S.T.A.L.K.E.R.: Clear Sky «New NPC»
- 1 S.T.A.L.K.E.R.: Clear Sky «New NPC»
- 1.1 S.T.A.L.K.E.R.: Call of Pripyat
- 1.1.1 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.
- 1.2 Invisible Stalker Assassin
- 1.3 Amnesia
- 1.1 S.T.A.L.K.E.R.: Call of Pripyat
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.
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.
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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.
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.