for even more earnings.

Artifacts: In the south of the Zone, there are only the cheapest, at the price of a loaf of bread from Sidorovich, so they begin to bring real income only in cases where they:
A) A lot, and you went to collect them immediately after the release.
B) Artifacts closer to the center of the zone, more expensive. You need a good detector.

Actually, you already know the very basics, and you will never be at a loss what to do if you just started playing Call Of Misery, and you don’t know what to do at all. I hope that people who didn't like Call Of Misery and didn't play it properly will be able to adapt and this mod will start to bring them real pleasure.

Thank you for your attention!

Name: Call of Misery: xMod

Platform: Call of Chernobyl

Description:

The mod is aimed at creating gameplay in the style of maximum realism. Installed strictly on top of Arsenal Overhaul 1.1.2.

Contains the following modules:

Advanced Mutant Looting

Description:

1. The interface for butchering mutants (in the original, it is generally useless and not needed) now allows (more precisely, obliges) to select only one part of the mutant, which is cut, but the rest remain on the carcass, they can still be cut. Plus, you can activate the cut by double-clicking on the desired part or exit the menu with the ESC button without cutting anything.

2. The chance of skins falling out (in the original it is quite small for everything) - 70%, meat - 80%, other parts, the most expensive and lightest - 90%. Not 100% just because there is a chance of damaging part of the mutant when killing him.

3. The hunting set and the "Mutant Hunter" achievement increase the butchering speed by 2 times each (if you have both - by 4 times). To achieve "Mutant Hunter" you need to kill 500 mutants or cut 1000 parts.

4. Time of "decomposition" of a mutant corpse - 3 game hours, instead of 45 minutes in the original.

5. An advanced hunting knife blunts to zero in 200 cut pieces.

Covered with a copper basin chip in your car key? Do not want to contact different offices in order to fix it? If you own a soldering iron and beginner soldering experience, just buy a 4D 60G chip if your car is 2010 or younger and solder it!

Arranged Artifacts Properties

Description:

The mod removes the terrible "blur" of the properties of artifacts, when each artifact has almost all the properties with a "+" or "-" sign. As a result, it turned out that it was not clear that most of the artifacts in practice turned out to be useless for wearing on a belt. Yes, the combination of the positive properties of artifacts with negative ones looks interesting with game point vision, but its implementation is absolutely illogical: if an artifact has protective properties relative to the thermal anomaly with which it was created, why on earth does it reduce protection against electrical and psi anomalies, to which it has nothing to do? Why not chemical?

The properties of artifacts have been brought into strict dependence on the type of parent anomaly: each artifact protects against the type of anomalous activity that created it, and only from it. There are also special properties for each class:

1. Electrical Anomaly Artifacts - increased stamina.

2. Artifacts of a chemical anomaly - restoring health.

3. Artifacts of thermal anomaly - wound healing.

4. Artifacts of the gravitational anomaly - increase in the maximum carry weight.

Fixed radiation emission for several artifacts so that they all fit into the concept of three levels of "coolness" of artifacts, which is expressed in the strength of the effect, the price and the minimum container advancement required to neutralize the radiation.

Killed the description of the most expensive container for artifacts, PMA: "It has a very low weight." 4.63 kg. When an ordinary lead container has 5.48 kg. The difference is less than a kilogram, indeed, "This is a symbol of wealth in the Zone." Therefore, the weight of all artifacts and containers has been rebalanced - artifacts are much lighter, containers weigh:

SIMK - 4 kg

SPM - 3 kg

PCA - 2 kg

PMA - 1 kg

All items placed on the belt no longer provide an increase in maximum weight due to its own weight.

Arranged Weaponry and Armory

Description:

Tidying up the damage of all Arsenal Overhaul ballistic weapons: a strict dependence of damage on the caliber, muzzle velocity and ballistic characteristics of the bullet, the damage of all weapons is calculated according to one formula. Gauss and binoculars have been upgraded to the lifeform detector. Removed all upgrades to change the caliber, because they break the system. Weapons have damage listed in their description.

Vulnerability to NPC and GG bullets is made the same and increased. For NPCs, the "EXTREME BLEEDING-BASED" damage system was returned (which Rainford for some reason cut / did not transfer from the original Misery), without which the penetration of NPC armor essentially did not work (when it still works for the GG anyway).

The armor protection classes of all suits have been redesigned, made in accordance with GOST "R 50744-95" of 2014. 6 armor classes, 6th - exoskeleton, only Gaussian can penetrate. With any suit and helmet, upgrades can raise the armor class by one level.

All upgrades of all weapons and armor can be installed simultaneously and without tools (I will never believe that throughout the Zone, not a single technician has ever done upgrades to anyone, until it was GG who brought him some magic tools, which he also found in some stump in the swamp, it's too wild). But the tools are still useful, for the delivery of each set of technicians they will give a 5% discount on maintenance (by the way, it has also been fixed, in the original there is some kind of mess with technicians' discounts), which is quite worth it, because the upgrades themselves are quite expensive. If you do not need the ability to upgrade without tools - do not install the folder "gamedata/configs/misc/upgrade_infos".

Reduced muzzle velocity penalty from silencers. The silencer will not cut 30% of the bullet speed.

Inventory Radiation Expanded

Description:

If something in the GG's inventory emits radiation, then all commodities (food, drinks, medicines) lying there are irradiated. Upon reaching a certain exposure threshold, they become irradiated, when consumed, they infect GG with radiation and cannot be traded.

On the other hand, suits and helmets now protect the health of the GG (not food in the backpack) from the radiation of artifacts in the inventory, but helmets do this only at 25% of their "Radio protection" parameter. The stock "Seva" can completely neutralize the radiation of 3 "Goldfish" or 11 "Jellyfish" in the inventory. Artifacts on the belt still give the full dose of their radiation.

Smart Artifact Spawn

Description:

The mod changes the artifact spawning system towards realism. List of changes:

1. After being dropped, artifacts will respawn throughout the Zone, not just at the player's location. Before respawning in anomalies, all previously uncollected artifacts are first destroyed.

2. After every hour of playing time in each anomaly (again, throughout the Zone), with some chance, all artifacts can be despawned - a simulation of the fact that they are collected by other stalkers. Yes, stalkers collect artifacts anyway, but not always. The chance of despawning at night (22:00-6:00) is five times less than during the day.

3. The chance of respawning an artifact in an anomaly is 100%.

4. The further north the location - the greater the chance of spawning expensive artifacts and the less chance of spawning cheap ones. In the limit - on the generators you can find only the most expensive artifacts in their class.

5. For each anomaly, its own time is set, during which, on average, its artifacts are despawned. The closer the anomaly is located to the places of accumulation of stalkers, the shorter this time is, and vice versa.

6. Integrated and fixed the mod for dynamic news about the release (now it correctly indicates the time before the release, the frequency of messages is reduced).

7. The frequency of emissions is strictly fixed (regardless of what is set in the weather settings) - on average once every three days.

8. Disabled forced spawning of certain artifacts when taking the quest to search for artifacts from Beard.

It also brings the following changes:

Character parameters have been changed. The carry weight and fatigue parameters will be drastically rebalanced, this moment only a real weight limit of 35 kg (suits do not count, they compensate for their weight by adding to the maximum).

Slightly increased the visibility distance of the bloodsucker.

Reduced the survivability of the pseudo-dog (which was comparable to the survivability of the boar) and reduced the damage.

Significantly reduced Psi Dog Phantom damage.

All quest items can be removed from the inventory, because they are not glued.

Reworked trade:

The types of merchants are strictly divided into classes: general - weapons, equipment, armor, items (garbage, repair kits, etc.), devices; bartender - artifacts, parts of mutants, food; physician - medicines; ecologist - artifacts, parts of mutants except meat. The merchant does not buy or sell goods that are not of their category. At the bases where there is no any class of a merchant, his assortment combines the one that is (that is, Sidorovich, for example, is a general, and a bartender, and a medic).

Merchants do not buy used items. At all. Not all items in general, but those that, when used, greatly lose their presentation (for example, cartridges, unopened repair kits and medicines are still bought).

Nearly all items that are in perfect condition can be traded with NPCs. Moreover, trading takes place in a 1:1 format, the player buys goods for 100% of the cost and sells for 100%, because trading takes place on an equal footing, both are just stalkers.

Ecologists do not sell almost anything, it's not good, they should do their job, and not make a profit.

Significantly increased the amount of money from NPCs depending on the rank, so that at least veterans can buy at least something expensive from the player.

Reduced energy consumption by 4 times (temporary measure, it is planned to rebalance the energy system).

In the initial equipment of the stalker there is a "Response" detector. It's still a stalker. He collects artifacts.

For worse, the indicator of cartridges was removed, only the indicator of the fire mode remained.

Starting a rework of stuffing NPCs with items. So far the following edits:

The realistic condition of NPC weapons and items, depending on the faction and rank, is set immediately, and not after death.

More ammo for NPCs.

Enabled and changed lootmoney.

Increased the chance of NPCs owning consumables.

NPC items are given immediately, not upon death.

Added a debug autosave option that can be disabled: during the game, every minute of real time (it is possible to increase the interval up to 7 minutes) automatically saves in case of a crash.

A switchable system for limiting and automating saves has been implemented:

Random saving of the game (via the pause menu) is blocked.

A special artifact has been added for game saves. Issued at the start of the game with a full charge. The maximum charge is 7 units. Each save consumes one charge. If the entire charge is used up, the artifact will disappear. The charge is restored by itself, one unit per 13 game hours.

After loading a save made with an artifact, it is deleted. If there is a charge left, then this save is immediately automatically recreated.

When you exit the game, an autosave also occurs, which is then loaded when you return to the game.

Loading a save deletes all saves made after it. When you enter the game, you can only load the last save.

If the artifact is not in the inventory, then you cannot load its saves.

If the artifact is not in the inventory at death, then all saves made by it are deleted.

Enabled a-life simulation throughout the Zone.

To start new game only southern cordon locations and Yantar for the ecologist are available.