#📎to-do

1 messages · Page 1 of 1 (latest)

crimson sun
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Rename the save tokens to something more immersive

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Disable quick knife if active weapon is a knife or an axe

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Claw AF makes you loose HP when your torso is damaged ?

crimson sun
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PSO1M is adjustable on SVU: fix this

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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)

crimson sun
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Eventually make assignable night vision scope key

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remove stimulant from vodka and beer tooltip

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Fort-500 reload animations are broken with 1.5.2 engine. Test with unmodded 1.5.2 exes

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Fix old grenades for Crafting

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Add few NATO guns to Renegades

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Poke the engine to increase footsteps hearing distance

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Investigate why sometimes you die from emissions while being in a safe area (new 1.5.2 engine issue ?)

crimson sun
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Make butcher buy jewelry at the same price as other traders

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Investigate AKSU BaS with FDDA anims ?

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Add t bagging addon but remove the "switching " part so NPCs mimic running and looting you when you die

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Check @astral helm guide on gamma to steam

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make balaclava and bandana using field repair armor kit instead of light armor repair kit

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Check 9x19 pistols damage and make sure to fix pistols with 24 dmg

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Get rid of old launched grenades on NPCs body, remove the conversion recipes

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"Yanov" is used in place of "Jupiter" for:

Military Base Freedom Guide
Jupiter Station Trapper Quest Giver

crimson sun
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Make forester a bit unique

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Add a “Psy Barrier” entry in the pda manual

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Check Zaton and Jupiter spawns to limit low tier mutants

crimson sun
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Add Tacticool Groza and change npc profiles accordingly

crimson sun
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fix the installer aspect ratio changing based on zoom level of windows

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Opening toolkits should directly open the craft window

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Double clicking toolkits should open the craft window

crimson sun
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Add Device Selector Key

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Test the Arti script to remove head when headshotting npcs with big rifles now that 1.5.2 is used

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Add Demonized engine patch so the foliage is compatible with npc cant see through foliage and weapon tilt

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Verify all ammo quantity at lv5 WP and NATO traders

crimson sun
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add vector text

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reshoot the main menu screen in 2K res 60 fps

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add ekp08-18 as a scope for PP19

crimson sun
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9mm AUG mags icon bug

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Add Sin protection to the player when playing Sin as a separate addon

crimson sun
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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

GitHub

S.T.A.L.K.E.R. Anomaly G.A.M.M.A. modpack definition files. - Stalker_GAMMA/Free_ZoomV2_mcm.script at b27f5ce99de1f7db57cca62b03ed1b5849d20496 · Grokitach/Stalker_GAMMA

crimson sun
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Beacon af not working

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Can't put af in containers with ironman roguelite

crimson sun
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Boost grapes artefact

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Add French install instructions from MrKameron

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Small psy boosts to chocolate etc

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Not inline elcan with RD74M ?

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Add the 338 R700 as a rare gun to master and legend npcs like other .338 rifles

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Display repair kit in tooltip of weapons and armors

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Make R700 rifle repair kit like other bolt action rifle

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Make r700 deer hunter advanced repair kit like other .338 guns

crimson sun
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Make sure mechanics in the north have tools tasks and actually give rewards for these tools tasks

crimson sun
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check abnormal weather skyboxes, maybe, and get some of these for specific weathers (especially check if it fixes compressed skyboxes)

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Check out the new font addons

crimson sun
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having a gun with a GL + Alternate view + Adjustable Scope makes the scope unadjustable after cycling through the 3 views

crimson sun
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ISG saiga ekp realign needed

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Update fdda

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update current mag redux version

crimson sun
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check r2_sun_details

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Kar98 Mags retool to 7.62x51 or 7.62x54

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Rewrite mercs introduction dialogs (mainly Aslan) to reflect the Golden Age of the Zone story arc

crimson sun
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on game start, check if yan_povar_army_mlr_squad is missing from the game, and if yes, spawn it

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Aslan > medical package dialog for fasteners and transistors

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New light sources in garbage at butcher

crimson sun
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Edit BAS script to remove the sound of scope nvg turning on or off if currently there’s no gun with scope equipped

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moving ANUS files from 228 into separate thing, then merging PR42 for Russian translation

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increase durability of SPP suits

crimson sun
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Update voiced actor wheel order code

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Fix AUG bas scopes trader preset

crimson sun
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Reduce the ghillie suit weight to 9kg

crimson sun
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Tube fed shotguns = historic. Semi auto tube fed = historic but rare guns. Mag fed = army kit

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wpn_sr1m_sr1upgr doesn't show its recoil strength in the weapon card

crimson sun
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Redo KRISS Vector scopes and add a laser + 40 rounds mags instead of 30

crimson sun
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disable fov lock for barry knives

crimson sun
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Change accute and drop off of toz 66 long barrel “take gun” animation

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Use VSSK remodel reanim Ash12 animations for GAMMA Ash12

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nerf merc lottery from 3 artefacts rewards to 2 and 2/2 to simply 2 for the strongest artefacts

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make sure ZCP only spawns stuff in the current map the player is in

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double barrel shotguns pull animations are now weird ?

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Disable save name change addon

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If a part is 49-50% in an armor, enforce 51% upon disassembly

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bizon okp7 > able to be sold

crimson sun
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Create a performance shader peofile

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Default carry weight set to 25 by default ? > Fix

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Add new anim to Ash12 from Barry

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Distant shadow culling on by default

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Increase coffee sleepiness recovery

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Try the sky rotation in weathers to get moving clouds

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Make the FOV Tricks Saver: MCM addon where you set fov you want and after fov tricks fov will return to that value

crimson sun
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Add parts to binocs

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Add the time to the minimalist HUD

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16:10 patch for minimap

crimson sun
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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

crimson sun
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Carabiner empty reload does a weird pump animation without sound with pump movement on the gun ?

crimson sun
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Remove k98 upgrade kit since the k98 new model is nice

crimson sun
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Increase chance of walking up from public beds

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Add Ammo type: « Anti-personnel » or « Anti-mutant » or « All around performances » mentions to ammo description in yellow

crimson sun
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Edit zombified stalkers load out

crimson sun
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Increase important NPC rank so their AI is better

crimson sun
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Overall increase bolt action rifles availability in the 7.62x51 caliber, full auto rifles of that caliber should stay rare

crimson sun
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Speed up kriss vector animations

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Make k98 scope detachable

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Reduce the amount of companions to 1 and then 2 when you reach the Legend rank

crimson sun
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Desert eagle > rarer
RPD > more common (the 7.62x39 one)

crimson sun
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tone down the reliability upgrades of the guns (it's currently too strong)

crimson sun
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Mags redux define.ltx add guns inertia in

crimson sun
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Change Eidolon weapons

crimson sun
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Verify Sparkler spawn chance

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Verify Cell spawn chance

crimson sun
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Cr3pis mag patch

crimson sun
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Reduce switch distance of stutter fix addon to avoid busy hands

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Shotgun repair final version:

Pump action shotgun = historic
Auto fed and early saiga = rifle
Dual shot saiga and RAPTR = advanced

crimson sun
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Fix carabiner reload animation from ltx

crimson sun
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MP7 SpectrDR scope fix (change scope mode)

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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

crimson sun
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Spectre dr scope texture hotfix

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save loading screens as DXT1 compressed, so that it works in DX8 and DX10

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finally edit army warehouse hell's walls artefact quest marker

crimson sun
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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.

crimson sun
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GAMMA Large files to v3 and add Gardener of the Zone fixed textures install instructions

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Set the RAPTR as rifle for the AI so it uses it properly (check how it’s done for the saiga)

crimson sun
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use controller tube attack sound from Dark Signal

crimson sun
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set default speed for gasmask swipe animation

crimson sun
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xr danger fix values for sound danger (and maybe corpse)

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actually make ISG almost only Exos and Nosorogs as it was planned all along

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Screw at the Freedom base sells the Mauser K98 Mod Upgrade Kit.

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Immune user against water rads for 2 seconds when touching water so it avoids the "one wrong step and you are dead"

crimson sun
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Fix MP7 spectre dr model physics crash

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Bug fix

crimson sun
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ret.value false flag for actor damage

crimson sun
crimson sun
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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 dread

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Make Heavy SEVA suits a bit slower (97% speed vs actual 100%)

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Add 1 artefact slot to most Skat9 / Exosuits (well some exosuits can have up to 4 already !!)

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Make Skat9 normal speed (100%)

crimson sun
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artefact melter "Details" causes a crash

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When trading window UI is opened, nuke the drag and drop callback (attachments, parts, etc)

crimson sun
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Foggy morning ground is too dark

crimson sun
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check hippo's weathers

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Change headshot explode sound to npc pos

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MP7 motion marks for reload (also check RAPTR and P90)

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Water need icon > make it appear later

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Add axe to Butcher inventory

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Disable favorite items star icon in MCM

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Fix k98 iron sight

crimson sun
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Tier Saiga’s mag size: 6 rounds, 8 rounds and 10 rounds

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Adjust mosin HUD scope aim to the scope itself

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Make sure mosin scope is available in WP traders lv 1

crimson sun
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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
crimson sun
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Fix p90 shell ejection position

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Increase loot quantity on black chimera and strong bloodsucker

crimson sun
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Quick slot UI added in bottom right screen with time and compass minimap in preparation for extended quick slot addon

crimson sun
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Change story NPC guns

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Make rainy weathers a bit less bright

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Replace garbage grass by smaller textures

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Try reducing grass texture resolution by half to see the impact on performance in garbage for instance or Yantar

crimson sun
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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

crimson sun
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Build dx9 exes without shader scopes patch so that dx9 works

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Fix for workbench to take toolkits into account (not in yet ? I thought so)

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Reduce gun repair kits charges to 3 charges instead of 5

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Slightly increase the price of gun repair kits crafting recipes (10k craft vs 30k buy is imbalanced, should be like 20k vs 30k)

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Build new exes using the latest patches

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Remove Ak5c upgrade kit

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G.A.M.M.A. Weapon Pack\gamedata\textures\wpn replace wpn_crosshair_specter file

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Allow AK Beard to have laser alt view

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Slightly increase protecta reload speed so the gun is less of a meme while not having the animation feeling unnatural

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Add “Does NOT decay overtime” to volat emerald

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Knife don’t need to be equipped to skin crows

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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)
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Add a disclaimer on the main menu that gamma is the result of many modders working together and not just one guy

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Adjust powder can price

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Verify 357 vs Hydrashock damage

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Killing enemies holding artefacts with explosives generate artefacts with way higher condition than it should ?

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First person death (but I bugfix it for ironman)

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Fix 7.62x54pp rounds text display

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Save icons as uncompressed and db0 them

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Make AK5C "walk animation" simply moving the gun down instead of the current broken walking animation.

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disable crash save setting by defaut

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make the mosin scope like K98 scope + add proper aiming position

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Fix KRISS Degradation upgrade

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Reduce radioprotectants values a lil bit (40% > 20%)

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increase SEVA and scientific armor rad res

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Reduce Bloodsucker food buff as well (120% > 30%) and increase duration

crimson sun
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Increased the new Groza recoil

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Fix the position of the glowsticks in left hand.

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fix VSSK lowered position (shoulder is visible)

crimson sun
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Add Move speed boost to stamina boosting artefacts

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Fix the abuses related to attachments spawning ammo (kits etc)

crimson sun
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Autocompleted quests issues solving (take a task, sleep, quest is finished):

Alternatively, make the task fail if other people than you complete it bandit_smile

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Alternatively, reduce the reward by 80%.

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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.

crimson sun
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check vanilla guns and blindside motion marks on reload anims for accurate reload timings

crimson sun
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Reduce swamp fire anomalous field heat zone radius (north east )

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Make L96 perfectly accurate

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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
crimson sun
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replace RPK repair kit by r5

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add repair parts to the gauss rifle

crimson sun
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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:
crimson sun
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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.

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Scientists barter system : trade mutants parts for medications

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write a GAMMA PDA document page about how damage calculations work for NPCs and player.

crimson sun
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update FDDA scripts to the latest version

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Make 7.62x51 snipers more common vs fals and scars

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Fix APS upgrade kit abuse

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Verify the guns quest list vs what's lootable in the game (mainly concerning the new 5.56 list)

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Update npc travelling addon and increase their travelling frequency in mcm

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Fix sandstone artefacts

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Edit Fractures PDA info speed to "fast" and traits to "Whack your ass in the blink of an eye"

crimson sun
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Lighten up the gamma prefetcher to only prefetch NPC models (no guns).

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Prefetch sounds by default

crimson sun
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Ak12 monolith adjustable zoom ?

crimson sun
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update gamma patches to Hideout furnitures 2.0

crimson sun
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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/

crimson sun
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On kruglov death remove items from his inventory

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patch FR patch with base game fonts and add it to the optional separator

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ak12 mono upgraded specter scope swap addon to add

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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=
crimson sun
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Test hideout v2

crimson sun
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vssk and sig low position + vssk pos for some sights

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Make sure water needs icon is starting mid bar

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Limit items in belt slots to one for each type (unless it’s a junk artefact)

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Unjam motion mark l4 script bug ?

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Encoding on some translation files

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-the specter scope does not have adjustable zoom on fn p90 tactical

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cordon rocks graphics issues ?

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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

crimson sun
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patch Aydin's grass ground textures since they are too dark

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NPCs with Tommy guns create unjam motion crash

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Verify freedom base population and important npcs not bugging

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add new exe using first person camera death thanks to Demonized

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Make better knives give mutants pelts of better quality

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Remove the south > north fast travel from guides

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Check ace rifle scopes and parts (install instructions)

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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

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Make the Exolight belt slots more even

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Do not forget to edit medication prices according to Medicaiton 2.0 mindmap

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Boost Carryweight / Weight ratio and movespeed of Protoexos dramatically

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Increase protoexos belt slots

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Add Darkasleif nimble trade 2.0

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Check if ISG and mono still spawns in the south ?

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Add parts to ACE52 (why didn’t we see it kek)

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Make sure Ithacas and ace52 can’t be sold to traders + Mosin with PU scope

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Reduce chlortetracycline stats + fix drugs prices according to the mind map

crimson sun
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verify that there's no instance of dl.html (everything should be $dir/dl.html) in installer code

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delete extra grenade spawns from most factions (too many gd5 currently)

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New exes (unlucky timing...)

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Make sure the default dynamic tonemap values are applied

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rename body awereness to actual addon name + give credit to SVM team

crimson sun
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fix 6 artefacts slots armors

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add a "force gamma data download" option to bypass the version.txt check for specific cases

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Post the new cigarettes animations from asnen on moddb and provide the smoke particles as loose files

crimson sun
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replace rad visual effect by moss effect

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Armors can be repaired at technicians ?

crimson sun
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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

crimson sun
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On GUI Show > if inventory NPC window > if NPC is companion > destroy all ammo in NPC rifles

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Remake GAMMA Minimalist HUD withtout the hard settings for minimap etc so that people can more easily configure the UI to their liking

crimson sun
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Remove base knife from starting load outs to fix the invincible base knife

crimson sun
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cant remove pu from mosin once attached > Make it removable

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Increase crows loot

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Remove mipmaps from red dots textures

crimson sun
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check starter pistols balance

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Give all armors one belt slot

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Remake radiation post process effect

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Remove the need of toolkits to make upgrades

crimson sun
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Rostok arena resets relation of free stalkers towards military actor

crimson sun
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provide another host for client and downloads.7z archives on top of gofile

crimson sun
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looting delay when clicking on items one by one ?

crimson sun
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fix minimap for ultra wide resolutions

crimson sun
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check if NPCs claim loot (might have fucked my tests with info that got cached in the save)

crimson sun
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update good weapon list

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make a new installer option to remove old unused addons automatically to save some space

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make sure books are consumed once read

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Update Aslan pre req for 20 patches

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Customise the UI of mags so it works nicely with 3 lines of magazines with the minimap in the top left corner

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VSSK ac1068 scope position to redo

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SVT > fix aim position with scope

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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

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Remove silencer compatibility for gunslinger pistols that shouldn’t have silencers

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Make pelt tasks appear less often

crimson sun
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Check glock silencer position

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Remove DAO anomalies from Cordon to garbage military spot transition

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Verify the impact of volumetric vs screen space lighting

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Make upgrade craft use cleaning kits for guns upgrades ?

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Check xr_corpse_detection.script performance

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Make Alife Potato Settings (250 distance with auto switch)

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Make alife default distance to 450 since simulation is full now anyways

crimson sun
#

add parts to ACE52

#

increase damage of ACE52 to other 7.62x51 guns

crimson sun
#

update traders profiles of Mags Buyable at Traders with changes made for 0.9

crimson sun
#

fix SIG550s sights positions

#

add recipes to craft exos PSUs to NATO and WP factions tier 5

crimson sun
#

make an invisibility PPE effect (black and white) for the invis artefact

crimson sun
#

remove nosorog from Gravilenko

crimson sun
#

move USP match silencer after the compensator

crimson sun
#

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

crimson sun
#

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

crimson sun
#

Buff strike resistances of belt items

crimson sun
#

Make sure dynamic anomalies don’t spawn on top of the last dawn scout position

#

Increase the pelts drop rate

crimson sun
#

Reduce NPCs reload times by 1.5 to avoid the weird animation cycling

#

Add recoil control to Ithaca shotguns and ACE52

crimson sun
#

fix SA-58 OSW inspect animation

#

remove Loris sleeping AI scheme

crimson sun
#

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.

crimson sun
#

Add Radar anomalies at the red forest > Radar transition until BS is deactivated

crimson sun
#

Remove the agroprom tree stash

crimson sun
#

Change Toz Chimera Hunter icon to the correct one

crimson sun
#

make sure GNES doesn't delete Mortal Sin squads

crimson sun
#

On level load kill all ennemies within a 15m radius and despawn their body instantly

crimson sun
#

Disable Giant damage to environment by default

crimson sun
#

Gate torso and head damage to not get one shotted

crimson sun
crimson sun
#

Change nvg washout in MCM so that lasers and red dots are visible

crimson sun
#

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

crimson sun
#

mod_system_meleeanims.ltx still has the hud_fov set as 0.5

crimson sun
crimson sun
#

Add psy and rad damages to actor damage balancer and rebalance the drugs res and artefacts in that sense

crimson sun
#

Fix MP412 no reload sound when left hand is full (with detector)

crimson sun
#

Add sound layers to Ithaca M37 shots

crimson sun
#

make MP5 Frasier extra expensive at Nimble

crimson sun
#

free zoom on actor before death not working ? > It was working last time I tested it. Perhaps under certain conditions it doesn't

crimson sun
#

fix minimap for wide screen support

crimson sun
#

Look into making north tasks more dangerous / hard / interesting

crimson sun
#

Add a proper time gate to doom weapon inspection

crimson sun
#

big good will hit when killing friendlies depending on your rank (the bigger the rank, the bigger the hit)

crimson sun
#

Fix R870 weapon cover tilt

crimson sun
crimson sun
#

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

crimson sun
#

Adjust glow sticks hand position

#

try adding repair kits in items tooltip

crimson sun
crimson sun
#

Set GitHub Md5 hashes manually

crimson sun
#

Make sure North smart terrains only spawn strong versions of mutants

crimson sun
#

Update TOZ34 textures to black growls ones

crimson sun
#

Fix Groza damage

crimson sun
crimson sun
#

Add Ithaca enhanced recoils

crimson sun
#

Make dungeons harder (random spawns behind the actor)

crimson sun
#

Fix p90 missing parts

crimson sun
#

When body says has nothing, keep it that way even if the NPC dies

crimson sun
#

Increase visual feedback of ISG teleporting

crimson sun
#

Remove the ability to shift drop equipped items

#

Add Taurus Judge

crimson sun
#

Make toolkits available in greenstashes only and increase their chance in greenstashes

crimson sun
#

Remove toolkits retro compatibility

#

Keep in mind you can trade vodka for a basic toolkit

crimson sun
#

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.
crimson sun
#

Increase sniper scopes base aim shake and recoil

crimson sun
crimson sun
#

Directly add quest-related south sins squads name in the north faction removal script instead of relying on the story ID

crimson sun
#

Remove battery PSU charging while standing still feature

crimson sun
crimson sun
#

fix g36 weights with attachments

crimson sun
#

New task to stop ISG/Sin uncovering secrets from labs (Go to a lab and kill the spawned squads)

crimson sun
#

Increase stash buying price

crimson sun
#

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

crimson sun
#

Fix field armor repair kit recipe balance

#

Group head bones for npc armor computation

crimson sun
#

Make Nosorogs drop rate lower than Exos

#

Rebalance Exo batteries consumption so Mil PSU 100 units lasts 16h of movements

crimson sun
crimson sun
#

Weapon cast grok_bo.script instead of ltx hit_power to get accurate damage values based on weapon caliber conversion

crimson sun
crimson sun
#

Replace KP SR2 sight texture by transparent one

crimson sun
#

Reduce the highest BR armors a little bit

crimson sun
#

Verify north smart terrain spawn speed and amount vs south > make north more lively

crimson sun
#

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

crimson sun
#

make sure 5.45 Groza is rifle kit

#

Spawn black chimeras in certain north maps by default

crimson sun
#

Make ISG and Sin spawn south after the end of Living Legend

crimson sun
#

Remove "Hunt mutants in Rostok" tasks (way too easy autocompleted task)

crimson sun
#

Fix P90gs and P90gamma to be sellable at traders

crimson sun
#

Fix headshot BHS sound fade on actor first update back to normal level

crimson sun
#

Vector, SR2Ms, P90, MP7 and MP5 Frasier and UMP as Rifle Kit

crimson sun
#

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)

crimson sun
#

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)

crimson sun
crimson sun
#

Verify black Merc SEVA suit res compared to repair type

crimson sun
#

L85A2 grenade launcher animation fix like M4 siber

crimson sun
#

Add Kruglov to the Nimble stuff removal on death script

crimson sun
#

Check Noah’s tasks rewards and add more tasks to him

crimson sun
crimson sun
#

add working light torch as rare base loot

crimson sun
#

If you have an appropriate repair kit in your inventory > barrels can be drag and drop on weapon

crimson sun
#

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

crimson sun
#

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)

crimson sun
#

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

crimson sun
#

Adapt JSRS5 Performance mode only for NPC shooting sounds and test if it improves the framerate during shootouts

crimson sun
#

update trader profiles of "Mags buyable at traders" addon

crimson sun
#

Exclude belt equipped items when giving pelts and artefacts to NPCs

crimson sun
crimson sun
#

Add GL grenades to soft old ammo remover

crimson sun
#

remove disguise buff of the achievment

crimson sun
#

Make 338 Remington use advanced repair kit

crimson sun
crimson sun
#

Verify Groza 5.45 compatibility with suppressors and GL

crimson sun
#

Stop gofile and move file hosting to our own server

crimson sun
#

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
crimson sun
#

Make advanced repair kit recipe and lock it behind a heavy price like Exo repair kit

crimson sun
#

make the workbench absorb all rads without LLMCs (change MCM default)

crimson sun
#

Gauss rifle: hold fire button for a few seconds to charge a shot, release button to shoot the gun. No more Gauss rifle spam.

crimson sun
#

Make ISG dodge ammo when they teleport (currently they get hit and then teleport)

crimson sun
#

novice_outfit_tourist]
tier = 4

Make it tier 2 in stash items rarity

crimson sun
#

Maybe remove pelts from fetch quests altogether ? Not sure

crimson sun
#

Make trapper buy mutant parts at the price of butcher

crimson sun
#

add protein crafting recipe from chocolate and nuts

crimson sun
#

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)

crimson sun
#

Use 0.7 sleep hungry drink bars xml

crimson sun
#

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.
crimson sun
#

Check AK103 camo animations

crimson sun
#

Update good guns.txt and send it to Spuchel

crimson sun
#

Increase tough mutants res to anomalies

crimson sun
#

On loading save > remove dead mutant and stalker bodies to avoid save scumming

crimson sun
#

Add dialog to Spirit to escape the “I’ve brought you some vodka” dialog

crimson sun
#

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.

crimson sun
#

disconnect south maps from north maps in terms of stashes reward (no Radar stash based on AW tasks)

crimson sun
#

Decrease accuracy of sawn offs (yeah I want to stop the starting sawn off slugs sniping)

crimson sun
#

Increase radiations of tier 1 zone food and add a minimal damage amount > this should make the water cooked meats more interesting

crimson sun
#

fix IWI ACE52 Specter DR scope not being adjustable

crimson sun
#

update Reshade pack from Atmospherics update + check less heavy fog new option

crimson sun
#

Add Black Market by default as an option (and remove trader overhaul)

crimson sun
#

Increase Toz 106 20ga to 12ga ugprade cost

crimson sun
#

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

crimson sun
#

make sure k98 icon texture is power of 2

crimson sun
#

Reduce amount of patches required for tasks giving artefacts as a reward (8-12 > 5-8)

crimson sun
#

Fix ui_items.script encoding

crimson sun
#

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.

crimson sun
crimson sun
#

Remove the dynamic music option because it can cause crashes and sometimes BSOD in extreme cases

crimson sun
#

Fix « basic kit available when using fuse artefacts »

crimson sun
#

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)

crimson sun
#

Limb health is restored on map transition if a belt item gives passive health regen > fix it

crimson sun
#

New small addon: MCMable base jamming rate (meaning, chance to jam when having a 100% condition gun, default target would be 0.5% chance)

crimson sun
#

Verify 5.45 Groza damages

crimson sun
#

Make Wepl camera effects proportionate to ADB received damages (this will avoid huge camera effects when taking little damage)

crimson sun
#

use actor_week_in_zone(n) to determine number of quests available in the south (or use story checkpoints)

crimson sun
crimson sun
#

Fix AEK and K98 mod NPC hands positions

crimson sun
#

Edit lowered pos of gunslinger guns so the guns are hold lower

crimson sun
#

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

crimson sun
#

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

crimson sun
#

Update pistols description from GMTOP using Gunslinger ones

crimson sun
#

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 freeweed (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

crimson sun
#

New task to bring a veles detector to north scientists

crimson sun
#

New task to mercs in Jupiter: bring supplies to outskirts mercs

#

New task to North Ecologists: Measure anomalous activity at Generators

crimson sun
#

Monolith choice « make me immortal » > make sure you cannot move afterward

crimson sun
#

turn off NVG when looking at PDA by default

crimson sun
#

Balance antidot and chlortetracycline chem and rad res

crimson sun
#

Make Ecologists sell PSU recipes at high trader supply

crimson sun
#

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

crimson sun
#

Remove the "grotto resoning" soundtrack from south day maps and move it to underground maps

crimson sun
#

Nerf a little bit the lurker pelt stats and verify drop chance edits by lurker loot addon

crimson sun
#

Reduce resistances caps and add “max res uncapping by X%” to artefacts

crimson sun
#

Verify mosin pu scope shader based scope radius

crimson sun
crimson sun
#

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.
crimson sun
#

Add new maps after 0.9.1 release and customise their tasks / spawns / artefacts spawns etc

crimson sun
#

Soft remove not intended vanilla guns from story NPCs

crimson sun
#

Write patch notes

crimson sun
#

make quick use items icons part of the HUD to support Extra Quick Use Items addon at some point

crimson sun
#

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)%

crimson sun
#

Write PDA guides about;

  • Fast Travel
  • Damage system to actor (how to add res)
  • Faction goodwill system
crimson sun
#

make raptr mags buyable

crimson sun
#

review 9x19 recoil to give PP2000 a nice position + make PP2000 exclusive starter gun to a specific WP faction

crimson sun
#

boost certain metal helmet psy res

crimson sun
#

Adapt the perktifact actor damage balancer fix from momo

crimson sun
#

Donating stuff gives a bit of goodwill if the item is valuable (>10000 roubles)

crimson sun
crimson sun
#

Look into Helicopters proper integration as they can be an interesting challenge maybe (for very rare and specific task objectives, not as regular spawns)

crimson sun
#

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)

crimson sun
#

change enemies grenade behavior by tweaking configs/ai_tweaks/rx_gl.ltx

crimson sun
#

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

crimson sun
#

use Demonized example to prevent NPC loot savescumming

math.randomseed(current_game_hour)
math.randomseed(os.time())

crimson sun
#

update ads_reload.script and restore SVU ads reload animation now that it's fixed by Aoldri

crimson sun
#

Add suppressor to all KS23

crimson sun
#

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

crimson sun
#

increase the looting range so some stashes are easier to reach

crimson sun
#

Sandevistan exo PSU power for a new drop only, extremely rare PSU from ISG: slows down time + special screen effect + increases actor speed

crimson sun
#

Rgd5 grenade > divide their spawn chance by 2

crimson sun
#

Fix DX8 support

#

Auto equip armor in the arena

crimson sun
#

Make the lost signals task closer to task giver

crimson sun
#

Listen to new sanctussynth tracks

crimson sun
#

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

crimson sun
#

Fix sim squad scripted.script 139 crash

crimson sun
crimson sun
#

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
crimson sun
#

Did I increase buckshot spread instead of reducing it? Need to check

crimson sun
#

improve chimera hunter red dot texture quality

#

Fix the UI bars values so that they match the actor damage balancer values

crimson sun
#

Check Cordon Machine Gunner damage type and fix the damage dealt when having a huge armor

crimson sun
#

continue optimizing the on actor update callbacks with timers spread properly

crimson sun
#

make musics in Rostok more peaceful since the zone is kinda chill

crimson sun
#

Fix allied NPCs freaking out when actor runs near them

crimson sun
#

make defensive injectors reduce the Wepl Hit Effects power when getting shot at

crimson sun
#

Move large file archive over gofile and make a gofile links handler in the installer code

crimson sun
#

Make the arena check for kills affecting rep stronger

crimson sun
#

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)

crimson sun
#

change the SSS screen blur checks so that leaving inventory ensures blur gets removed (use time events most likely)

crimson sun
#

You remove monolithans in the first room of the Brain Scorcher

crimson sun
crimson sun
#

Disable Soulslike mod rf receiver scenario

crimson sun
#

make sure Steppe eagle isn't droppable (only nimble one)

#

update the game exes

crimson sun
#

For artefacts respawns : limit the number of respawns per maps to 10 and reset on level change

crimson sun
#

Boost the belt gear (cooler etc) stats

#

reduce the scientific medkit rads res

crimson sun
#

Add XM4 and ACE52 enhanced recoil

#

Nuke the “extra lurker loot” addon

#

Add a bit more loot to boars

crimson sun
#

add
![wpn_ash12_sup]
scope_dynamic_zoom = on
scope_zoom_factor = 25

And do it for all ACE52 scopes

crimson sun
#

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)

crimson sun
#

Add and patch if necessary the duty outpost missions from Ghen

crimson sun
#

add cycle_down to abakan

crimson sun
#

disable the leaves particles in certain weathers

crimson sun
#

change the green houses icons to something more visible in the PDA

crimson sun
#

Make chain buyable at Sun Trader

crimson sun
#

Nuke the dynamic pelt tasks

#

Make sure why the gunsmith tools tasks don’t work

crimson sun
#

Add NVG disabled when checking PDA

crimson sun
#

fix fort 12 position

crimson sun
#

Make SR1M pistol requiring pistol kit

crimson sun
#

Reduce sandstone price

crimson sun
crimson sun
#

Sr2m RMR > add the tilt config

#

Fix lucifer damage reduction

crimson sun
#

Remove the misleading sleep bar indicator on the sleep Ui

crimson sun
#

Disable reshade anomaly addon for DX8, DX8avx, DX9 and DX9avx by default

crimson sun
#

Ammo check optional mod

#

Make a new fix for arena réputation loss

crimson sun
#

Increase sphere helmets stats

crimson sun
#

Reduce the number of claimed bodies id to 20

crimson sun
#

gloves texture issue?

crimson sun
#

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

crimson sun
crimson sun
#

replace BAS AKSU by the gunslinger one

crimson sun
#

maybe replace PPP FN57 by Gunslinger one (need to make gunslinger one as a separated ID and change all spawns etc...)

crimson sun
#

increase NPCs grenade dispersion

#

Verify if TOZ34 is abnormaly shiny

crimson sun
#

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.
crimson sun
#

Rename repair kits:

“small caliber weapons repair kit”

« simple weapons repair kit »

« military weapons repair kit »

« complex weapons repair kit »

crimson sun
crimson sun
#

Fix fast travel right clicking

crimson sun
#

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

crimson sun
crimson sun
#

Give Gamma logo to Eizeill

crimson sun
#

Set music to 0 when PDA music plays

crimson sun
#

Remove giants from miracle machine

crimson sun
#

Remove the random rad spot near campfires

crimson sun
crimson sun
#

Fix hideout furniture expansion install (my bad) + add the new items in a new crafting category

crimson sun
#

Reduce NPC vision at night (through danger states edit)

crimson sun
#

Build new exes with the the pda areas disabled by default

crimson sun
#

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

crimson sun
#

check newest FDDA scripts vs what GAMMA currently uses

#

change loading screen "clip of armor piercing rounds" to "magazine"

crimson sun
#

Finalize the zombies loadouts finally

crimson sun
#

Adjust Syndicate saigas positions so it’s similar to other shotguns

crimson sun
#

Buff slugs damage and their travel time (faster)

crimson sun
#

fix knives not degrading when skinning mutants?

crimson sun
#

First round of armor reworks :

  • boost mutant defenses across the board
  • increase rad resistances on scientific armors
crimson sun
#

Improve Ui inventory detection of shift to drop items to avoid stash renaming issues in the pda with PAW

#

Reduce radar spawns a bit

crimson sun
#

Make « god like buckshot » optional addon so people stop busting my balls wirh « buckshots suck »

crimson sun
#

update Ash12 animations with new Retrogue ones

crimson sun
#

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).

crimson sun
crimson sun
#

perktifact that reloads weapon that aren't currently equipped

crimson sun
#

disable steppe eagle or find a fix...

crimson sun
#

Add a recipe to make campfire kits from wood

#

Add OC33 pernach as a special starting gun to loners

crimson sun
#

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:

crimson sun
#

Get the reposed saiga from daimenex

crimson sun
#

Reduce Psy damage a little bit

crimson sun
#

Build new exes with areas on the PDA disabled by default

crimson sun
#

remove mipmaps from Ash12 icons

crimson sun
#

make lamps and lights last longer

crimson sun
#

add Retrogue G3A3

crimson sun
#

check sky\af3_blowout from gamma for yohji

crimson sun
#

enable souls like mod setting to keep item on you on death

crimson sun
#

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)

crimson sun
#

maybe improve all cartridges particles by editing the particle file directly

crimson sun
#

make sure steyr scout is repairable with rifle kit

crimson sun
#

make exo recipe drop easier

#

make nosorogs drop more rare

crimson sun
#

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

crimson sun
#

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

crimson sun
#

add animations to surv kit

crimson sun
#

When life = 0 Despawns first person body to avoid camera clipping through the body

crimson sun
#

Check why butcher is not restocking as fast as others

crimson sun
#

Make sure Story mode is always ticked

crimson sun
#

Fix upgraded pl15 lower hud pos

crimson sun
#

Fix the really small pistols by increasing their size… or remove them

crimson sun
#

fix blackjack "loose" to "lose"

crimson sun
#

fix sigs55X attachments icons position

crimson sun
#

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

crimson sun
#

add Master difficulty for an "Invictus+" experience around 0.9.2, so that Invictus players have a new kind of challenge to beat

crimson sun
#

Make sphere 8 medium or increase its defences

crimson sun
#

Make armor upgrades additive instead of multiplicative : +5% is +5% instead of the misery multiplicative fuckery

crimson sun
#

Fix Korth 6’’ weight and selling with d0cter sight

crimson sun
#

Add edge case for BNVG for guns with main sight and canted sight and grenade launchers

crimson sun
#

make poltergeists spawn perk artefacts when dying

crimson sun
#

number of addons: 437

crimson sun
#

Remove camera anims of ak74 ISG

crimson sun
crimson sun
#

Make patch tasks timer shorter (more often)

#

Make the labs cleaning tasks launch with more mutant squads

crimson sun
#

edit FDDA MCM options to say "Risk of save killing bug" near pickup, backpack and mutant skinning options

crimson sun
#

When entering bleed state make NPCs drop their weapon > this should avoid the “ok ima shove my gun first”

crimson sun
#

Make a “Tacticool guns available” optional addon to avoid crybabies, and purposely not fix anything about these guns

crimson sun
#

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

crimson sun
#

Containers when in inventory display 25% condition > make it so they don't display any condition and verify if they affect artefacts condition

crimson sun
#

Potentially add the western goods zippo and replace matchboxes from traders with zippos

crimson sun
crimson sun
#

fix toz 106 icon mipmaps

crimson sun
#

Display in inventory : difficulty, economy and time spent in the zone

crimson sun
#

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.

crimson sun
#

Remove the Merc signs on Saigas and VSS

crimson sun
#

Maybe implement a recipe - drop only - Type E repair kit for the best in slot guns (not sure yet)

crimson sun
#

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

crimson sun
#

Add xm4 non dx11 patch by default

crimson sun
#

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)

crimson sun
#

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)

crimson sun
#

Make SR1M pistol Type A

#

UMP as type A

crimson sun
#

ensure anomalies properly deal the first instance of their damage before triggering the time based tick rate

crimson sun
#

skinning mutants pulls detector?

crimson sun
#

Fix nimble trade (script issue most likely) > Can't reproduce the bug

crimson sun
#

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

crimson sun
#

fix zoom on power melee attacks

crimson sun
crimson sun
#

barrel math to (106-(1.125*barrel_condition))*(barrel_condition*1.125)/100

#

Adjust scoperadii for new sks optic

crimson sun
#

Fix lurker dx10 crash

crimson sun
#

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.

crimson sun
#

try something: db0 the gamma large files content to reduce the archive size

crimson sun
#

Remove the “door open” subtitles

crimson sun
#

remove pelt missions

crimson sun
#

verify snorks textures mipmaps

crimson sun
#

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)

crimson sun
#

wait fro grizzly retexture and make it compatible with DAR and then add DAR

crimson sun
#

Slightly Increase stagger resistance of Sin

#

Make ISG impossible to stagger

crimson sun
#

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?

crimson sun
#

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)

crimson sun
#

Make sure sniper scopes zoom at least at x2 (avoid x1 on scopes that can’t do it)

crimson sun
#

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

  • Rather talk about a 800RU Gauss Rifle deal from bandits (fake indeed)

crimson sun
#

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)

crimson sun
#

Implement a right click task in PDA > Abandon Task

#

Investigate if progressive loot works for helmets

crimson sun
#

fix single handed smgs clipping through detector

crimson sun
crimson sun
#

Speed up weapon transition animation when switching to pistol

#

Slow down weapon transition animation when switching to a smg in pistol / vision slot

crimson sun
#

Fix FOV not resetting when aiming down sight while pressing R by checking if actor is currently reloading in free zoom script

crimson sun
#

reference jup_b19_freedom_yar instead of pri_medic_stalker in the important NPC exclusion scripts

crimson sun
#

Make Radiations stronger few hours after an emission ?

crimson sun
#

Listen to the latest SanctusSyntH Tracks

crimson sun
#

Fix k98mod and scar operator position in NPCs hands

crimson sun
#

MP5 ACOG aim issue again ? + low spacer sight issue ?

crimson sun
#

Sig550 custom aim pro and compm4s not centered

crimson sun
#

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

crimson sun
#

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

  • 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

crimson sun
#

Copy paste rename blur_bhs.ppe to blur2.ppe for improved custom mod compatibility

crimson sun
#

Update PKM and PKP for fetch tasks and stashes content

crimson sun
#

Verify that M4 Butcher animation correctly uses the modified Barry bogs animation

crimson sun
#

Provide legacy way of downloading updates in the installer (aka whole download and whole extract and copy paste)

crimson sun
#

Fix mag buyable at traders by making it dltx to avoid issues with traders inventory like mechanics not selling recipes

crimson sun
#

Override GMTOP Utjan Item UI MCM by actual updated utjan xml

crimson sun
crimson sun
#

Update burn world models

#

Make deathlamp drop at 100%

crimson sun
#

Pso and gn scope radius fix needed

crimson sun
#

Update install instructions of recently updated mods

crimson sun
#

Make sure RF packages don’t drop Lucifer artefact

crimson sun
#

Flatten 9x39 guns damage

crimson sun
#

Fix electro anomalies not dealing damage (remove the time gate system elemental damages have if hit type is electric)

crimson sun
#

change the top 10 killer quest reward

crimson sun
#

PKP Zenit can use AP rounds ? Make it so it cannot, like the other LMGs

#

check VSSK position

crimson sun
#

Ak74 PMC > Buzzle Break fix to Muzzle Break

crimson sun
#

Disable the “Enhanced Recoil” in the options

crimson sun
#

Disable ZCP “spawn old ammo” option

crimson sun
#

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)

crimson sun
#

In the installer : if moddb addon but no MD5hash is available online : skip (mod deleted etc)

crimson sun
#

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

crimson sun
crimson sun
#

disable ZCP Zombies spawn option

crimson sun
#

implement a fix to avoid the player being able to get a rare stash from vendors (aka buy a green stash)

crimson sun
#

Increase the rewards of the last arena round and use the FN F2000 instead of the RU556

crimson sun
#

Make a global variable in grok_bo to make NPCs invincible if necessary (for cinematic)

crimson sun
crimson sun
crimson sun
#

Set gcstep to 123 to avoid overlapping with 100ms actor on update scripts (instead of 1000 which avoids the 1s stutters)

crimson sun
#

for iTheon:

  • Expose artefacts table not being reset for artefacts reinvention.
  • Expose a variable in grok_bo.script to make NPCs temporarily invulnerable.
crimson sun
#

Disable blood pools at it could potentially trigger busy hands

crimson sun
#

Make SSS blur delay shorter to fix permanent blurred vision when closing inventory

crimson sun
crimson sun
#

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

crimson sun
#

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...

crimson sun
#

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%)

crimson sun
#

Increase running speed animation of Winchester 357

crimson sun
crimson sun
#

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.

crimson sun
#

Gate “head_damage” in BHS properly so you don’t get one shot by big head hits

crimson sun
#

make free zoom special weapon script check the parent section instead of gun section with scope name

crimson sun
#

Make sure VSSK is Type C

crimson sun
#

Make MCM Beef NVG settings less bright by default

crimson sun
#

Make 9x39 a bit more expensive

crimson sun
#

Make sure gauss rounds are craft only

#

Make sure gauss one shots chimeras, pseudo giants etc

crimson sun
#

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)

crimson sun
#

Reduce chance of hungry thirsty and kill confirm sounds/voicelines

crimson sun
#

Make mags buyable at traders DLTX instead of overwriting traders inventory

crimson sun
#

remove post BS disable crazy long tempest sound

crimson sun
#

hunt for the cause of the little frametime spikes > happens even without any mod, engine issue, won’t fix

crimson sun
crimson sun
#

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

crimson sun
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Remove Rostok tasks extra loot (morphine etc)

crimson sun
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Rework Vinca bleeding reduction so it gets overwritten by bandages

crimson sun
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Make beer hydrating instead of dehydrating

crimson sun
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Create new sources of textolite and plastic films

crimson sun
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Add at line 59 of grok_artefacts_random_spawner.script « spawned = 0 » and test the spawn chance of artefacts.

crimson sun
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Maintain Parts > Clear / Repair > Display part % next time to part type to make the selection easier

crimson sun
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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.

crimson sun
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Remove or make extremely rare the pain sound when health is below 50%

crimson sun
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fix the issue of F9 while holding Free Zoom button > FOV doesn't reset properly

crimson sun
crimson sun
crimson sun
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Fix the lamp sell price at mechanics (as well as all the other extra furnitures ?)

crimson sun
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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

crimson sun
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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

crimson sun
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Give 3 Yadulin by default in starting Loadouts

crimson sun
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Make sure ACOG is available sooner than SpectreDR

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Make sure Clear Sky missions all give stashes

crimson sun
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Rebalance coffee drinks

crimson sun
crimson sun
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Set SSS Volumetric Intensity to 0.2

crimson sun
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- 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

crimson sun
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Enable storms by default

crimson sun
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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.
crimson sun
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make Clear Sky sell .357 HP at trader level 1

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make military sell 9x39 earlier than other traders

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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

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Make sure the psy damages of the barrier avoids the player protection.

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Change goodwill trader thresholds so the last tier is harder to unlock (2700 goodwill)

crimson sun
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Dushman living legends tasks reducing Merc goodwill makes no sense > fix

crimson sun
crimson sun
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Try increasing ghosts blast radius

crimson sun
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Change the cannot see through bushes addon by the new one from moddb (and check if it changes the cordon tree bushes behavior)

crimson sun
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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).

crimson sun
crimson sun
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Reduce hydrashok damage a bit or make them harder to craft to make .338 federal a nice counter part for mutant hunting

crimson sun
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make the english campfire voice lines of mercs silent

crimson sun
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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

crimson sun
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Make new background video for main menu for next update (camping in yantar E:\Modding\CampingInYantar.mp4)

crimson sun
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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

crimson sun
crimson sun
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Fix RF Packages Hard freeze because of suitablemapforpsyhelmet = true potentially launching an infinite loop or something

crimson sun
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AEK > add compatibility for PSO1m with eye cup

crimson sun
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Make a DX10 compability mod with a script automatically setting up this console command on gamestart

ssfx_lut 0,2,0,0

crimson sun
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fix Aslan giving a melter with 1 charge instead of 10

crimson sun
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Make knives tiers give better mutant loot (more chance for parts + better pelts conditions)

crimson sun
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find a way to remove the basic "already read from the start" recipes from the crafting menu

crimson sun
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Fix the wheel mod crash when using mags by adding a script forcing the wheel mod MCM patch for mags

crimson sun
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Add QR Codes to the main menu leading to Steam and GOG store for the OG STALKER to comply to GSC rules

crimson sun
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  • Lower detail and objects by one level
  • reduce sound targets and sound cache size to 128
crimson sun
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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)

crimson sun
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Make PKM/PKP ADS much slower to balance it out. Try to make ads fast when using an exo

crimson sun
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Overwrite GMTOP tactical kits text for pistol text to highlight 9x19 conversion

crimson sun
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Other potentially interesting solution for geometry slowing down player movement

crimson sun
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Fix KS23 and FN57 sight aim

crimson sun
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Fix part damage calculation with guns reliability above 100%

crimson sun
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Remove the “+items boost” of guns cleaning kits and repair kits

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Give mangun alcohol dialog another purpose

crimson sun
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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
crimson sun
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Make fanatic reward HP ammo instead of FMJ ammo to kill boars

crimson sun
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Fix bat artefact use on stack of artefact

crimson sun
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Make traders / mechanics despawn as soon as they are aggressive towards the player to avoid crash when killing them

crimson sun
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Find documents in the X-8 lab quest > fix description from x18 to x8

crimson sun
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Fix the J key bind conflict (unbind task board from J)

crimson sun
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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

crimson sun
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Improve the matching of the hands models with the legs models

crimson sun
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Review GMTOP guns names and fix them

crimson sun
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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

crimson sun
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Make VSS semi auto only. Make it C tier. The VSS is only 10 rounds so it needs something to stand out.

crimson sun
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Remove M4 butcher and make M249 replace it in the Loadouts. They have the same role, and M249 is better and more unique.

crimson sun
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Make a “no tinnitus sounds” optional mod (remove or change headshot tinnitus and controller attack sounds, explosion sound)

crimson sun
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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.

crimson sun
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Make bolt action rifles scope speed extra fast and make the scope sway smaller to make them a bit better at sniping

crimson sun
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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

crimson sun
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Make it so that Ui hide key hides faction detection UI and BHS UI

crimson sun
crimson sun
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Disable SSAO since SSS does AO on its own now

crimson sun
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Make sure that parts degradation is impacted by the gun reliability stat

crimson sun
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revert groza, SVD and AS VAL icons

crimson sun
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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.

crimson sun
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make duga free remove some spawns down south so that the north gets more populated

crimson sun
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Remember to totally remove the "universal" cleaning kits and repair kits from loot tables and traders inventory as well as weapon repair detail

crimson sun
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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

crimson sun
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Make drug runners / documents etc fetch task unique to each task for each npc by creating new items

crimson sun
crimson sun
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Add if not IsMelee to IsWeapon checks for the guns no condition mod to avoid having knives conditionless

crimson sun
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Make steel wool a bit more common in loot pools

crimson sun
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Remove the ability to sell attachments to medics

crimson sun
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Provide the best stats to the armors with the shittiest disguises

crimson sun
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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

crimson sun
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Nerf Hip defense profile so that she’s not on the Strelok defense level anymore (aka almost unkillable by other NPCs)

crimson sun
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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.

crimson sun
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Display "Jam chance %" in guns description

crimson sun
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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

crimson sun
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Make more set one time quests reward artefacts

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Make some quests reward unusual mutant parts so that artefacts crafting with mutant parts is a bit less RNG

crimson sun
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make sure to properly randomize condition of T0 to T1 artefacts crafts

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make sure mutant parts are not counted in the final crafted artefact condition

crimson sun
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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

crimson sun
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Make "permanent puddles disabler" addon optional

crimson sun
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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

crimson sun
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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.

crimson sun
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make the rogue squad save task waypoint aim at monolithans group rather than rogue

crimson sun
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Edit psy helmet description > doesn't protect against psi damage from mutants and anomalies + cannot be equipped

crimson sun
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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

crimson sun
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Verify military bandage models head armor value

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Verify renegades model with coats that might have exos attributed in the loot pool

crimson sun
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Make M24 .338 Fed to hunt mutants, or make Deer Hunter use .338 Fed

crimson sun
crimson sun
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remove the medical packages (large packs decomposed into smaller items)

crimson sun
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Fix pp2000 and vector run animation > also check pistols

crimson sun
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Remove burner burers since they seem to cause busy hands

crimson sun
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Remove Kruglov repairs

crimson sun
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Replace MM barrier damage over time by a 10 second delay accompanied by a strong audio cue followed by a one shot

crimson sun
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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?
crimson sun
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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)

crimson sun
crimson sun
crimson sun
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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

crimson sun
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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

crimson sun
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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.

crimson sun
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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

crimson sun
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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)

crimson sun
#

Maybe up trenchgun spawn chance a little

crimson sun
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Remove EOTS from loot pools.
Make it available as a reward for the toppers quest.
Make it support the new 3DSS thermal vision

crimson sun
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make the disassembly achievement harder to get

crimson sun
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Make the quick knifing deal condition damage to the knife only if it hits something

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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.

crimson sun
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disable pseudogiant damage to the environment by default

crimson sun
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Switch ads slow speed between RPK 5.45 and 7.62

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Run a passage on new guns that have lower sprint animations issues

crimson sun
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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

crimson sun
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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)
crimson sun
#

Make sure you can’t shoot during Unjam animations

crimson sun
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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)

crimson sun
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Change milspec pda install instructions to avoid having the fourth pda (and also disable the progressive setting)

crimson sun
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Update "nicer flashlights" install instructions

crimson sun
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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.

crimson sun
#

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

crimson sun
#

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.

crimson sun
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Maybe remove the perktifact lucifer recharge abilities > I meant the secret combinations, not the "feed perktifacts to lucifer"

crimson sun
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Make sure glock hornet remains available

crimson sun
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If you hold a melee weapon > block quick knife function

crimson sun
crimson sun
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add picture of a loved one mod with one of my cat on it kek1

crimson sun
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make Poltergeists aura emit radiations

crimson sun
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Make sure silencers accelerate parts degradation

crimson sun
#

change base weapon immunities to make them invincible (can't decrease their condition by shooting them when they are on the ground)

crimson sun
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Free zoom : fix the edge case of dying while looking through a scope (I think the last issue of free zoom)

crimson sun
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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

crimson sun
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Fix Groza and ACE armor icons in dev branch

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Make autolooter loot bolts by default if the finite bolt option is on

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Add "DON'T TOUCH" to enhanced recoil option