Patch 2.0.2

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MDT are now providing yet another massive patch

based on the huge amount of input and feedback given through mails,
PMs and in various forums. MDT are very thankful for the extremely
supportive and helpful crowd surrounding the MISERY mod
– so thank you all.

IMPORTANT: Patch 2.0.1 is implemented in Patch 2.0.2
Read the changelog for the now outdated Patch 2.0.1 here

3 versions of patch 2.0.2

You have the freedom of choice whether or not to start a new game.
• NEW GAME VERSION
• v2.0.1 SAVEGAME COMPATIBILITY VERSION
• v2.0 SAVEGAME COMPATIBILITY VERSION

Version compatible with version 2.0.1 is almost the same as the ‘NEW GAME’.
However, as many stability fixes applied in version 2.0.2 concern how spawn
system works to save resources and memory – squads already spawned in
your game might still consider a burden if you continue your playthrough.
However, as the NPC squads die the new system of spawn restrictions will
be working so overally even the started game should prove more stable.

Verstion 2.0 savegame compatible version on the other hand has some more
crucial fixes removed as these require a new game start.
MDT recommend that you discontinue games started on v2.0 (initial release).

NOTE: Future patches and updates may/may not do drastic changes
to the features listed here. Read known issues here
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CHANGELOG FOR PATCH 2.0.2

CTD FIXES

* Permanently disabled spawning on all smrter smart_terrains as it produced faulty numbers of squads
* Cleared faulty items in ‘controller tunnel’ in Jupiter preventing crashes when picking up those items
• Replaced ‘xr_reach_task.script’ to version proven to not generate random ‘error in stalker witch visual’ ctds
• Added all currently used squads to list in simulation_objects_props.ltx
• Fixed most common instance of crashes and save corruption with ‘Scanf()’ entry in log
Caused by faulty xr_help_wounded.script (remaining instance can be fixed thru ‘Fail-safe save corruption procedure’ – refer to README for details)
• Fixed game freezing when attempting to travel with NPC squad to one of the new smart_terrains – NPCs will now refuse to take player there
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A-LIFE FIXES / UPDATES

* Disabled spawning of all ‘target_smart scripted’ NPC squads – all squads now follow regular simulation routines (still ‘proffession’ depended)
• Completely disabled spawning and a-life enabling at Kindergarden (pri_a25) in Pripyat
• Diversified mutant spawns on all maps – more variety of mutants can spawn on certain locations
(especially more ‘heavy’ mutants can spawn in regular a-life patterns)
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UPGRADE FIXES / UPDATES

• Fixed crashes when trying to upgrade: BM 16 ‘RUSTY’, SIG 220 ‘RUSTY’, SPAS-12 ‘ALT’, TOZ 34 ‘ALT’ and ‘SAWN-OFF’, BROWNING HI-POWER
Fixed faulty ‘+42′ magazine capacity upgrade for USP
• Fixed crashes with ‘Tier 3′ upgrades for EXO
Fixed descriptions for all AKM variants
• ‘MODERN’ variants of BERETTA, LR-300 and some more guns support ‘Tier 3′ upgrades now
Fixed faulty tools / vodka requirements for upgrading items at Cardan
• Installation of night-vision devices on all helments is now available without tools
Fixed two high weight upgrades for BINOCULARS
• All sniper rifles with scope installed on them by default can be upgraded to have adjustable zoom
(instead of not working heat sensor / automatic targeting)
M16A1 and SIG 550 ‘SNIPER’ have adjustable scope by default
• Assault rifles with permanently attached scope cannot be upgraded for adjustable zoom or heat sensor any more
(most had night-vision upgrade added instead)
• Disabled automatic fire upgrade for WINCHEASTER 1300 and MOSSBERG
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GEAR & EQUIPMENT FIXES / UPDATES

• Greatly reduced and randomized trader stocks – especially on higher tiers of progression.
This does not affect gameplay as larger stocks were mainly done for immersion purposes
• BULAT suit and SPHERE 8 helmet are available earlier in game progression
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WEAPON FIXES / UPDATES

• All semi-auto rifles can fire 80-100% faster

Fixed repair items assigment for:
SAIGA (uses shotgun repair items)
SAKO N95 (uses large caliber repair items)
RPK74 (uses smallbore repair items)
AEK (uses large caliber repair items)

• Following weapons now use proper types of silencers:
GSH-18, UMP 45, LR-300, FN 2000, FR 2000, SAIGA (9×39 silencer)
• All Nimble weapons were assinged proper ‘scripted recoil’ patterns which they were completely missing
• Special MP5 purchased from Nimble now supports also DU rounds
• PKM is now able to shoot 7.62×54 PP rounds
• All high-caliber sniper rifles now use new, stronger ‘scripted recoil’ pattern previously used for SKS
• G43, MOSIN-NAGANT, OBREZ, K98, SKS and M21 now use lighter ‘scripted recoil’ pattern

• Tweaked and fixed SKS in few aspects:
Now uses lighter ‘scripted recoil’ pattern
Regular SKS can mount silencer
Fixed mounted ACOG scope icon position in inventory

 Nerfed SAIGA and PROTECTA shotguns:
15% lower damage
50% lower accuracy for PROTECTA
SAIGA has 5-round magazine by default which can be upgraded to 8-round
* SAIGA can no longer be found in good condition in stash in Jupiter
* SAIGA and PROTECTA are both significantly less reliable and getting worn faster
* SAIGA and PROTECTA have 50% bigger and more frantic recoil now

 Tweaked shotgun ‘buckshot’ ammo:
Spread increased 2x
Number of pellets increased by 33%
Damage of each pellet reduced by 33%

• SVU and SVD now use proper POSP scope reticule
• Disabled grenade launcher affinity of SIG 550 ‘SNIPER’
• SPAS-12 no longer has automatic fire mode
• Nerfed damage of .357 ‘Incendiary’ ammo by 33% (previous damage was a typo in config)
• DESERT EAGLE and GP100 no longer produce heavy smoke when firing
• GP100 has proper rato of fire now
• AKM ‘MODERN’ can now use silencer while ‘WORN’ version not
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ECONOMY FIXES / UPDATES

• Fixed exploits connected with trading:
Repair kit
Grenades
UPDs
KSVK ammo at Zaton medic

• Highest tier repair kits are now 25% more expensive and almost never found in loot
• Hi-end sniper rifles are now available in trade sooner
• Significantly lowered prices of all mutant parts (especially hi-end)
• Lowered chances of looting artifact from monster corpse 10x and disabled looting of most expensive artifacts in that way
• Increased chances of looting common, shiny items from corpses of crows 3x
• Increased price of AP / special ammunition 2x and made it found in approx. 2x lower quantities in loot
• Slightly risen mechanic repair cost
• Fixed not working ‘Helmet repair kit’
• Hiring a team of stalker for fast traveling now costs 25% more regardless of destination
• All repair items are sold to traders ~30%-40% cheaper
• Greatly reduced and randomized trader stocks for stability reasons
• Slightly lowered condition requirements for adhesives and sewing kits
• Cost of traveling with Pilot from Jupiter to Pripyat is now the same as traveling thru Zaton first
• Actor starts with 0 money in Black Road mode and 5K in normal start
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COMBAT  FIXES / UPDATES

• Actor is now 10% more prown to receive a bleeding wound but overally bleeds 15% slower
• RECON class doesn’t get almost any stamina penalty when getting hit
* Most suits start with single artifact / attachement slot and can be upgraded to maximally 3 slots.
SSP ‘Ecologist’ suit starts with 5 slots opened by default
• Significantly reduced melee protection of heavier suits – actor is no longer almost invulnerable to mutant attacks in them
• Made heads of armored NPCs more resistant to damage
• Slightly risen overall bullet resistance on all NPCs
• Veterans and masters are now slightly more perceptive
• Made all actor classes stamina slightly more tolerant to encumbrance
• Slightly reduced damage of psi-aura of poltergeists
• Chimera is now 50% more resistant to bullet damage
• NPCs now see thru transparent objects slightly better
• NPCs during execution sequence can take more variated positions around victim and kill him faster
• Lowered piercing capabilities of all non-AP rifle ammo types
• Veteran squads of all factions can now have 3 or 4 members
• ’Heavy overcoat’ has been buffed in terms of physical resistances, price modified accordingly
• Nerfed ‘Exo-skeleton’ in terms of resistances and increased its camera movement and stamina penalty.
It also starts with no artifact slots (only in ‘new game’ patch version)
• ’Cocaine’ and ‘epinephrine’ now don’t give the anti-damage bonus
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MISCELLANEOUS FIXES / UPDATES

• Stimpacks are now properly looted from corpses by NPCs
• Added info regarding Cardan prefference to Nemiroff Vodka’s description
• Made ‘unusable wind-up flashlight’ use completely different icon and descrption
 Shrunk description of ‘cloth mask’ to make it fit the screen also on lower resolutions
• Added usage sequences for ‘boar chop’ and ‘snork hand’
• Made descriptions of all repair items match their actuall effectivity
• Reduced peripheral illumination of flashlight and head lamp
* Topol’s team is now almost invulnerable to melee damage (and thus to mutants)
• Vanilla “hand_radio” item sometimes found in NPCs inventory now has a proper icon, description and properties (uses config of ‘Mapmaking kit’)
• Veteran / elite squads of all factions always start fully staffed (4 members)
* SNIPER class starts with ‘GPS-marked backpack’ as description states
• Removed un-needed ‘function actor_binder:article_callback’ from bind_stalker.script
• Muted ‘jet-flyby’ ambient sample
• Shortened and simplified medic healing sequences
• ’Light overcoar’ and ‘Heavy overcoat’ now use more appropriate 3rd person models and 1st person hand textures
• ‘Sunrise suit’ now uses more appropriate 1st person hand textures
• Added usage sequence to ‘Helmet repair kit’
• Changed texts in PDA to better suit actual meaning (‘favorite weapon’ and ‘collected artifacts’)
• Changed texts of ‘Friend of …’ achievements to include info about opposite faction’s hostility
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OPTIMIZATION

• Greatly reduced and randomized trader stocks – especially on higher tiers of progression.
This does not affect gameplay as larger stocks were mainly done for immersion purposes
* Completely re-build spawn script system on all maps
with resources optimization in mind:
- spawn only takes place if actor is on the given map
- on first visit on map it will feel ‘deserted’ and will fill with a-life same as Zaton after new game
- on exiting previously visited map the number of squads will ‘freeze’ there and will not increase in background

(NOTE: above system will work also without new game but will not
delete already spawned squads which can still overload engine in such case)
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* Requires a new game start (recommended)

DOWLOAD

DOWNLOAD PATCH 2.0.2 HERE:
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Mirror 1 *
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Mirror 2 *
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Mirror 3 *
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Mirror 4 *
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* Don’t forget Patch 2.0.2 QUICK FIX (download)