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S.T.A.L.K.E.R.: Clear Sky «New NPC»

S.T.A.L.K.E.R.: Clear Sky «New NPC»

Всех приветствую, товарищи сталкеры! Стоит сразу сказать, что это сборка сделана не по оригинальной игре, именно поэтому здесь большиство игровых моделек заменены с оригинальных на HD-вариант (это также касается пару аддонов, добавляющие NPS). Всё-таки, целью этой сборкой было не превратить GMOD в «S.T.A.L.K.E.R.», а создать реалистичную сборку, которая будет уже посвящена вселенной «S.T.A.L.K.E.R.».

Также я спешу предупредить, что для активации некоторых аддонов нужно ввести какие-либо команды, или же просто забиндить её на определённую клавишу. Во основном, бинд клавиши требуют аддоны на базе VManip, а также Uneqiup Weapon. Для того, чтобы не захламлять эту коллекцию, я к сожалению не буду здесь писать команды, так-что прошу их глянуть в описании самих аддонов.

Ну а на этом впринципе всё, всё что я хотел сказать — было сказано. Всем пока, и удачи, товарищи сталкеры!

In Greek myth, Prometheus stole fire from the Gods and gave it to Man. This has nothing to do with that. This is binoculars.

Join the OFFICIAL Discord server here: https://discord.gg/gaHXusZ

Please read the FAQ and description before.

A pack of models consisting of 75 models in which each model has body groups.

S.T.A.L.K.E.R.: Clear Sky «New NPC»

S.T.A.L.K.E.R.: Call of Pripyat

Game » consists of 3 releases. Released Feb 02, 2010

S.T.A.L.K.E.R.:Call Of Pripyat (Зов Припяти) is the third game in the S.T.A.L.K.E.R. franchise, and picks up shortly after the events of the original game. Call of Pripyat takes elements from both the original game and the prequel, Clear Sky, and is generally considered the most polished and most accessible game in the series.

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  • S.T.A.L.K.E.R.: Call of Pripyat

Invisible Stalker Assassin

Medium elemental, neutral

Armor Class 14

Hit Points 136 (21d8 + 42)

Speed 50 ft., fly 50 ft. (hover)

Abilities Str 16 (+3), Dex 19 (+4), Con 14 (+2), Int 11 (+0), Wis 17 (+3), Cha 11 (+0)

Saving Throws Dex +8, Int +4

Skills Perception +11, Stealth +12

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious

Senses darkvision 60 ft., passive Perception 18

Languages Auran, understands Common but doesn’t speak it

Challenge 11 (7,200 XP)

Cunning Action. On each of its turns, the stalker can use a bonus action to take the Dash, Disengage, or Hide action.

Invisibility. The stalker is invisible.

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Sneak Attack (1/Turn). The stalker deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the stalker that isn’t incapacitated and the stalker doesn’t have disadvantage on the attack roll.


Multiattack. The stalker makes three slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.


Uncanny Dodge. The stalker halves the damage that it takes from an attack that hits it. The stalker must be able to see the attacker.

The weather system in this mod is constructed out of two primary components: the classic Complete Weather that has put this series on pages of magazines, and the popular and widely acclaimed AtmosFear massive weather overhaul by Cromm Cruac, effectively making it the biggest graphical collaboration in the game series’ history. Featuring incredible diversity in weather conditions and landscapes varying between game areas, the graphical enhancements include:

Distant scenery texturing and an increased actor visual distance that put the player in the middle of a large open world, rather than the previously “enclosed” map
11 dynamic weather cycles (compared to only four in the base game) including a unique probability factor for each different game environment area
26 Complete Weather and 123 AtmosFear new photorealistic sky cube textures
Authentic scenery recreation using our original photographs of the Russian industrial town of Mednogorsk, which represents how Pripyat once was
The Jupiter and Pripyat game areas feature the Chernobyl nuclear power plant, the Limansk radar and the Red Forest Brainscorcher visible on the horizon line
High resolution nighttime constellation map and full moon
Dynamic Depth of Field that changes according to weather conditions
AtmosFear Emission sequence with dramatic scenery and a complex shockwave particle system

The included Absolute Nature and Absolute Structures texture packs solve the game’s most noticeable visual shortcoming: overall blurry textures and noticeable grass pop-in. With over a thousand new and reworked original textures (with gradual sharpening of separate MIP map levels in every texture), the game environment remains sharp as it fades in the distance. These texture packages have been customized and further edited to
match the rest of the Complete series’ art style. The most noticeable enhancements include:

Sharpened metal and concrete structures, effectively changing the way the much of the game appears
Color corrected ground and foliage textures designed to be unique for each game area
Reworked foliage and terrain, making the grass draw line less noticeable
Detailed texturing for most weapons
Refined human and mutant body textures
New, detailed textures such as smoldering firewood, leaves, sand and stones
Vehicles are now retextured to appear realistically rusted and abandoned

The artificial intelligence has been greatly improved, giving NPCs new abilities such as:

Weapon Selection — NPCs are now able to determine the best weapon for the situation based on the number of rounds they have left for their weapon and distance to target, switching appropriately.
Using Add-Ons — NPCs are able mount add-ons, such as scopes, silencers, and grenade launchers, and use them accordingly.
Armoring Allies – NPCs can now be equipped with player-selected weapons by either dropping them by or selling to them to NPCs. To ensure NPCs continue using their new weapons be sure to also sell or drop by them ammunition for the weapon, which then acts as an infinite ammunition supply.
Friendly Fire — NPCs avoid friendly fire, and they will even stop firing and switch positions if their allies get caught in it.
Melee — NPCs use melee attacks with rifle butts and knifes when the opposition gets close enough.
Self-Healing — NPCs are able to heal themselves by using Medkits if hurt badly and apply bandages when bleeding.
Reloading — NPCs are able to reload their weapons when needed.
Stealth — Actor footsteps, knife use, silenced weapons, and the sounds of fallen bodies won’t alert nearby enemies unless they are observed.

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Since S.T.A.L.K.E.R. Call of Pripyat is the most stable title released in the series, it naturally doesn’t require extensive bug fixing. However, there are some remaining bugs and glitches that have been eliminated:

Unreachable Stashes Fix — Makes the unreachable stashes (such as items that are wedged or stuck in environmental geometry) accessible.
Jupiter Scanners Fix — Fixes the bug where the player could place the initial three anomaly scanners into the two additional anomaly fields that scanners aren’t supposed to be put in until later, which caused errors in the mission’s completion.
X8 Burers Fix — Fixes a bug in scripting that gives the three Burers in the X8 secret room extremely large health regeneration (which made them virtually invincible).
One Shot Fix — Fixes a potential game lockup during the One Shot mission cutscene.
Helmet Fix — The actor’s helmet in third person view now matches the one equipped.
Crow Fix – Fixed excessive crow spawning, eliminating the masses of crows that would occur after repeated quickloading.
PKM Ironsight Fix — Enables the use of ironsights on PKM machine gun.
Berill-5M Fix — Allows Berill-5M armored suite to be upgraded.
Bodies Cleaner — Removes creature bodies at certain time intervals, reducing their unnecessary presence in the environment and improving the game engine’s performance.

Since the game was made by a foreign studio, quite a few language related errors in dialogue, translation, and text in the English localization exist. As with the first game in the S.T.A.L.K.E.R. series, misspelled words, typos, grammatical errors, and humor lost in translation can be charming at times given the context, but create unnecessary difficulty in understanding their meaning. Numerous typos and grammatical mistakes have been corrected, and most of the conversation text has been changed to make more sense and read better to English speaking players. Some parts of the user interface have also been changed to be more internally consistent, and as a bonus the subtitle timing during the intro and outro sequences has been altered to sync with the audio.

We are proud to introduce the work by a special guest, internationally acclaimed sound designer and composer Michael «sQwurm» Tornabene, known for his work for games, films, TV, and media exhibitions around the world. His contributions include new sounds for creatures, anomalies, doors, a reworked footstep sound system, and more. Improvements to ambient sounds are done in Imperialreign’s Ambient Audio Overhaul, and each map now includes a sound theme that varies between night and day. Also, all weapon sounds have been replaced with comprehensive analogues. All of the new sounds have been integrated into the game without removing the original sounds unique to the game, ensuring a superior audio experience aligned with the Complete mod’s vision.

Call of Pripyat Complete introduces over a hundred acoustic guitar and vocal songs, with 23 new compositions added. New guitar tracks have been added to the existing campfire music sets. This live music was recorded specifically for this game, creating an unforgettable ambience.

Putting the fate of NPCs unfortunately caught in an emission wave in the player’s hands, you can decide if they will turn into zombies to satisfy all your zombie killing pleasure! This feature is brought to you by AtmosFear, and is selected during the installation. Players can choose whether NPCs will be killed upon contact of the advancing emission wave, at its end (as in the base game), explode, or turned into zombies.

Real Weapon Names — All in game weapons now are labeled after their real life counterparts.
NPC Variation — Adds new NPC models and skins in the gameworld, increasing the variety.
The Wish Granter — Activated via the ESC+F1 keyboard shortcut, a hidden interface designed to let you spawn items, place anomalies, characters, mutants and much more on the map is at the player’s fingertips. You can essentially build the game around your preferences through this interface (this feature can be toggled on and off, see User Manual for details).
Sleeping Bag — S.T.A.L.K.E.R. Call of Pripyat features a newer native sleeping mechanic. The fans of the traditional Complete series’ sleeping bag won’t find it in the actor’s inventory, but will be able to purchase it from traders, and in rare cases, find it on NPCs.
Loot Money — Players will be able to randomly collect small amounts of money from dead NPCs. The collection will be indicated with a coin sound effect and the amount will be shown by an on-screen alert.
Absolute Scopes — Improves the scope system to be similar to those used in most modern FPS games.
Breakable Bulbs — Lights can now break by being shot or by nearby explosions, changing the ambient environment.
Elite Nightvision — Improves the green and black & white night vision.
Teleport — Allows the player to jump between points in the environment with the ability to save custom location coordinates for future use.

With the new user interface update, skipping through introductory movies isn’t necessary. The HUD colors have been muted to not be distracting, and the inventory window is now semi-transparent, which allows the player to view the weapon currently being equipped. The HUD also features new hitmark and mutant scratch textures authored by our studio. Also, the ESC+S shortcut from the other Complete mods is added, which
works like a “smart quick-save”, creating a separate save file with level name, in-game date, and timestamp each time it’s used.

i7-6700K @ 4.00 Ghz | Gigabyte Z170X-GAMING 5 | ASUS ROG Strix GTX 1080 Ti OC Edition 11GB GDDR5X | Corsair Vegeance LPX 16GB DDR4-3200 | 850 EVO 250GB SSD | WD 4TB Black | Corsair Hydro H100i GTX Liquid Cooling | Corsair RM850i | Windows 10 x64 | Steelseries H9 | Corsair M65 RGB | Corsair K70 RGB | Corsair Graphite 780T | Dell UltraSharp 34″ Curved Monitor — U3415W


This is one of the best looking mods I’ve seen for Shadow of Chernobyl. Besides the somewhat shaky launch, which has been rectified with patches, this mod is suprisingly well optimised. It runs well even on maximum graphical settings, which is unusual at least for me and my rig which, admittedly, certainly isn’t the best in the world. A lot of attention to detail has been applied, especially to structures and roads, and such, although the overall look and feel does look very good indeed. It uses Absolute Nature and Atmosfear.

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The mod also has a collection of better looking NPC models, and new weapons by phorumer, the latter of which are included in the very impressive upcoming Shadow Of Chernobyl Redux mod. Some weapon models are from OWR 3.

Another thing that Amnesia does is it adds in new sounds as well as new music, both of which seem to fit the game nicely. Many of the ambient tracks are borrowed from various artists who have contributed to Cryo Chamber. This is something overlooked by most mods, which focus mainly on either looks or gameplay. This is mostly looks and sounds. The gameplay and storyline is pretty much the standard SoC experience. This might be a bit of a let down to some that want more out of their game, as there are no driveable vehicles like you would have in something like OGSE.

S.T.A.L.K.E.R.: Clear Sky «New NPC»

@Razilator Radiant Primordial Hive

Yodi, в разных точках мира кенши. Автор специально так сделал, чтоб искать было их с трудом. Я ответить конкретно на ваш вопрос не могу, т.к как почитав комментарии в стиме, ничего дельного по поводу нахождения не нашел.

@Yodi Radiant Primordial Hive

Где найти этих рекрутов?

@Razilator RimJobWorld [+18]

Mod updated to the current version.

@Razilator Combat Extended

PyWorker, I will improve you!

@PyWorker Combat Extended

My great job at automating uploads! My version: 0.3. I try to improve according to my mood.

@Razilator Mechalit Core (Continued)

I speak as an admin, I only played with the Mechalit Core mod. Now another person has continued his work, adapting it to Rimworld 1.3.

Better A-life Overhaul

    S.T.A.L.K.E.R Anomaly -> Gameplay Добавлен : 12 часов, 45 минут назад Просмотров: 7








Перейти к загрузке429 KBМультиязычный1.4.1.229/11/2021 в 09:38Razilator

Improved scripted a-life simulation. Based on EoC 2.0 and Warfare.

That is a standalone addon for Anomaly 1.5.1, but to use the settings you need MCM.


— Requires a new game
— Select the «Better a-life»/Warfare option at the start of the game, otherwise the addon will not be activated.
— «Random Zone» is not compatible with Story mode.
— Recommended to activate offline-alife in the game options.

— Almost all of the options in the Warfare settings are not functional when using the addon, use the options in the mcm menu.


This addon attempts to revive a-life with chaotic motion NPCs, from original Anomaly (and CoC).

For most factions, their own schemes of squad behavior have been added, at the moment, special schemes have been implemented:

  • «Artifact hunters» — the squad targets the nearest anomalous field and moves there.
  • «Hunting» — the squad chooses a lair of mutants at the location and moves forward to clean up.
  • «Assault» — the squad targets the position occupied by the enemy and attacks.
  • Also, common targets are chosen in accordance with the interests of the groups, for example, scientists can go down to the laboratory, and bandits/renegades try to control key points of movement across locations in order to rob stalkers.
  • Mutants actively move around their location, at night they are especially aggressive in attacking bases. The gradation of the power of mutants goes from the south of the Zone to the north.
  • Each squad, except for the uniques, constantly moves around the Zone, and does not sit forever by the fire at the base. But this is not always the case, they have their own goals, for example, the last defender will not leave the base,
    at night npc prefer protected camps.
  • New NPC squads appear at bases, there are random patrols that can appear on free spots, they can be disabled in the settings by setting the number to «0». Monsters appear in lairs
    and at some unoccupied sites.
  • Zombie stalkers appear as random patrols in the northern territories, configurable.
  • The level of the squads NPCs factions depends on their resources, which in turn depend on the occupied points. The more resources a faction has, the more experienced squads will appear.
  • But with the growth of territories, the time before their appearance increases. NPCs of factions can call helicopters for support, if there are enough resources (heli scheme can be disabled).
  • The appearance squads and the revival of factions in free territories is tied to locations (bandits should not appear in Pripyat). Optional.
  • The «Random Zone» option, an analogue from Warfare. NOT COMPATIBLE with scene mode.
  • The «Zombiemode» option has been implemented, compatible with the rest of the options and the Story mode.
    Implemented the ability to enable/disable cut mobs from the original Anomaly: librarian, electro-burer, fire-burer, as well spawn rats.
  • Fixed some crashes when picking up missions from original Warfare.
    The ability to squads control from Warfare is retained. It is activated by clicking on the player’s icon in the PDA, use manual control.
  • Initially not available to the character, requires reaching a high rank or obtaining the some achievement, or activate the option in the settings.
  • There is an option to capture territories for your faction (optionally). The reward is the reputation with the stalkers of this faction.


This is not a faction war addon, it is balanced for normal game, but 20$ is 20$.

Based on the EoC 2.0 Beta, and uses elements from the original Warfare mode.
Autors: xr_Sanya, SadBlackFox — EoC (base), Vintar — tweaks for Warfare, Myurat — adaptation for Anomaly 1.5.1, balance, some code.

At the beginning of a new game, lags are possible for some time, this is the setup of simulation, be patient.
Spam to the log file whith simulation information can be enabled / disabled in the settings, «debug mode».
The addon is compatible with most other addons as long as they do not change the a-life simulation. For the quest addon Artefact hunter, base module is compatible.

It is possible to connect new locations, factions, unique NPCs, new mutants, to the simulation through editing sim_tables_alife.script


Это самостоятельный аддон для Anomaly 1.5.1, но для использования настроек потребуется MCM menu.


— Требуется новая игра
— Выберите опцию «Улучшенный а-лайф» при старте игры, иначе аддон не активируется.
— Опция «Рандомная Зона» не совместима с сюжетным режимом.
— Рекомендуется активировать оффлайн-симуляцию в опциях игры!

— Почти все опции в настройках Warfare не функциональны при использовании аддона, используйте опции в mcm меню.


В аддоне препринята попытка оживить полумертвый а-лайф, с броуновским движением нпс, оригинальной Аномалии.

Для различных группировок добавлены свои схемы поведения сквадов, на данный момент реализованы специальные схемы:

  • «Охотники за артефактами» — сквад выбирает целью ближайшее аномальное поле и выдвигается туда.
  • «Охота» — сквад выбирает целью скопление мутантов на локации и выдвигается на зачистку.
  • «Штурм» — сквад выбирает целью позицию, занятую противником, атакует.
  • Также обычные цели выбираются в соответствии с интересами группировок, например ученые могут спускаться в лаборатории, а бандиты/ренегаты стараются контролировать ключевые точки передвижения по локациям, чтобы грабить сталкеров.
  • Мутанты активно перемещаются по своей локации, по ночам особенно агрессивны, нападают на базы. Градация силы мутантов идет с юга Зоны на север.
  • Каждый отряд, кроме уникальных, постоянно перемещается по Зоне, а не сидит вечно у костра на базе. Но это не всегда так, у них есть свои цели, например последний защитник не уйдет с базы.
  • Новые отряды нпс появляются на базах группировки, есть рандомные патрули, которые могут появиться на свободных точках, их можно отключить в настройках, поставив кол-во «0».
  • Монстры появляются в логовищах и на некоторых незанятых объектах. Зомбированные сталкеры появляются в качестве рандомных патрулей на северных территориях, настраивается отдельно.
  • Уровень отрядов нпс фракций зависит от ресурсов группировки, которые в свою очередь зависят от занятых точек. Чем больше ресурсов будет у фракции, тем более опытные отряды появятся.
  • Однако с ростом территорий увеличивается время до их появления. Также нпс фракций могут вызвать вертолеты для поддержки, если хватает ресурсов (отключаемо).
  • Появление отрядов и возрождение фракций на свободных территориях, привязано к локациям (т.е бандиты не должны появиться в Припяти). Опционально.
  • Реализована опция «Рандомная Зона», аналог из Warfare. НЕ СОВМЕСТИМА с сюжетным режимом.
  • Реализована опция «Зомбимод», совместима с остальными опциями и сюжетом.
  • Реализована возможность включить/отключить вырезанных из оригинальной Anomaly мутантов: библиотекарь, электро-бюрер, огненный бюрер, а также респаун крыс.
  • Сохранена возможность управления отрядами группировки из Warfare. Активируется включением режима командования группировкой через нажатие на иконку игрока в ПДА.
  • Изначально не доступна персонажу, требует достижения высокого ранга, либо получения достижения «Скептик» (завершение основного сюжета), либо активировать опцию в настройках.
  • Присутствует возможность (опционально) захватывать территории для своей группировки. Награда — репутация у сталкеров данной фракции.


Это не аддон на войну группировок, он отбалансирован для обычной игры, но как играть — дело ваше.

Базируется на EoC 2.0 Beta, используются элементы оригинального Warfare.

Авторы: xr_Sanya, SadBlackFox — EoC (основа), Vintar — твики для Warfare, Myurat — адаптация к Anomaly 1.5.1, добавление скриптовых схем, переработка кода.


В начале новой игры, в течении некоторого времени возможны лаги, это идет настройка симуляции, потерпите.
Спам в лог файл симуляционной информации можно включить/выключить в настройках, «debug mode».
Аддон совместим с большинством других аддонов, если они не меняют симуляцию жизни. С квестовым аддоном Artefact hunter, базовый модуль совместим изначально.

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What is the MISERY mod?

The MISERY mod is a free installation that transforms everything in the game S.T.A.L.K.E.R. Call of Pripyat and brings your game to a whole new level. The MISERY mod is a massive overhaul that aims to add depth, realism, challenge and immersion to the gaming experience with new features, extensive expansions of most aspects and drastic changes to existing content of the original game. The only thing that remains intact is the storyline of the original game.


MISERY is a mod to S.T.A.L.K.E.R. Call of Pripyat that aims to enhance the game in various aspects, most importantly texture quality, difficulty, new items and in-game mechanics. Inspired by movies like The Road and I Am Legend as well as the game Metro 2033, MISERY concept-wise was meant to provide a highly challenging experience with a unique setting and atmosphere. Our goal is to throw the player into a miserable environment and give them only one objective: to survive. This survival-driven aspect is particularly explicit in MISERY: you only have limited resources at your disposal and have to deal with various threats when you’re at your weakest and most vulnerable. The implication of this is clear: the player is forced to re-think their habits and get used to new and demanding conditions of the Zone as envisaged by MISERY developers.

Please note that MISERY is not intended for players who have hardly any experience playing S.T.A.L.K.E.R. series. If MISERY is your first contact with the Zone we strongly suggest you put off playing it for a while and concentrate on gaining some experience in simpler, difficulty-wise and mechanics-wise, vanilla games. Otherwise, MISERY will simply feel and play like a chore, which isn’t something anyone – neither us nor you – wants. So do yourself a favor and play the MISERY mod only on the condition that you have previous and extensive experience with S.T.A.L.K.E.R. games and/or mods.


Graphics & visual FX

  • Weapon textures
  • Vegetation
  • NPC design
  • Mutant textures
  • Inventory + UI
  • Main menu
  • Shaders
  • Ambient light
  • Animations
  • Background ambiance
  • Menu themes
  • Weapon sfx
  • Mutant sfx
  • Inventory sfx
  • Actor breathing fx
  • Radio chatter
  • Radio music in safe zones
  • Optimised AI reactions
  • Improved NPC tactics
  • Enhanced mutant behavior
  • Scarce supplies
  • Revamped economy
  • Silent bloodsuckers (when cloaked)
  • Less forgiving anomalies
  • Minimap & ammo counter removed
  • Harder damage & stamina
  • Weight factors
  • Authentic scope reticles
  • Battery life
  • AI detection overhaul
  • Weapon behavior & statistics
  • Limited ammo of NPCs
  • Food & bandages do not restore health
  • Medkits work slowly
  • Artifacts emit radiation (if not stored)
  • 100+ new tradeable items
  • 200+ new weapons
  • New ammunition types
  • New trader inventories
  • Binoculars can be used, upgraded & traded
  • 200+ new weapons
  • Explosive items
  • Recoil, handling and stats
  • New melee weapons
  • Weapons with low condition work
  • Variations of same weapon type
  • 50+ new NPC looks
  • More flexible & free a-life
  • New weather types
  • Stash overhaul
  • 3 playable classes
  • Armor attachments
  • Mutant hunting
  • Create your own stash
  • Repair feature
  • Flashlights & batteries
  • Sleeping bags & tents
  • Cooking feature
  • Dark Road game mode
  • Inventory dismantling
  • Quick Release System
  • Stealth & camouflage
  • NPC surrender mechanic



S.T.A.L.K.E.R.: Clear Sky «New NPC»




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