#📢announcements
1 messages · Page 2 of 1
Just pushed a small update: No more harmonica tracks near campfires (can be disabled from MO2) and more guitar tracks 🙂 . I honestly started to hate harmonica tracks playing all the time...
Stronger and more expensive 5.56 and cheaper 5.45. Yes or no ?
Almost done with Ash12 new model and stats.
First iteration of the GAMMA weapon pack is online 
New models and texture and upgrade kit for Ash12.
New bizon texture
New Toz34 texture
Fixed Weapon Pack is being reuploaded.
If you have the G.A.M.M.A. Weapons Pack folder in G.A.M.M.A. RC1/mods and in G.A.M.M.A. RC1/.Grok's Modpack Installer/G.A.M.M.A/modpack_addons, please remove it, it will cause issues with the new G.A.M.M.A. Weapon Pack (doesn't have a s at the end of Weapon).
You can get the fixed pack from the classic updating method. Just be sure to do what's written previously if you updated in the past 6 hours from this message.
Ash12 will deal more damage than a shotgun with AP Slugs, but it has less penetration than AP Slugs with FMJ ammo, but more penetration with the expensive AP 12.7x55 ammo. Keep in mind that the bullet is slow and will have some drop.
It now has a SUP kit you can buy at any tier 3 WP trader which provide a laser module and a dual scope (long range + mounted RMR colimator). A silencer is also available.
It's an powerful weapon if you get the chance to find it and repair it.
Pushed a progression fix.
Heavy armor repair kits were buyable at mechanics in possession of advanced kits.
It's not the case anymore.
Instead I made a very expensive recipe to craft heavy armor repair kit.
The logic behind this is to prevent easy repairs of heavy armors before venturing beyond the red forest. Medium armors should be used for longer, since heavy armors aren't that hard to come by. Also, Skat9 armors provide good defence without actually relying on Artefacts.
To be able to have a nicer progression and a better use of all GAMMA mechanics, heavy armors repairing will now be delayed mostly until the player gets an expert kit.
To avoid any RNG fuckery (expert toolkits can be a pain to obtain) I however provided a new expensive crafting recipe with the advanced toolkit to get a Heavy Armor Repair Kit.
Overall it shouldn't "nerf the player" so much, but rather make medium armors used more and also enforce artefacts empowering. Keep in mind that Battle Seva are really good medium armors (hybrid suit, ace suit, etc) especially when filled with artefacts or ballistic plates.
Companions won't despawns in south maps anymore
Holy cow, we need to test it and send some love to @young creek
Phenomenal work!!!!
https://www.moddb.com/mods/stalker-anomaly/addons/better-stats-bars

There's a discount of 20% on Tarkov today and tomorrow. Just saying (I like it that's all and that kind of info is easily missed).
I'm pushing the Full Condition displayer addon for GAMMA:
Press Left Alt in the inventory before hovering an item to display the item stats if it was at 100% condition.
Using that Key should help you assess if you should disassemble an armor or not 
Grizzly Detector now detects all artefacts as it should
RC2 or Medical items rebalance ?
Pushed a small fix for the correct display of outfits max stats while pressing Left Alt in inventory thanks to @young creek
New footsteps sounds and audio comments. NPC should be easy to spot with better footsteps sounds, meanwhile the player footsteps are not super loud. A bit unrealistic but this should help sounding NPCs 
Global Texture Rework by the based Dobrov
This changes the textures of the whole game
There are also new shaders for it, allowing parallax mapping on the ground. They aren't compatible with Enhanced Shaders yet
https://drive.google.com/file/d/1-G2q2dAaTwrDJhm0hfY1FgFxVSPfeRwQ/view?usp=sharing
Should Nosorog NPCs be tankier ?
EDIT: thanks for your feedback, it's in 😄
GAMMA RC2 Beta is out. Check out:
#947807834345721896
#947823370613960715
#947823414767419403
That is, if you want to be a genuia pig, but also access cool new stuff in advance
Looking for a Russian + English speaker to join the moderation team 
Don't use shitty antiviruses. Windows Defender is actually good. Otherwise use the best paid antiviruses like ESET or BitDefender if you want better control on what your antivirus do (custom rules etc). This can help avoiding issues with GAMMA installation for instance 
I'm thinking about a new system to repair armors:
- armors cannot be repaired directly by a repair kit or at the technician.
- armor parts cannot be repaired.
- armors condition still depends on the condition of their parts.
- you can change parts of armors by drag and dropping them, you need the appropriate repair kit to change the parts. No charges are consumed when swapping parts.
- mechanics sell 100% condition armor parts.
- armor parts will drop in better condition than currently.
- ennemies will randomly have good conditions armor parts.
- glues and sewing kits just become crafting materials
- reduce armor deteriorating speed
This should push the player to get replacement parts for their armor rather than relying on armor repair kits.
The system is much more realistic.
It makes money still super useful to repair armors: you need to buy parts to repair your armor.
It makes the ennemies armors farming actually useful.
It makes the exo skeletons harder to maintain perhaps ?
RC2 will be delayed a little bit because I want to add this nice feature in the launcher (I don't want people to have a new launcher to extact etc):
Right click an addon > Visit on moddb.com > this will open your browser at the addon page. That way you know exactly what each addon is about 🙂
4000+ Stalkers joined GAMMA. Here's a small surprise for you, thanks to @copper scaffold . Official GAMMA trailer
Sorry for the delays for the RC2 release. Got my plate full with other stuff. Hopefully I'll get back to it next Tuesday.
I want to die right now 
None of my add-ons seem affected, but I can't predict how GAMMA will react to that patch.
I don't recommend to perform the update just yet
I need some feedback on that addon before adding it to RC3 (yes RC3 is in the making, no more RC1, RC2 dicotomy, just brand new client with regular updates through github) https://www.moddb.com/mods/stalker-anomaly/addons/voiced-actor-expanded

Finished porting some tracks of Chernobylite into the game soundtrack. 17 new tracks for RC3 🙂
Say hi to your new best friend, coming with RC3 (Ash12 new textures, reworked model, reworked reaction to ambient lights, new sights, new animations, new stats and recoil)
Minimap should be replaced by just a simple compass by default to increase the use of the PDA with the R key to move it out of your face while being able to keep looking at it?
10 tracks from the Darkwood OST added for RC3 (alongside the 17 Chernobilyte ones). Nights will be much more spooky now, and the day-time travels might be a bit more uneasy and daunting 
Some guns will be removed from stashes and NPCs loadouts in RC3 to ensure maximum quality of guns in terms of balance, model, texture, scope diversity and animations
check #📎to-do
Quality over quantity
Some guns will still not have proper inspection / unjam anims, but it will be like 10% of the guns.
I'll check if it's possible to rig new anims on cool guns like G3, Galil etc
Important update concerning the new installer coming with RC3:
- Addons will now have a static and proper name instead of using the archive names. The load order will be much more easy to read now.
- Addons will have a link to their official moddb URL (right click addon in MO2 > Click "Visit mod page on moddb.com")
- Each addon will now have a version set to the last update date of the addon inside MO2. This will allow to keep track of addons version without relying on the archives name, and the ability to sort addons by their update time. This will also prevent deprecated versions of addons to accumulate at the bottom of the load order (reverting to old versions won't be possible anymore though).
- More importantly, this will allow GAMMA to live without me being behind it everyday to fix the modlist.txt, **no more step 9 #old-how-to ** people

- Each run of the installer will create a log file, that way you can easily follow which addon got updated 🙂
Not an April Fool btw
Should addons author be in the addons names in MO2 ?
THAP Rework - IENCE
THAP Rework
Almost done reworking all the icons from the ground up, mixing Cr3pis icons with Maids indicators
Highlights of the new RC3 load order changes:
- Visit moddb.com
- Much more readable load order
- Visible authors name
- Version tracked using last update date of each addon (populated automatically straight from moddb)
- Custom addons name
From first tests, RC3 runs like a charm. Few things to fix / implement before I can release it though
Small teasing on icons rework: craft icons near items used in craft recipes
And also, tiers on repair items icons
Same for all the junk items. This should make items sorting much easier 🙂
RC3 loading screens will display #│📚manual information (almost done with that). Some stories will be kept
An update concerning my progress on RC3 build:
The Manual has been added to loading screens.
I also added the inability to repair Helmets and Armors at mechanics for a fee, this will ensure a longer hobo phase. You can still grab some nice armors from Swamp ecologist questline, or from the Yantar barman for vodka. This won't however protect you from radiations! Don't go to the north too fast, get a better helmet first. You can alternatively start as Merc or Freedom to get a better gas mask from the start.
I reduced ammo drops from stalker enemies.
I'm adding a psy barrier at Red Forest as of writing, this should prevent North rush. You'll need to get the psy helmet to go through the red forest... Or go to Limansk and Hospital, if you are crazy enough to do it.
I made small changes so that synthetic textiles are easier to get: soaked underwear will now drop one when disassembled, this should ensure that backpacks are easier to upgrade.
I made Nosorogs even more tanky.
With that said, what's left to do before RC3 release ?
- Check out if the few bugs found in RC2 are all fixed (mainly dialogs issues)
- Finish the implementation of the Red Forest psy barrier (it's working but is way too violent currently, it's like one shotting you).
- Finish the shaders fine tunning.
- Change the loot from stashes (more varied food, etc)
- Remove the army kettle from the loot pools and traders
- Increase the distance to fire camps for cooking.
- MCM values
- Remove (BAS) from guns names
Sadly I won't have time to remove guns from the loot pools nor fix the insta death radiation pockets anomalies (#📎to-do). This will be done after RC3 release.
Hopefully, RC3 will be released before the end of the week. And this can even be tomorrow.
Began to prepare icons for the upcoming health system overhaul. White hearts indicate post heal items. I also added defense boost drugs icons. As you can see, only painkillers and antibiotics will help with post-heals
Reworked cooking, again, for RC3.
- raw meats will deal much more damage, will give much more rads and less calories. Don't eat them, seriously, it might damage your limbs.
"Don't eat that raw meat kid. Last time I ate raw tushkanos meat, that was when we were pinned down by monoliths for a week in a building in Limansk... My legs are still hurting from the poison. Now imagine eating raw chimera meat, you might die from a hearth attack."
- basic cooked meats will give slightly less calories than before (x0.8)
- tier 1 cooked meats (with water) will give more calories than before (x1.275)
- tier 2 cooked meats (with alcohol + liquid fuel) will give much more calories than before (x1.5) and their boost will stay 5 times longer (and that's pretty much almost half a day for some I think). Yes, there's a real incentive to cook them now.
- You can stay much farther than fire camps to cook now, no need to bath in flames anymore

Done with the new Body Health System balance... Better indicators on icons, new effects, much less post heal items to manage, better balance of post heal items, better description of drugs and their effects (accurate dizziness inducement and dizziness removal effects), limbs will take less damages than before, longer duration of temporary healing , cleaned the garbage from drug descriptions to focus on what matters gameplay-wise
Not gonna lie, that was a pain, I hope I didn't make any errors.
RC3 upload incoming. There might be issues during the first few days, but I'm nuking RC1 and RC2 with RC3 release. Existing saves should be fully compatible (tried on my side, no problem, but you never know).
In any case, if you are in the middle of a playthrough and don't want to potentially loose your progress 1) keep your current install on top of the RC3 one (you can move the download folder between the two installs to save space), 2) wait a few days before updating.
If you just started, update to RC3 when it's available, it's so much better than RC2 and RC1, you won't believe it 
I'm cleaning the github repo as of writing, and RC3 availability should coincide with the github update. New #old-how-to is in the progress of being written.
So, in any case, wait for an #📢announcements before trying to use RC3 !
@everyone Friends of the Zone, rejoice: S.T.A.L.K.E.R. G.A.M.M.A. Release Client 3 is now available! Many new changes compared to the previous version, with lots of QoL and game balance improvements.
Head to #old-how-to to get the new client !
Here's a small recap of the new changes:
Installer
- Much easier installation, no more checks at the bottom of the load order, everything is now automatic.
- Right-click any addon and click "Visit on moddb.com" to check the official page of each addon.
- Much more readable load order thanks to custom addons names.
- Visible authors names for each addon.
- Addons version are now tracked using the last update date of each addon (populated automatically straight from moddb)
Gameplay
- Improved shaders, some slight adjustments to how dark the game is will come in the upcoming days, give me your #old-feedback-suggestions
- Vastly improved icons and indicators
- Healing system 2.0 : Better indicators on icons, new effects, much less post heal items to manage, better balance of post heal items, better description of drugs and their effects (accurate dizziness inducement and dizziness removal effects), limbs will take less damages than before, longer duration of temporary healing , cleaned the garbage from drug descriptions to focus on what matters gameplay-wise.
- Cooking Overhaul 2.0 : raw meats will deal much more damage, will give much more rads and less calories. Don't eat them, seriously, it might damage your limbs. Basic cooked meats will give slightly less calories than before (x0.8). Tier 1 cooked meats (with water) will give more calories than before (x1.275). Tier 2 cooked meats (with alcohol + liquid fuel) will give much more calories than before (x1.5) and their boost will stay 5 times longer (and that's pretty much almost half a day for some I think). Yes, there's a real incentive to cook them now. You can stay much farther than fire camps to cook now, no need to bath in flames anymore
- Rebalanced loot: ammo should be more rare, more various food and medications in stashes.
- All the north areas now have a psy barrier: you need to get Sakharov psy helmet to resist it.
- New Original Soundtrack with about 30 new songs.
- Better AEK and ASH12 models and textures
- Skill system rebalanced for a slower progression
- Lots of new addons added for better QoL and gameplay (parts displayed in tooltips, etc)
There's a small bug that fails to download this github repo (addon 112), it doesn't affect the game because the whole addon is replaced by some GAMMA patches, it will just throw a small error in the installer eventually. Didn't have that bug on my side 
https://github.com/Grokitach/anomaly_fdda_patches
And yes, you need to tick mags redux in MO2 in optional if you want those
On existing saves made with RC1 or RC2, you might want to disable pretty pistol pack (addon 91) if you run into fn57-related crashes
So moddb seems to trigger an "antibot" flag after approximately 241 addons are downloaded. I'm patching the installer as of writing to avoid that with a new button to perform "safe" installs or whatever... More news incoming.
P.S.: I hate moddb and their staff
False alarm:
- 241 addons is due to github addons not downloading for a reason I identified, but I don't get why it works for some people and not for others
. Fix incoming. - moddb bot flag is due to people doing multiple installs in a row, well it always have been an issue even with RC1
Small #📢development published, they matter ! Don't forget to #💽how-to-update :)
For instance I just made a better quick release system that keeps all healing items and fixes a crash when using quick release when no backpack is equipped. You start every game with the quick release system, just bind it to F4 quickslot and if you need to fight, just drop your backpack to move faster and loot everything easily 
Better upgrade icons incoming
If you have issues with the game not starting after an install, try disabling GAMMA FDDA Rework, I will fix it when I got the time 
Better stats bar seems to trigger a bug where you can't loot bodies / containers. Save/Reload fixes it
Over 5000 stalkers are now receiving GAMMA rays in the Zone 
Thank you 
I changed the installation instructions of Cr3pis Icons so that armors workshop icons are properly displayed (my fault).
Delete GAMMA RC3\mods folder > Update GAMMA Data > Complete GAMMA install to get it. Otherwise, if you know what you are doing, you can extract the following texture of the GAMMA RC3\downloads\CR3PIS_ICONS_2.1.4.7z archive: CR3PIS_ICONS\MAIN\1A_VANILLA_MODELS\gamedata\textures\ui\ui_new_actor_armor.dds and add it to the 192- Cr3pis Iconpack addon
Small change incoming to nerf the zoom a little bit:
- 25% Zoom nerf compared to moddb addon (last update was a buff actually
), - Basic scopes are better than the zoom, so, get yourself a scope.
- Zooming reduces your movement speed by a 0.6 factor (almost half movement speed), so running while fully zoomed is actually not good.
- MCM Menu to bind the zoom key.
I hope that this addresses the kind of abuse you can do with the zoom feature. Don't worry, it's still very good early on to shoot people
. I just found sad that once you get roubles and rep, there's no incentive to actually buy scopes since zoomed red dots were on par with scopes but for cheap.
Here are some picture showing unzoomed, zoomed and Specter scope zoom (x4, "basic" scope).
If you want to restore the previous zoom level while aiming with your gun, simply increase the value of the following command in the console:
g_ironsights_zoom_factor
After hours of testing on NPCs footsteps sounds, I came to the conclusion that the engine sets a hard limit up to which distance you can hear footsteps. You can set how strong the footsteps will be up close, but after a certain range, all footsteps sounds will magically disappear...
I'm improving them and setting them to new correct volumes and all to mono so that every step is spatialised and properly audible without being a blast in your ears when you have 3 companions running around you (some where left in stereo which was causing issues to the spatialisation and distance of the footsteps).
Cheers
EDIT: New footsteps are up
The minimalist HUD for 16:10 resolutions has been fixed thanks to @thorny portal 's friend! Finally could lay my hands on a native 16:10 screen so that I could verify that everything was correct 
I should have added that fix about 10 days ago already sorry 
So Nitpicker modpack (part of the GAMMA load order) got updated and one of the moddb mirror used by the installer doesn't have the files. Hence the download is failing. That's the case if shift transfer isn't working.
You have 2 solutions:
Use some of these mirrors instead in moddb_mirrors.txt (open the file in Grok's Modpack Installer folder and write some of these numbers, one per line).
121, 122, 123, 124 (USA)
125, 126 (EU)
You can alternatively download this addon manually from moddb using these mirrors.
https://www.moddb.com/addons/start/218608
To avoid this problem I'm updating the moddb mirrors files from GitHub. That people won't have the issue anymore with the update or install process of GAMMA
Complete Reinstall Recommended (delete mods folder, update gamma data, complete gamma install) #💽how-to-update
– Removal of GAMMA Addons separator
– Added a new separator instead of GAMMA addons separator at the end of the numered addons to add new addons during the current build.
– 3 new addons, Placeable campfires, Display campfires on map and Increase companions distance.
- added Russian localisation Addon as well
Tested and everything works, you can now build your small encampment and live there, with stashes, etc.
- I also pushed a fix for Crooks UI which should limit the hard busy hands, and potentially the busy hands issue altogether
https://github.com/Grokitach/Stalker_GAMMA/commit/4c862ed4fc020ee19a08ce62192e7c4e3a7174b8
Perhaps a dumb idea: craftable access terminal decoder to access labs ? It's a bit weird that labs are accessible "just like that". It would make more sense if you needed an item that you need to craft to access them. It would require basic tools to craft them and this could be a neat gamedesign feature to tell the player "ok you have to craft now to progress"
A message will popup when trying to enter labs without it telling you :
"I need to make an item capable of hacking the hermetic door system to enter"
This would not be necessary to enter Agroprom underground.
That would slow down the game a bit too much maybe so I'm not sure on that one.
Major changes to camera animations when getting hit and sound feedback when shooting ennemies incoming.
Now headshot camera effects will be lighter and will properly scale with all helmets.
Sound feedback when shooting NPCs will work for all models and will correspond to their armor type (so shooting big armor ennemies will sound like shooting metallic plates)
This will come through an update of the Ballistic Overhaul addon (GBOOBS). When it's ready I'll post it in #updated-mods-in-gamma
I fixed the merc lottery. No more abuses but it's still very profitable.
The cam effects and sound effects fixes for Wepl Hit Effects addon are up 🙂
– Halfed aim punch camera effects, you can now retaliate more easily when getting hit by ennemies.
– Headshot camera effect will now scale properly for all helmets.
– Sound effects when hitting an ennemy will now play properly, hitting a big armor should hint you to switch to AP ammo thanks to metallic noises.
THAT'S JUST A REPOST OF THE 3.1 INSTALLER
If you have an issue and only 241 addons are active, try using this installer instead. Copy paste it to GAMMA RC3/.Grok's Modpack Installer and replace the existing one, the relaunch the update GAMMA data > Complete GAMMA installation
I'm fixing the client 7zip archive so other people won't have this problem anymore
Hey I think I just squashed most bugs known to date today thanks to this helpful community.
Thank you stalkers ❤️
ATTENTION STALKERS
It has come to our attention that yet another dirty deed has been doing the rounds. This trick involves sending you a fake "image" that is supposedly stuck in the loading stage.
This is not your internet conking out; clicking on this "image" will enable hackers to take over your account, and even 2FA does not protect against this. Now, this scam isn't bleeding edge, so some of you know about this already.
Nevertheless, this announcement is to spread the word and remind everyone to please stay safe online.
Security Alert dedicated to PXN today 👻
A new Discord DM Scam going around with a fake "image" that looks like it`s loading, but if you click it executes a script to steal your Discord TokenID which enables the hacker to steal your account (2FA does not protect against this)
20109
11313
I made some changes to fast travel:
– Fast travel cost reduced
– Fast travel every 6 hours by default
– Fast travel is allowed only to already visited areas
– You can now fast travel to your stashes
– You can fast travel to your stashes even if you are encumbered.
– You cannot fast travel to know areas if you are encumbered.
– Remember to play without debug mode to actually not be able to fast travel everywhere
I will increase the price for the guides services. This will be a good way to get to new unknown places
@sturdy crescent needs some feedback for his new auditory hallucinations addon. Provide him some feedback there #964517581727887381 message
Complete brainfart and shit idea: GAMMA T-shirts?
(I would vote no myself)
Super nice idea this time: "The collector" questline: Bring one type of every artefact to Sakharov.
But I think there might a limitation to it: you cannot give just a fraction of the quest items... So you gotta store everything in the box near him and give everything in one go.
I think I will do it in 4 steps : all junk, all 7 mS ones, all 12 mS ones and all 23 mS ones
GAMMA will receive a new gun, DT MDR. More to come in the next days. https://cdn.discordapp.com/attachments/456766338984181783/834432589397885008/unknown.png
Very good 5.56 gun convertible to 7.62x51. High accuracy, low ROF, Laser, double sights scope
Are Heavy Armors and Heavy Helmets too easy to get ?
Try to avoid alt tabbing. That will help you save some frame rate and potentially save locking your save
Should ammo have their real penetration and damage value displayed on top of current description ?

Flesh damage: high
Penetration power: BR4

Flesh damage: high (0.80)
Penetration power: BR4 (0.40)
New hands textures and finally: sepuclar maps! Blyatiful work by IENCE available in THAP Rework 2.0.2
Pushed a new fix thanks to Lucy for the alt tab timer related problems. Potential fix for hard busy hands 
I need people to test the following:
Disable the following add-ons and start a new game:
- GAMMA actor damage balancer
- GAMMA Radiations Effects Overhaul
- GAMMA Radiations Dynamic Areas
And report if you get the hard busy hands bug (UI not updating, NVGs don't work, save crashes the game)
It's Sunday, so moddb servers are taking a break as usual. Manually download THAP Rework 2.0.2 and put the zip in the GAMMA RC3/downloads folder before performing the update.
Happy Easter 🐇
https://www.moddb.com/mods/stalker-anomaly/addons/thap-rework
I removed the dynamic rads script temporarily to see if it solves the issue with "hard busy hands" (more like, UI doesn't update and saving crashes the game).
I don't expect existing saves to be "saved" though. But I think that new saves shouldn't have the bug
In the end hard busy hands (save crashes the game) isn't related to these add-ons.
- GAMMA actor damage balancer
- GAMMA Radiations Effects Overhaul
- GAMMA Radiations Dynamic Areas
The following could be related:
- GAMMA Sleep balance
- Crook's UI identification.
Try disabling these two add-ons and see if the problem appears again.
This could be associated to sleeping ?
And report if you get the hard busy hands bug (UI not updating, NVGs don't work, save crashes the game)
Dux added new models (34) that aren't supported by the ballistic addon just yet. If you find strangely tanky stalkers, that's why 😉 . It will be fixed ASAP
I pushed an hopefully major fix for Crook's Identification UI. No more save killing crashes and I even made a script that should fix saves that were plagued by the hard busy hands bug
I also reenabled FDDA and disabled mutants skinning animations by default, this should prevent most busy hands.
Update ASAP
https://github.com/Grokitach/Stalker_GAMMA/compare/a8c04993371e...c17ed429ef03
Should traders have higher goodwill thresholds ?
Current thesholds:
Lv1 | 0
Lv2 | 500
Lv3 | 1000
Lv4 | 1500
Lv5 | 2000
New thesholds:
Lv1 | 0
Lv2 | 500
Lv3 | 1200
Lv4 | 1700
Lv5 | 2500
New update released
Mauser K98 Upgrade Kit available to all NATO traders early.
Convert your K98 to K98 modded thanks to this new kit. The resulting gun will even be compatible with the K98 silencer kit for which you can buy the silencer afterwards.
A new long multiple step progression for that german rifle 🙂
I guess some people will even do "K98 Runs" 
Should the WP factions get the same love with an SKS upgrade Kit ?
Currently the kar98 modded with the silencer kit is giving a duplicated kar modded rifle when drag and dropping the silencer kit on it. Be sure to remove it. I'm working on a fix
Many fixes this morning:
- Kar98 modded now integrates the suppressor kit (no more gun duplication)
- LLMCs containing Artefacts will now be randomized.
- LLMCs can't be repaired at mechanics
- Stalkers should now drop ammo crafting parts
I hope it will not generate bugs.
I have been modding like crazy these past few days / weeks. I might slow down a little bit in the upcoming days as I'm starting to burn out.... 

RAPTR shotgun coming.
- 20 rounds mags
- Full auto
- Low recoil
- The more you shoot, the lower the recoil
- Dual scopes compatible: AP Slugs sniping is now a thing.
- Full set of custom anims.
- See that little metal part near the left hand ? Yeah it's fucking wobbling on all anims

Many thanks to the awesome team: Rubrakul, Cr3pis and Firebreath
Hard busy hands and most busy hands bugs seem to be solved
https://tenor.com/view/jack-nicholson-yes-nod-agree-gif-9864414
Incoming SR-25 replacer
Asnen made some new smoking animations for FDDA. I'm currently fixing the smoke and lighter particles and reworking the sounds.
I'm even recording my own sounds since I have an ok microphone (Blue Yeti).
The anims will be much faster, about 10 seconds in place of the current 40 seconds


I think the memory leak is fixed
I need some feedback on this addon. Do you think that it negatively impacts your frame rate ?
Today's updates:
- New smoking animation, particles and sounds. Will release on moddb later.
- Spas12 and Kar98mod now use historic kit
- Improved the medications crafting recipe balance
- Added a new antibiotic at medic traders
- Rework of ammo penetration, prices, and now AP power is displayed within the ammo description in game. Example: BR4 (0.38)
New changes to the ballistic system:
- Bullets that hit NPCs but do not penetrate will display metal particles. Blood will still appear sadly (can't disable it, its in engine).
- Stronger residual damages depending on the caliber: the bigger the caliber, the stronger the residual damages. They should also be more noticeable (if you look at HP bars). In terms of gameplay changes from my tests it doesn't change the number of ammo you need to kill a NPC (maybe 1 ammo less). It will mainly stagger NPCs a bit more with large calibers. I think that 9mm caliber and slugs should profit the most from these changes. 7.62x51 and co still stay the kings. It will simply make early game a bit easier against tanky NPCs, by requiring 1 or 2 9x19 ammo less per npc. 9x39 fmj could be heavily buffed. Please provide some #old-feedback-suggestions if you do proper testing. You can see the changes here: https://github.com/Grokitach/Stalker_GAMMA/compare/5bec43c24d3a...0f52396d6afc (line 554
wm_size * 45. Try killing some NPCs with this and without and report back.
6000 Stalkers joined GAMMA 
Thanks 🙏
Moddb changed their mirrors once again. Some install or downloads could have failed using moddb mirrors 125 and 126... This should now be fixed.
I need to write some new code in the installer to scan moddb mirrors and select one in US or EU based on time system of the user ....
Bored to death in advance 
Should artefacts spawn with a better condition ?
I prefer to play with 2D PDA and no minimap. Change my mind #old-feedback-suggestions
3d pda will stay by default of course
I'm revamping attachments progression at traders with a clear difference between NATO and WP factions.
Artefacts will also spawn in 15 - 35 condition instead of 5 - 25 %. This should ensure easier empowerment of artefacts.
That's because I feel that getting early artefacts empowered is really a pain. If I find endgame arefacts too easy to empower, I'll simply change the northern Artefacts spawn pool to have a chance to spawn other, lower tier artifacts
Which optional addons do you use ?
https://take.quiz-maker.com/poll4313194x22f14010-136
Thanks to @dull hawk for the poll
Remove companions portraits from the UI ?
Today I published many new progression tweaks:
- Rebalance of radiations and their damage. Radiations are now basically two times more dangerous than before.
- Increased artefacts spawn chance. Empowering should be easier.
- Rebalance of the attachments at traders that are now making sense (Russian scopes and kits at WP traders, International scopes and kits for NATO).
- Rebalance of attachments price, so the better the scope / red dot (in terms of vision, type of the dot etc), the more expensive it is.
- Fix of the scopes radius (SUSAT).
- Rework of some scopes textures (PN23).
- Rework of the lasers texture, it should now be much less intrusive now, and should also be barely visible on the NVGs instead of burning your eyes like before (known issue: of you stand still, the laser dot becomes invisibile with NVGs, but as long as you are moving and shooting ,the dots is visible and has a cool flickering effect).
SR25 replacer finished
AEK replacer done as well. Better bump, better anims, better sounds, rebalanced recoil (stronger recoil) and the whole scope package including proper grenade launcher aim and alt aim for certain scopes with enough iron sight clearance
New main menu teaser. No performance hit (main menu opens very fast). Video quality is top notch. Thanks to @toxic wave for the awesome work.
Here is a new installer packed with many improvements:
- Divided moddb requests by 2 while keeping meaningful addons version directly indicated in MO2.
- Less probability to get flagged as a bot by moddb.
- Replaced the "update install" by "Only install G.A.M.M.A. addons". Run this if you want to update the pack before playing. It doesn't check moddb, it only install GAMMA addons (modifications posted in #📢development ). You can run it multiple times a day without any issue with moddb.
- Added clean explanation of the installer when booting it.
- Added a fix for long paths, be sure to launch the installer with Admin rights (a message will tell you to do so anyways)
- For the slow and complete update process, there's no need to delete the mods folder anymore, the installer do it automatically while installing stuff.
I'm uploading the installer to the online client archive so new users don't need to use that installer.
If your installer says version 3.1, copy and replace by this one instead
Here's a virus scan of the installer since Windows is freaking out.... https://www.virustotal.com/gui/file/6367603948fd33ade6a67f25f3974cb49eee3a79babb1fc89a8f1b576b7a8b40?nocache=1
VirusTotal
New main menu music ?
First confirmed Invictus in GAMMA. Congratulations to @lean wing
Do you consider damages to actor still significant after repairing an heavy armor with few artefacts slots filled with Ballistic plates or Empties ?
Looking for some feedback on this before adding it to GAMMA. That's an addon by xcvb.
Basically makes stalkers travelling logic different: rookies will navigate and be attracted by the south, while experienced stalkers will mainly stay "in the middle" of the zone and the North will accumulate masters and legends stalkers.
This should make early game a bit easier, and progression a bit longer (harder to get really good guns early). It should also make end game harder with stronger stalkers using bigger rifles etc
Are the medications food penalty too high ?
Small changes, but big rework of all the meds effects and crafting as well as pistol ammo crafting recipes.
This should make the game more balanced and avoid hoarding meds and 9x21 or 5.7 SS190 ammo early
Less Intrusive UI, yes or no ? Overall I can now completely forget the UI (my eyes aren't attracted by it). But the issue is under certain circumstances, it's hard to look at (very bright weather / white color). I made the max limb health value visible with a white bar, this helps immensely reading how health is left or not
I feel like unloading guns : 1) is a pain of micro management, 2) gives too many ammo (30 5.45 ammo if you are lucky for instance). I'm considering removing the ammo inside NPCs guns and bumping by 25% the amount of ammo found on bodies. This should give less ammo by a significant margin while decreasing the micro management pain
Ok update is up. No more "unload" on ennemies guns, but they should drop substantially more ammo than before, so all in all, expect less ammo and much less painful unnecessary micromanagement
Discover a new automated way to remove core 0 from Anomaly process affinity.
This should give you a much better framerate and less stutters:
I'm about to move 9x39 to 5.45 and 5.56 level in terms of ammo components.
My rationale is that 5.45 and 5.56 are comparable to 9x39 when it comes to damage and penetration. 9x39 is superior at close range because of the low recoil, but it's harder to use at longer range because of the bullet drop and also because of air res that reduces how powerful 9x39 is at long range headshots. Also, the weapons tend to have much smaller mag size.
So all in all, 9x39 is the king of close range, but 9x21 and 5.7 is also really good for that, and you can have prestine guns using that caliber in an easier manner than 9x39, with more bullets in the mags, and even one hand the 5.7 guns with A MUCH EASIER ammo crafting for 9x21 and 5.7 guns.
That's why I'm making 9x39 ammo as easy to craft than 5.45 and 5.56. That is balanced by the counter part of having guns harder to repair (need expert tool) and all the previously mentioned points.
Also, since I'll make 9x39 more common in enemy loadouts in the near future, I wanted to limit the ability to craft big caliber ammo out of the soon to be more common 9x39 ammo.
That way 9x39 will be easier to sustain, and will thus be a viable upgrade compared to 9x21 and 5.7, that will still remain MUCH easier to sustain in terms of ammo.
And that also means there's no more 5.56 vs 5.45 dicotomy in middle game, you can choose from 5.56, 5.45 and 9x39.
Dynamic Anomalies Overhaul added.
Be sure to perform Update GAMMA data > COMPLETE GAMMA INSTALL or you will crash
Dynamic Anomalous zones will now spawn artefacts based on the map difficulty + tons of new anomalies
Also added a modified version of Ishameels Kill Tracker: getting a PDA2 or PDA3 will display bodies of enemies you killed on the minimap and on the PDA
After emissions, revisit the labs for a chance to get really rare artefacts. you will indeed have a deal with the local fauna
Beta release incoming for the new damage balancer I'm working on.
The idea is to provide a better and smoother experience in terms of damages the actor receives from Stalkers and Mutants.
Just load that last in your load order in MO2 and give me some feedback. What's to expect:
- Things should hit harder, not recommended yet for hobo phase (I'll balance that later).
- There's no "mutant damage immunity threshold" anymore. Mutants will deal damage, they scale depending on your armor, simple.
- Stalkers should also overcome your armor, if you get hit, you get damage based on your protection.
- There's no way to be immune to damage. The max protection cap sits at about 1.40 currently. That means Nosorog + 2 good artefacts
Balance is not perfect, but I'm looking for some #old-feedback-suggestions still depending on your protection level 😉
Ok I improved the system. I'm basically rewriting the whole damage system to the actor 
What I did successfully:
- Finally fixed Strike damages, yes, fall from too high, you die. Also Burers are finally dangerous.
- Currently improving the ballistic damages to the actor. Current balance I made is fine (not published yet), but I want stronger difference based on armor type (light,medium,heavy, exo and nosorog) and based on ammo penetration strength. That's because weapon raw damage isn't linearly related to the caliber used.
Here's the new version. Armors and bullets penetration are taken into account. If ammo doesnt pen the actor armor then a defense boost is applied
HUGE update
I completely reworked how damages work to the actor for physical damage (bullets, mutants, strike and explosive damages).
I need #old-feedback-suggestions on this after you performed a simple update (update data > only install gamma addons)
The system is simple from the player perspective: You see 31% Rupture res on your armor? Mutants damages are reduced by 31%. UI bars are mostly accurate. Also, you can't be immune anymore, even if the bar reaches 100%, you'll still get some damage passing through.
The console outputs everything you need for the calculations
Indeed artefacts are taken into account. For instance: 31% Armor + 12% first artefact + 9% second artefact = 52% damage reduction for that type of damage. Easy.
Also, boosters are now taken into account properly - use these injectors ! Metamizole gives a 8% damage reduction for instance against bullets 🙂
For bullets I mimic a bit how it works for NPCs: if ammo don't pen your armor, then you only get few damages. If bullet penetrates, you take higher damages. Later on, a value will be displayed in armor stats that will depict the armor class level of your armor and helmet. You will be able to compare that to ammo BR values displayed in the inventory to guess which ammo will penetrate your armor or not.
This is the first iteration of the system, I tried to balance everything but I didn't test all armors vs all types of damages etc.
Game difficulty is taken into account. Easy gives all damages * 0.65, Medium gives all damages * 0.8 and Hard gives all damages * 0.95
I implemented a system to avoid one shots.
I guess that the starts might super rough with just a simple armor, be careful to not be hit 😄 !
TLDR: Compared to the previous system you won't be immune to damage anymore, there will always be a residual. Also, mutants are fucking scary again, no more immunity. But don't worry, with a big armor, you will still be super tanky.
Man pseudogiants are so much trouble right now 
About loading times, I recommend people with loading times trouble to let core 0 ticked and see what happens. Some processors are weird and activate turbo boost for core 0. Also, during loading, All cores are used while in game only one is used. So indeed if you have a CPU without many cores, don't disable core 0..
There's a background sound playing in north maps at around 19 - 20h where people are talking in russian and with helicopter sounds - I hate it but for the life of me I cannot find which song that is 
P.S.: Found and removed it thanks to @tawdry gate
Just found out, but people should try to play with animations disabled.
(Press the button next to your Enter key, ] or $)
It keeps all actual animations but removes the annoying fake anims, the game is so much smoother, especially when moving artefacts in and out of the containers
No more animation when repairing and skinning mutants is so good also 
I continued to rework the actor damages, please perfom a small update (update data > only install gamma addons)
Added Bleeding + Rescaled Damages from bullets
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Early armors protect more against bullets if they don't penetrate
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Bullet penetration doesn't multiply attachments protection anymore (so artefacts protection is applied after bullet penetration resist boost, artefacts are still uber strong, but less than on the previous version).
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Endgame gear should resist less to ammo (more damages from stalkers altogether with endgame gear, less with early gear compared to previous version)
-
"Perfect gear" still makes you almost unkillable (Nosorog + 2 full empty) - which makes sense anyways. .338 and 12.7x55 AP still fuck you up
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If ammo don't penetrate, you don't bleed
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Applied body parts damage reduction on top of the engine one - headshots to a bit less damage than before, arms and legs damages are also reduced
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I need to verify if armor gets damaged or not.
So it seems I have overlooked a bug that crashes the game without any error in the crash log.
It mostly happens when sleeping and it appears to be related to Alife stuff. I removed a potential fix I made for Alife, let's see if it fixes the problems
Moving to another map solves the sleeping crash.
If you have issues with icons being scrambled, install this in MO2, load last.
I'm considering making the Jupiter Freedom trader work for Clear Sky and mercenaries as well, so you don't have to raise freedom goodwill to access good ammo in the north. Will do the same with owl for duty. What do you think ?
Few dialogues adjustments coming in. I added a sweat funny thing to the Yantar cook. Old GAMMA players will get the joke ⛺
Major QOLs incoming 
Sleep crash seems tied to psy storms under certain circumstances (certain map / save info)
The random crashes were coming from Monster Unstucker Addon
The changes are up. Expect lots of gameplay changes and QoL:
https://github.com/Grokitach/Stalker_GAMMA/compare/5a7072c9637a...751cc9fe2a88
You can get it from the "Only install GAMMA addons".
- Huge random crash fix - that should solve sleeping crashes.
- Dialogs rewrite from Doctor (Mystery of the Zone) and for the Cook at Yantar.
- Better description of cleaning and repair kits in game. They will hint you that you can maintain guns by right clicking them to clean dirty parts or replace them.
- Ammo Crafting parts now spawn on NPCs. I guess that they will spawn a bit too much, let's see how it gets, please provide #old-feedback-suggestions
- North WP and NATO traders work for the main WP and NATO factions goodwill (Freedom trader work with Merc and Clear Sky goodwill now, same for Owl with Duty).
- Lighter and cheaper lead containers.
- New Artefacts crafting recipes working with lead containers. It has some small issues that will be solved later (af icons not showing, containers disappearing, etc).
- The Artefacts Melter now get more power when destroying higher tier artefacts.
- Higher random mutants spawn chance.
- Balanced mutants spawns (north will be harder, south easier, got tired of fucking dogs in Zaton and Jupiter).
- No more Tushkanos (they are annoying and cause performance issues).
- Tushkanos are replaced by other mutants instead.
- No more rats (they can also cause performance issues especially since no one kills them now).
- Bounty Squads should appear more often.
- Particles crash fix when GAMMA Particles are disabled.
Balance fixes with your morning coffee (EU time)
- Increased sell price of some random items like Tarpaulin etc. That way they are still useful once you are done with collecting parts: don't mindlessly disassemble them if you need roubles.
- Casings now drop on NPCs.
- Randomized the number of powders, casings and bullets on NPCs.
- Made pistols ap ammo use more powders. That should prevent the endless accumulation of 9x19 AP, 9x21 or SS190 ammo, which are arguably better than 5.45 or 5.56 FMJ to kill stalkers.
- Added recipes for "very old" grenades to grenade in case the game spawns them (happened to me).
- Reduced 9x39 and 12.7x55 ammo travel speed by 10% so they feel a bit more "subsonic" (330 m/s vs 900m/s for 5.56 for instance)
- Reduced Hydrashock ammo effectiveness against mutants a little bit.
- Made all mutants a bit more tanky.
- Fixed Giants HP ammo damage (they are now more effective than AP ammo).
- Move saigas to Rifle repair kit - honestly they weren't used enough before. And the RAPTR is coming as advanced repair, ultimate shotgun.
- Fixed AKM Alfa and AKM ISG repair kit to Advanced (R7).
- Rebalanced some rifles recoil (7.62x51 and 7.62x39 + K98) > increased it.
https://github.com/Grokitach/Stalker_GAMMA/compare/715f694212a8...9003f9230ea0
Working on a new feature: press key to drop item while in inventory
EDIT: It works, but you need to move your mouse hover the item after every press of the key. Not good enough because it makes stacks of items annoying to deal with. Gotta tinker with existing scripts instead of making my own it seems
New update is up, press LShift to drop hovered item from your inventory to the ground. Key is customisable in the MCM menu. It doesn't conflict with LShift to transfer items.
- Upgrades do not consume repair kits uses anymore.
- Increased upgrades price at mechanics.
- Decreased number of ammo in mags found on bodies.
#📢development
Update GAMMA data > only install GAMMA addons 😉
A there's a small conflict with Shift to transfer items at traders, item drops on the ground. Will fix later. Use Ctrl as a fallback option
Huge bug fix added: no more tooltips blocking the crafting window 🙂
7000 Stalkers are being jumped at by Black Chimeras
I finally removed the shit flute from the zone. Fewwwww, clear sky base is finally breathable
No more harmonica playing in the zone
Press Key to Drop item shouldn't conflict with LShift to transfer items anymore 🙂
Also, AK Alfa draw sound is now fixed 🙂
New update is up 🙂
- BR Class of Armors are now displayed in armors tooltips
- BR Pen Level of Ammo in their description just got reworked to match the values of the armor's displayed BR Class.
- Unmarked Stashes will not be filled with content anymore (no more tools etc)
- Stashes should now be filled properly up to their max weight
- Guns in stashes do not contain ammo anymore
I need #old-feedback-suggestions on the new stashes that spawn. Be sure to post stashes images and the map they spawned in here: #974680036022034432 message
No DT MDR in the end, there won't be any discussion about that matter.
I'll soon release the RAPTR and the Vector + SR25 replacer alongside revamped NPCs loadouts. I'll aim for stronger Master and Veteran stalkers, which will use AP ammo exclusively.
Found a huge error in damage calculation related to boosters, which was basically accumulating all your boosts to protect you from any damage (carry weight, etc). It will soon be fixed 😉 . I also revamped the damage boosting resistance effects, now only the injectors with an armor displayed on the icon will protect you (also displayed in purple in the item description):
- analgetic: 3% damage res
- salicidc_acid : 7% damage res
- morphine : 12% damage res
EDIT: update is up
Also remember that there's a hidden difficulty mode if you find the game too easy. The damage calculation script I made take that difficulty into account and increases all damage values. Easy mode multiples all received damages by 0.65, medium 0.8, hard 1.0 and master 1.2.
I started changing the Monolith loadouts. Hopefully most Monoliths will now run AP ammo for their weapons.
This should make encounters past Red Forest substantially harder
Also fixed a major error from my side that was making you almost invincible with Lucifer. It's now fixed 
I will most likely take a few days of break from modding after these past 2 intense weeks. Many bugs have been fixed, I think only minor ones are currently remaining. There are still some imbalances, like the current state of stashes I'm unhappy with (it boils down to armors and guns and kits, which isn't how I envisioned stashes). I have also pushed some changes today that should allow people to have better performances through the update of the DAO addon MCM parameters, as well as the possibility to completely turn off DAO for the most modest computers (no crash anymore). This should reduce the amount of artefacts you find (without DAO), but I compensated this with an automatic improvement in the artefacts quality you find when DAO isn't activated 🙂
So, what's in preparation for the main upcoming updates ? Mainly guns reorganisation. I have collected the weapons that will stay in the game for the next large update ( #975786633423101983 pinned message). I'll revamp all NPCs guns and the ammo that they use as well as their attachments. I'll force FMJ ammo and very few attachments for the weakest factions like bandits and clear sky, make a mix of ap and fmj for stronger factions like mercs, duty, freedom, militaries, renegades and force AP ammo for the strongest like Monolith, Sin and UNISG. Alongside the new armor system for the player that has already been released, this will ensure a smooth game progression since when moving from south to north, the AP power of most bullets shot at you with be over 50, thus pushing the player to get better gear (armors and armor attachments). This will also reinforce how hard the game will feel when transitioning from south to north. I want to reinforce the feeling of danger past Red Forest. This should feel like you are starting over from day one and "test the might" of the build you came up with up to that point, that's what I'm aiming for.
The release of the large NPCs loadouts rework will also be accompanied by the new guns and replacers: RAPTR automatic shotgun, KRISS Vector and a brand new SR25 model that will be the most precise 7.62x51 rifle in the game (SCARs recoil will be increased a little bit).
After few days of testing and feedback on the new NPCs loadouts and guns, GAMMA 1.0 should almost be ready for release on moddb. I'll try to accomplish most of the #📎to-do before that, but there's no doubt a lot of stuff will still be added after 1.0 release.
Have fun stalkers 
New Progressive Ballistic Plate System:
- Armor plates belt attachments are on par with artefacts protection, reaching about 15% ballistic and explosive protection. They do not have electric res penalties anymore. They do not protect you from mutants anymore.
- Plates can't be bought at merchants anymore.
- Basic Kevlar armor plates are obtained via questlines (basic tier 1 plate) or crafted from scratch using armor parts.
- Armor plates can be upgraded via the crafting system:
- The tier 1 Kevlar plate can be upgraded to tier 2 Kevlar plate with lots of armor parts.
- The tier 2 Kevlar plate can be upgraded to tier 3 metallic plate with lots of armor parts.
- The tier 3 metallic plate can be upgraded to tier 4 metallic plate with lots of armor parts.
- This system should push the player to scavenge armor parts for longer.
- Armor parts used in this system are conveniently marked with a hammer and pincer icon for easy sorting and looting.
- This should prevent players that don't want to engage in artefacts hunting to no die miserably once they fight monolith and sin in the north.
Reduced Stashes spawning from 10 to 8% when looting bodies
Changed stashes content: less armor, more items parts
Official seasons texture packs
Head to #custom-textures for officially tested texture packs compatible with GAMMA and how to install them using MO2 😉
Snipers AP ammo are too easy to craft. I'll most likely make them much more expensive to craft. Currently I'm running a SVDS PMC with 300+ AP ammo I crafted easily from the resources I get on stalkers and from k98 ammo I buy, it makes endgame too easy and not very fun
All AP ammo got much harder to craft (didn't touch pistol AP ammo that were fine already)
I also made guns with broken barrels more useful so early hobo phase is more about taking the risk of managing guns in trash condition.
Keep in mind that a broken rifle will still be shittier than a pristine pistol using AP ammo.
Here's a small table comparing the new and old multiplier depending on barrel condition:
Optional english voice acting when you are a Merc or UNISG ?
I pushed a large rework of the BR class of all armors 
CheekiBreeki made an awesome video describing GAMMA. I guess there's nobody to convince here about gamma, but I think he really pin pointed the most important aspects of the project.
Please show this awesome youtuber some love and share the video
https://www.youtube.com/watch?v=qRDI798GSkE
Don't know what to do while waiting for Stalker 2? Look no further, Stalker GAMMA is probably one of the best Stalker mods out there.
Tons of content, new features, quality of life improvements, and a hardcore / survival gameplay that's simply the best of what this series has to offer. Fair, balanced, challenging, Stalker GAMMA is a real treat.
...
On a side note, I released a rework of the voiced actor, I tried to fix most of the volumes (when the character was speaking, it wasn't as loud as other NPCs next to you, so I tried to fix that) and also added a brand new set of voicelines when playing as Merc or ISG. I also added several performance fixes, so small comptuers might get maybe 1 more FPS in average lol
Ammo crafting toolkits with condition? After 50 crafts you need to maintain it using universal cleaning kit ? Yes or No ?
Currently the starter SKS doesn't accept the PU scope. It will be fixed soon
. This model combines BAS SKS (much better than base model and texture) with the anomaly PU scope. I made it so you cannot switch easily between close range and long range scope in an instant with a simple starter gun. B A L A N C E. You can still use the Remove scope key to easily switch from long range to close range.
Just added @dull hawk in game GAMMA manual. Check out your PDA > Guide if you have any question regarding the gameplay !
Over 10 000 stalkers tried GAMMA. Thanks for the love ❤️
Bizon replacer with laser and compatibility with 4 scopes coming soon. Using the better texture, bump map and model from Blackgrowl as a base
Big update incoming to the GAMMA Weapon Pack:
- Bizon replacer: It includes a better model and textures for the Bizon made by Blackgrowl (https://www.moddb.com/mods/stalker-anomaly/addons/better-bizon-weapon). It also has a laser automatically equipped. It is compatible with 4 WP reflex sights. This 9x18 SMG can be swapped to 9x19 or 7.62x25 calibers. Be sure to try it out, it's very strong early on and 9x18 AP are easy to craft and buy.
- SR25 replacer: the new low recoil marksman rifle chambered in 7.62x51. It's pretty rare, but super powerful, thanks to the work of @toxic wave
This increases the size of the github archive sadly (updates are thus a bit longer), but since 1.0 is near, these heavy files will be moved to the 1.0 client and will thus be removed from the git at 1.0 release 😉 . Bear with me for the few next weeks until 1.0 release
After GAMMA release, would you like "seasons" ? The idea is to make an optional addon that changes every month. The gameplay will be altered in "weird" manners, like the Zone has "large events" of some sorts:
- Famine: food is super expensive and the mutants will drop much less meat, forcing you to hunt as much as possible to fill your belly. Being hungry will make you loose HP.
- Mutants invasion: much more mutants than usual and mutants are much stronger than usual as well and they move in large groups. Their part will cost much much less than usual considering the amount of mutants in the zone.
- Organized criminal organisation: Stashes are extremely rare. Indeed, bandits organised a large criminal organisation and hacked the Zone communications to loot stashes you'll get the coordinates from. Everything, including toolkits, will need to be found randomly in the open instead of being in stashes.
- etc
Each Season will be accompanied by a some lore and flavor texts and changes will be explained in the PDA Guide.
The will mainly consist in small LTX changes that will have a large effect on how gamma is overall played. It will be fully optional (not ticked by default) and will be a way for people to play something different while being able to share their adventures here about these events and all play "the same experience" 🙂
I just pushed a large update adding many addons and fixes, please perform a complete install if you update
Installer update
This new installer (version 3.3) solves the error message about path too long and provides moddb mirror selection. Be sure to extract it in the GAMMA RC3/.Grok's Modpack Installer folder and replace the existing file.
Just pushed an update:
- Reload and unjamming now happens with same key: R (you can configure this in the keybind menu).
- Removed enemy see through foliage by default to avoid the annoying weapon tilt in bushes and in bushes near trees.
- Decreased enemies accuracy for all difficulties to counter balance the removal of the inability of enemies to see through bushes (Hard is a bit harder than previous Normal, Normal is a bit easier than before, and Easy is even easier).
- Little rads cannot trigger coughing anymore.
- Rads don't damage limbs.
MagsRedux users, in MO2 untick G.A.M.M.A. Unjam Reload on the same key and stop reporting bugs. Thanks.
Keep in mind that GAMMA is not balanced around Mags. Mags can create extra issues. Use at your own risk.
xcvb updated his addon, Stealth Overhaul. But Moddb servers didn't distribute the file over all their mirrors sadly, which can lead to issues while installing this addon.
If you have a crash related to visual_memory_manager.script:33: attempt to index global 'stealth_mcm' (a nil value), do the following:
Update GAMMA Data > Complete Install in the GAMMA installer.
OR
Download this addon manually from moddb: https://www.moddb.com/addons/start/207498
Open MO2
Press Ctrl+M (or click File > Install Mod)
Indicate the Stealth addon zip you just downloaded
Tick "Stealth 2.0.1"
Click Ok
Tick the installed addon (which is at the bottom of the load order) and move it below Addon Number 45
This should be solved during the day and a complete install should fix it as well.
**Last updates should fix quite some bugs 🙂 **
- Weapon inspection when equipping a new gun will happen only for guns with inspect animations - this avoids weird reload animation bugs without sounds for instance.
- At the end of the weapon inspection, your gun will be ready to fire (you don't need to aim anymore to "reactivate the gun").
- Reload and Unjam with the same key just got better and more solid, but it's not compatible with Mags Redux just yet. Be sure to use one or the other!
- Full english voice acting for ISG and Mercs, no more random Russian voices (when inspecting guns or giving orders to NPCs).
- Fixed a bug where when the character speaks, random state voicelines where played immediately after. This was particularly visible when the gun was jamming while being tired / hungry.
- Fixed the installation of the new Stealth Overhaul addon installation (thanks moddb for the awesome servers
/s)
What's planned for the upcoming days? #📎to-do of course
Just XRay Things 
Thanks to the Lucy and Firebreath I found out how to edit the reload "timing" of guns. I'll edit Toz106 as a top priority because the animation is so annoying (the timing is way after the reload actually finishes). If you have any suggestion of guns where the reloading is not fast enough, I can fix it easily now, just pop the name of the gun in #old-feedback-suggestions and ping me
I actually reworked all BAS guns reload animations
update coming soon
EDIT: Update is up, weapon reloads should feel much more responsive, perhaps even a bit too much but it's not a big deal 😉 . I will do the same for Blindside's animations later on
I added the texture pack I tested for a month now to GAMMA. Be sure to perform a complete install.
It uses:
Simple Autumn Retexture No leaves - Daedalus-Prime
Gardener of the Zone Textures - YuriVernadsky
And Simpler Autumn Retextures bushes extracted by Grulag
This fits my vision of the Zone, which should be looking dead imho. It also makes the bushes a bit more transparent, so you can actually see through them, and it also helps with Aliasing on the trees.
If you prefer the vanilla summer textures, you can disable these addons freely 🙂
Agressor Ground textures got disabled
Mutant Meats Buffs got reworked!
Much better buffs with specific uses. Most are about carry weight, but Snork meal will provide you very strong chemical resistance while Bloodsucker meal will provide you moderate rads resistance for a long duration! Chimera meals are now giving you over 20kg carry weight buff. Get that meat cooker fast. This should also allow people to play without companions to carry your stuff.
If you are using EU mirrors to perform complete installs, please pick mirror 126 instead of 125 - one of the recently updated addon is not yet on the moddb mirror number 125 (AUGmented pack).
Cool update for the AUGmented pack available, lots of new scopes compatible and better positions. Cheers to @glossy sparrow for the awesome work !
Thanks to @young creek last update of the Weapon Cover Tilt addon, we can now adjust the trigger radius. I balanced the values for GAMMA with a more forgiveable triggering radius and more emphasis on lightweight guns. I also changed the trigger radius for SMG and Bullbup guns that will trigger from closer to walls compared to rifles. Also fixed the SR25 and Ash12 positions.
Enjoy.
BitDefender seems to recently have issues with MO2.
If you have BitDefender be sure to add the whole GAMMA RC3 as an exclusion. Add the MO2 exe as an exclusion as well, same for Anomaly.... Or simply use another antivirus. I know BitDefender is good. If anything, I can recommend ESET Internet Security. It's also paid, and among the best antivirus available, with the lowest false detection rate (and no issue with MO2 lol).
Also be sure to disable Advance Threat Defence feature of BitDefender
I just fixed a major issue with AUGmented Pack install. The peculiar folder structure prevented addons to be installed properly but it is now fixed. Be sure to perform a complete install. Sorry for the trouble 🙂
Pushed some changes to the sound config and particles that should improve the shootouts performances
Small update:
- Lots of text fixes thanks to @burnt lantern work !!
- Armor parts can be bought at mechanics now thanks to @burnt lantern
- Rebalanced the ballistic plates crafting recipes. Will fix the icons later on 🙂
- You can now see what ammo parts will be generated upon ammo disassembly.
- Added @stoic minnow fix for DAO anoamlies display on the endgame detector.
Check out #📢development
Took 4 hours this morning to remake the Clear Sky, Mercs and Monolith loadouts. More will follow next week 
If you play with Unjam and reload on the same Key bound to R (default), make sure the "Reload gun or PDA away" is bound to any key on keyboard, like F10. Otherwise reload won't work.
I'll fix it later on ;)
New secret project
||That's indeed a joke blyat
||
Demonized pushed an important update for Dynamic Anomalies Overhaul. Consider updating it manually or through a complete install 
I will say it again, hate against EFP will be punished.
Both packs are very different and aren't simply for the same people, there's no arguing about which one is better, they are just different. GAMMA simply has the advantage of daily updates, and a more dynamic development thanks to its installer, as well as a more "stalker-like" spirit (EFP is more militarised and "EFT in the Zone"), but that last point isn't even an advantage for certain people, while others don't like the installer and would prefer a "right click extract archive" installation without the dynamic updates. Let these people be and redirect them towards EFP.
A very small questionnaire to assess what you think of stalker gamma
Just finished the loadouts for Freedom, ISG and Ecologs and brought some small changes to Militaries and Monolith loadouts #📢development
Since Monolith doesn't care about weapon trading bans, should they be able to sell guns and armors ?
Major update:
/!\ Complete install recommended /!\
https://github.com/Grokitach/Stalker_GAMMA/compare/4ff61d174efe...8c43b5bd91b6
Icons replacer and fixes
Sin loadouts
Tiskar's repair item threshold on icons
More agile mutants from DLTX pack
Gardener of the Zone installation instructions fix and update
Thirst and Sleep deprivation options remover
DNPCAV crash fix
ui_mm_faction_na texture fix
helmet rain sound disabled by default
Optional modern UI font
Weapon repair kit fix
AK5C ISG a bit more common
metal cans now drop powders
KS23 buff
Small buff to 9x39 penetration
Installer Update v3.4
Download this and extract it in GAMMA RC3/.Grok's Modpack Installer, replace any file.
Changelog:
- The installer now stores the base mirror given by moddb for addons download. The installer first try to use the designated mirror (125, 126, etc), and if the download fails, it reverts back to the base moddb mirror which should hopefully have the file. This should prevent installation errors when addons recently got updated.
- The installer now makes a shortcut for both the ModOrganizer.exe and the GAMMA Installer.exe on the desktop.
- New icon for the installer.
I'm currently updating the installer in the online 700Mb client zip as of writing, this should be uploaded in 30min
Installer Update v3.5
Download this and extract it in GAMMA RC3/.Grok's Modpack Installer, replace any file.
Changelog:
- Removed the link of the installer to the desktop, this was causing issues since files were downloaded to the desktop. Be sure to launch the installer from the GAMMA/.Grok's Modpack Installer folder
- Revamped the HTML request code to get info from moddb, hopefully it will remove the moddb bans.
- Added a MD5 Check Button: If you think of the addons isn't properly downloaded, be sure to run this test ! It will flag the addons that aren't properly downloaded or that aren't up-to-date
I'm currently updating the installer in the online 700Mb client zip as of writing, this should be uploaded in 30min
Btw, don't use the GAMMA installer shortcut on your desktop
Pushed small but meaningful changes:
- 9x39 performances at range got reduced a little bit. It was performing like 5.45, which was weird because 9x39 is subsonic.
- Same for 12.7x55.
- 5.45 performances at range got slightly improved.
- 7.62x25 performances at range got improved significantly.
- Made NPCs without visual model profile in GBO have a much worse armor profile now, this should prevent "that shit bandit tanked 5 9x19 FMJ to the head"
- Be sure to test out KS23 now that it got buffed
I will push later today a new part of the ammo description pointing out how good they are at range or not.
Don't upgrade binoculars. Period.
So 9x39 is overall stronger below 100m than before, but weaker after 100m. Ammo drop should be a bit stronger as well. Overall, it's better than 5.56 or 5.45, but harder to use and guns are harder to repair because they need advanced kits. Also, they don't have big mags capacity, but they have very low recoil overall.
Ultra large update (only needed to perform an update data > only install gamma data)
Major gameplay changes
- Sin now only receives 15% of the damage dealt
- Sin spawn particles when hit, hinting that they have some kind of link to the Zone, the Noosphere and Artefacts that they hold, making them inhumanly resistant.
- Sin now drop artefacts much more often.
- ISG have +20% armor penetration resistance to non head parts
- GAMMA Manual was updated to hint the above changes.
- Armor plates add BR class and protection to arms, legs and torso
- Armor protection fix (condition debuff was applied two times)
- sr2_veresk_upgrade_kit enhanced recoil fix
- DIsabled Mystery of the Zone questline. Existing saves will still have it.
Progression changes
- gunsmith toolkit as fetch task request
- Fetch quests now use all guns you can find in the game
- Removed AK5C ISG kit from Nimble inventory
- Increased Toz194 drop rate
- MP7 silencer status fix. It needs the upgrade now
- Abakan needs an upgrade for GL mount
- Guns availability in stashes changed
Crafting changes and fixes
- Fixed Knot crafting recipes with af in lead boxes
- Cooking recipes balance, now it only use white vodka
Various bugfixing
- Snipers removed in more maps
- Limit issues with important NPCs with Grulag's Halved Pops at hubs
- SR25 updated description
- toolkit icon replacement fix
- Tiskar icons fix
- Tiskar's Medical icons replacers
- Fixed Ash12 weapon pos in NPC hands
- BAS Camera anm fixes for some guns
I hope it won't generate new bugs. Peace.
#old-main-menu-video-shot-contest !!!!
Provide a top notch static (fixed point of view) in game video to replace the current main menu image by a nice looking animated background video I'll optimize for the game.
The idea is to keep it green 💚
It should be recorded in 16:9 ratio in 1080p
The perfect video would be rather short and looking good while being looped if possible.
You can feel free to modify the video with effects from softwares.
The winner will earn 1 month of Discord Nitro.
The winner will be revealed next week
Small Update perform update gamma data > only install gamma addons
-
K98 resound, the bolt and shoot sounds should now be much better
-
K98 ZF4 now uses the proper 2D scope texture.
(tried to fix the "remove zf4 scope" but couldn't, just consider you pierce holes and shit and can't remove the scope once added
) -
AK105 Specialist is now more widely available in NPCs loadouts.
-
Increased AK105 recoil (base gun) and decreased AEK recoil since it's now quite rare.
-
Removal of the remaining vanilla M4 in the loot pools.
-
Tiers of guns in stashes list is now complete, increased gun variety in the stashes and fixed guns tiers.
-
Increased the price of PU and ZF4 scopes, no more "super early scope for your sniper".
-
Increased Pump action shotguns Rate of Fire, they should all feel much more responsive.
-
Nimble can now upgrade specific guns through dialogs thanks to @burnt lantern

-
Sin patches now give better items at Aslan Patch Lottery
-
Mags will now drop with 0 ammo in them for mags users
-
Added better 2d scopes for SV98 and VSSK from @heady dune

-
Disabled Grulag's Half Pop at hubs because I think that this could be the source of random stack traces when loading areas.
-
Attachment icons position fixes.
-
PL15 can't be sold anymore
-
Enabled log spam remover by default. It should help with loading time in long gameplay session.
-
Meds icons fix and some new meds icons for jgut, the best defense injector and for medical packs (ai1, ai2 and ai3) + fixed ai2 and ai3 icons that were swapped.
Last but not least, using drugs increasing defense will now display a new status icon during the entire buff duration
A hotfix is coming in from Demonized chad modder for this error in Dynamic Anomalies Addon:
LUA error: ...omaly-1.5.1.2/bin/..\gamedata\scripts\drx_da_main.script:2658: attempt to index a nil value
Be sure to update that addon manually or launch a complete install after about 1 hour.
Small update, still perform a complete install to get the latest Dynamic Anomalies Addon version, remember to use the v3.5 installer
- Korth isn't sellable anymore
- Removed camera animation of most injectors (no more annoying headbang after injecting defense boosters)
- MP7 now uses 5.7 silencer properly
- KS23 ammo increased performances at range and increased shrapnel penetration.
- Increase KS23 AP Slug damage so they are a bit superior compared to 12x70 AP slugs.
- Shotguns idle anim bug sound fix (no more random clic clac with mp133, and ks23 shotguns)
- New Ace Suit icon
A small reminder. Aim for the neck / mouth, that's where you get the ammo penetration buff. Shooting the top of someone's head won't. If you are lucky you can hit the eyes but the hitbox is small
Small update
- Ash12 now uses proper shaders to display red dots in reflex sights.
- Ash12 now uses BAS sights.
- Ash12 compatibility with ekp8-18 sight.
- Ash12 SUP Kit laser On/Off works like other lasers.
- Fixes for Exolight BR classes that were wrongly having Exo armors protection
- Made few Exolight better than others (Hero of Freedom, etc).
- Increased loot quality in North stashes, you should now be able to find Exo armors and even Nosorogs as well as ACE suit.
- Changed tiers of armors and few weapons in the stashes again
Update
- Added Ash12 partial reload animation and sounds + better movement animations from AWAR thanks to @rough lava
- Added a new Armor Exchange System at traders:
When you are from the same faction as the trader, you can exchange armors of other factions for armors of your and the traders faction. There are multiple options: light, medium, scientific, skat9, exolight, exo and nosorog trades. It comes at cost of course. It will give you an armor of the same condition as the one you give. You can now finally rock your own faction exo or nosorog armor easily 🙂
Some factions that aren't well supplied (Renegades for instance) do not have many options to choose from.
It also works while being disguised. This can be useful to trade "bad" medium armors for Specops armors from Freedom or Military for instance.
Tan laser + better iron sight + used the best model available (vanilla models are all low poly but the AC red dot for some reason) 
I just pushed a fix for the Armor Exchange system:
- Now works for North traders (Ashot, Owl, and Merc Zaton trader)
- Now works for Ecologists (Sakharov and Herman)
- Reduced dependencies on original files (all the dialogs IDs are now contained in the
dialogs_grok_armor_exchange.xmlfile)
Small issue with Grok's and Darkasleif's Armor Exchange system, disable it for the time being, I'm fixing it.
EDIT: Hotfix pushed. This only concerns people that updated recently. Anyways, problem's fixed for everyone now 🙂
Started reworking the MP7. Laser compatibility + new sights coming for GAMMA 1.0
I was unsatisfied with the P90 laser, so I'm redoing it 🙂 . It required some fun work to reshape the cable from the battery to the laser because the cable was way too long
. On my way to apply it to all the different P90 scopes models now
If your Bizon have weird reload anims, be sure to copy the files there:
GAMMA RC3/. Grok's Modpack Installer/G.A.M.M.A/modpack_addons/G.A.M.M.A. Weapon Pack/gamedata/meshes/dynamics/weapons/wpn_bizon
To this folder:
GAMMA RC3/mods/G.A.M.M.A. Weapon Pack/gamedata/meshes/dynamics/weapons/wpn_bizon
Replace any existing files.
If your game crashes when talking to traders or on startup about duplicate dialogs XML nodes:
Delete the following folders:
-
GAMMA RC3\.Grok's Modpack Installer\G.A.M.M.A\modpack_addons\Grok's and Darkasleif's Armor Exchange\ -
GAMMA RC3\mods\Grok's and Darkasleif's Armor Exchange\
Then Launcher the installer, perform a Update GAMMA Data > Only Install GAMMA addons.
This will fix your issue
Installer Update 3.6
- Fixed the MD5 Check last message (it was always saying that everything was fine) + updated the instructions to follow to fix your broken addons.
- Highlighted in orange the buttons that can trigger moddb temporary bans if used too often.
I pushed some updates:
-
It should improve the performances of the game hopefully since I reduced the Alife radius of what's online to 250m instead of 750m.
-
Also, you won't be able to trade with random stalkers anymore. I know it removes immersion, but random stalkers trading didn't occupy any importance in the economy, while being able to buy full quality guns.
I'll push a general fix later this and reenable stalkers trading at the same time ;)
-
I'll add back the trader performances boost with a new addon for Mags users that will allow to have proper mags inventory for NATO and WP traders.
-
Brought a fix to light armor trading. No more shit tier jacket for Salamander armor for loners for instance.
Remember, if you have a bug, and want to report, BE SURE TO DISABLE ANY CUSTOM ADDON YOU ADDED before doing so. Most likely your crashes come from them.
Version 1.0 of GAMMA is delayed until I fix the crashes related to map transition producing stack trace at address 0x000000014016104C. I don't know how long it will take
I need a save where entering a map produces the stack trace at address 0x000000014016104C crash, I got the debugger running, now I need to reproduce the crash on my computer. Please ping me in #old-bugs. Without this, I cannot debug the issue and thus can't release GAMMA 1.0.
I have a fix for the crash thanks to Lucy and Demonized
. It's a small issue with 1.5.1 engine and DAO. This will be fixed in 1.5.2 but I'll release the engine fix earlier so that GAMMA doesn't crash
. Update coming soon.
Update is now up. Please perform a complete install. Make sure that you have the new splash screen when launching the game, that means you have the patched exes with the fixes !
‼️ If you don't have the new splash screen after complete install, be sure to copy the content of GAMMA RC3/.Grok's Modpack Installer/G.A.M.M.A./modpack_patches/bin to Anomaly/bin folder and replace files.
The latest update IS NOT GAMMA 1.0 . V1.0 will come later with a much cleaner load order, (spoiler banner for people that want to keep the surprise for 1.0 content) || 2 new guns, the KRISS Vector and the RAPTR fully automatic 20 rounds mags shotgun, improvements on the P90 and MP7 with about 8 new sights compatibility for each and toggable laser + a new animated main menu and a new main menu music composed specifically for GAMMA + new OST tracks composed specifically for GAMMA by Sanctus Synth||
NEW MAJOR UPDATE PLEASE READ
This is not 1.0 yet.
I released new exes - again - containing engine modifications (thanks to Demonized for the diff files and support) to support:
- the new Screen Space Shaders addon by Tab / Ascii1457
- the upcoming BAS update (not released yet)
Included in the latest update:
- new Screen Space Shaders addon version by Tab / Ascii1457 which adds many fixes and new features for the shaders, including sky reflections on the water.
- sky shaders tweak to have a more lively sky than what Screen Space Shaders latest update provide (same as before, the new SSS makes the skies a bit blend).
- some tweaks for the sun display which should be a little smaller
- better description of radiations emited by artefacts in containers thanks to @burnt lantern
- artefacts in containers weight fix thanks to @burnt lantern
- parts condition color codes now match parts description color code in weapons tooltips. Numbers above 60 will be green, meaning that you can easily clean them and that they don't affect damage and penetration too much. Other parts will be colored in orange or red, meaning that they are unusable / unrepairable / prone to jam and reduce damage and penetration a lot.
Be sure to grab the 3.6 installer you hadn't already (<#📢announcements message>).
Be sure to perform a update gamma data > complete install to get the new exes
If you don't have the new exes, you'll get a crash related to shaders most likely. You'll know that the new exes are correct if you have the following splash screen:
(mind the RC3.1 in the top right corner)
Two Major bug fixes just dropped:
- Fixed an issue with armor trading system that prevented the obtained armors to be repaired.
- Fixed an issue with artefacts getting randomized when moved out of containers in rare instances. Thanks to Demonized
for the help! He's the real modding Chad.
Btw the new exes have, imho, improved the shotguns reloading mechanism: if you tap R once, it will load only one ammo, if you double tap R it will fully reload your shotgun. This allows you to reload only one ammo in a pinch
Revamp of a lot of guns audio coming in using Dark Signal pack audio extracted by Demonized 
If some reload sounds aren't loud enough please tell me, I'll fix it
PSA: don't give artefacts in LLMC for tasks, it will give you a low amount of money as a reward
GAMMA 1.0 will feature new loading screens. 3 styles are available, vote for the one you prefer the most, pictures are here: #╙🖇mods-making-discussion message
PSA: please make sure the MCM options for the SWM visible body / legs in MCM menu is set so it doesn't remove your body in Low crouch: this is the source of the "lag" when you crouch
I will not be able to mod for 2-3 days, that's why I'm making this announcement 
I don't have anything to gain here. But it if you have issues with MO2 / GAMMA, try getting a good antivirus like ESET if you have free solutions like Avast etc or BitDefender which is known to have issues with MO2
Significant update:
- Double Barrel 23x75 shotgun
TOZ-66 "Chimera Hunter"is now able to be found on NPCs - Body awareness framerate fix when crouching
- No Renegades at swamp church to protect the Professor
- Operation Afterglow last Strelok Sentence fix
- AKMS and AKM now use army rifle repair kits
- Nimble Guns Upgrade 3.0 by Darkasleif
- Gauss repair kit fix
Attachments nerf
- Plates now provide +0, +1, +2 and +3 BR Class instead of +1, +2, +3 and +4.
- Reduced plates resistances by 35%. This should prevent the plates stacking to make you hard to kill early on.
- Reduced Compass stats by 35%
- Made the Full empty harder to craft. Keep in mind Full Empties can be found "as is" in the North fields. This should prevent easy crafting of full empties early on.
- Made the Compass recipe a bit different to stand out more compared to the Full Empty craft (it might be a bit easier to craft, and you can now craft full empties alongside compass instead of making a hard choice).
- Compass now drains more stamina.
I'll slightly boost some specific defense of some mid tier artefacts to balance this out > the decision making between upgrading mid tier artefacts vs keep them to craft big artefacts will be more important since currently, it's simply better to keep all artefacts to craft Compass.
Small update: starting at 500 Goodwill, traders will have a chance to have good ammo (lv 3 or lv4 ones) in small quantity. The stronger the ammo, the more rare it is. This should prevent a little bit the absolute need to get a gunsmith kit early on while making trader a bit more useful early on when you repaired a rifle with barrel over 60 condition.
This also makes other calibers than 5.45 viable since you can get ammo for the 9x39 and 5.56 calibers instead of trading vodka for 5.45 at Yantar which was the only viable way to get rifle ammo early on without gunsmith kit.
Just fixed 23x75 fire distance. Now you should be able to "snipe" with 23x75 Barrikada like with 12ga AP slugs
Be sure to try out 23x75 buckshots: the grouping is relatively tight and the pen is ok compared to 12ga buckshots.
Also brought some fixes to traders with the buyable mags option.
TobiCreates Made an awesome video about STALKER GAMMA (in German). Give that man some love:
Stalker Anomaly ist ein Phänomen und jeder der sich für Stalker 2 interessiert muss Stalker Gamma spielen!. Aber nun ist mit der Mod Combilation Stalker Anomaly Gamma eine Mod Sammlung erschienen die Anomaly & Modding auf das nächste Level bringt! In diesem
Dir gefallen Spiele wie Escape from Tarkov und Day-Z? Du suchst aber zur Abwechslung ma...
An error got in somehow you guys were receiving only half of the ammo parts amount when disassembling ammo. You should now receive about 1:1 ratio (15 ammo = 15 powders).
Over 20 000 stalkers wandered the Zone using GAMMA. This is incredible, I never imagined that this many people would join the server when I started working on the project last October. Many thanks, YOU are the reason that pushes me to continue and make GAMMA even better and more stable.

Spent some time to make a bot to automatically pickup new addons from Anomaly Moddb and post them in #🤖new-anomaly-mods-on-moddb . Over there you will be able to see the newly added add-ons on Moddb. This doesn't concern only the add-ons added to GAMMA ! Sadly, it doesn't pickup mods updates... Yes Moddb RSS feed sucks.
NEW v3.7 INSTALLER
- Added more USA mirrors.
- Changed "Complete GAMMA install" to "Full GAMMA install" > less confusion hopefully.
- Fixed MD5 Check abusive moddb queries > less bot flagging yay.
- Reverted html moddb page download code to old version > maybe less bot flagging yay.
- Implemented a random waiting timer to hopefully decrease bot flagging by moddb... yay? This will sadly increase full installation time by about 5 minutes 😦
VERY LARGE UPDATE + don't forget the new installer above
If you have an AK105 Swamp Thing: this update might potentially CRASH your save, destroy your AK105 Swamp by disassembling it before updating . I'm not sure it's yet compatible with Mags, please tell me.
New features:
- Artefact crafting now averages artefacts condition to determine the resulting artefact condition. Empowering low level artefacts is now very valuable!
- New ammo trading at Yantar for vodka thanks to Darkasleif: 5.56 and 9x39.
New addons (REQUIRES COMPLETE INSTALL):
- Hideout Furniture - Aoldri > Fucking BASE BUILDING WITH A PLAYABLE PIANO
- Gunslinger Controller Suicide - Demonized > Don't attack controllers upclose!
- Tooltip in Corner - RavenAscendant > Optional tooltip in the corner.
- Better Portraits Icons - Lauta_ro > Much better starting portraits.
- Better Bullet Casing - toxicfox777 > Better bullet casing thrown item (bolt alternative).
- Backpack Icons - DeadEnvoy > Much better backpack icons!
- Night Mutants - xcvb > Enjoy heart attacks during your night runs.
- Player Icon Fix - MissingnoBW > small bugfix.
- Weird Tasks Framework - Igigog (simply for Hideout Furniture)
Balances:
- Made KS23 ammo harder to craft.
- Decreased 9x39 ammo prices a little bit.
- .45 FMJ now has 19 AP power to compensate for the lack of .45 AP ammo.
- Metal cans drop less powders when disassembled.
- Launched grenades can now be converted thanks to new recipes, it uses red powders.
- AK105 now has proper accuracy and is a desirable weapon
- AK105 Swamp things is highly accurate and now uses 5.56 ammo to fit the NATO weaponry of Clear Sky
- AK105 Shakal is highly accurate.
- Pseudogiants are now less tanky.
- Fractures are now much faster and a bit more tanky.
- Swapped Full Empty and Compass stats and craft recipes: this should prevent Bat abuses.
- Bat can't be found in RF Stashes anymore.
- Fixed some inconsistent artefacts crafting recipes between LLMCs and normal recipes
UI:
- Hit markers are much more subtle now
Graphics:
- New SSS update
- Decreased SMAA to High by default
- Fixed corner shadow bug in far plane
- Distant shadow culling is now off by default: much better graphics!
Bugfix:
- Bizon reload animation fix
- Heavy pockets description fix (10mil RU)
- Lots of text fixes thanks to Darkasleif
- Fixed AR15 and Chimera hunter russian translation
- Optional Warfare Patch at the end of the load order
Pushed a small update:
- All furnitures are now craftable with a basic kit and few resources like scraps, wood, etc.
- Substantially increased the number of wood and scraps dropping from junk items disassembly.
- Removed Weird Task Framework since it's not needed anymore.
- You can't sell furnitures for a high price to traders (to avoid furniture crafting money farm)
- Stashes now have a limited storage space. You'll need to buy or craft new stashes to store all your stuff. It is fairly cool still. 300kg for 12 scraps and 12 wood is good imo.
- Remember that the craftable workbench has a 300kg linked stash. Store all your crafting materials in it. Using it to craft stuff will automatically use all the items available in the stash, no more items juggles between your inventory and stashes to craft stuff at your hideout! You can carry the crafting tools in you inventory, the workbench will use it automatically.
Small issue: Weird Tasks Framework is sticking to saves even after removal of the addon and even so I didn't added any tasks packs...
So if you crash while asking for jobs, keep Weird Tasks Framework activated. As long as you don't crash, keep it off (default).
Small update
- Better bullet casings install fix
- Red crosses fixes > no more red crosses in the load order by default
- Bigger stashes content
- Optional Unlimited Stashes weight addon
- Spas12 insert shell sound fix
- Increased accuracy of AK104 Alfa
- Central lighted up circle fix with Lens Flares
Latest duty expansion version seems to crash the game when talking to NPCs. Keep it off.
Don't update your Anomaly to 1.5.2.
Reverted the SSS version because of some issue with Ambient Occlusion, don't forget to delete shader_cache folder in Anomaly/appdata after performing the update data > only install gamma addons 🙂
EDIT: there were some issues with shaders complilation, it should now be fixed. I also added better cubemaps so the guns reflections should now be nicer 🙂
When you don't bug / crash once after an update after a long play session. Please tell me in #old-feedback-suggestions , it helps keeping my sanity 
New 1.5.2 engine exe for beta test. It should fix some issues and shouldn't crash. If you use them and don't crash for a while, please tell me in #old-feedback-suggestions . Replace the exes in Anomaly/bin folder. If you have some issues, please tell me as well.
Please perform a complete install. This should fix your issue while moving items with shift and fix your your shaders issues.
Small update :
- new axe sounds
- isg are now much stronger: almost only exo users, and higher pen res with extra particles effects playing when shooting them. I will improve their accuracy in the next update.
- new smashable boxes content which should make them better (can drop vodka for instance)
- Bugfixes when stash transfering items hopefully
- New Alife optimization tweaks should decrease stutters and make the zone a bit more lively hopefully
!bluetint
If you have that annoying blue tint, delete the .Grok's Modpack Installer/GAMMA/modpack_addins/188- Enhanced Shaders - KennShade. In MO2 reinstall addon 188 and tick :
01 Enhanced Shaders - PBR
02 Enhanced Color Grading
Optional - shader_param controls - simple
I heard the military storyline rewards are kind of lack luster. I never did it. So please, tell me what's wrong in #old-military-rewards so I can fix it
Update:
- 1.5.2 Engine exes are now officially used. Perform a complete install to get them (or copy paste them from Grok's Modpack Installer/GAMMA/modpack_patches/bin to Anomaly/bin). This should fix a wide range of issues.
- DON'T UPDATE YOUR ANOMALY FILES TO 1.5.2 PATCH YET (Exes =/= config and script files). - GAMMA version changed to RC3.2.
- Optional Blindside's Knife New Animations with proper HUD position and better swing sounds.
- Fixed some of the starting locations.
- Scopes zoom fix and canted sights zoom fix + scopes price rebalance: Scopes that are adjustable are now displaying it in their text description. SpectreDR and 1P59 are now fully adjustable. Their price got increased. Canted sights can't zoom anymore. All guns with canted sights equipped with adjustable scopes are now fixed: scope is adjustable, but you can't zoom with the canted sight.
Yesterday update:
- ISG and Sin are more accurate.
- Bandits are less accurate.
- Controllers spawn phantoms.
- Player should not be able to loot grenades from enemies anymore.
- Added an optional addon if you have stutters that changes the Alife optimization parameters.
I might have to turn the lasers red, they seem easier to be seen with the NVGs... 😦
New ui fix to better see which kind of ammo are selected
I feel like there aren't many options to use red powders for crafting anti mutants ammo, should KS23 ammo use red powder ? Amounts of powder used will be reduced. That way there's a mutant killing ammo that can use red powder, so stalker killing ammo can be made using green and blue powders for certain loadouts
Update:
- Some driveable vehicles now spawn in Darkscape! Be sure to test this out! Press F to get in the car and then press your detector key to start the engine!! Multiple types of vehicles: tractors, ladas, some military uaz (jeeps) as well as Lada Niva. This should make ISG runs funnier since a car spawns next to the sawmill.
- 23x75 ammo now use Red Powders
- Mechanics crash fix when asking for jobs, hopefully
- Furnitures addon update
- Some fixes thanks to Momopate: reworked particles when shooting enemies and perk artefacts are now played correctly when used on stalkers
https://i.gyazo.com/95b44c949557f2a0493ab218ea24e23e.mp4
Credits to @brittle cave
Upcoming fix for NVGs and canted sights thanks to 1.5.2 engine updates 😄
EDIT: now available through simple update (update > gamma addons only)
Small incoming feature : depth of field applied when opening UI, this blurs the background 