1.4007 Changelog EN
1.4007 Changelog EN
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Changelog for patch 1.4007
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Fixes:
- Fixed around 50 dialogs and tasks: rewards, targets, descriptions, lines
- Reworked the most part of the Russian text: fixed grammatic, orthographic,
factual, and stylistic errors
- Fixed and minorly reworked PDA interface
- Fixed some UI elements
- Fixed and reworked all the messages received via the PDA
- Fixed all known errors with doors located on the game levels
- Moved all the passwords, safe combinations, and access codes to a separate PDA
Diary section
- Fixed all the existing Diary entries of Marked One; added some new ones
- Redrawn the military outpost map given by Sidorovich
- Recaptured the most part of illustrations for Encyclopedia entries
- Global texture overhaul: around 250 textures of low quality were deleted, and 400
were replaced with more qualitative ones
- Removed the lab ghosts from PDA Contacts section and the map
- Fixed the severity of bleeding caused by the anomaly "Witches' Jelly"
- Fixed errors with the lack of use sounds after using certain meds and eating some
food
- Fixed issue that wouldn't allow to ask for a task from Petrenko after the Bar
events
- Fixed volume of the levels' background music tracks
- Fixed error that caused the Forest Mercs to visually disappear
- Replaced/added some levels' background music tracks
Additions:
- Added icons for all the tasks
- Added a lot of Encyclopedia articles
- Added new NPC models based on the ones from CoP
- Added new graphics options; reworked some of the existing ones
- Added new shaders: raindrops on helmet, visor effect, and water reflections
- Added a new kind of ammo for shotguns
- The "Compass" is now derivable from transmutation
- Added some super economy class items to be used early in the game
- Added new sounds for some mutants
- Added a lot of sound zones to the game levels, where the reverberation effect
takes effect if the EAX option is enabled
Gameplay:
- The Gameplay DLC, previously being an addon, was included in the base game
- Added many mutant respawn zones
- Reworked all the endings of the game
- Added a new level based on the Level 12 (from 2001-2002 builds)
- Once ranked up, Marked One will get an additional Skill Point
- Added detailed information about an item's purpose to its description
- Lowered the batteries capacity
- Deleted the Illuminati storyline along with all the related cutscenes
- Changed properties of many weapons, meds, food items, outfits, and detectors
- The Rostok Factory technician is now able to fix items with a condition of 10 %
or more
- The secret ending is now unlocked upon completion of 15 conditions
- Removed the ability to repossess the items that the Sin "withdraws" from Marked
One, prior to walking through Lab X-18
- Prevented the anomaly detector and the knife from being given to Marked One at
the start of the game
Other:
- The new Launcher is being distributed with the game: you can launch the game,
have control over installed modifications, and change graphics options; there's
also Discord integration
- Reworked the Game Manual so that it could display the features of the current
game's version; deleted the Artifacts section
- Added full tessellation support
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Changelog for patch 1.4006
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- The Lada Niva and Zaporozhets remain as a body and blown-off parts after the car
explodes
- Fixed a graphic bug under the UAZ
- Added another working lamp to the Moskvich, and both shine better now
- Fixed the bulletproofing of the glass
- Driving into an Electro and some other anomalies will cut off engine power
- Karliks run faster
- Camera wobbling is reduced if weak mutants attack the player
- Fixed no damage when colliding in a car, rebalanced anomaly and collision damage
- The garbage collector algorithm now doesn't work in a certain distance from the
player
- Adjusted flashlight lights
- Increased PKM deterioration by 18% and made the fire rate more realistic
- Reduced the survivability of wild boars by ~20%
- The survivability of weak and strong Burer species is reduced by 25% (except for
medium)
- Big buff to the USP
- A rebalance of the parameters of pistol, rifle cartridges and some weapons in
order to strengthen competition between some barrels and calibers
- Added information about armor-piercing cartridges
- Fixed illogical protection parameters for zombified stalkers
- Reduced the price of AP cartridges of some calibers and all types of 9x39
cartridges
- Reduced price of repair kits
- Fixed the condition for updating the wares of merchants after X-18
Fixes:
- Fixed crashes
- Fixed bug with soldiers in x16 cutscene
- Added dialog for searching instruments for Duty's mechanic
Gameplay:
Engine:
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Changelog for patch 1.4005
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Gameplay:
- All weather cycles and brightness-related console parameters were carefully
tweaked for best image quality (no overbright sun, no darkness during the day,
etc.)
- Default gloss factor tweaked to get better bumps
- Changed default weather after blowout to thunder
- Changed default weather period after blowout to "bad"
- Enabled detail textures and bumps for many surfaces like bricks, concrete, metal,
etc
- Replaced Sidorovich model with Clear Sky version
- Changed firing sounds of some weapons to CoP variants (they were of low quality)
- Multiple round-robin quick-saves (with configurable number of saves)
- Map spots for mechanics and traders
- Disabled game saving and restricted player from moving to other levels during
blowout. (Saving during blowout is not working good)
- The Guiders Mod is now integrated (and modified), granting fast travel via the
services of several NPCs, which are recognizable by a unique map spot after you
talk to them
- Petrenko will now give you a small reward after X18
- All bandit outfits are now enabled for that one Dark Valley quest
- Proverb will hold on to his Vintorez even in his afterlife)))
- Killing Wolf or Mole will damage your reputation more than you think
- Mole has a few new quests
- Participants of the Cordon factory cutscene spawn only when the cutscene is
triggered and made immortal to prevent exploits
- Dolina monolith informer won't try to kill you now after steal docs task
completed
- Start point from Garbage to Escape was moved to north
- A certain task in Forest was remade
- Added missing call for help message when entering Garbage for the first time
- Player's current outfit is now applied to the actor in all scenes
- Player starts the game without armor
- Real weapon names added
- Outfit rebalance
- Complete rebalance of weapon/ammo/grenade stats and their damage against all
classes of NPCs
- Improved weapon ballistics
- Fixed ragdolls not receiving impulse from bullets and rebalanced those impulses
- Abakan unique burst mechanics are now better reflected
- Trader configs were completely rewritten to get rid of numerous related bugs and
pricing/item availability issues
- Some traders now won't buy weapons and outfit in bad condition
- NPC supplies (weapons and items) were rewritten using systematic tier-based
approach
- PDA's from NPC drop can be sold to traders now
- Weapons dropped from killed NPCs now vary in condition from decent to completely
broken (and not repairable - minimum repair condition raised)
- Ammo drops from NPCs were rebalanced and depend on game difficulty
- Vanilla meds are now delayed use, so you have to wait a bit for them to be
applied (your weapon will be holstered) and then a moment for them to work
- Added boosters from CoP
- Artefact spawn rebalanced
- Artefact detector economy reworked
- Burrers and Controllers aura radius is not restricted by height to prevent
underground mutants to harass anyone on surface
- Controllers now take control over up to 10 monsters
- Controller types and thier psy attacks were rebalanced
- Zombies rebalanced - less bullet sponges, but can turn faster now which makes
them efficient up close
- Chimera rebalanced - jump attack restored, revamped health and damage
- All other monsters were rebalanced as well in terms of health
- New dynamic item descriptions now shows more useful info like installed upgrades,
currently loaded ammo and additional stats for weapons like ammo types, durability,
addon mounts, etc.
- Disable UI marks in upgrade screen, those that indicate where upgrade is being
done (they are time consuming to configure)
- Automatic UI marks for unique and quest items
- Bars in weapon info panel now reflect actual stats better and respect installed
upgrades
- Enabled use of all slots when climbing the ladder, except for detector and main
weapon
- Items dropped on maps will now be cleaned, thanks to new garbage cleaner script
(made specially for LA)
- Torches now reduce their brightness over time more realistically (slow at first,
but very fast under 25% of charge and lower)
Bugs:
- Fixed most known bugs related to quests and story
- Crash with xr_conditions get_distance_to_player is fixed
- Weather logic for dynamic renderers re-done:
* Saving\loading should not change weather anymore
* Fixed weather changing spikes from one to other
* Script will now deffinitly choose a new weather for each hour and aply it
in engine
* Made saving of bunch of script variables, that will fix stuff like
undergroind weather when actor is outside
* Added "new game" weather period which will have only "clear" or "partly"
weathers to chose from for first 3-6 hours of gameplay
* Tweaked other weather periods for more logic weather changes
* Added autosave before blowouts
- Nimble won't be sleeping all the time after being rescued
- Re-added a few disabled 'bore' sounds
- Controler aura won't get applies on the surface of Agroprom
- Fixed lagging when player moves stuff back and forth in stash windows (lagging in
car trunk, trade window, stash window etc.)
- Crash when killing npc with "trader" community fixed
- Fix for sun going to the center of sky on af_preblowout
- Fix for weather spikes right before blowout starts(First we let the weather
selector do the job, only then we should trigger blowout)
- Broken knife fixed
- Artefact spawn on new game fixed
- Artefact hunting behavior is more realistic and doesn't get stuck in idle
- Fixed incorrect HUD positions when aiming for shotguns and some pistols
- Fixed some cases where quest involving returning some item to NPC was much less
profitable than selling said item to a trader
- Quest about Karlik for Major: handle case when player did not bring PDA, Purple
Beads artefact can now be sold (if not turned in for quest)
- Fixed icons of a few quest items
- Fixed find tools quests had types of required tools messed up (description and
actual item to find)
- Fixed the error "Can't find variable item_position in
[hands_fireball_weapon_hud]"
- Fixed the error "xr_conditions.script:520: attempt to index field 'actor' (a nil
value)"
- Fixed several scenarios in case if actor attack stalkers on escape and agroprom
- Fixed task manager, added "find_item_hide" tasks for Mole
- Fixed Borov colliding with the door during blowout and in other cases
- Fixed Fox colliding with the floor during blowout
- Fixed few mistakes with smarts on swamp and forgotten
- Fixed crash with smart terrain's in case of wrong job
- Removed some unfinished garbage which could cause problems with transition
weather
- Fixed bug with fake grenades in kamp's which engine couldn't proceed which turned
out to serios error
- Fixed dolina and darkscape different types of bandit's outfit support for several
scripts
- Fixed wrong path to models and several missing textures
- Launch speed upgrade for RPG-7 now actually works
- Fixed a lot of small to medium UI bugs across all HUD types and aspect ratios
(most notable - incorrect size of player inventory in upgrade screen).
- Fixed actor alcohol camera effect always working at 100% amplitude regardless of
current alcohol level
- Fixed inconsistent light levels between DX9 and DX10+ renderers
- Fixed message about game restart not showing after changing video settings that
actually require restart to take effect (like SSAO, sun shafts, etc)
- Fixed not being able to enter text in savegame name textbox using system
language, also prevented entering wrong symbols for file names
- r3_minmax_sm setting is now off by default - this eliminates problem when sun
rays took more and more time to render the longer you play (one of several reasons
of FPS drop over time)
Engine:
- Support of assigning map spots in character desc using tag <map_spot_pointer>
- Console command for dumping all map spots iformation now available in release
bins
- Console command for dumping all known info portions now available in relese bins
- NPCs can now be individualy set to stand there like a rock when a blowout occurs
- New parameters for controllers:{
* PsyAura_Radius_min, PsyAura_Radius_max
* PsyAura_Radius_max_y (controls the height of the aura)
* aura_regular_effector_sect, aura_hit_effector_sect (they control the
effects sections)
* aura_effect_max_factor (controls strength of camera movement) }
- Returned the control over the min distance, on which, controler does not do
"special psy attack" and starts a melee fight "tube_min_dist"
- Added relation between Controller's distance to actor and strength of camera
movement effects (passive psy attack) and also added smooth transition out of the
camera effector to prevent sudden camera jumps
- Borov is now a new kind of ugly
- Added command to controll "cpu waiting for gpu stage". Just for tests.
"r_cpu_wait_gpu"
- Added a thread that monitors if the main engine thread is "ok" or "frozen". If it
detects that the engine is stuck, it keeps saving the log until app is shut down.
It should help with empty log crashes. It will allow the crash log to save even if
the main thread is frozen. Will help a lot if there will be any MT works later.
- Render timing stats, console commands "rs_render_timers" and
"rs_log_render_timers"
- Removed some more mp code
- New command for wire frames on all meshes "r__wireframe"
- Renamed "r4_wireframe" to "r4_tess_wireframe" for better understanding of its
purpuse
- Separate console command for engine timers display "rs_engine_timers"
- Hardcoded NUM5 weather reset replaced by console command "cfg_weather_restart"
- Old script safes were deleted and now are hardcoded, lock UI is in scripts
- New texture params gloss_coef[] anf gloss_offset [] for rough control of texture
gloss factor.
- In-Game weather editor for configuring dynamic weathers, use the command
"weather_editor" for help.
- New console command "set_weather"(replacement for old not working command)
- (r3 r4 only) Parallax offset is now working. Added separate console commands for
STEEP parallax
r2_steep_parallax_h, r2_steep_parallax_distance, r2_steep_parallax_samples,
r2_steep_parallax_samples_min.
Tweaked fading from steep parallax to parallax(depends from
r2_steep_parallax_distance)
- Multithread optimizations - loading time reduced dramatically (MT for c-form
loading and texture loading)
- Temporary compromise for sun rays on r4 (Due to complicated code, we had to
restrict r4 to only use sun_quality = ultra or maximum)
- Fast aproximate anti-aliasing (FXAA) added (r3, r4 only) (Thanks to MrSwarts)
- Backbuffer count option added (single, double or triplebuffering)
- Armor on the paper doll in the inventory is now a regular icon
- lua_help and hud_adjust_mode fixed
- fire_modes can now be used by any weapon(For moders use and also fixes automatic
pistol)
- New weapon params: rpm_semi (for separate semi fire rate control), rpm_no_disp
(for AN-94), fire_direction_offset (for ballistics), shot_max_delay (for smoother
semi-auto shooting), zoom_inertion_factor (camera sway multiplier)
- Buckshot spread is not affected by shooter's dispersion (PDM_*), only barrel
dispersion (fire_dispersion_*)
- Fixed weapon param: condition_queue_shot_dec
- Ability to upgrade launch_speed for RPG-7 and RG-6 and rocket_class for RPG-7
- Enabled k_air_resistance ammo parameter (for ballistics)
- Fixed delayed weapon firing (noticable on low rpm)
- Fixed RPG-7 and RG-6 grenade fired before the firing FX sometimes
- Fixed weapon addon icons misplaced when dragging weapon from slot into inventory
or other way around
- Fixed camera jumping when aiming down the iron sights and looking around
- Fixed weapons with different set of upgrades installed being stacked together
- Fixed crash when an item does not have upgrades for every single slot in XML
upgrade scheme
- Fixed task objective icons not disappearing sometimes after task/objective is
completed
- Fixed broken randomness in mutant parts drops (when groups of mutants are spawned
at the same time, i.e. on starting new game)
- Fixed bug in CAnimatorCamLerpEffector that caused all cam effectors to ignore
factor parameter and always play at 100% amplitude
- Adjusted set_ammo_elapsed scripting function to work with ammo packs as well as
weapons
- Added alternative XML-based way to define character supply spawns using extended
spawn settings (like type of ammo in mag, etc.) and supply templates
- Stopped NPC's from deleting ammo packs on death (scripts should take care of this
instead)
- Improved handling of physical impulse to ragdolls on death of creatures
- Prevented bullets from damaging the same object twice (as result, the whole
damage balance needs to be adjusted)
- Added a third comma-separated parameter to weapon hud anims - animation speed
multiplier
- time_factor fixed
- Static particles fixed
- THM files will not overwrite configs in texture_specification and
texture_association.ltx, if specific texture is specified there.
- Added 2 ways to make NPC immortal: "invulnerable = true" in the [logic] section
or "invulnerable" XML flag in specific_character
- Enabled custom data's [spawn] section for monsters
- Rewritten logic for showing and hiding detector to make it more logical and work
more like normal items
- Call of Pripyat helmets (engine work done)
- Allowed *.xdb* archives to be loaded from any folder, just like normal *.db*
archives. Unlike normal archives, those are always read relative to the "gamedata"
folder, so you can pack a mod, name it how you want and place in the convenient
place (fsgame.ltx was also updated to add special "mods" folder that has higher
priority than all normal archives, but lower than unpacked files - so you can
modify the game as you expect to but still have the convenience of *.xdb packages).
- Added scripting function "alife():objects()" that allows to iterate (using simple
for .. in loop) over all alife objects.
- Added scripting function "installed_scope_name" to get the section of currently
installed scope.
- Partially fixed incorrect price calculation for half-empty ammo packs and non-
empty weapons
- Added buy_item_condition_factor and discounts from CoP, show message explaining
why item cannot be sold
- Added overloads for scripting functions "buy_supplies", "buy_condition",
"sell_condition", "show_condition" that accept a Lua table instead of IniFile. This
allows to dynamically customize prices and ability to trade items without changing
the vanilla trading logic.
- Added overloads for "npc:buy_condition" and "npc:sell_condition" that accept
boolean value and allow to change if items can be traded by default or not for this
NPC (in vanilla, default behavior was to always allow trade, even when you forgot
to add it in the price lists).
- Added parameters "buy_allowed" and "sell_allowed" into [trade] section of
system.ltx, which allows to configure if items are allowed to be sold or bought
when they are not in the price lists.
- Added new params for all items: "trade_ignore_condition", "condition_cost_koef",
"condition_cost_curve" to tweak how item is traded in the game
- Added console command "reload_system_ltx" for better modding experience.
- Fixed console commands "run_string" and "run_script" to respect uppercase letters
in code.
- Implemented system for upgrades that allows engine to automatically calculate
property modifiers based on base property value and given multipliers. This should
allow to easily mod weapon/outfit properties without worrying about upgrade
inconsistency all the time. Also prevents duplicate configs.
- Outfit info now shows real outfit params after all upgrades, instead of base
values all the time
- Fixed item info not being updated in the upgrade window after installing upgrade
- Added optional functor for generating item description on Lua side:
ui_wpn_params.GetDescription (called for all items, not just weapons)
- Current ammo section now passed as 3rd param to original ui_wpn_params functions
- Restored r2_sun_lumscale console variable without removing sun_lumscale from
weather, now both values will be multiplied
- Restored r2_tonemap_middlegray limits to their original values [0.000, 2.000]
- Improved EffectorZoomInertion: better configuration, smooth movement between
points, smooth fade-out after stopped zooming
- Added optional second rifle slot (pistol slot remains separate; should be enabled
in [actor] section and slot added in inventory UI XML) by partially porting slot-
related code from CoP
- Fixed crash when using pda_skills or pda_downloads before PDA UI was initialized
- Fixed crash when using effect.finish script function
- Added optional outfit/helmet params to present bullet protection as a string (eg.
armor class) instead of a number, due to complicated damage calculation for bullets
that players can't easily understand
- Added console variables to enable/disable build 2218 style bloom and gloss (need
new shaders to work)
- Added param "inv_draw_behind" for addons to be drawn behind weapon icon (eg. when
scope is attached on the left side)
- Added params "scope_force_icon", "silencer_force_icon",
"grenade_launcher_force_icon" to weapons to force engine to draw addon icon when
status is not 2
- Outfit info and actor protection info panels now show actual armor values from
bones_koef_protection, instead of a fake "fire_wound_immunity"
- Replaced "range_min" with "range_curve" for torches for more realistic range
changes
- Added console commands "quick_save_counter" and "max_quick_saves" to control
quick-save indexing
- Made upgrading of addon-related settings more simple to use (eg. no need to copy
all silencer settings in upgrade section if you just need silencer_status = 2)
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Changelog for patch 1.4004
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Changelog for patch 1.4003
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Changelog for patch 1.4002
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Changelog for patch 1.4000
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Fixes:
Addons:
-- Gameplay
-- Graphics
-- Engine
- engine now detects all the sound cards connected to your pc and you can select
any of them to use
- grass movement can now be controlled from user.ltx, and from weather files
- grass draw distance now can be set from console from 30 to 240 meters (SoC used
25meter by default)
- sun lumscale, ambient and hemi color can now be controlled from weather, so it
can be changed or mixed as the weather changes, creating nice atmosphere
- implemented DX11 render mode (with the same bugs as it had in CoP)
- added shaders cache ('r__shaders_cache' console command) which speeds up the
loading of shaders when pressed alt+tab
- added support v3 and v4 skinning types to models. Lost Alpha can load CS and COP
models
- made clean up G-buffer each frame to avoid "ghosting" on sky
- added new hud adjust mode to adjust weapons on cop hands
- all texts from scripts, configs were moved to text/ folder
- extra option to hide/unhide subtasks on pda tasks section
- added console command to disable/enable sun flares
- depth of field is controlled by weather
- added 'r2_dof_weather' console command for using dof values from weather or from
console values
- more types crosshairs
- added new parameters for artefacts
- now outfits have the same description as artefacts, no need to add parameters of
outfit to translation files
- added 'auto_detect_entities' parameter to binoculars so that it could be true or
false and also could be upgrated
- added reserved tasks to LA engine, which includes new tab in PDA. infoportion and
call_function etc.
- added new parameters to outfit also added them to upgrade list
- added new method 'allow_break_talk_dialog' for xr_meet as in Call of Pripyat
- added console command 'keep_textures_in_ram'
- returned back spawn of artefact when alive entity dies in it as in builds
- New console command to skip texture loading state. Useful for debuging;
r__skip_texture_load
- Added separate fps counter. command rs_fps
- Fix for hud particles not being rendered with the reacent particle distance tweak
- added 'current_detector' and 'r__glows_enable'
- optimized detector sound, and did some code organization
- code for psy-health bar in inventory
- Tourch parametrs can now be configured in configs too.
- Replaced Name by Nameshort for highlighting items names when pressed F
- adde console command r2_particle_distance. Now particle distance can be tweaked.
- added steep parallax param 'use_p:' to textures specification
- disabled blending light direct because something wrong with suncascades
- set texture color for drag items
- added 'has_upgrade' method
- disabled 'keep_necessary_textures' by default
- added 'dof_kernel', 'dof_sky' to weather, renamed 'dof_far'->'dof'
- added 'r2_dof_weather' console command for using dof values from weather or from
console values
- disabled drawing relation for monsters and car in carbody wnd
- red unupgradable items in upgrade wnd
- mark inventory items in inventory, trade wnd and carbody wnd
- fixed campfires and torch on r3, r4
- added 'eat_psy_health' to eatable items
- returned SSE2 to SSE
- cursor is now centered in all dialogs, added 'NeedCenterCursor' method for it
- disabled centering cursor for ScriptWnd, use 'NeedCenterCursor'
- fixed 'satiety_restore_speed'
- moved thirst and hunger to engine from scripts
- added value 'eat_thirst' to eatable items
- added 'satiety' and 'thirst' properties
- added united crosshair console command
- fixed incorrect reading of vectors in user.ltx
- fixed wrong saving of ammo in CWeaponMagazinedWGrenade
- fixed rendering of translucent models (weapon hud)
- fixed shadows of aref geometry
- fixed hiding glows on r3 and r4
- added method 'level.object_by_name'
- fixed crash when destroyable object is destroyed
- unupgradable wpns/outfits are visible in upgrade wnd now
- disabled messages 'Version conflict in shader' and 'Renderer doesn't support
blender'
- added intro switch to options
- added hud and camera fov sliders to options
- added prefetch switch to options
- added new crosshair switcher to options
- added particle distance slider to video options
- added HDR coefficient switch to video options
- added sun flare switch to video options
- added enviromental dof switch to video options
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Changelog for patch 1.3003
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Fixes:
- fixed vibrating (constant open and close) doors on Great Metal Factory level
- fixed inaccessible "ashes to ashes" stash on Darkdolina level
- fixed crash for missing suit upgrade
- fixed Escape bridge soldiers dying because too far from shelter
- fixed flying trees and props on Darkscape level
- fixed Pripyat geometry (missing surface)
- fixed Arena mobs missing bug
- fixed no available phrase to say, dialog[dm_artefact_merger_wnd]
- fixed no available phrase to say, dialog[forg_stalker_trader_start]
- fixed map marker for bandit suit on Darkdolina
- fixed can't find model file 'weapons\crossbow\strela.ogf'
- fixed level changer position from the Power Plant to Sarcofag
- fixed Radar crash near outpost
- fixed ui_repair_wnd.script:471: attempt to index field 'selected_item'
- fixed quickload after death with hotkey
- fixed Greben jobs and dialogs on Yantar
- fixed usage of motion blur effect on R2 (dynamic lightning)
- fixed Lukash task dialog
- fixed Petrenko's task and dialog on Great Metal Factory level
- fixed Sidorovich's message to kill zombies even if all are dead
- fixed incorrect RPM for upgraded sig550
- fixed can't open section 'bandages'
- fixed incorrect icon for upgraded VAL weapon
- fixed return entry to Pripyat from Outskirts
- fixed [error]Description : callback kils bone matrix bone: bip01_spine2
- fixed crash when killing stalker trader on Construction Site
- fixed some other codes for doors
- fixed broken logic for doors and camera on Lost Factory
- fixed some floating boxes and barrels in Agroprom
- fixed ai-map in Deadcity (monsters climbed the bridge from the river)
- fixed ai-map for the duty sniper on Garbage outpost
- fixed ai-map and geometry on Yantar level
- fixed green glass in windows, jars etc. on r1 (static lightning) render
- fixed shader for lamps on dx10 (bulbs in lamps visible again)
- fixed incorrect calculation of money
- fixed Pripyat secret trader, now he will appear
- fixed crash in DetailManager, often shown on Generators level
- fixed some broken freeplay tasks
- fixed pda buttons (and the crash when using it)
- fixed missing known info strings
- fixed unresponsive bloodsucker on Darkvalley when climbing through hole in
roof
- fixed Deedee antidote exploit
- fixed kill statistics
- fixed No available phrase to say, dialog[forg_dolg_raid_dialog_finished]
- fixed rendering crashes on all levels, but mainly related to the last few
ones
- fixed transparent window frame on Generators level
- fixed missing Sin house (esc_basement_motor_cache) stash in Escape level
- fixed upgraded icon for PSZ-9Md outfit
- fixed crash when using repair kits
- fixed Sakharov dialogs
- fixed faulty stashes on Army Warehouses level
- fixed auto fire upgrades
- fixed Deadcity money issue
- fixed kampers ignoring danger
- fixed contact's incorrect avatar on Army Warehouses level
- fixed position of anomaly which was almost inside the Bar on Great Metal
Factory
- fixed crash when talking to Duty leader on the Power Plant level
- fixed trees which had no collision
- fixed No available phrase to say, dialog[escape_wolf_greatings]
- fixed broken task when Hunter moves to Outskirts
- fixed duplicating ammo in safe exploit
- fixed weather
- fixed transparent metal surface on Garbage level
- fixed crash which happens if you try to talk to an npc via pda chat in the
same time the npc dies
- fixed upgraded icon for VAL weapon
- fixed mutant wave on the Power Plant level (sometimes task did not finish)
- fixed reaction of monolith soldiers at the Power Plant level when player
drives BTR vehicle
- fixed various small glitches
Addons:
- finetuned all traders and their stock
- added missing map hint for Garbage sniper
- removed anomaly from the middle of the road on Great Metal Factory which
made the access to Military level with car very hard
- Strelok's book can be dropped now, but it will be available in the articles
menu on your pda as well
- now can buy cars from Outskirts barman too
- monster and character relations were tweaked
- added timer on hud for the gasmask on Rostok Factory level
- slightly increased probability of rain and thunder
- knife hit powers finetuned
- alcohol postprocess effects tweaked
- dx10 render optimized (more will come in later patches)
- added feature: when checking stash with purple icon and not taking all of the
items, the icon will change to green and will only be removed if you take all
- pda chat finetuned, if a participant goes offline, you will see message
"connection lost"
- added X18 documents dialog to the "barman" Petrenko so that dialog can
complete if doing task later.
- made Sin neutral to the actor (to avoid misunderstanding)
- made Sin hostile towards actor_dolg (if player joins duty) and dolg
(duty faction)
- added more fuel to traders and stashes
- finetuned ai reactions
- finetuned certain monster reactions
- removed extra sleeping bags from the game, but the one you have is now
dropable, tradeable, and you can buy one at traders
- added ladder to the hole on the ground in Yantar to make climbing in and out
more convenient
- revisioned and united all weapon hud positions
- the secret trader now sells only unique items
- added more alife to Darkscape, Forest, Outskirts and Country levels
- particles engine tweaked, finetuned and more stable
- implemented cloud shadows on r3 (dx10) render too
- added pda message about the 3rd bloodsucker to kill on Rostok Factory level
- enemies won't ignore you if you are sitting in a car
- various smaller tweaks and fixes
- removed test grenades and fixed bug so now NPCs will run from grenades they
throw if they land close to them
-------------------------------------------------------------------------------
Changelog for patch 1.3002
-------------------------------------------------------------------------------
Fixes:
- fixed vibrating (constant open and close) doors on Great Metal Factory level
- fixed inaccessible "ashes to ashes" stash on Darkdolina level
- fixed crash for missing suit upgrade
- fixed Escape bridge soldiers dying because too far from shelter
- fixed flying trees and props on Darkscape level
- fixed Pripyat geometry (missing surface)
- fixed Arena mobs missing bug
- fixed no available phrase to say, dialog[dm_artefact_merger_wnd]
- fixed no available phrase to say, dialog[forg_stalker_trader_start]
- fixed map marker for bandit suit on Darkdolina
- fixed can't find model file 'weapons\crossbow\strela.ogf'
- fixed level changer position from the Power Plant to Sarcofag
- fixed Radar crash near outpost
- fixed ui_repair_wnd.script:471: attempt to index field 'selected_item'
- fixed quickload after death with hotkey
- fixed Greben jobs and dialogs on Yantar
- fixed usage of motion blur effect on R2 (dynamic lightning)
- fixed Lukash task dialog
- fixed Petrenko's task and dialog on Great Metal Factory level
- fixed Sidorovich's message to kill zombies even if all are dead
- fixed can't open section 'bandages'
- fixed incorrect icon for upgraded VAL weapon
- fixed return entry to Pripyat from Outskirts
- fixed [error]Description : callback kils bone matrix bone: bip01_spine2
- fixed crash when killing stalker trader on Construction Site
- fixed some other codes for doors
- fixed broken logic for doors and camera on Lost Factory
- fixed some floating boxes and barrels in Agroprom
- fixed ai-map in Deadcity (monsters climbed the bridge from the river)
- fixed ai-map for the duty sniper on Garbage outpost
- fixed ai-map and geometry on Yantar level
- fixed green glass in windows, jars etc. on r1 (static lightning) render
- fixed shader for lamps on dx10 (bulbs in lamps visible again)
- fixed incorrect calculation of money
- fixed Pripyat secret trader, now he will appear
- fixed crash in DetailManager, often shown on Generators level
- fixed some broken freeplay tasks
- fixed pda buttons (and the crash when using it)
- fixed missing known info strings
- fixed unresponsive bloodsucker on Darkvalley when climbing through hole in
roof
- fixed Deedee antidote exploit
- fixed kill statistics
- fixed No available phrase to say, dialog[forg_dolg_raid_dialog_finished]
- fixed rendering crashes on all levels, but mainly related to the last few
ones
- fixed transparent window frame on Generators level
- fixed missing Sin house (esc_basement_motor_cache) stash in Escape level
- fixed upgraded icon for PSZ-9Md outfit
- fixed crash when using repair kits
- fixed Sakharov dialogs
- fixed faulty stashes on Army Warehouses level
- fixed auto fire upgrades
- fixed Deadcity money issue
- fixed kampers ignoring danger
- fixed contact's incorrect avatar on Army Warehouses level
- fixed position of anomaly which was almost inside the Bar on Great Metal
Factory
- fixed crash when talking to Duty leader on the Power Plant level
- fixed trees which had no collision
- fixed No available phrase to say, dialog[escape_wolf_greatings]
- fixed broken task when Hunter moves to Outskirts
- fixed duplicating ammo in safe exploit
- fixed weather
- fixed transparent metal surface on Garbage level
- fixed crash which happens if you try to talk to an npc via pda chat in the
same time the npc dies
- fixed upgraded icon for VAL weapon
- fixed mutant wave on the Power Plant level (sometimes task did not finish)
- fixed reaction of monolith soldiers at the Power Plant level when player
drives BTR vehicle
- fixed various small glitches
Addons:
- finetuned all traders and their stock
- added missing map hint for Garbage sniper
- removed anomaly from the middle of the road on Great Metal Factory which
made the access to Military level with car very hard
- Strelok's book can be dropped now, but it will be available in the articles
menu on your pda as well
- now can buy cars from Outskirts barman too
- monster and character relations were tweaked
- added timer on hud for the gasmask on Rostok Factory level
- slightly increased probability of rain and thunder
- knife hit powers finetuned
- alcohol postprocess effects tweaked
- dx10 render optimized (more will come in later patches)
- added feature: when checking stash with purple icon and not taking all of the
items, the icon will change to green and will only be removed if you take all
- pda chat finetuned, if a participant goes offline, you will see message
"connection lost"
- added X18 documents dialog to the "barman" Petrenko so that dialog can
complete if doing task later.
- made Sin neutral to the actor (to avoid misunderstanding)
- made Sin hostile towards actor_dolg (if player joins duty) and dolg
(duty faction)
- added more fuel to traders and stashes
- finetuned ai reactions
- finetuned certain monster reactions
- removed extra sleeping bags from the game, but the one you have is now
dropable, tradeable, and you can buy one at traders
- added ladder to the hole on the ground in Yantar to make climbing in and out
more convenient
- revisioned and united all weapon hud positions
- the secret trader now sells only unique items
- added more alife to Darkscape, Forest, Outskirts and Country levels
- particles engine tweaked, finetuned and more stable
- implemented cloud shadows on r3 (dx10) render too
- added pda message about the 3rd bloodsucker to kill on Rostok Factory level
- enemies won't ignore you if you are sitting in a car
- various smaller tweaks and fixes
- removed test grenades and fixed bug so now NPCs will run from grenades they
throw if they land close to them
-------------------------------------------------------------------------------
Changelog for patch 1.3001
-------------------------------------------------------------------------------
- game binaries are working with administrator privileges now, avoiding problems
with User Access Control (UAC) subsystem
- game will work on windows xp, although dx10 cannot be used
- quicksave / quickload buttons now can be remapped
- fixed serious bug with wrong ui_movies.xml which prevented to play half of the
game
- fixed storyline battery task in sarcofag
- fixed flying tree and geometry on Yantar level
- fixged geometry on Garbage level
- fixed the crash on r1 (static lightning) render when player entered ‘Great Metal
Factory’ level
- fixed rat monster crash and effectors bug
- fixed random crash related to pda contacts section
- temporaly disabled legs/shadow in options, if you have it enabled, please type
this to console: g_actor_body 0
- with removing visible leg feature, the missing footsteps and self shadow works
again by default
- “la options” debug menu is disabled on widescreen
- crows are again killable
- ak74, ak74u, L85, G36 sounds synchronization fixed
- proper fix for safe crash
- missing “chmieltist” beer drinking sound fixed
- missing p90 model added
- brightness, gamma and contrast sliders fixed
- no available phrase to say, dialog[yantar_sakharov_start_talk] fixed
- no available phrase to say, dialog[agr_ratcatcher_start] fixed
- no available phrase to say, dialog[dol_specnaz_leader_dialog] fixed- several
(hopefully all) missing descriptions added back
- crash when player ESC from solitare and hex viewer fixed
- restored working class for hex viewer, text viewer, image viewer, console
- fix for artefact merger
- crash in repair window fixed
- wrong passwords for doors in pda fixed
- loading last save overlap window fixed
- added marker for ‘strelok’s flash’ and ‘yantar wires’ because many users reported
it’s too hard to find them
- fixed camera position to climb out of UAZ jeep
- fixed OnMouseAction crash (Tetris in LA PC)
- Veles gives correct download module, so no need to buy it from Barman
- updated mi24 model, should fix “callback kils bone matrix bone: front_gun_tower”
- improved tasks and task completion on agroprom
- fixed luminocity and distance for stalkers to default value, ai works better
- removed the strange reverb when eax is enabled, and added more stable sound dlls
- temporary fix for missing suit upgrade
- fixed incorrect mag size for upgraded pb1
- added vehicle prices to dialogue
- corrected outfits icons and soldier outfit
- new helicopter sound with tuned volumes
- helicopter in cordon patrols less often
- helicopter windows in agroprom fixed (were transparent on r2-3 renders)
- added pda articles for downloads
- missing vehicle icons were added
- several vehicle properties were changed
- topoliny puh anomaly not glitching anymore
- car fuel should work now
- various small tweaks and fixes