#📎to-do
1 messages · Page 1 of 1 (latest)
Disable quick knife if active weapon is a knife or an axe
Claw AF makes you loose HP when your torso is damaged ?
PSO1M is adjustable on SVU: fix this
Spawn all good_guns.txt guns and check out recoil, bullet speed and damages stats.... (AKMS and AK12 have a too low recoil for instance, AK Beard too high etc)
Eventually make assignable night vision scope key
remove stimulant from vodka and beer tooltip
Fort-500 reload animations are broken with 1.5.2 engine. Test with unmodded 1.5.2 exes
Fix old grenades for Crafting
Add few NATO guns to Renegades
Add this to gamma client for easy steam addition with custom artworks
Poke the engine to increase footsteps hearing distance
Investigate why sometimes you die from emissions while being in a safe area (new 1.5.2 engine issue ?)
Make butcher buy jewelry at the same price as other traders
Investigate AKSU BaS with FDDA anims ?
Add t bagging addon but remove the "switching " part so NPCs mimic running and looting you when you die
Check @astral helm guide on gamma to steam
make balaclava and bandana using field repair armor kit instead of light armor repair kit
Check 9x19 pistols damage and make sure to fix pistols with 24 dmg
Get rid of old launched grenades on NPCs body, remove the conversion recipes
"Yanov" is used in place of "Jupiter" for:
Military Base Freedom Guide
Jupiter Station Trapper Quest Giver
Make forester a bit unique
Add a “Psy Barrier” entry in the pda manual
Check Zaton and Jupiter spawns to limit low tier mutants
Add Tacticool Groza and change npc profiles accordingly
fix the installer aspect ratio changing based on zoom level of windows
Opening toolkits should directly open the craft window
Double clicking toolkits should open the craft window
Add Device Selector Key
Test the Arti script to remove head when headshotting npcs with big rifles now that 1.5.2 is used
Add Demonized engine patch so the foliage is compatible with npc cant see through foliage and weapon tilt
Verify all ammo quantity at lv5 WP and NATO traders
add vector text
reshoot the main menu screen in 2K res 60 fps
add ekp08-18 as a scope for PP19
9mm AUG mags icon bug
Add Sin protection to the player when playing Sin as a separate addon
Investigate if on gamestart definition of base zoom levels work properly https://github.com/Grokitach/Stalker_GAMMA/blob/b27f5ce99de1f7db57cca62b03ed1b5849d20496/G.A.M.M.A/modpack_addons/G.A.M.M.A. Free Zoom v3/gamedata/scripts/Free_ZoomV2_mcm.script#L93
Make sure to load the values only once on first game start > save to m_data.zoom, never load m_data.zoom on load state, and never save again on m_data.zoom, load m_data.zoom values on click, save them on option change
Boost grapes artefact
Add French install instructions from MrKameron
Small psy boosts to chocolate etc
Not inline elcan with RD74M ?
Add the 338 R700 as a rare gun to master and legend npcs like other .338 rifles
Display repair kit in tooltip of weapons and armors
Make R700 rifle repair kit like other bolt action rifle
Make r700 deer hunter advanced repair kit like other .338 guns
Make sure mechanics in the north have tools tasks and actually give rewards for these tools tasks
check abnormal weather skyboxes, maybe, and get some of these for specific weathers (especially check if it fixes compressed skyboxes)
Check out the new font addons
having a gun with a GL + Alternate view + Adjustable Scope makes the scope unadjustable after cycling through the 3 views
ISG saiga ekp realign needed
Update fdda
update current mag redux version
check r2_sun_details
Kar98 Mags retool to 7.62x51 or 7.62x54
Rewrite mercs introduction dialogs (mainly Aslan) to reflect the Golden Age of the Zone story arc
on game start, check if yan_povar_army_mlr_squad is missing from the game, and if yes, spawn it
Aslan > medical package dialog for fasteners and transistors
New light sources in garbage at butcher
Edit BAS script to remove the sound of scope nvg turning on or off if currently there’s no gun with scope equipped
moving ANUS files from 228 into separate thing, then merging PR42 for Russian translation
increase durability of SPP suits
Reduce the ghillie suit weight to 9kg
Tube fed shotguns = historic. Semi auto tube fed = historic but rare guns. Mag fed = army kit
wpn_sr1m_sr1upgr doesn't show its recoil strength in the weapon card
Redo KRISS Vector scopes and add a laser + 40 rounds mags instead of 30
Include the custom profile updater: #1021438593413161041 message
disable fov lock for barry knives
Change accute and drop off of toz 66 long barrel “take gun” animation
Use VSSK remodel reanim Ash12 animations for GAMMA Ash12
nerf merc lottery from 3 artefacts rewards to 2 and 2/2 to simply 2 for the strongest artefacts
make sure ZCP only spawns stuff in the current map the player is in
double barrel shotguns pull animations are now weird ?
Disable save name change addon
If a part is 49-50% in an armor, enforce 51% upon disassembly
bizon okp7 > able to be sold
Create a performance shader peofile
Default carry weight set to 25 by default ? > Fix
Add new anim to Ash12 from Barry
Try the sky rotation in weathers to get moving clouds
Make the FOV Tricks Saver: MCM addon where you set fov you want and after fov tricks fov will return to that value
Add parts to binocs
Add the time to the minimalist HUD
16:10 patch for minimap
Since Larkin joined the dev team, we need something better than this channel to keep track of what's being worked on, what are the issues, etc. You can follow the project advancement here from now on: https://trello.com/b/g3vlj8PJ/stalker-gamma-dev
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
Post Glendeding #useful_tools
add @primal escarp guide to use proper GPU instead of integrated one for Anomaly to #old-framerate-optimisation
Verify how falling is detected here and adjust fall damage so it bypasses actor armor https://www.moddb.com/mods/stalker-anomaly/addons/falls-10-151152
Carabiner empty reload does a weird pump animation without sound with pump movement on the gun ?
Remove k98 upgrade kit since the k98 new model is nice
Add as 20x70 #1041268472342134834 message
Increase chance of walking up from public beds
Add Ammo type: « Anti-personnel » or « Anti-mutant » or « All around performances » mentions to ammo description in yellow
Edit zombified stalkers load out
Increase important NPC rank so their AI is better
Overall increase bolt action rifles availability in the 7.62x51 caliber, full auto rifles of that caliber should stay rare
Add this officially #1041435123444367491 message
Add officially https://github.com/etapomom/anomaly-speedrunner
Speed up kriss vector animations
Make k98 scope detachable
Reduce the amount of companions to 1 and then 2 when you reach the Legend rank
Desert eagle > rarer
RPD > more common (the 7.62x39 one)
tone down the reliability upgrades of the guns (it's currently too strong)
Mags redux define.ltx add guns inertia in
Change Eidolon weapons
Cr3pis mag patch
Reduce switch distance of stutter fix addon to avoid busy hands
Shotgun repair final version:
Pump action shotgun = historic
Auto fed and early saiga = rifle
Dual shot saiga and RAPTR = advanced
Fix carabiner reload animation from ltx
MP7 SpectrDR scope fix (change scope mode)
Make Mp7 take 5.7 suppressor instead of 9mm > I can't cause it's related to upgrades and changing it will crash existing saves
Spectre dr scope texture hotfix
save loading screens as DXT1 compressed, so that it works in DX8 and DX10
finally edit army warehouse hell's walls artefact quest marker
increase wear rate of silencers a lot > I want silencers to be a choice, mostly designed for DMRs. Not something you take for granted for full auto 5.45 or 5.56, unless you have a fully upgraded reliability gun. Fully upgraded guns will still be able to use silencers without too much degradation, but only after throwing money into the reliability department, which seems fair to me. Cause right now you can mag dump a suppressed gun without loosing more than 1% after 100 rounds full auto.
GAMMA Large files to v3 and add Gardener of the Zone fixed textures install instructions
Set the RAPTR as rifle for the AI so it uses it properly (check how it’s done for the saiga)
use controller tube attack sound from Dark Signal
set default speed for gasmask swipe animation
xr danger fix values for sound danger (and maybe corpse)
actually make ISG almost only Exos and Nosorogs as it was planned all along
Screw at the Freedom base sells the Mauser K98 Mod Upgrade Kit.
Include this fix: #1050692047805354014 message
Immune user against water rads for 2 seconds when touching water so it avoids the "one wrong step and you are dead"
ret.value false flag for actor damage
Remove ACE and Wastelander suits from Stashes. They were always meant to be really hard to get suits. By doing so, I know everyone will go to the Duty Voin suit, but hey, it's much less broken than the other two 
Make Heavy SEVA suits a bit slower (97% speed vs actual 100%)
Add 1 artefact slot to most Skat9 / Exosuits (well some exosuits can have up to 4 already !!)
Make Skat9 normal speed (100%)
add this guide #🔨modded-gamma-support message
artefact melter "Details" causes a crash
When trading window UI is opened, nuke the drag and drop callback (attachments, parts, etc)
Foggy morning ground is too dark
check hippo's weathers
Change headshot explode sound to npc pos
MP7 motion marks for reload (also check RAPTR and P90)
Water need icon > make it appear later
Add axe to Butcher inventory
Disable favorite items star icon in MCM
Fix k98 iron sight
Tier Saiga’s mag size: 6 rounds, 8 rounds and 10 rounds
Adjust mosin HUD scope aim to the scope itself
Make sure mosin scope is available in WP traders lv 1
G.A.M.M.A\modpack_patches\bin\ReShade.ini
set SavePath=..\appdata\screenshots
For example
[SCREENSHOT]
ClearAlpha=1
FileFormat=1
FileNamingFormat=0
JPEGQuality=90
SaveBeforeShot=0
SaveOverlayShot=0
SavePath=..\appdata\screenshots
SavePresetFile=0
Fix p90 shell ejection position
Increase loot quantity on black chimera and strong bloodsucker
Quick slot UI added in bottom right screen with time and compass minimap in preparation for extended quick slot addon
Change story NPC guns
Add optional mags redux remover #🖇old-mods-posting message
Make rainy weathers a bit less bright
Replace garbage grass by smaller textures
Try reducing grass texture resolution by half to see the impact on performance in garbage for instance or Yantar
Reduce population in specifically crowded AW Freedom base smarts, and increase it very slightly in unused smarts to have less stalkers altogether in the base, and to have them more evenly spread. This should help having a good framerate in AW
Build dx9 exes without shader scopes patch so that dx9 works
Fix for workbench to take toolkits into account (not in yet ? I thought so)
Reduce gun repair kits charges to 3 charges instead of 5
Slightly increase the price of gun repair kits crafting recipes (10k craft vs 30k buy is imbalanced, should be like 20k vs 30k)
Build new exes using the latest patches
Remove Ak5c upgrade kit
G.A.M.M.A. Weapon Pack\gamedata\textures\wpn replace wpn_crosshair_specter file
Allow AK Beard to have laser alt view
Single hand Vector #1064208965858230343 message
Slightly increase protecta reload speed so the gun is less of a meme while not having the animation feeling unnatural
Add “Does NOT decay overtime” to volat emerald
Knife don’t need to be equipped to skin crows
New tasks project:
- Return a specific gun to a stalker.
- go fetch a dead body and bring it to a specific point for extraction (stalker funeral task, bring the body back for the family)
Add a disclaimer on the main menu that gamma is the result of many modders working together and not just one guy
Adjust powder can price
Verify 357 vs Hydrashock damage
Killing enemies holding artefacts with explosives generate artefacts with way higher condition than it should ?
First person death (but I bugfix it for ironman)
Fix 7.62x54pp rounds text display
Save icons as uncompressed and db0 them
AK5C new texture: #1061858423265824808 message
Make AK5C "walk animation" simply moving the gun down instead of the current broken walking animation.
disable crash save setting by defaut
For First Person Death: https://www.moddb.com/mods/stalker-anomaly/addons/first-person-death-for-ironman-151
make the mosin scope like K98 scope + add proper aiming position
Fix KRISS Degradation upgrade
Reduce radioprotectants values a lil bit (40% > 20%)
increase SEVA and scientific armor rad res
Reduce Bloodsucker food buff as well (120% > 30%) and increase duration
New SanctusSynth song https://discord.com/channels/@me/983838833865003058/1069336106715324527
Increased the new Groza recoil
Fix the position of the glowsticks in left hand.
fix VSSK lowered position (shoulder is visible)
Commit this #1070141512719024212 message
Add Move speed boost to stamina boosting artefacts
Fix the abuses related to attachments spawning ammo (kits etc)
Autocompleted quests issues solving (take a task, sleep, quest is finished):
Alternatively, make the task fail if other people than you complete it 
Alternatively, reduce the reward by 80%.
Alternatively, make tasks target invincible but to the player and dealing almost no damage to other NPCs. When the player enters the area where the quest target is (50m) the damage system returns to normal. This should ensure the player meets the task targets.
Add as a new variant: https://www.moddb.com/mods/stalker-anomaly/addons/gunslinger-p90-series-replacer
check vanilla guns and blindside motion marks on reload anims for accurate reload timings
Reduce swamp fire anomalous field heat zone radius (north east )
Make L96 perfectly accurate
Remake boss battles (eidolon, etc):
- Give Monolith boss some resistance to gauss rifle so it doesn't insta die (it's kind of anticlimatic...)
- Give Sin boss supernatural abilities
Finalize load order with new set of addons. Take care of:
- Dark Signal ambiant anomaly sounds edits and fixes made for gamma.
- Make Fonts optional in optional mods
- Modular compass should be loaded last
- Dux Audio Kit should be loaded last
- Patch the compass texture by this one:
Provide "Hippo GAMMA FILM" reshade ini file (FILM2 without regrade to not fuck the UI) and set it to be the default and maybe add a very subtle vignette effect.
Scientists barter system : trade mutants parts for medications
Implement medication craft 2.0 now that I'm happy about the balance (https://www.figma.com/file/hhxcDPiBWMvK0oYJ3nbUFR/Healing-craft-map?node-id=0%3A1&t=6w7IZUplsjZRjtno-0)
write a GAMMA PDA document page about how damage calculations work for NPCs and player.
update FDDA scripts to the latest version
Make 7.62x51 snipers more common vs fals and scars
Fix APS upgrade kit abuse
Verify the guns quest list vs what's lootable in the game (mainly concerning the new 5.56 list)
Update npc travelling addon and increase their travelling frequency in mcm
Fix sandstone artefacts
Edit Fractures PDA info speed to "fast" and traits to "Whack your ass in the blink of an eye"
Lighten up the gamma prefetcher to only prefetch NPC models (no guns).
Prefetch sounds by default
Integrate #1075947373508964373 message
Ak12 monolith adjustable zoom ?
Unjam motion mark script fix #🔨base-gamma-support message
add the skeleton spawning fix #1050716876063383592 message
update gamma patches to Hideout furnitures 2.0
Engine patch to set arrow marker to 200 I think this might be it and would make a lot of sense with the red arrow. If this is it it's in the engine code to make the objective arrow more transparent the further away from the objective you are
The function is
void CMapLocation::UpdateSpotPointer(CUICustomMap* map, CMapSpotPointer* sp)
and it's in
xrGame/map_location.cpp
in the engine source code from https://bitbucket.org/anomalymod/xray-monolith/src/master/
On kruglov death remove items from his inventory
patch FR patch with base game fonts and add it to the optional separator
ak12 mono upgraded specter scope swap addon to add
Patch Installer to edit ModOrganizer.ini automatically to edit:
[customExecutables]
size=24
22\arguments="%ComSpec% /C Start /High /Affinity FFFFFFFFFFE F:\\Anomaly\\Anomaly-1.5.1\\bin\\AnomalyDX8.exe -smap2048 -prefetch_sounds
22\binary=C:/Windows/System32/cmd.exe
22\hide=false
22\ownicon=false
22\steamAppID=
22\title=STALKER GAMMA DX8 Perf
22\toolbar=false
22\workingDirectory=
23\arguments="%ComSpec% /C Start /High /Affinity FFFFFFFFFFE F:\\Anomaly\\Anomaly-1.5.1\\bin\\AnomalyDX9.exe -smap2048 -prefetch_sounds
23\binary=C:/Windows/System32/cmd.exe
23\hide=false
23\ownicon=false
23\steamAppID=
23\title=STALKER GAMMA DX9 Perf
23\toolbar=false
23\workingDirectory=
24\arguments="%ComSpec% /C Start /High /Affinity FFFFFFFFFFE F:\\Anomaly\\Anomaly-1.5.1\\bin\\AnomalyDX11.exe -smap2048 -prefetch_sounds
24\binary=C:/Windows/System32/cmd.exe
24\hide=false
24\ownicon=false
24\steamAppID=
24\title=STALKER GAMMA DX11 Perf
24\toolbar=false
24\workingDirectory=
Test hideout v2
vssk and sig low position + vssk pos for some sights
Make sure water needs icon is starting mid bar
Limit items in belt slots to one for each type (unless it’s a junk artefact)
-the specter scope does not have adjustable zoom on fn p90 tactical
cordon rocks graphics issues ?
SetFireDispersion to guns based on barrel condition instead of affecting damage and AP (bad barrels mean the bullets will fly all over the place, making bad barrel close range weapons usable)
Still under debate
patch Aydin's grass ground textures since they are too dark
NPCs with Tommy guns create unjam motion crash
Verify freedom base population and important npcs not bugging
add new exe using first person camera death thanks to Demonized
Make better knives give mutants pelts of better quality
Remove the south > north fast travel from guides
Check ace rifle scopes and parts (install instructions)
Nerf carry weight and increase weight of SEVA Heavy Suits (and to a less extend Exolight suits) so that carry weight boosters are more important in late game
Make the Exolight belt slots more even
Do not forget to edit medication prices according to Medicaiton 2.0 mindmap
Boost Carryweight / Weight ratio and movespeed of Protoexos dramatically
Increase protoexos belt slots
Add Darkasleif nimble trade 2.0
Check if ISG and mono still spawns in the south ?
Add parts to ACE52 (why didn’t we see it kek)
Make sure Ithacas and ace52 can’t be sold to traders + Mosin with PU scope
Reduce chlortetracycline stats + fix drugs prices according to the mind map
verify that there's no instance of dl.html (everything should be $dir/dl.html) in installer code
delete extra grenade spawns from most factions (too many gd5 currently)
New exes (unlucky timing...)
Make sure the default dynamic tonemap values are applied
rename body awereness to actual addon name + give credit to SVM team
fix 6 artefacts slots armors
add a "force gamma data download" option to bypass the version.txt check for specific cases
Post the new cigarettes animations from asnen on moddb and provide the smoke particles as loose files
replace rad visual effect by moss effect
Armors can be repaired at technicians ?
Add the Gunslinger P90 as a new less rare P90 gun: only one sight, can't be one handed, etc... Or rework it to make it cool (add BAS sights options with a picatinny rail)
Having a "bad" 5.7 SMG could be really nice for game balance
On GUI Show > if inventory NPC window > if NPC is companion > destroy all ammo in NPC rifles
Remake GAMMA Minimalist HUD withtout the hard settings for minimap etc so that people can more easily configure the UI to their liking
Remove base knife from starting load outs to fix the invincible base knife
cant remove pu from mosin once attached > Make it removable
Increase crows loot
Remove mipmaps from red dots textures
check starter pistols balance
Give all armors one belt slot
Remake radiation post process effect
Remove the need of toolkits to make upgrades
Rostok arena resets relation of free stalkers towards military actor
provide another host for client and downloads.7z archives on top of gofile
looting delay when clicking on items one by one ?
fix minimap for ultra wide resolutions
check if NPCs claim loot (might have fucked my tests with info that got cached in the save)
update good weapon list
make a new installer option to remove old unused addons automatically to save some space
make sure books are consumed once read
Update Aslan pre req for 20 patches
Check this #1093212917744275507 message
Customise the UI of mags so it works nicely with 3 lines of magazines with the minimap in the top left corner
Add more Sin spawn points in the north and very few extra ISG spawn points, as well as travel points. This should make the north more challenging
Remove silencer compatibility for gunslinger pistols that shouldn’t have silencers
Make pelt tasks appear less often
Check glock silencer position
Remove DAO anomalies from Cordon to garbage military spot transition
Verify the impact of volumetric vs screen space lighting
Make upgrade craft use cleaning kits for guns upgrades ?
Check xr_corpse_detection.script performance
Make Alife Potato Settings (250 distance with auto switch)
Make alife default distance to 450 since simulation is full now anyways
update traders profiles of Mags Buyable at Traders with changes made for 0.9
fix SIG550s sights positions
add recipes to craft exos PSUs to NATO and WP factions tier 5
make an invisibility PPE effect (black and white) for the invis artefact
remove nosorog from Gravilenko
move USP match silencer after the compensator
cancel friendly fire to NPCs of the tourist task to avoid Cordon to attack you because 1 pellet of your shotgun hit one of them in the foot
MP412 Rex: remove idle to sprint animations + potentially remove the lowered weapon exclusion of the 412 Rex
turn minimap on by default
remove minimap "red triangle when being shot"
move the minimap and followers HP bar a bit lower
Buff strike resistances of belt items
Make sure dynamic anomalies don’t spawn on top of the last dawn scout position
Increase the pelts drop rate
Reduce NPCs reload times by 1.5 to avoid the weird animation cycling
Add recoil control to Ithaca shotguns and ACE52
add handling as a factor for weapon base aim shake
adjust zoom_rotate_time for all guns based on their type and tier (changes how slow or fast you aim down sight) thanks to @rugged tusk .
- Snipers will have the highest zoom_rotate_time, the higher the caliber, the higher the zoom rotate time.
- SMGs and pistol will have the shortest.
- Shotguns will have mid tier speed, the shorter they are, the better the ads speed.
- rifles will keep the current values, with a margin added depending on their tier: low tier will be slower and high tier will be faster.
- Long range scopes will significantly increase the time to ADS.
This won't cover yet all the sights differences.
Taken together with the weapon tilt, this will make using snipers actually a bit harder than currently.
Add Radar anomalies at the red forest > Radar transition until BS is deactivated
Remove the agroprom tree stash
Change Toz Chimera Hunter icon to the correct one
make sure GNES doesn't delete Mortal Sin squads
On level load kill all ennemies within a 15m radius and despawn their body instantly
Disable Giant damage to environment by default
Gate torso and head damage to not get one shotted
Change nvg washout in MCM so that lasers and red dots are visible
Set correct unjam animation for gun for sks tactical
Verify if phantoms deal only psy damage as they should with negative res artefacts
Verify psy res drugs values displayed vs actual res
mod_system_meleeanims.ltx still has the hud_fov set as 0.5
Add psy and rad damages to actor damage balancer and rebalance the drugs res and artefacts in that sense
Fix MP412 no reload sound when left hand is full (with detector)
Add sound layers to Ithaca M37 shots
make MP5 Frasier extra expensive at Nimble
free zoom on actor before death not working ? > It was working last time I tested it. Perhaps under certain conditions it doesn't
fix minimap for wide screen support
Look into making north tasks more dangerous / hard / interesting
Add a proper time gate to doom weapon inspection
big good will hit when killing friendlies depending on your rank (the bigger the rank, the bigger the hit)
Fix R870 weapon cover tilt
add casings left/right/center sound panning depending on cartridge ejection #1097531618232647762 message
add AMB17 from Retrogue's Pack + fix main body THM. Most likely make it the best 9x39 rifle and tone down the other 9x39 mags capacity
Set GitHub Md5 hashes manually
Make sure North smart terrains only spawn strong versions of mutants
Update TOZ34 textures to black growls ones
Fix Groza damage
Add Ithaca enhanced recoils
Make dungeons harder (random spawns behind the actor)
Fix p90 missing parts
When body says has nothing, keep it that way even if the NPC dies
Increase visual feedback of ISG teleporting
Make toolkits available in greenstashes only and increase their chance in greenstashes
Remove toolkits retro compatibility
Keep in mind you can trade vodka for a basic toolkit
Change white stashes content:
- Chance of rare bullets crafting parts like AP heads, powder cans, etc.
- Rare chance of mutant pelts.
- Rare chance of grenades and GL grenades.
Increase sniper scopes base aim shake and recoil
Directly add quest-related south sins squads name in the north faction removal script instead of relying on the story ID
Remove battery PSU charging while standing still feature
fix g36 weights with attachments
New task to stop ISG/Sin uncovering secrets from labs (Go to a lab and kill the spawned squads)
Increase stash buying price
Very slightly Reduce number of jobs per NPC since Taskboard gets lots of jobs easily
OR
Increase number of jobs required to get a green stash a little bit and slightly reduce amount of roubles rewarded by south task and increase reward of north tasks
Fix field armor repair kit recipe balance
Group head bones for npc armor computation
Make Nosorogs drop rate lower than Exos
Rebalance Exo batteries consumption so Mil PSU 100 units lasts 16h of movements
Weapon cast grok_bo.script instead of ltx hit_power to get accurate damage values based on weapon caliber conversion
P90 new textures by Cr3pis https://discord.com/channels/@me/817024503593959454/1104853831684210858
Cr3pis various fixes (icons and textures) https://discord.com/channels/@me/817024503593959454/1104854619164770405
Replace KP SR2 sight texture by transparent one
Reduce the highest BR armors a little bit
Verify north smart terrain spawn speed and amount vs south > make north more lively
Replace most fleshes and low tier mutant spawns in the north by cats, boars, chimeras, pseudo, bloodsuckers, controlers, fractures, burers etc
Add jumping giant spawns in the north (CNPP, Generators, Outskirts)
Add few renegades and militaries spawns in the north
Add guards in specific smart terrains in the north
make sure 5.45 Groza is rifle kit
Spawn black chimeras in certain north maps by default
Make ISG and Sin spawn south after the end of Living Legend
Remove "Hunt mutants in Rostok" tasks (way too easy autocompleted task)
Fix P90gs and P90gamma to be sellable at traders
Fix headshot BHS sound fade on actor first update back to normal level
Vector, SR2Ms, P90, MP7 and MP5 Frasier and UMP as Rifle Kit
Remove upgrade kits from scopes table to avoid being able to detaching upgrade kits and abusing free ammo or disassembling / detaching the upgrade kit and sell it (from kitted weapons from enemies)
Add "Hold Left Ctrl to view maximized stats" on all armors description
OR
Make an actual toggeable Keybind context menu in inventory
(LShift: fast transfer | LCtrl: show max stats | LAlt: auto loot)
Verify black Merc SEVA suit res compared to repair type
L85A2 grenade launcher animation fix like M4 siber
Add Kruglov to the Nimble stuff removal on death script
Check Noah’s tasks rewards and add more tasks to him
G36 Merc Russian description https://discord.com/channels/@me/1107375528110997555/1107375639532687482
add working light torch as rare base loot
If you have an appropriate repair kit in your inventory > barrels can be drag and drop on weapon
Reduce mutants stun power a little bit (not sure how it's coded) > maybe try editing mutant attacks impulse?
in actor.ltx change:
heavy_blood_snd = affects\heartbeat; heart\8
heavy_danger_snd = affects\heartbeat
to
heavy_blood_snd = none
heavy_danger_snd = none
modify axr_task_manager.script : get_first_available_task function to ensure that after a certain number of days depending on difficulty (survivalist: 10 days, scavenger: 15 days, tourist: 20 days), south tasks have less chance to be given (35% instead of current default 75%) to the player, this should avoid south tasks farming once you are strong enough. Make sure north bases are populated enough and enough tasks are given by North stalkers before rolling these changes.
Choosing specific tasks and targets seems too hard to do and could lead to bugs. Reducing rewards would seem weird as well (hire experimented stalker and give him less money than a newbie? Seems weird).
The reasoning is: south people won't ask a highly experimented stalker dumb easy tasks. This allows the player to "force" a transition to the north as well.
After checking, adding precondition to North targets specifically seems very hard... 😦
increase diversity and condition of artefacts given by the following dynamic tasks:
simulation_task_17
simulation_task_18
simulation_task_19
simulation_task_20
Fix tasks_stash.script CreateTimeEvent(0,"setup_bounty_task",0,postpone_for_next_frame) by changing time event name to avoid an overlap with tasks_bounty.script CreateTimeEvent(0,"setup_bounty_task",0,postpone_for_next_frame,target_id)
Adjust tasks money rewards by faction for dynamic tasks > South faction like Clear Sky and Loners should give less money than Freedom or Merc for instance.
Limit bounty tasks to connected levels instead of scanning the whole map (no more Cordon rookie asking to hunt a monolith squad in Outskirts) doing by editing the following:
p[3] as true
on_job_descr = %=setup_bounty_task(esc_m_trader_task_2:false:false:stalker:killer:bandit)%
to
on_job_descr = %=setup_bounty_task(esc_m_trader_task_2:false:true:stalker:killer:bandit)%
Add dominance tasks as a new task for base leaders (tasks_dominance.script > Clean a map from all squads of given factions). Example: drx_sl_mar_smart_terrain_base_stalker_leader_marsh_task_5
Add "Mutant clearing" tasks available to base leaders as well (clear mutants in the target map). Example: cit_killers_merc_barman_mlr_task_5
Adapt JSRS5 Performance mode only for NPC shooting sounds and test if it improves the framerate during shootouts
update trader profiles of "Mags buyable at traders" addon
Exclude belt equipped items when giving pelts and artefacts to NPCs
Investigate #🔨modded-gamma-support message
Add GL grenades to soft old ammo remover
remove disguise buff of the achievment
Make 338 Remington use advanced repair kit
No red dots mipmaps: #1102074447680258068 message
Verify Groza 5.45 compatibility with suppressors and GL
fix military questline start #1107881803898949714 message
Stop gofile and move file hosting to our own server
Aim shake rework:
- add gun handling stat to change aim shake
- take into account current stamina for aim shake (little impact like 1/%stamina *0.2)
- reduce the impact of gun weight on aim shake if you wear an exo
Make advanced repair kit recipe and lock it behind a heavy price like Exo repair kit
make the workbench absorb all rads without LLMCs (change MCM default)
Gauss rifle: hold fire button for a few seconds to charge a shot, release button to shoot the gun. No more Gauss rifle spam.
Make ISG dodge ammo when they teleport (currently they get hit and then teleport)
novice_outfit_tourist]
tier = 4
Make it tier 2 in stash items rarity
Maybe remove pelts from fetch quests altogether ? Not sure
Make trapper buy mutant parts at the price of butcher
add protein crafting recipe from chocolate and nuts
Add AKM and other basic vanilla gun to the "remove that loot" list from Haruka skill system script (so you won't be able to find the buggy / bad variants found on story NPCs since story NPCs loadouts can't be changed without breaking everything)
Use 0.7 sleep hungry drink bars xml
Make first boss fight :
Eidolon:
- Make experimental gauss explode dealing small damage to actor but most importantly deleting the gauss when shooting eidolon for the first time. Make a small text appear to inform the player that the gun exploded.
- make Eidolon spawn rebounders around him.
- make Eidolon spawn whirlgig around the player
- make eidolon less tanky.
Check AK103 camo animations
Update good guns.txt and send it to Spuchel
Increase tough mutants res to anomalies
On loading save > remove dead mutant and stalker bodies to avoid save scumming
Add dialog to Spirit to escape the “I’ve brought you some vodka” dialog
Story rework planning:
-
Visit Doc about Strelok in Swamps.
-
Visit Strelok's hideout in Agroprom Lab.
-
Visit Prof Sakharov to ask about the Psi Helmet.
-
(NEW) Visit Dark Valley lab (X-18) to retrieve a Psi emitter part to make the Psi Helmet
-
Pay Sakharov and bring the part to make the Psi Helmet (no more Uncalibrated Psi Helmet).
-
Disable Miracle Machine (X-16) to be able to access the north with the Psi Helmet. Report back to your leader. He has some information about a Monolith raid. Meet Gatekeeper.
-
Repel the Monolith incursion in AW with the help of Gatekeeper. Gatekeeper informs the player that it should be important to disable the brain scorcher but that this likely needs a specific pass key to enter the BS. An old Friend from Strelok might be in Zaton and have more information.
-
Ask the Zaton dude about Strelok position and plan to end the monolith.
-
Get the Gauss Prototype and the 10 rounds.
-
(NEW) Get the Jupiter underground pass card from the Jupiter Factory | Plan a big fight in the Factory (lots of mutants).
-
Go through Jupiter Underground to meet Strelok unnoticed since Monolith and Sin spotted you getting the Gauss Prototype.
-
(NEW) Meet Strelok. His plan is to disable the Brain Scorcher, to receive supplies from the South, Kill Eidolon with the Gauss rifle, and then take care of Tchernobog, the Sin cult leader, hidden in the Generators.
-
(NEW) Get the monolith encryptor from the Palace of Culture to be able to enter Brain Scorcher.
-
Disable the brain scorcher. Report back to Strelok. Strelok joins you.
-
(NEW) Fight Eidolon with the Gauss, but it goes boom. Actual boss fight.
-
(NEW) Raid CNPP to end Monolith and grab a shard of the monolith. Strelok and the gang leaves you after this to deal with Chernobog on your own. The shard of the monolith being the only way to fight him.
-
(NEW) Ask Herman about the empowerment of the shard of the monolith.
-
(NEW) Get the unique artefact catalyzer from the Deserted Hospital (now being the main Sin base with mines and Generators).
-
(NEW) Ask Herman to empower the shard of the monolith with the catalyzer.
-
(NEW) Reach Generators to kill Tchernobog. Talking to him is an option. The empowered shard prevents you from being one shotted by his powers, Tchernobog thus wants this artefact (PDA message about it, hence if you start shooting him before talking, you still know why you did all this etc). Big boss fight.
-
Report back to Strelok. Report back to your leader.
-
Your leader has information about ISG acquiring some new kind of Zone-related technology. Start of ISG quest (rework later).
This should smooth out the progression and avoid the South <> North constant back tracking. This should thus help with reinforcing the constant progression from South to North and thus the difficulty increase and justification for gear "farming". The overall story will be much shorter but also much more challenging, thanks to actual boss fights (walking tanks spawning protective and offensive anomalies). This should thus make Invictus harder to get but more interesting as well.
disconnect south maps from north maps in terms of stashes reward (no Radar stash based on AW tasks)
Decrease accuracy of sawn offs (yeah I want to stop the starting sawn off slugs sniping)
Increase radiations of tier 1 zone food and add a minimal damage amount > this should make the water cooked meats more interesting
fix IWI ACE52 Specter DR scope not being adjustable
update Reshade pack from Atmospherics update + check less heavy fog new option
Add Black Market by default as an option (and remove trader overhaul)
Increase Toz 106 20ga to 12ga ugprade cost
Expand the 5.45 category with some Pieuvre's armament models so that 5.45 diversity matches 5.56 (with the added FN F2000 etc) and rebalance the guns accordingly
make sure k98 icon texture is power of 2
Reduce amount of patches required for tasks giving artefacts as a reward (8-12 > 5-8)
Fix ui_items.script encoding
Test the explosion resistances system and balance properly and then add back rocket launchers to monolith and Sin. Make sure rockets don't drop on NPCs (add to haruka skill loot exclusion script) and make them rare at traders so the game doesn't turn into rocket spam.
Add these new crazy icons : #1116727876830646334 message
Remove the dynamic music option because it can cause crashes and sometimes BSOD in extreme cases
Fix « basic kit available when using fuse artefacts »
Design a new system to trade artefacts for another random artefact of the same tier for a price or for melter charges + make it impossible to save scum (for instance, make a long ass table with many artefacts in random order, one tbl per tier, and on first update pick a random index and save that index. On loading load the saved index and when you use the system, pick the indexed artefact and move the index by one. This will ensure that save scumming will always produce the same sequence of artefacts and each sequence will be more or less random for each player)
Limb health is restored on map transition if a belt item gives passive health regen > fix it
New small addon: MCMable base jamming rate (meaning, chance to jam when having a 100% condition gun, default target would be 0.5% chance)
Verify 5.45 Groza damages
Make Wepl camera effects proportionate to ADB received damages (this will avoid huge camera effects when taking little damage)
use actor_week_in_zone(n) to determine number of quests available in the south (or use story checkpoints)
Add TeivazCZ new guns ported from gunslinger: https://github.com/TeivazCZ/S.T.A.L.K.E.R.-Anomaly-Gunslinger
- SVU
- SVD
- Vin, Val, Vihr
- Check out AKSU as well.
- Check out the grenades as well.
Fix AEK and K98 mod NPC hands positions
Edit lowered pos of gunslinger guns so the guns are hold lower
Try fixing NPCs way too frequent reload animations by reducing the auto_min_queue_intervals and auto_max_queue_intervals in spawn_sections_general.ltx as well as the NoFireTimeMin and NoFireTimeMax
Thanks to MotaRin
![wpn_glock]
position = -0.021, -0.085, 0 (3rd person/NPC wrong position in 312 Gunslinger)
![wpn_glock_custom]
visual = dynamics\weapons\wpn_glock\wpn_glock_sk2.ogf (world models mixed up wrong in 312 Gunslinger)
![wpn_glock_modern]
visual = dynamics\weapons\wpn_glock\wpn_glock_sk1.ogf
Update pistols description from GMTOP using Gunslinger ones
Add new task to Lukash : Clear Lab X18 from mutants so Freedom can investigate psychotic substances from the lab and potential research documents there to create new drugs
(based on bandits information, trust me bro)
New task to Owl > Remove the ISG operatives from Zaton (check if this can conflict with the main storyline)
New task to Freedom in Jupiter: Remove Sinners from Jupiter
New task to Mercs in Jupiter: remove mutants from Jupiter underground to temporarily ease their progress to the heart of the zone
New task to Loners in Pripyat: remove mutants in Outskirts
New task to Forester: Manhunt monoliths from the Red Forest
New task to Jupiter Ecologists: clear mutants in Jupiter to ease their field research
New task to bring a veles detector to north scientists
New task to mercs in Jupiter: bring supplies to outskirts mercs
New task to North Ecologists: Measure anomalous activity at Generators
Monolith choice « make me immortal » > make sure you cannot move afterward
turn off NVG when looking at PDA by default
Balance antidot and chlortetracycline chem and rad res
Make Ecologists sell PSU recipes at high trader supply
MotaRin fixes :
![wpn_beretta_camo]
ammo_elapsed = 17
ammo_mag_size = 17
![wpn_g36c_rwap]
position = -0.026, -0.132, 0.0
![wpn_g36k_rwap]
position = -0.026, -0.132, 0.0
![wpn_g36ka4_rwap]
position = -0.026, -0.132, 0.0
![wpn_g36nimble_rwap]
position = -0.026, -0.132, 0.0
![wpn_g36v_rwap]
position = -0.026, -0.132, 0.0
Remove the "grotto resoning" soundtrack from south day maps and move it to underground maps
Nerf a little bit the lurker pelt stats and verify drop chance edits by lurker loot addon
Reduce resistances caps and add “max res uncapping by X%” to artefacts
Verify mosin pu scope shader based scope radius
Investigate #🔨base-gamma-support message
Guns repair simplification :
- remove ramrod and files from the game.
- remove the ability of multitool to repair guns parts.
- make cleaning kits able to clean all guns parts of a given caliber above 60%. Add 40% condition.
- make repair kits able to repair any gun part above 1%, add 60% condition.
- remove the “create 100% new part ex nihilo” from repair kits. Repair the part for 60% condition instead.
- change crafting recipes requiring files and ramrods.
Add new maps after 0.9.1 release and customise their tasks / spawns / artefacts spawns etc
Soft remove not intended vanilla guns from story NPCs
Write patch notes
make quick use items icons part of the HUD to support Extra Quick Use Items addon at some point
check if this task is ever used:
; FACTION BASE DEFENSE VS MUTANTS-
[faction_base_defense]
icon = ui_iconsTotal_defend_lager
prior = 35
storyline = false
title = {-yantar_faction_base_defense_quest_started} faction_base_defense_name, {+yantar_faction_base_defense_quest_started} faction_base_defense_yantar_name
descr = {-yantar_faction_base_defense_quest_started} faction_base_defense_text, {+yantar_faction_base_defense_quest_started} faction_base_defense_yantar_text
target_functor = faction_base_defense_target
condlist_0 = {+faction_base_defense_enemy_killed +faction_base_defense_2nd_enemy_killed} complete
condlist_1 = {+yantar_faction_base_defense_quest_started -faction_base_defense_enemy_killed -faction_base_defense_2nd_enemy_killed !actor_on_level(l08_yantar)} fail
on_init = %+faction_base_defense_active%
on_complete = %-faction_base_defense_active =actor_surge_immuned(false)%
on_fail = %-faction_base_defense_active =actor_surge_immuned(false)%
on_cancel = %-faction_base_defense_active =actor_surge_immuned(false)%
Write PDA guides about;
- Fast Travel
- Damage system to actor (how to add res)
- Faction goodwill system
make raptr mags buyable
review 9x19 recoil to give PP2000 a nice position + make PP2000 exclusive starter gun to a specific WP faction
boost certain metal helmet psy res
Adapt the perktifact actor damage balancer fix from momo
Donating stuff gives a bit of goodwill if the item is valuable (>10000 roubles)
Add mosin addon https://www.moddb.com/mods/stalker-anomaly/addons/mosin-nagant-m1939-re-model-re-animation > Actually needs fixes with the scope ADS position, which ain't easy because I need to remake how the mosin scope system works > I think it's better to keep gamma one currently
Look into Helicopters proper integration as they can be an interesting challenge maybe (for very rare and specific task objectives, not as regular spawns)
Make a 95 rounds or 75 rounds 5.45 gun for anti mutant fun times in 0.9.2 (horrendously slow ADS, but reasonable hip fire accuracy)
change enemies grenade behavior by tweaking configs/ai_tweaks/rx_gl.ltx
Add Girth - Ultrawide fixes as an optional addon
Add the bugged stashes / very hard to reach stashes to the blacklisted ones in treasure manager ltx file
use Demonized example to prevent NPC loot savescumming
math.randomseed(current_game_hour)
math.randomseed(os.time())
update ads_reload.script and restore SVU ads reload animation now that it's fixed by Aoldri
Add suppressor to all KS23
Change a Perk Artefact to be the equivalent of "Berzerk mode" in DOOM: high speed, increased melee damages, the screen turns redish and the character screams some sort of "hunga bunga". Duration should be short (1 min)
Maybe try to make an injector increasing melee damages
increase the looting range so some stashes are easier to reach
Sandevistan exo PSU power for a new drop only, extremely rare PSU from ISG: slows down time + special screen effect + increases actor speed
Rgd5 grenade > divide their spawn chance by 2
Make the lost signals task closer to task giver
Listen to new sanctussynth tracks
nuke the AW > DC radiation patch on the road.
Nuke certain campfires radiations patches as well (Darkvalley > Garbage, Garbage > Cordon)
Nuke the ability to drag and drop stuff in trading windows
Fix sim squad scripted.script 139 crash
Make the flashlight great again:
- Make headlamp drop only (enemies, stashes)
- Remove the headlamp as a necessity to craft Tier 1 NVGs
- Make the first NVG (which has a headlamp included) crafting requiring basic toolkit, as it is currently, but make it a bit more expensive in terms of electronic crafting materials + require upgr_w_1_optic item
- Make the flashlight radius and length a bit higher.
- make the flashlight consume much much much less battery.
- Make light tubes buyable in quantities and sold for cheap at traders, so that you can spam them in the night if needed to use something else than a pistol when needed (long press V to throw them!)
- This should make stuff like .357 Pistols for mutants and FN5.7 or 9x19 AP pistols useful early on for night raids
What were you expecting? XD
Did I increase buckshot spread instead of reducing it? Need to check
start checking considering the packs of chimeras north etc, it's better if such mutants groups don't wipe stalkers off the maps: https://www.moddb.com/mods/stalker-anomaly/addons/npc-fleeing-01
improve chimera hunter red dot texture quality
Fix the UI bars values so that they match the actor damage balancer values
Check Cordon Machine Gunner damage type and fix the damage dealt when having a huge armor
continue optimizing the on actor update callbacks with timers spread properly
make musics in Rostok more peaceful since the zone is kinda chill
Fix DEagle duplication bug: #1152592397096730645 message
Fix allied NPCs freaking out when actor runs near them
make defensive injectors reduce the Wepl Hit Effects power when getting shot at
Move large file archive over gofile and make a gofile links handler in the installer code
Make the arena check for kills affecting rep stronger
Boost food psy resistance
Link treasure manager map to a new map connections ltx file and balance what’s considered “connected” according to what the player sees on the pda map more or less (Zaton and Jupiter could be connected to Generators and CNPP imo to have stashes spawning there)
change the SSS screen blur checks so that leaving inventory ensures blur gets removed (use time events most likely)
You remove monolithans in the first room of the Brain Scorcher
Disable Soulslike mod rf receiver scenario
For artefacts respawns : limit the number of respawns per maps to 10 and reset on level change
Add XM4 and ACE52 enhanced recoil
Nuke the “extra lurker loot” addon
Add a bit more loot to boars
add
![wpn_ash12_sup]
scope_dynamic_zoom = on
scope_zoom_factor = 25
And do it for all ACE52 scopes
run some tests and how stalkers damage the players limbs and implement functions to slightly randomise hits from the most hit limbs to the least hit limbs (most likely arms to torso or head randomly)
Add and patch if necessary the duty outpost missions from Ghen
add cycle_down to abakan
disable the leaves particles in certain weathers
change the green houses icons to something more visible in the PDA
Make chain buyable at Sun Trader
Add NVG disabled when checking PDA
fix fort 12 position
Make SR1M pistol requiring pistol kit
Reduce sandstone price
Fix
Remove the misleading sleep bar indicator on the sleep Ui
Disable reshade anomaly addon for DX8, DX8avx, DX9 and DX9avx by default
Increase sphere helmets stats
Reduce the number of claimed bodies id to 20
gloves texture issue?
eventually increase heavy repair kit cost so the craft costs about 100k RU instead of 85k RU when using the advanced repair kit. Or make a drop only recipe for heavy repair kit like the exo one, but make it more evenly spread on stalkers ranks
test and give feedback #961738167990505500 message
replace BAS AKSU by the gunslinger one
maybe replace PPP FN57 by Gunslinger one (need to make gunslinger one as a separated ID and change all spawns etc...)
Add yellow text on all guns parts stating :
- Can be dragged and dropped on compatible weapons to replace guns parts.
- Can be repaired outside of guns or cleaned inside of guns only above 60% condition.
Rename repair kits:
“small caliber weapons repair kit”
« simple weapons repair kit »
« military weapons repair kit »
« complex weapons repair kit »
Fix fast travel right clicking
Make sure PDA Areas are off by default > This needs an engine modification, which is easy though, just set m_cbPrimaryObjects->SetCheck(true); to false in UITaskWnd.cpp
Check radar tracks https://discord.com/channels/@me/983838833865003058/1160687434942652437
Give Gamma logo to Eizeill
Set music to 0 when PDA music plays
Remove giants from miracle machine
Remove the random rad spot near campfires
Add the fixed bump new Lurker model texture made by KynesPeace + credit him in gamma large files: https://discord.com/channels/@me/794709344821706752/1164847880880783360
Fix hideout furniture expansion install (my bad) + add the new items in a new crafting category
Reduce NPC vision at night (through danger states edit)
Build new exes with the the pda areas disabled by default
make SA-58 FAL repair use advanced kit
base the NPCs armor profiles on the loot they drop rather than on the armor values attributed to them. That is because I already checked most models Armor and Helmet drops but I didn't check the armor profile they have attributed. This should fix the NPCs having a balaclava being considered armored
check newest FDDA scripts vs what GAMMA currently uses
change loading screen "clip of armor piercing rounds" to "magazine"
Finalize the zombies loadouts finally
Adjust Syndicate saigas positions so it’s similar to other shotguns
Buff slugs damage and their travel time (faster)
fix knives not degrading when skinning mutants?
First round of armor reworks :
- boost mutant defenses across the board
- increase rad resistances on scientific armors
Improve Ui inventory detection of shift to drop items to avoid stash renaming issues in the pda with PAW
Reduce radar spawns a bit
Make « god like buckshot » optional addon so people stop busting my balls wirh « buckshots suck »
update Ash12 animations with new Retrogue ones
nuke the personal NPCs goodwill system and always rely on community goodwill to judge NPCs to NPCs and NPCs to Actor relations, try this and build exe (one issue is that you could most likely kill a neutral NPC, and the other surrounding ones won't do anything, but each time you kill one, you'll get the massive community goodwill reduction anyways, so at the end of the day the whole faction will turn against you. This should fix so many issues though, like single npcs shooting story characters indefinitely for no reason, allied NPCs wanting you dead for whatever reason, etc).
perktifact that reloads weapon that aren't currently equipped
disable steppe eagle or find a fix...
Add a recipe to make campfire kits from wood
Add OC33 pernach as a special starting gun to loners
better control Dr.X questline system by ensuring one faction boss only gives tasks related to nearby faction bosses (no Sid giving you "go to outskirts") + rework a bit the "bring 3x the same gun" tasks
Finalize install instruction of the following mods:
Get the reposed saiga from daimenex
Reduce Psy damage a little bit
Build new exes with areas on the PDA disabled by default
remove mipmaps from Ash12 icons
make lamps and lights last longer
add Retrogue G3A3
check sky\af3_blowout from gamma for yohji
enable souls like mod setting to keep item on you on death
When you open trade window > if npc is companion > iterate gun and set their ammo to 0
Increase SVU fire rate so that it’s comparable to SVD (a tad lower than SVD still)
maybe improve all cartridges particles by editing the particle file directly
make sure steyr scout is repairable with rifle kit
make heavy armor repair kit recipe locked and recipe drop only, it will spawn on everything but rookies
The idea is to even out the progression a bit more. Currently having the advanced kit usually means instant heavy armor, I just want a more even progression so that each tier can be appreciated. I think the drop chance will be high enough to not be an inconveniance, but it will prevent the "I just found an advanced kit day 1 and now I can focus on repairing heavy armors"
Another way could be to simply make heavy armors drop more rare but it will be very annoying as it will limit the choice of armors to repair
fix MP5SD ACOG aim pos
make the garbage to rostok transition smart terrain spawn only dutiers (and remove the guards there) + verify the duty hostage task to target WT smarts hold by mercs rather than garbage smarts
add animations to surv kit
When life = 0 Despawns first person body to avoid camera clipping through the body
Check why butcher is not restocking as fast as others
Make sure Story mode is always ticked
Fix upgraded pl15 lower hud pos
Fix the really small pistols by increasing their size… or remove them
fix blackjack "loose" to "lose"
fix sigs55X attachments icons position
Make all guns have the exact same damage in ltx and let the ammo do the real damages in order to fix the caliber switch upgrades.
Some guns will have slight damage boosts that will be shown in their stats
OR
Edit guns upgrades caliber switches by changing the gun damage according to caliber damage
add Master difficulty for an "Invictus+" experience around 0.9.2, so that Invictus players have a new kind of challenge to beat
Make sphere 8 medium or increase its defences
Make armor upgrades additive instead of multiplicative : +5% is +5% instead of the misery multiplicative fuckery
Fix Korth 6’’ weight and selling with d0cter sight
Add edge case for BNVG for guns with main sight and canted sight and grenade launchers
make poltergeists spawn perk artefacts when dying
number of addons: 437
Remove camera anims of ak74 ISG
Make patch tasks timer shorter (more often)
Make the labs cleaning tasks launch with more mutant squads
edit FDDA MCM options to say "Risk of save killing bug" near pickup, backpack and mutant skinning options
When entering bleed state make NPCs drop their weapon > this should avoid the “ok ima shove my gun first”
Make a “Tacticool guns available” optional addon to avoid crybabies, and purposely not fix anything about these guns
Change the recoil control stat formula from the UI to avoid certain effects values
Contact Winchester author to tell him to move the ammo check script to an optional folder
Containers when in inventory display 25% condition > make it so they don't display any condition and verify if they affect artefacts condition
Potentially add the western goods zippo and replace matchboxes from traders with zippos
Add FDDA gunslinger Anabiotics https://www.moddb.com/mods/stalker-anomaly/addons/gunslinger-food-drinks-drugs-animation-replacements
fix toz 106 icon mipmaps
Display in inventory : difficulty, economy and time spent in the zone
0.9.2 - 0.9.3 roadmap: Guns & Nuts
- Finalize the gun list based on Retrogue Weapon Pack and TCWP.
- New recoil patterns for all guns > improving patterns diversity to make each gun feel more unique and have a better scaling of the recoil within one caliber based on the guns rarity.
- Stamina cost when ADS with guns. The stamina cost should be based on the gun weight and handling. I don't want to make early game a chore, nor nullify the mechanic with endgame stamina recovery boosts, so it might be hard to balance
- ADS speed based on gun weight and handling + possibly based on the scope used (but honestly I would prefer gun based for balancing reasons).
- Leaning angle based on gun weight and handling.
- Muzzle velocity, damage and accuracy based on gun barrel length.
- Recoil based on gun barrel length to some extent (gun rarity will still be the most important factor).
- Gun movement speed bonus / penalty based on gun weight and handling rather than gun category.
- Adjust the weight and handling stats of all guns so that the changes make sense.
- Make exo skeletons limit the guns enhanced recoil effects.
- Make snipers pinpoint accurate, ARs less accurate, and SMGs even less accurate (no crazy stuff don't worry, SMGs will still work at range).
- Slight blur when scoping in. The blur time depends on the scope used. Most expensive scopes have no blur time.
This should make a clear delimitation between "long range" and "close range" guns, with close range guns allowing a faster ADS, larger leaning angle, and faster movement speed but lower accuracy and higher recoil.
Update DX8/9 patch:
- #1073583008654823434 message
- Lurker textures
Remove the Merc signs on Saigas and VSS
Maybe implement a recipe - drop only - Type E repair kit for the best in slot guns (not sure yet)
Fix X8 lab door closing after reloading the map after turning on the elevator generator (leave it open always) + add a quest to clean X8 like other labs
Next priority: fix the loot stabilizer
Add xm4 non dx11 patch by default
Cover "toggle ADS" users in FOV Tricks / Free Zoom (don't trigger "on release key" if ads toggle is on... and if ads toggle is on on key press, the weapon on zoom out should hopefully the return to the normal view)
fix the fail to return to normal FOV when you shoot right after leaving ADS, during fov change (simply play with the time events timing like I did with the Zoom out while ADS)
ensure anomalies properly deal the first instance of their damage before triggering the time based tick rate
skinning mutants pulls detector?
Fix nimble trade (script issue most likely) > Can't reproduce the bug
Move .357 pistols and revolvers and the Winchester to B type
Add ADAR as an uncommon B type gun (it's in updated BAS right?)
Move .45 SMGs to B type
Move the Vector as D type and reduce the vector recoil a bit more (reduce the last 7 shots muzzle climb when mag dumping)
make Jumping Giants jump more often
fix zoom on power melee attacks
barrel math to (106-(1.125*barrel_condition))*(barrel_condition*1.125)/100
Adjust scoperadii for new sks optic
Fix lurker dx10 crash
Lock rifle repair kit and medium armor repair kit behind a “Military Equipement Maintenance Manual” that is drop only and stash only with increased chance to spawn on military and duty stalkers.
Remove these kits from mechanics inventory until Expert tool is delivered
Lock heavy armor repair kit craft behind a “Zone Heavy Armors Repair and Maintenance Guide” document that is drop only and stash only.
I think the game progression is currently too much revolving around “pumps” aka when you find a toolkit you can instantly repair everything associated to it.
Making the toolkits more rare is not the solution.
Adding a bit of RNG without being too violent (much much easier than Exo repair kit recipe and not tied to north factions) should provide a bit smoother progression with more steps than just finding the toolkits.
This is mainly the avoid the day 2 advanced repair kit instant armor and rifles repair
This will give B Type weapons a bit more usefulness and I should be able to move more weapons to that group, so that finding a basic toolkit or advanced toolkit early on still pushes the player to repair B type and better A type guns and Light armors than moving straight to the higher tier.
For instance ADAR and Winchester as B Tier guns will become interesting to repair if you didn’t find a C type with green barrel just yet.
try something: db0 the gamma large files content to reduce the archive size
Remove the “door open” subtitles
remove pelt missions
verify snorks textures mipmaps
Combine dynamic despawner and Fuji ISG teleport code to unstuck mutant (on npc update, if is monster and alive, register monster pos, if table pos filled compare new one to saved one, if it’s the same, teleport the monster a bit, get the pos after tp and register monster pos in table, else simply register new monster pos in table, + evaluate number of rows in table and if it has more than 60 rows, reset it)
wait fro grizzly retexture and make it compatible with DAR and then add DAR
Maybe make a Galil Ace 5.45 available to NATO factions (like the ADAR available to WP factions) > this will help alleviate the impossibility to find 5.45 guns when playing as WP on NATO enemies while remaining somewhat logical somehow? Or should the ADAR be available to NATO factions despite it being an old russian rifle that fits the Bandits and renegades or even militaries much more than Mercs or Freedom?
continue the work on 7.62x51 modern winchester by editing the existing winchester cross, handguard, iron sight and barrel with the modern version but keeping the main part to avoid a reanimation + add a rail for sights (or not depending on desired balance)
Make sure sniper scopes zoom at least at x2 (avoid x1 on scopes that can’t do it)
Remove the "freedom bloodsucker" joke. This is not cannon and really dumb. I don't want to raise a generation of stalkers thinking freedom fuck mutants, this is not what freedom is
Once again, duty lovers propaganda coming from I don't know where (CooM ? Last Gay ? Analmeme ? Not sure)
-
Remove the dutyer playing another man's flute
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Rather talk about a 800RU Gauss Rifle deal from bandits (fake indeed)
fix the timer code of the Brainscorcher so the timer is save related instead of being "game id" related (which is full on retarded, who even coded that shit)
Implement a right click task in PDA > Abandon Task
Investigate if progressive loot works for helmets
fix single handed smgs clipping through detector
src/xrGame/ai/stalker > Work on this to improve stalkers gun reload behavior
Speed up weapon transition animation when switching to pistol
Slow down weapon transition animation when switching to a smg in pistol / vision slot
Fix FOV not resetting when aiming down sight while pressing R by checking if actor is currently reloading in free zoom script
reference jup_b19_freedom_yar instead of pri_medic_stalker in the important NPC exclusion scripts
Make Radiations stronger few hours after an emission ?
Listen to the latest SanctusSyntH Tracks
Fix k98mod and scar operator position in NPCs hands
MP5 ACOG aim issue again ? + low spacer sight issue ?
Sig550 custom aim pro and compm4s not centered
Investigate Magazine Crash uni anim core script > couldn’t reproduce it, just untick unjam reload on same key, tick Mags Redux, don’t tick anomaly magazines in disabled section, change reload pda away and unjam key in control settings
Update launcher with the following changes:
- instead of git pull, use, this will solve errors related to modified untracked files:
git reset --hard HEAD
git clean -f -d
git pull
- add the following config to not fail when using unstable internet:
git config --global http.postBuffer 1048576000
git config --global http.maxRequestBuffer 100M
git config --global pack.window 1
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add this option to fix long paths issues:
git config --global core.longpaths true -
To fix early disconnect error, set this in the launcher before executing the git commands:
Windows:
set GIT_TRACE_PACKET=1
set GIT_TRACE=1
set GIT_CURL_VERBOSE=1
Powershell:
$env:GIT_TRACE_PACKET=1
$env:GIT_TRACE=1
$env:GIT_CURL_VERBOSE=1
This should solve the current v6 launcher issues with git folders management
Copy paste rename blur_bhs.ppe to blur2.ppe for improved custom mod compatibility
Update PKM and PKP for fetch tasks and stashes content
Verify that M4 Butcher animation correctly uses the modified Barry bogs animation
Provide legacy way of downloading updates in the installer (aka whole download and whole extract and copy paste)
Fix mag buyable at traders by making it dltx to avoid issues with traders inventory like mechanics not selling recipes
Override GMTOP Utjan Item UI MCM by actual updated utjan xml
Pso and gn scope radius fix needed
Update install instructions of recently updated mods
Make sure RF packages don’t drop Lucifer artefact
Flatten 9x39 guns damage
Fix electro anomalies not dealing damage (remove the time gate system elemental damages have if hit type is electric)
change the top 10 killer quest reward
PKP Zenit can use AP rounds ? Make it so it cannot, like the other LMGs
check VSSK position
Ak74 PMC > Buzzle Break fix to Muzzle Break
Disable the “Enhanced Recoil” in the options
Disable ZCP “spawn old ammo” option
Remove electro anomalies blue zone because they are way too easy to avoid currently
Make electro anomalies recharge rate slower (using a bolt will allow safe passage)
In the installer : if moddb addon but no MD5hash is available online : skip (mod deleted etc)
Artefacts transmuting system from the Melter : transforms one artefact to another random one of the same tier by using 2 melter charges. Limit savescumming by using time stamp or artefact ID seed
disable ZCP Zombies spawn option
implement a fix to avoid the player being able to get a rare stash from vendors (aka buy a green stash)
Increase the rewards of the last arena round and use the FN F2000 instead of the RU556
Make a global variable in grok_bo to make NPCs invincible if necessary (for cinematic)
New campfire songs ? https://discord.com/channels/@me/1178801774166028288/1194906936114688020
Implement Lucy fix for frame time issues every 1 second #456766224601317376 message thanks Meatchunk
Set gcstep to 123 to avoid overlapping with 100ms actor on update scripts (instead of 1000 which avoids the 1s stutters)
for iTheon:
- Expose artefacts table not being reset for artefacts reinvention.
- Expose a variable in grok_bo.script to make NPCs temporarily invulnerable.
Disable blood pools at it could potentially trigger busy hands
Make SSS blur delay shorter to fix permanent blurred vision when closing inventory
SanctusSynth new tracks: https://discord.com/channels/@me/983838833865003058/1202165107992305714
Fix 7.62x54 PP damage (too low currently). The displayed ammo stat isn’t reflecting the real damage that are lower currently.
Scale stamina usage rate based on the gun used (based on weight mainly): this will balance out big strong guns like PKP and PKM. "base" gun weight considered should be 3.5kg (no debuff). Anything above will multiply the stamina usage of actions accordingly (formula idea: (weight - 3.5kg) * 7, aka a 9kg gun would increase all stamina usage by 38.5%)
Make exos slightly diminish recoil effects (-10% on camera strength)
Make gun switch of heavy guns consume some stamina based on gun weight
Make rare stashes spawn with 30% chance starting after 5 tasks instead of 99% at 8 tasks to avoid the savescumming to roll good stashes in the correct maps. Savescumming will still be possible but just not worth it. Also means that you can get gold stashes more often, potentially. Still considering some options...
Spawn mutants around the player during emissions using the night mutant spawn code (like or 1 or 2 uncommon mutants, with mid % chance like 25%)
Increase running speed animation of Winchester 357
Check potential good helmets balancing document #961738167537512527 message
Make bleeding chance lower (like 15% chance compared to now), but bleeding more severe (so you don't need to use a bandage every time you got a single scratch, but when a bleeding happens, you need most likely 2 bandages to fully cure it, or use a tourniquet) > the idea is to make tourniquet actually useful and an important upgrade compared to bandages.
Make tourniquet use the gunslinger bandage animation, and make the bandage use FDDA bandage animation.
Reduce bandages temp heal a little bit.
Increase Tourniquet temp heal.
Gate “head_damage” in BHS properly so you don’t get one shot by big head hits
make free zoom special weapon script check the parent section instead of gun section with scope name
Make sure VSSK is Type C
Make MCM Beef NVG settings less bright by default
Make 9x39 a bit more expensive
Make sure gauss rounds are craft only
Make sure gauss one shots chimeras, pseudo giants etc
Add this as an optional mod. Makes the radiation system vanilla-like (frequent radiation ticks deplete your health, damages scale with the rads meter, no stamina depletion, aka smoke as soon as you touch a rad pool or you are dead, I find it dumb but some people want it)
Reduce chance of hungry thirsty and kill confirm sounds/voicelines
Make mags buyable at traders DLTX instead of overwriting traders inventory
remove post BS disable crazy long tempest sound
hunt for the cause of the little frametime spikes > happens even without any mod, engine issue, won’t fix
Fix the double armor speed penalty bug: https://www.twitch.tv/videos/2080147591?t=3h28m52s
Consider removing artefact melter charges, but add mutant parts to craft artefacts
Make T0 to T1 and T1 to T2 crafting only require 1 Artefact + 2 mutant parts so that the artefact crafting gets easier to get into and is less RNG while gating the progress of artefact behind fighting strong mutants regularly (aka doing more missions in the North).
Make the T2 to T3 and T3 to T4 crafting require 2 artefacts + 2 mutant parts.
Nerf T3 and T4 artefacts spawns (T4 impossible, T3, extremely rare in the north areas)
Map-based condition spawns: north maps spawn higher condition artefacts than south, by a small margin.
Make artefacts sellable at any condition.
Make crafted artefact condition equal to average artefacts condition * 0.75. This can be justified with energy dispersion during the transmutation process. This is to prevent the T1 to T2 to T3 steam rolling because T0 to T1 and T1 to T2 will only require 1x artefact. And if you make a T1 98%, then you would instantly get a T2 at 98%. With the added energy loss, a T1 98% artefact will result in a T2 74% artefact, which is still very good, but if you turn them into T3 then it would give a 55% one, thus putting a stop to the easy artefacts steam roll and ensuring that you need to empower T2 and T3 as well.
Hopefully this will give an easier artefacts crafting start, but a harder endgame artefacts acquisition.
Overall, reduce pelts stats but make them a bit more common, reduce armor stats as part of the armor overhaul
Remove Rostok tasks extra loot (morphine etc)
Rework Vinca bleeding reduction so it gets overwritten by bandages
Make beer hydrating instead of dehydrating
Create new sources of textolite and plastic films
Add at line 59 of grok_artefacts_random_spawner.script « spawned = 0 » and test the spawn chance of artefacts.
Maintain Parts > Clear / Repair > Display part % next time to part type to make the selection easier
Lock the North behind the brain scorcher once the new Psy helmet quest is set up as well as the new questline after the Brainscorcher.
Remove or make extremely rare the pain sound when health is below 50%
fix the issue of F9 while holding Free Zoom button > FOV doesn't reset properly
Check Meatchunk Snorks https://discord.com/channels/@me/818386421391425536/1222224829046853642
Include MotaRin fixes: https://discord.com/channels/@me/1115633670343114904/1222272374154465350
Fix the lamp sell price at mechanics (as well as all the other extra furnitures ?)
Make 7.62x39 a bit cheaper, 9x39 a bit more expensive, and make 7.62x39 a bit slower and with more ammo drop than 5.45 because it’s a bigger round with lower muzzle velocity.
Increase 7.62x39 damage slightly
Move the axe to the single slots again, but increase their price by a good margin > no one is using 2H melee weapons at the moment
Give 3 Yadulin by default in starting Loadouts
Make sure ACOG is available sooner than SpectreDR
Make sure Clear Sky missions all give stashes
Rebalance coffee drinks
Add the AK105 replaced folding stock animations from Andtheherois: https://discord.com/channels/912320241713958912/1204330633682493482
Set SSS Volumetric Intensity to 0.2
- Replace slow zombies by stalker zombies
- Change stalker zombies guns loadouts
- Make stalker zombies more accurate
- change stalker zombies loot pools to zombies hands and rarely some unprerishable items (food conserva, bandages, vodka..).
- Make sure tasks target these zombies properly
- Easiest to replace them is to edit squads definition of zombies
Enable storms by default
Make sure to update gamma weathers with the latest Atmos values
- convert .338 federal to anti mutant sniper caliber (extremely large damage, low pen, this should one shot chimeras).
- convert streyr scout to .338 federal so that the caliber has two rifles, the DVL for WP and the Streyr for NATO.
make Clear Sky sell .357 HP at trader level 1
make military sell 9x39 earlier than other traders
check if 9x21 could be sold earlier by a given faction (Duty maybe) > having "one faction = one caliber bonus" could be interesting, like early access + larger stock at higher trader rep
Make sure the psy damages of the barrier avoids the player protection.
Change goodwill trader thresholds so the last tier is harder to unlock (2700 goodwill)
Dushman living legends tasks reducing Merc goodwill makes no sense > fix
Update Cr3pis icons install instructions so that correct helmet less icons install properly
Try increasing ghosts blast radius
Change the cannot see through bushes addon by the new one from moddb (and check if it changes the cordon tree bushes behavior)
Start designing a gun trading system (5.45 to 5.56 conversions for NATO for instance) in a “many to one” fashion (any 5.45 to get one XM177 for instance with same parts conditions for Freedom).
Investigate #1226236913254531184 message
Reduce hydrashok damage a bit or make them harder to craft to make .338 federal a nice counter part for mutant hunting
make the english campfire voice lines of mercs silent
Make sure 5.7 has the lowest damage of smg/pistol rounds (on par with 7.62x25) but the highest pen (the round is extremely small but fast)
Make sure Fn57 recoil is low
Make new background video for main menu for next update (camping in yantar E:\Modding\CampingInYantar.mp4)
Make deer hunter .338 federal and a separate gun (no upgrade kit)
Don’t worry, MK18 mjolnir will be added as an endgame ..338 lapua gun
bind_awr.script fix for warfare https://discord.com/channels/@me/1237129024606834859/1237193571610791946
Fix RF Packages Hard freeze because of suitablemapforpsyhelmet = true potentially launching an infinite loop or something
AEK > add compatibility for PSO1m with eye cup
Make a DX10 compability mod with a script automatically setting up this console command on gamestart
ssfx_lut 0,2,0,0
fix Aslan giving a melter with 1 charge instead of 10
Make knives tiers give better mutant loot (more chance for parts + better pelts conditions)
find a way to remove the basic "already read from the start" recipes from the crafting menu
Fix the wheel mod crash when using mags by adding a script forcing the wheel mod MCM patch for mags
Add QR Codes to the main menu leading to Steam and GOG store for the OG STALKER to comply to GSC rules
- Lower detail and objects by one level
- reduce sound targets and sound cache size to 128
Once the new bleeding is up and running, make « post heal » items also give the same amount of temp heal and post heal (no more bandage > yadulin, that’s just tedium for tedium, post heal items will heal your limb directly, makes the healing system a bit easier to get into)
Make PKM/PKP ADS much slower to balance it out. Try to make ads fast when using an exo
Overwrite GMTOP tactical kits text for pistol text to highlight 9x19 conversion
Try improving this to work better for most stairs and geometry (cordon stairs and railway are good tests)
Other potentially interesting solution for geometry slowing down player movement
Fix KS23 and FN57 sight aim
Fix part damage calculation with guns reliability above 100%
Remove the “+items boost” of guns cleaning kits and repair kits
Give mangun alcohol dialog another purpose
Update GBO silencer code with the following
local silencer_bonus = (wpn:weapon_silencer_status() == 1 and 1.07) or ((wpn:weapon_silencer_status() == 2 and wpn:weapon_is_silencer()) and 1.07) or 1.0
Make fanatic reward HP ammo instead of FMJ ammo to kill boars
Fix bat artefact use on stack of artefact
Make traders / mechanics despawn as soon as they are aggressive towards the player to avoid crash when killing them
Find documents in the X-8 lab quest > fix description from x18 to x8
Fix the J key bind conflict (unbind task board from J)
Fix M4A1 and Ash12 icon being messed up when putting a scope on it… this is most likely due to some wrong values with icon resizing script for these guns
Improve the matching of the hands models with the legs models
Review GMTOP guns names and fix them
Make UBGL grenades more rare (buy only at T5, low quantity, rarely in T3+ stashes too), aka not anymore avaible on NPCs + remove the old grenades
Remove psy helmets drop from ecologist when killing them. Players wanting to have one for hostile factions should disguise
Make VSS semi auto only. Make it C tier. The VSS is only 10 rounds so it needs something to stand out.
Remove M4 butcher and make M249 replace it in the Loadouts. They have the same role, and M249 is better and more unique.
Make a “no tinnitus sounds” optional mod (remove or change headshot tinnitus and controller attack sounds, explosion sound)
Make gauss use the “long press to charge up” mod. Balance the batteries so that that each battery can do only few full charge shots (15). Makes the full charge shots maximum penetration (basically penetrates any walls and ennemies) and one shot anything. Basically Perfect Dark Farsight gun or half life 1 charge gun. Make the batteries buyable at T5 ecologists. Make it craft only otherwise (one electro artefact for one battery of 15 shots for instance). Make the gun and the batteries heavy.
Maybe make the gun discharge automatically after a certain time if possible (if you hold the button for too long)
Play specific sound when shot at full power.
Play sound of energy charging up when holding the button.
Make bolt action rifles scope speed extra fast and make the scope sway smaller to make them a bit better at sniping
Slightly increase AR sway to make the x8 sniping a tad harder for headshots with AR (and easier with snipers)
This is done so that I’m not making AR less accurate while making snipers able to do their job: sniping.
Write in bolt action description in yellow that scoping is faster and aim sway is reduced
Make it so that Ui hide key hides faction detection UI and BHS UI
Try to do add --depth 1 to the git clone lines of the installer to fix RPC errors: https://stackoverflow.com/questions/38618885/error-rpc-failed-curl-transfer-closed-with-outstanding-read-data-remaining
Disable SSAO since SSS does AO on its own now
Make sure that parts degradation is impacted by the gun reliability stat
revert groza, SVD and AS VAL icons
try using git config --global http.postBuffer 524288000 && git config --global http.maxRequestBuffer 524288000 to fix RPC errors with the installer
also try git config --global core.compression 0 but it might make the download too long.
make duga free remove some spawns down south so that the north gets more populated
Remember to totally remove the "universal" cleaning kits and repair kits from loot tables and traders inventory as well as weapon repair detail
Make guns unable to be repaired from the cleaning or repair kits UI window (simple if IsWeapon check in the inventory check loop). However keep the “property” of cleaning and repair kits to repair and clean guns so that the kits are still highlighted when moving the window on a gun
Parts already highlight cleaning kits and repair kits outside of guns already which is good
Make drug runners / documents etc fetch task unique to each task for each npc by creating new items
Fix ledge grabbing crash #🐛bugs-reports-hideout message
Add if not IsMelee to IsWeapon checks for the guns no condition mod to avoid having knives conditionless
Make steel wool a bit more common in loot pools
Remove the ability to sell attachments to medics
Provide the best stats to the armors with the shittiest disguises
Most likely won't fix: hovering armor and then an item with "crafting unlocks" properties display the said properties in a weird manner. Hovering any other item than armors doesn't create the issue
Nerf Hip defense profile so that she’s not on the Strelok defense level anymore (aka almost unkillable by other NPCs)
make unknown recipes visible for a better crafting accessibility (not sure how or why it was changed)
I understand the logic behind not being able to know what you need to craft something, but it really makes the crafting opaque and I think people would be too reliant on external resources to know what's needed to craft what. I prefer having everything accessible from the game, from the start.
Display "Jam chance %" in guns description
replace "passive artefacts detection" mod beep sound by a pictogram indicating that there's an artefact closeby (less intrusive than always having beeping sounds) + fix the nearby stashes or NPCs with artefacts in their inventory detection by the script
Make more set one time quests reward artefacts
Make some quests reward unusual mutant parts so that artefacts crafting with mutant parts is a bit less RNG
make sure to properly randomize condition of T0 to T1 artefacts crafts
make sure mutant parts are not counted in the final crafted artefact condition
Disable the North faction despawner and "no exos in the south" despawners once the BS and MM are finished
Boost NPCs to Zombied stalkers damages to give them a chance
Make "permanent puddles disabler" addon optional
make all 9x39 guns have the same damage, however give slight velocity boosts to some (easier to use at range)
remove "stashes from looting NPCs" if the NPC is a Zombied Stalker
Make Freezooming consume stamina
This should solve the issues related to mindless free zoom spamming. Simply because there's no way to fix it from the LUA side of things considering the different FOV changes sources and keypresses that can happen too fast and in different orders. The code already covers most edge cases.
make the rogue squad save task waypoint aim at monolithans group rather than rogue
Implement New Player Experience tutorials #1279082986410741853 message
Edit psy helmet description > doesn't protect against psi damage from mutants and anomalies + cannot be equipped
Make sure old ammo converter converts rockets and UBGL grenades properly
Write a new script since it doesn't seem to work from the old ammo converter script
On item move to ruck, obj:section(), if IsItem("grenade_ammo",section), release obj, spawn obj without _bad or _verybad
Verify military bandage models head armor value
Verify renegades model with coats that might have exos attributed in the loot pool
Make M24 .338 Fed to hunt mutants, or make Deer Hunter use .338 Fed
Fix the double armor trade abuse #💻tester-bug-reports message
remove the medical packages (large packs decomposed into smaller items)
Fix pp2000 and vector run animation > also check pistols
Remove burner burers since they seem to cause busy hands
Remove Kruglov repairs
Replace MM barrier damage over time by a 10 second delay accompanied by a strong audio cue followed by a one shot
Start including more gun kits as faction exclusive kits (think AK105 Swamp Thing for CS and AK105 Shakal for Duty):
- AK5C Special kit as a Merc only T5 kit (since the PiP shit is fixed with 3DSS). I'm not a fan of uber tactical stuff, some people do, the best is to provide this as an option. Stats wouldn't change, just the attachments.
- Ash12 SUP kit as a Military only T5 kit.
- Deer Hunter kit as a Freedom special T4 kit (deer hunter will be moved to .338 Federal ,the new anti mutant sniper round, DVL saboteur will be the other .338 Federal sniper obtainable normally by all factions).
- K98 kit > not sure yet?
Implement the radial menu mod for convenient item use (and implement a slow down if it's not already the case, test it properly to see if slow downs can break stuff like time events)
Use this sound, thanks to SanctusSynth
Make sure MDR addon and AKM Gunsligner replacer are added (verify AKM compat with GL) https://www.moddb.com/mods/stalker-anomaly/addons/gunslinger-akmakms https://www.moddb.com/mods/stalker-anomaly/addons/desert-tech-mdr-pack
Remove Gunslinger Deagle, add ShinyHaxorus Deagle, fix lower sprint animation of Deagle, add 3DSS Deagle support, make a compat patch for old saves with the Gunslinger deagle section sending back to Deagle nimble, add hud_fov to 0.70 in free zoom
Add https://www.moddb.com/mods/stalker-anomaly/addons/ak-reanimation-moddb-release, wait for 3DSS support. Should remove all the "security on/off" and "folding stock" animations of AKs and AKM. Make sure AKM is pushed to D tier as it should be since it will support grenade launcher + scope in 7.62x39
Do a new round of fixing the reload timing of the new reanimations of guns
Wait for aegis27 work on this, thanks a lot dude ;D !!
#1165870164047319081 message
Make it so that:
- Using scopes while wearing NVGs make the scope blurry (currently under work by Redotix99).
- Using scopes while wearing NVGs increase the aim shake strongly (impractical position to aim, implement that on the BHS script side).
- Using NV scopes while wearing NVGs disable the NVG effect (but keep the NV scope effect). When zooming out, the NVG effect is re-enabled without doing the hand motion thing (I need to implement it based on scope section of the gun on the BNVG script side).
- Make snipers compatible with 1 NV scope (R700s, L96, Scout, M98B, DVLs, VSSK, SV98, SVD, SVU)
This should make NV scope actually good to use and something you want to hold on and equip at night. You can try to use a scope + NV at the same time but it will be wildely inaccurate and you won't see shit, desperate last resort measures. Since NV scope zoom power is rather reduced compared to others, this will also limit the extra long range night shots and thus "fix" the potential AI problems related to this. I'll make sure NV scopes are available at traders rank 3.
make 0-39 parts red, 40-49 parts orange, 50-59 parts yellow, 60-75% parts soft green and 76%-100% vivid green > this should hint you that some parts need to be cleaned before they actually need replacement while keeping the "green barrel" logic
Implement a script that checks player goodwill with freedom and duty: when gaining goodwill with one, remove 75% of the earned goodwill from the other. This way allied factions can't work for both, a choice must be made or you remain neutral
Make Renegades NATO only faction gun wise. Spread them spawn a bit more in the south. Make some Darkscape camps Renegades only.
This should fix the "I am NATO and can't find NATO guns" problem
I will make them not NATO exclusive but mainly NATO (70% NATO 30% WP)
Maybe up trenchgun spawn chance a little
Remove EOTS from loot pools.
Make it available as a reward for the toppers quest.
Make it support the new 3DSS thermal vision
make the disassembly achievement harder to get
Make the quick knifing deal condition damage to the knife only if it hits something
Make gun parts sellable no matter their condition (easier inventory cleaning)
Revamp “Vision” slot:
- Allow glowsticks, lighter, torch, etc to fit in that slot.
- Make sure binoc zoom power is high.
- Maybe implement a heat vision monocular with good zoom power.
- Remove pistols from that slot.
- Remove SMGs from that slot.
- Allow Axes / Hammer / Knife / Pistols in the “Melee” slot.
With the upcoming changes, SMGs will be good to use in many situations and I feel like having a pistol + SMGs + 2 rifles is a problem. I also think that Axes and Hammer are underused while being good, but being able to rock 2 rifles, a smg and a hammer is just too good and doesn’t push the “load out building” aspect enough as you can do everything you want. These changes will make sure that you need to do choices like Pistol + SMG + Rifle, or Hammer + Shotgun + Rifle, or Hammer + 2 rifles, etc. Also since the eye zoom will deplete stamina and most scopes zoom become more limited I think that the binocular will become useful again. If we can make a thermal vision monocular in vision slot this will also be a very good item to have to scan enemies from afar. Also many pistols are really good right now, like the glock hornet etc, and I think that they need to have their spot and shine, especially considering their upcoming buff to aiming speed.
disable pseudogiant damage to the environment by default
Switch ads slow speed between RPK 5.45 and 7.62
Run a passage on new guns that have lower sprint animations issues
Support choppers > reduce their spawn chance by a lot from the mili. Make them actually not just a big HP blob but rather an armor blob. Give huge pen boost when aiming at the pilot windows
Listen to Conscript OST and check if some tracks can be added (announcement will be made to give visibility to the game):
- The Blue Flame
- Prelude
- Scars (day, south)
Make sure you can’t shoot during Unjam animations
check if 1P76 red dot is missing and fix it
Remove the rads from the anomalous bread (I think I forgor from the current DLTX file of the artefacts stats)
Change milspec pda install instructions to avoid having the fourth pda (and also disable the progressive setting)
Update "nicer flashlights" install instructions
Make base P90 integrated sight a single dot to make it more easily useable.
Change P90 / SR2M / MP7 (one handed SMGs) lower position / run sprint animation to not clip through the detector. Indicate in the weapon description that it can be one handed.
Fix Merc mechanic infinite expert tools task
checked why he kept asking for them and I saw a typo in tm_zaton.ltx
+zat_tech_mlr__upgrade_tier_3
Which prevents it from being unregistered upon completion
Probably increase the defense drugs cost and crafting cost so that they are more of a "Ok time to pop up the juice" rather than the default "here's a fight, here's a juice" logic. Reducing their buff duration would make them impractical to use.
Maybe remove the perktifact lucifer recharge abilities > I meant the secret combinations, not the "feed perktifacts to lucifer"
Make sure glock hornet remains available
If you hold a melee weapon > block quick knife function
Add this plugin to the next GAMMA client #1126229088567304243 message + update mo2 to 2.5.2
add picture of a loved one mod with one of my cat on it 
make Poltergeists aura emit radiations
Make sure silencers accelerate parts degradation
change base weapon immunities to make them invincible (can't decrease their condition by shooting them when they are on the ground)
Free zoom : fix the edge case of dying while looking through a scope (I think the last issue of free zoom)
Lower attachments spawn rate on NPCs when loadouts ltx have r. The idea is to avoid the "mass selling" of attachments and make attachments drops more remarkable in a way. The impact on late game economy will need to be monitored. But I also think that artefacts as a whole will become easier to gather with the changes and will thus play a bigger part in the economy, so overall, this should be fine and simply limit the late game roubles stack infinite expansion in the 300+k etc