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1.5 Changelog

This update includes many bug fixes and improvements, such as fixing crashes, balancing weapons and economy, overhauling sounds and logic, adding controllable helicopters, improving UI and more.

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0% found this document useful (0 votes)
153 views8 pages

1.5 Changelog

This update includes many bug fixes and improvements, such as fixing crashes, balancing weapons and economy, overhauling sounds and logic, adding controllable helicopters, improving UI and more.

Uploaded by

gorodkrovi016
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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1.

5b r6:
= Fix max sound targets calculation
= Fix issue with missing radio songs
- Removed balance breaking static item spawns
~ Further balancing of weapon stats, upgrades and box loot

1.5b r5:
* Actor can now only recruit companions one rank level above and below
* Complete damages and protections overhaul by Balathruin
* Complete economy overhaul by Balathruin. More long term economy with
progression slowed down.
* Complete environment sound overhaul by Balathruin
* Overhaul of xr_logic parse_condlist and pick_section_from_condlist for
optimization and quality-of-life.
* Reworked axr_keybind.script | Now it should be easier to bind a function
call to a key action without having to modify axr_keybind.script directly.
* changed how loadscreen.script is used by engine, now everything about tips
can be altered from script.
* damage stat on UI should now be more accurately normalized no matter the
weapon configs.
* re-enabled grass density and draw radius back into advanced game options
* restored smart:set_alarm() being triggered when npc enters combat mode.
* scope_zoom_factor now goes by actual magnification value. Ex.
scope_zoom_factor = 5 means scope is 5x
* scripts folder can now load *.script from subdirectories

+ Actor UI Inventory slots can now be dynamically added/removed without


engine changes, inside actor_menu*.xml
+ Added physics kick, can kick what is at cursor with bindable key (Not same
as tushkano kicking)
+ Added skeleton wallmarks
+ Can add user map spots by double clicking on PDA map
+ Can now set color of active and inactive ammo types on hud in maingame*.xml
(requirers updated xrGame.dll)
+ Fixed pickup mode in engine. Now you can pick up single items, like in
Shadow of Chernobyl, when cl_cod_pickup_mode is disabled. You can toggle this in
game options.
+ Helicopter is now controllable/mountable. Either use debug console 'heli
mount' in an area with existing heli or spawn one and press F to enter.
+ Show difference in percentage for weapon comparison
+ The first time you hover over weapon in UI, with -dbgdev, it will print all
weapons with their calculated hit powers to weapons_hit_power.ltx in main
directory
+ added first_person_zoom field to look/free camera sections. If true, when
zooming in with a weapon in third-person camera, it will switch to first-person
mode.
+ added ini function extension,
ini:r_string_to_condlist(section,field,default_str). Returns condlist from a read
string in ini. Should simplify code.
+ added ini:r_list(s,k,def); returns results of
parse_names(r_string_ex(s,k,def))
+ can now set psp_camera_offset in console for third person camera.
+ New equipment slot items equ_backpack, equ_small_pack, equ_military_pack,
equ_tourist_pack now replaces the functions of itm_actor_backpack and itm_backpack
features:
Can bind a key to drop stash at feet if equ_backpack is equipped. It
will remove all except medical, artefacts, equipment, ammo and belted items.
Can create a stash via context menu on any equ_backpack.
Increases actor max weight and walk weight
= Companions now should only daisy chain other squad companions that are
nearby actor
= Fix clsid.wpn_grenade_fake showing up in treasure stashes, cause game to
crash when opening a stash
= Fix cooking exploits
= Fix fetch tasks being able to be completing after meeting the requirement
and then losing the requirement. As said here:
(http://forum.epicstalker.com/viewtopic.php?
f=32&p=7408&sid=bacde26d1c16855e53b59e60ebc2b78d#p7408)
= Fix hostage table being incorrectly named and not saving
= Fix level spots, set through logic, not being removed upon death
= Fix more then one stalker at Jup scientist bunker sitting at same location
= Fix skybox blur on renderer 2.5
= Fix xr_gather_items.script and xr_corpse_detection.script using invalid
level vertex ids (requires xrGame.dll from Aug 14)
= Sidorovich and Forester no longer speak as if player hear's it in his own
head
= Weapons now remember ammo type after switching offline
= Weapons now remember special scope type after going offline (requires
updated xrGame.dll)
= Fix base defense quest activating when already have this task or not
failing when leaving the level it originated on
= Fix crash when rescuing a hostage who's task giver has died
= Fix spawn of launcher ammo when gun doesn't currently have the addon flag.
= Fix headlamp and item pickup radius for third-person camera

~ Nimble should now leave to process order if you sleep nearby


~ Reputation | gain rep for donating items to stalkers.
~ Reputation | lose rep for companion death, nobody would want to hang out
with a loser!
~ Reputation | lose rep for killing a surrendered stalker the player spoken
with and is still wounded.
~ Semenov is now invulnerable as a companion
~ Yantar psi field logic fix
~ all usage of dialogs.relocate_money now rounds money given to actor to
nearest 100th place
~ force guard and walk anims for zombied, they no longer look or act like
normal stalkers on some gulag jobs
~ mounted machine gun less likely to over heat
~ skipped emissions are no longer tracked by stats unless they were already
on-going
~ weapon rewards now have randomized condition between 60 and 90
~ Texture loading is now done on separate threads

1.5b r4:
+ Existing engine log is now renamed to .bkp extension when game starts

* Can now change localization without restarting the application (qweasdd136963)


* Engine now logs failed VERIFY conditions

= Fix Agroprom to Garbage level changer's reject path


= Fix Geologist achievement giving the wrong percentage for anomaly respawns
= Fix a specific bug that made the game crash without a log after loading a game
multiple times.
= Fix dead crows respawning on game load
= Fix detectors: they no longer hold active state when dropped
= Fix disappearing grenade for Grenade Launcher attachments
= Fix flickering when using items
= Fix incorrect zoom after attaching custom scopes
= Fix incorrect zoom inc/dec when binding weapon zoom to other keys
= Fix lean mechanic: It no longer breaks when pressing left an right
simultaneously.
= Fix possible save corruption for any class derived from cse_alife_item
= Fix spore discount from quest
= Fix weapon weight calculation. Loaded ammo and grenades affect weight.

1.5b r3:
* Adjust mutant meat and food
* Allow bandit trader and monolith trader to buy artefacts since their factions
don't have access to scientists
* Beard buys aretfacts now
* Dragged icons now drop to cell at cursor position rather then the left-top
position of the icon
* Librarian buys mutant parts now
* Olivius buys mutant parts
* Spore buys artefacts now

= Fix Petrenko's trader config file being misspelled preventing him from loading
his supplies.
= Fix artefact condition not loading properly for level object
= Fix disabling helicopter spawn from crashing the game if helicopters exist
= Fix missing l11_pripyat.db and level.ai for Yantar
= Fix online exclusion radius
= Fix tell stories around the campfire
= Fixed Clear Sky outfit name/descriptions; Were incorrectly swapped
= Fixed crash with xr_box.script
= Missing "gameplay\character_dialogs"
= Reimplemented temporary fix to engine for DX8 'default shader' crash

1.5b r2:
+ Added 2 extra slots to the inventory, one for knives and the other for
binoculars.
+ Added 28 outfits and pieces of headgear, 26 of which from VodkaChicken's "Outfit
Addon".
+ Added 2C's customisations to Yantar and Outskirts levels, expanding many building
interiors.
+ Added 5 custom map spots; three for stashes, one for butterfly mines and the
other for companions.
+ Added 43 first names and 520 second names restored from all three previous
stalker games.
+ Added a post_combat_idle for mutants to utilise old engine features like dragging
bodies and eating.
+ Added a start location for bandits at the Car Park / Vehicle Station in Cordon.
+ Added a tab to game options dedicated to interface and heads-up-display options.
+ Added ability to bind a key to toggle the heads-up-display on or off.
+ Added ability to hold control and double-click to move more than a single item in
a stack.
+ Added ability to ignite or extinguish campfires at will instead of relying on
NPCs to do it.
+ Added animations for campfires, corpse searching, surrending and other scenarios
involving the AI.
+ Added callbacks "actor_menu_mode_changed", "inventory_box_can_take",
"on_achievement_earned", "squad_on_enter_smart" and "squad_on_leave_smart".
+ Added Clear Sky's hidden base as one of the start locations when playing as a
loner.
+ Added command line options "-smap256", "-smap512", and "-smap1024".
+ Added cooking feature, which allows the player to use a stove to cook mutant
meats.
+ Added debug command "debug_visuals" which spawns all NPC visuals in a line for
inspection.
+ Added debug command "name" to change player name, use underscores in place of
spaces.
+ Added directory abbreviation "$warfare_presets$" so Warfare doesn't need to
modify fsgame.ltx.
+ Added grass shadows toggle to the video options menu. No noticeable impact on
performance.
+ Added guide tab to the PDA, a work-in-progress recreation of the Shadow of
Chernobyl encyclopedia.
+ Added higher resolution PDA map renders of Chernobyl NPP, Darkscape, Dead City
and Generators.
+ Added kPDA_TAB1 through 6 to replace usage of kCUSTOM6 through 12 for PDA tab
binds.
+ Added logic parameter "on_first_update"; similar to "on_info" but only fires once
per load.
+ Added missing closed captions for Clear Sky and Mercenaries, thanks to
VodkaChicken and SashaRed.
+ Added missing minimap for the Monolith Control Center (l12u_control_monolith).
+ Added mutant parts "Crow beak" and "Karlik ear", both hard to obtain and
valuable.
+ Bounty tasks now tell you the name and faction of the target before accepting
them.
+ Controllers now actually hurt AI stalkers, they can commit suicide or attack
their friends.
+ Enabled more voice lines for throwing grenades and other actions performed by the
AI.
+ Item configurations have been relocated to a new folder and have been completely
reorganised.
+ Many doors which were locked can now be opened and closed, unlocking more safe
spots from emissions.
+ News tips icons for achievements, dynamic news, etc. are now read from a new
external config plugin.
+ PDA map spots for important areas like anomalies are now read from a new external
config plugin.
+ Restored ambient cloud shadows from Shadow of Chernobyl and pre-release builds.
+ Restored ambient night-time music from build 3844 and 3183 for Jupiter and Zaton
respectively.
+ Restored ambient sound effects from Shadow of Chernobyl using Balathruin's Sound
Restoration addon (with tweaks).
+ Restored an easter egg which was accidentally removed in a previous patch.
+ Restored bandit unique animations from Shadow of Chernobyl for trenchcoat and
jackets models.
+ Restored the circular in-game crosshair from Shadow of Chernobyl.
+ Restored the Karlik mutant from earlier Shadow of Chernobyl builds.
+ Restored the "Use Direct X 10.1" video option from S.T.A.L.K.E.R.: Clear Sky.
+ Sleep deprivation item fatigue values are now read from a new external config
plugin.
+ Stalker weapon loadouts have been modularised and split into separate files for
every two ranks.
+ Step sounds now make noise and the AI reacts to it, you should walk if you want
to sneak up on an enemy.
+ Trader files have been redesigned and modularised, now they make use of new trade
profiles.

* Adjusted xr_danger, stalkers now properly react to new dangers and can prioritise
as necessary.
* Ammunition received when unloading enemy weapons is now randomised, instead of
using the magazine capacity.
* A-Life greatly optimised to run on all thirty-two levels at once instead of just
neighbouring levels.
* Better linkage for Call of Pripyat maps to encourage Duty and Freedom to travel
between these levels.
* Better save compatibility with smart terrains if respawns are changed.
* Butterfly mines now automatically despawn if they fall below the level when
placed.
* Can now unlock the "Down to Earth" achievement with the RG-6, RPG-7 and variants
thereof.
* Cats now have the same morale value as dogs and should attack more frequently.
* Changed the respawn tick for all smart terrains to one in-game day.
* Companions can now sprint and should catch up to the player a lot faster when far
away.
* Contacts and companions screens more efficient, now only create as many rows as
they need when updating.
* Corpses are now displayed as a light-blue dot instead of the usual grey, making
them easier to see on the map.
* Corrected alpha layers on map renders for the PDA and minimaps, though no visual
difference in-game.
* Corrected military rank abbreviations (Private, Sergeant etc.) in the PDA's
relations tab.
* Corrected the description of anabiotics as they also protect the player from psi-
storms.
* Corrected the dimensions of stash markers, as GSC had accidentally made them 2px
too small in width and height.
* Corrected the "Glory Kill" task reward, now gives a random weapon as the text
would imply.
* Corrected the name of 7.62x54mm 7N14 ammunition (the one fired by the SVD and
SVU).
* Corrected the names of detectors, the detector type is now in quotation marks
like in Clear Sky and Call of Pripyat.
* Debug spawner plugin is now a blacklist rather than a whitelist, items are now
added automatically.
* Decreased the spawn rates of Fractures and Rats to be much rarer like they should
be.
* Doubled the requirements for all ranks and rebalanced points received due to
complaints.
* Drag-to-use texts in item descriptions are now much more visible and easier to
read.
* Duty's megaphone in Rostok now plays their faction music, instead of Dirge for
Planet.
* Dynamic news now only lets stalkers report on events which they have actually
witnessed.
* Emissions and psi-storms now take into account whether you are in an arena
battle.
* Exported ability to get addon flags for server entities that inherit from
se_alife_item_weapon.
* Exported CUIActorMenu_CanMoveToPartner and CInventoryBox_CanTake to
actor_menu_inventory and _g respectively.
* Exported enum and new read/write properties for server entities inheriting from
cse_alife_item_weapon.
* Exported ray_pick function from engine, and rewrote the in-line-of-fire check to
use it.
* Exported the spawn and spawn_loadout systems from the engine to scripts for
easier customisation.
* Fetch tasks now require the player to collect less items than before to complete
them.
* Increased speed of table_print feature whilst also decreasing RAM usage and
chance of stack overflows.
* Kruglov now has his own room, behaves like a mechanic proper and also has a new
map spot to help find him.
* Language list is now read from folder directory listings rather than set via
scripts.
* Level weathers are now read as a table instead of being parsed as a string.
* Machine gun on top of Yantar bunker now always available to avoid being spawned
multiple times.
* Massively reduced memory usage by reducing bump maps, whilst preserving detail by
using Kaiser filtering.
* Memory sticks can now be found on corpses (like PDAs) and can be right-click used
to unlock guide articles.
* Mod of the Year 2015 and 2016 icons now feature on the main menu as we aren't
eligible for future ones.
* Monolith now meditate during surges instead of running for cover as they don't
need it.
* Nerfed discounts given by traders to more reasonable levels due to starting
relations with own faction.
* Non-story players in the Monolith or Zombified factions can now explore Monolith
Control Center freely.
* Opened the zat_b103 smart terrain to simulation for the Mercenary faction.
* Optimisations to simulation_objects.script and gulag_general.script to improve
performance.
* Outfit costs have been increased due to addition of so many new ones, should help
slow progression.
* Psi-zone logics now have additional checks as they didn't take into account all
possible circumstances.
* Rebalanced the prices for mutant meats and parts to make sense with their item
descriptions.
* Rebuilt and restored a lot of the portrait iconsheet as all the alpha levels
somehow got messed up.
* Redesigned and replaced the splash screen to include the new MOTY logo. Much more
professional-looking.
* Reduced the volume of rain by 25% as it was often deafening during thunderstorms.
* Redistributed the PDA broker dialog to more logical choices, and changed the text
of the dialog.
* Reduced bleeding restoration from medkits, and satiety restoration from regular
foods.
* Relations tab in the PDA now accurately displays actor community goodwill.
* Renamed all trade files to include the character name and their faction in the
file names.
* Renamed Monolith trader back to his 1.2 name, from "Rabbit" to "Krolik" even
though it means the same.
* Renamed most plugin files to more suitable names and added better documentation
about how to use them.
* Reorganised the icon sheet as new items and outfits had made it rather messy.
* Replaced the "Favourite weapon" statistic with a "Guide articles" counter to show
unlock progress.
* Resized the global rectangles for underground levels displaying on the PDA to
hide weird artefacting.
* Sleeping bags are now marked on the PDA using the bed map spot so that they are
not forgotten about.
* Spawned NPCs or physics objects via the debug spawner now appear at the location
of the mouse cursor.
* Scope, sight, silencer, launcher and the weapon's probability can now be
determined in the spawn_loadout system.
* Spore's PDA now has a unique name as to not confuse it with those found on random
corpses.
* Stalkers now used a knife to smash open boxes in their way instead of shooting at
them point-blank.
* Stalkers who have tasks to be turned in to are forced to talk to player when
requested.
* Standard ammo types only are spawned on player during character creation, no more
high-power rounds.
* Stash markers now increase in size as you zoom in, making it easier to find them
on the PDA map.
* Stop signs are now say "СТОП" instead of "STOP", as most other in-game signs are
written in Cyrillic.
* Traders now offer better supplies based on goodwill instead of the "Heavy
Pockets" achievement.
* Updated bins to include several fixes from Russian forums as well as HQ geometry
for dynamic meshes.
* Weapon pack sights can now be right-click attached to specific weapons, not just
current/primary slot only.

= Fixed agr_smart_terrain_1_6_near_2 having a heli_army flag, should have been in


agr_smart_terrain_1_6_near_1.
= Fixed artefacts intended for the "Molten Lada" anomaly spawning at the "Hot Hind"
anomaly instead.
= Fixed attach offsets for guitars, stalkers should now hold them properly when
playing at a campfire.
= Fixed Barkeep giving discounts to Duty instead of Loners, this is covered by
Petrenko in same level.
= Fixed being able to jump-start storymode as non-story faction by killing Doc
before his immunity works.
= Fixed being able to skip level changer dialog box if the player reloaded autosave
before transitioning.
= Fixed bug in Ecologist task caused by jup_b6_stalker_1_measurements_done having
actor as sound type.
= Fixed bug where first entry in portrait plugin for each faction wasn't available
in character creation.
= Fixed bug where some vectors weren't being set properly in scripts.
= Fixed crash caused by Sultan having the wrong actor_dialog, it was referencing
the text string and not the dialog itself.
= Fixed crash which happened when playing in a low resolution when using certain
interfaces.
= Fixed crows not saving whether they had already been field dressed, now only
works once per crow.
= Fixed emissions and psi-storms not stopping when dying in Azazel mode, causing
player to die on respawn.
= Fixed engine bug where hit_probability values for difficulties higher than novice
were ignored.
= Fixed GSC's mistake in hit callback which caused weak weapons to heal wounded
stalkers.
= Fixed Hawaiian giving discounts to Freedom instead of Loners, this is covered by
Ashot in the same level.
= Fixed incorrect portraits for certain outfits when using the "Portrait by Outfit"
gameplay option.
= Fixed knife attacks not killing the target if damage dealt was greater than the
target's health.
= Fixed knives being damaged when looting them from the bodies of NPCs. Was only
noticeable through repair kits.
= Fixed Mi-24 helicopters not despawning with unlocking of the "Down to Earth"
achievement.
= Fixed mistake in xr_motivator and bind_monster because of incorrectly thinking
passed sobject in net_spawn was a server entity.
= Fixed not being able to sell Freedom faction patches even though you could sell
the other eight just fine.
= Fixed NPCs not finding jobs on first load because they had already taken them but
just not initiated them yet.
= Fixed Owl giving discounts to Clear Sky instead of Loners, however only the first
discount was affected.
= Fixed PDA lag caused by anomaly icons being added again every time the game was
loaded.
= Fixed player being able to join the "trader" faction when respawning in Azazel
mode.
= Fixed potential memory leak with user interfaces, constructors using CUIWindow
should use self:AutoDelete(true).
= Fixed rank being increased a second time in the place of reputation when
statistics change.
= Fixed rank and reputation increase/decrease notifications firing after respawning
in Azazel mode.
= Fixed Spas-12's RPM upgrade which still remains broken in Call of Pripyat.
= Fixed stalkers talking about your bounties acting suspicious after you have
killed them.
= Fixed stashes having untranslated names when placed without specifying a name.
= Fixed stalkers spawning at old LVID's due to
db.offline_objects[id].level_vertex_id.
= Fixed ui_debug_attach not changing NPC animation state properly.
= Fixed weather options not saving and weather presets not working.

- Removed a door in Dead City, hopefully fixing broken pathfinding when


entering/leaving the building.
- Removed a ton of duplicate and empty files found in the configs/gameplay/ folder.
- Removed all Call of Pripyat quest items and texts which aren't being reused in
any way.
- Removed all code relating to the now defunct DEACTIVATE_SIM_ON_NON_LINKED_LEVELS
constant.
- Removed all references to the hardcoded anomaly action planner.
- Removed many multiplayer-specific items which had no reason to exist any more.
- Removed rare variants of weapons from the keep_items section (Nimble, Snag,
Trapper, etc).
- Removed references to Strelok and Marked One from audio dialog used by the Rostok
arena.
- Removed redundant script files, their code was rewritten, moved or just wasn't
needed any more.
- Removed some leftover junk stalker and mutant configs as well as some duplicate
visuals.
- Removed some old legacy code added in previous patch hotfixes as it was no-longer
needed.

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