===================================== Changes in 090912 RC1 release over 090429 ZRP 1.05 demo: ===================================== Added: * Free play support even if you don't start a new game. (NatVac) * Another named quicksave via Esc F5 or Esc F6. (NatVac) ZRP 1.05 RC1 fixes: * No more sticky location markers. (Mr. Fusion; see below) * Logical marker management. (Mr. Fusion) * Skinflint/Murk task exploit removed. (Mr. Fusion) * Cases/crates have improved item spawning. (NatVac) * Ironsight zoom of Storming Obokan/Abakan fixed. (NatVac) * Some additional widescreen fixes. (Kosmokrator, NatVac) * Ivantsov is no longer quirky about repair. (Mr. Fusion) Changes: * The Live Stalker Ranking support has been updated. (Mr. Fusion) * Tushkanos are now more resistant to electricity. (NatVac per Mr. Fusion) * You can now trade with Cap before the initial Barrier attack. (NatVac per BobBQ) * Disabled Rostok helicopter flame fix for now. (NatVac) * Drop-a-medkit tweaked to include walking wounded. Reach on drop extended to 3 meters. (NatVac) * New level changers added as you go, except late game LCs. All unadded LCs are added when you complete the game. (NatVac) * Optional save game prefix helps group your saves. (NatVac) Modifier changes (NatVac): * A preliminary Tweaks configuration has been added. * The save_prefix configuration is part of New Game Tweaks. Debug Changes (NatVac): * The direction algorithm is improved. * Esc D A and Esc D B work differently. * If there are no more targets, jump-to-unsearched-body and jump-to-wounded do not set a new return position. (NatVac per romulous) * Esc D H checks the health of the NPC directly ahead. * Esc D Home remotely checks NPC bodies, gets stuff. * Esc D N destroys inventory weapons in a nearby NPC. * Esc F2, Esc F3, Esc F4 combo commands added. Again, PLEASE see docs\DebugSupportChanges.txt. ********************************** Details of changes and fixes since the 090429 demo release: ********************************** The location markers are now completely managed to the best of our current knowledge, thanks to Mr. Fusion. Let us know if you find any that persist when they shouldn't. Note that some grey-circle tip markers are more persistent than before, but they will also go away under certain logical conditions like visiting the stash or progressing in the game. (research and primary clean-up scripting: Mr. Fusion) The Red Forest antenna farm and Pripyat hotel tasks have been tweaked to reveal markers as you go, helping reduce confusion. (Mr. Fusion) Box and crate spawns are greatly improved: Electro-based artifacts are always visible. Stuff doesn't fall through the floor -- if the box/crate is one you broke; some entities will remotely break containers and still cause trouble. The dual/multi-core delayed spawns of items from these containers may be fixed, as well. Old behavior can be restored, and there is a third option: Just directly spawn the contents in your inventory, with a news item listing the stuff. (NatVac) You can now enter free play after the "good" (extended) ending even if you didn't start a new game. See docs\TheZoneIsOpen.txt for details. (NatVac) The ironsight zoom of the Storming Obokan/Abakan has been corrected. (NatVac) The Enter key now works on the Save Game (saves game if filename supplied) and Load Game (returns to main menu) dialogs. At the main menu, it activates the currently-highlighted button. (NatVac) More English typos corrected. (Mr. Fusion: tasks, general, NatVac: TM, weapons, dialogs, general) X16 and X18 task hints have been added to support the now-visible underground markers. (Mr. Fusion) Ivantsov is no longer quirky about repair. (Mr. Fusion) The AW Skinflint/Murk bloodsucker task reward exploit has been removed. (Mr. Fusion) The "Kill the Monolith Stalker" autoquest is deferred to the time when the target is expected to be online. (NatVac) The Chernobyl NPP map should now show the player's position, by using a separate map (textures\map\map_aes_2.dds) in config\game_maps_single.ltx for stancia2 (NPP North Side) with full transparency for the lower half. However, this is dependent on the order in which the two AES maps load, so the complete fix might be to make map_aes_1.dds transparent in the upper half. (NatVac) Some Modifier configuration files were updated. See the Tweaks configuration for modifying some alife.ltx parameters, and see the "New Game Tweaks" entry on the _ZRP configuration to define a save game prefix. This prefix can be changed at any time outside of the game; you don't have to start a new game. (NatVac) Note: The 090429 release of the demo had accidentally included the se_monster.script from Mr. Fusion's Live Stalker Ranking as default. It is an option, but if you are not using it, you can remove the file if you wish. If you are using this feature or would like to use it, see the "Live Stalker Ranking" entry in the Experimental configuration for Mr. Fusion's latest version. ********************************** Widescreen changes (may need tweaking): ********************************** af_params_16.xml: Changed ui_icons_newPDA_showpers_e to ui_inv_icon_chemical_burn_immunity for static_chemical_burn_immunity. (Kosmokrator) inventory_item_16.xml: Lengthened the item description text area to suit improved inventory_new_16.xml. (NatVac) inventory_new_16.xml: Improvements to make better use of available area, swapped shock and impact on item description. (090206 fix by nandersen, NatVac on top of Raw's work) ui_custom_msgs.xml: Commented out the HUD clock background. It seems that it is not adjusted for widescreen as the rest of the HUD is. You can tweak it further by editing the coordinates for the main_time_static entry. (NatVac) ********************************** TZIO fixes (NatVac): ********************************** The Cordon railroad bridge soldiers are not automatically ticked off enough to fire at you if you select a point of progress. Certain Agroprom underground events (e.g., the explosion) should not happen if you have the appropriate progress via TZIO. You have to visit the Cordon after completing the game before the MonoMartyrs can make an appearance, unless you enable their early appearance via the Modifier. Please note that the new level changers are not automatically added via TZIO in this release (unless you are in the right place). You have to either add them via Esc D L (see below) or go through the final teleporter and get the final cutscene to add them automatically. ********************************** Debug Support changes (NatVac): ********************************** Several new commands have been added, and several existing commands have been changed. There have been some algorithm improvements in direction finding and searching. Some combo commands have been added for convenience. Esc D L can be used at any time to add the new level changers (automatically added at the completion of the normal game), but the mechanism has been tweaked to permit only those level changers suitable to the current point of progress. Spoilers: New level changers will be added automatically at certain points: When you get the Agroprom military case, the X18 documents, and the X16 documents. You can execute this debug command after reaching the NPP for a way back to Pripyat. The Sarcophagus-to-NPP LC is not available until you make it through the normal game ending in order to remove the blowout timer and ground radiation. Please see docs\DebugSupportChanges.txt for more debug details. ********************************** Tweaks: ********************************** The tushkanos are now more resistant to electricity, since many of them tend to start life -- and end it -- in a tunnel filled with Electro anomalies. (NatVac per Mr. Fusion) The Save Game dialog can have a default filename prefix, to make savegame organization easier. (NatVac) You now have the ability to make an alternate quicksave via Esc F6 (or Esc F5). This creates a level-specific "snapshot" similar to the Esc S named save, but it will overwrite itself for that level. The saves have the form "_snapshot" except for the first time it is executed on a level, in which case the name is " - start". (NatVac) There is a certain rare chance that some boxes that would otherwise only yield a bandage (1 in 333), or medkit or antirad or Fort pistol (1 in 1000), will now offer a very rare artifact (1 in 1000 for each of the all-good ones). Because it will be a rare game when you get anything from these boxes anyway, this may need tweaking. --Or not. (NatVac) Some stalkers will let you approach with gun out to within 4 meters before complaining. (Reminder: You can turn off the whining; see the "Sound Annoyances 2" entry in the Modifier.) This is a minor change, affecting mainly generic stalkers. Quite a few are still pre-programmed to be upset at 10 meters. (NatVac) The grey circle marking the Garbage vehicle graveyard is smaller to permit the viewing of a secret there, important because the Garbage grey markers persist for quite a bit longer. (NatVac) There's now a text message for Seriy to accompany the "dead meat" announcement. (Mr. Fusion) Barkeep mention of Duty HQ access now requires separate acknowledgement. (NatVac) The crazy stalker's flash now yields a "Found PDA" journal entry instead of a Diary entry. Several Army Warehouses tasks (from Skull, Murk/Skinflint, Max) now have task article references instead of diary entries. (Mr. Fusion) Delayed "Assist at Freedom's Barrier outpost" rush until you acknowledge Cap's request, per BobBQ. Before, the timer started when you initiated the dialog; now it waits until you have had a chance to read the text (and possibly trade with him). (NatVac) The notice to heed the call of the monolith is moved to after the X-19 cutscene. (NatVac) Since the HUD clock background was commented out to keep it from looking ugly in widescreen, the original ui_custom_msgs.xml file was moved to ui\optional\ui_custom_msgs.xml.clock_bkgnd. You can replace the update with the older file if you prefer the clock background on your standard (4x3) display monitor. (NatVac) The new level changers are selectively added as you achieve certain points of progress in the game (not yet via TZIO unless you are on the levels where the LCs are normally added). Due to the blowout, the late game level changers (NPP to Pripyat, Sarcophagus to NPP) are added when you finish the normal game, but you can manually add the "NPP to Pripyat" LC when you arrive at the NPP via Esc D L. (NatVac) ===================================== Changes in 090429 demo release over ZRP 1.05 R11 090206: ===================================== Added: * New level changers added upon normal game completion. * Intra-level jumps added to support new level changers. * Game clock on HUD (optional, default). * Two more anomalies removed for free play: Springboard on Cordon road near Fox Springboard in front of Garbage Hangar * SMM image file, courtesy nandersen Debug Changes (PLEASE see DebugSupportChanges.txt): * Alter game time: Absolute: 1X to 10000X Real Time * Alter game time: Relative: 1/10X, 10X current (nandersen) * New level changers addable via key sequence. * Position snapshot now includes all.spawn dest_position info. * "Debug Get" reach extended from 50 to 75 meters. * "Debug collect" now also grabs outfits, medkits, etc. Demo fixes: * Storming SIG typo corrected. * Removed three test script files: xr_camper.script, xr_combat.script, xr_combat_camper.script * _z.on_item_drop()'s autorepair of uniques is commented out. * Fedeyin's unique Berill suit can no longer be traded to stalkers. (nandersen) ZRP R11 fixes: * Intermittent dialog crash if Ivantsov repair not enabled. (Racemate) * Murk task had wrong individual marked on map. (BobBQ) * Couldn't carry bodies while wearing Duty SEVA suit. (EggChen, ZaGaR) * Sarcophagus voices weren't muted after "good ending". * Hand Radio inventory image took two squares. (Racemate) * Wide-screen dialog choices didn't properly word-wrap. (Kosmokrator) * Crate content notices didn't translate item names. * Voronin, Petrenko could not be quieted. (romulous) Changed: * Knife reach extended from 1.4 to 1.6. * G36 (GP37) returned to vanilla accuracy/deterioration. * The inventory background is less opaque. * Some UI message on-screen locations tweaked. * You can now trade with Petruha's buddies. (BobBQ) * Custom items no longer default to quest_item. * Ammo NPC trade file (trade_generic.ltx) now default. * Some vanilla files tweaked to get past SMM filtering. * Red75's Stalkers Are Not Blind no longer uses odds. (Should be better in non-combat situations.) * Explosives now correctly labeled, internationalizable. (romulous) ZRP 1.05 R11 All.spawn changes: * Rare vanilla Agroprom waypoint CTD fixed. Modifier changes: * Time of day toggle in Experimental.cfg. * You can now enable the MonoMartyrs early, before completing the game. ===================================== Changes in R11 090206 release over ZRP 1.05 R10: ===================================== Tweaks and typo corrections based on Don Reba's LTX syntax checker have been incorporated. Raw's widescreen inventory gets an update. (nandersen) Duty gets equal time with Freedom: Captain Ivantsov can also repair weapons and armor, just like Screw, if the option is enabled. However, Captain Ivantsov is moody in this release. If he doesn't offer the opportunity for repair, keep trying. (NatVac implementation of a BobBQ solution to a motiv-8 recommendation.) The MonoMartyrs seek revenge. This requires that you either complete the normal game with the "good" ending, or enable free play AND go through the last cutscene. You can do this by teleporting to the final level, north of the NPP) using Esc T F and then jumping to the Cordon exit via Esc J C. Please see MonoMartyr.cfg.txt (the MonoMartyr.cfg Config Notes for the Modifier program) for more details. (NatVac, fatrap for the strangers idea, future enhancements by nandersen, others) A few anomalies are removed in free play mode to support better NPC existence. Just load a save from the final level and get the cutscene. Or you can start a new game, use Esc T F to teleport to the final level, then use Esc J C to get the final cutscene and the message "The Zone is Open". You can add to the anomaly removal list, and you can also remove anomalies directly while in the game, although in that case you'll need to save/reload for the change to take effect. (NatVac, from bardak's acdc.pl, IG2007 comments, and a couple of Ru Team lines of code.) You can swap good artifacts for better ones with Skinflint; you might want to keep him alive for now. Bring lots of every kind of artifact, and LOTS of money. There's a storage box nearby under the stairs. (NatVac, with a form of barin's uber-artifact) The Wild Territory (Rostok) minimap is fixed. The helicopter fires on that level are removed after something happens in Yantar. The chopper still glows, though. (NatVac) The Monolith and the zombied have been commanded to collect any valuable artifacts they find, and the ones from Red Forest onward have about a one percent chance of having found one or more. And when the Scorcher drops, the military aren't above picking up what they find (one percent), and of course the loners along with the Duty and Freedom guys really ransack the place. (This last change is due to a fix correcting the odds calculation in a vanilla script, a bug found by Alex-Tommy. Blame NatVac for the rest.) Note: Odds are aggregate. The odds of finding a particular good artifact on an NPC in Red Forest and beyond are 1 in 200 for loners, Duty, Freedom and mercs, and 1 in 1000 for Monolith, zombies and military. The same script fix was applied to boxes. In vanilla, anything with a chance lower than 10 in 1000 (<1%) was rounded to a zero percent chance. This includes your nice stuff like weapons (e.g., FN F2000 had a 0.3% chance in dungeon boxes) and many the top end artifacts. For example, Night Star, Goldfish, Moonlight, Urchin, Mica, and Crystal each had a 0.9% chance in generic boxes in the Bar and levels west and north of the Bar, but you'd never get them at all in vanilla. (NatVac) You can revisit the NPP levels for continued exploration after completing the game with the good ending. The ground radiation and the blowout are removed. In this mod, the Monolith attacking the barrier don't run out of 9x39 ammo if they have VLAs (AS Vals). The Monolith and northern zombies are usually equipped with AP ammo. Many debug enhancements and changes. See the corresponding document, mentioned below. ===================================== Fixed as of ZRP 1.05 test release 10 (includes other ZRP fixes): ===================================== This is not exhaustive. See ZRP_Changes_1.0_to_1.05_R10.txt. Stalkers no longer die in campfires when switched online. (bardak, et alia) Quests complete the way they are supposed to. (bardak, with minor fixes by others) No more empty secret stashes. (bardak) Tushkanos are treated as the vermin they are by the NPCs. (Russian forum fix by way of fatrap) Fanatic's Cordon rookies hide before the Mercenary attack, not after. (bardak) Typos in all.spawn kept things from working. (Alex-Tommy, barin, Cpt. Borovich, dezodor, Don Reba, EggChen, fatrap, NatVac, omero, others...) Tuskanos no longer beep. (NatVac) Tushkano encyclopedia entry is fixed. (NatVac per Mr. Fusion) Your reputation doesn't swing wildly between excellent and terrible. (NatVac) You can heal stalkers that were wounded without "Gimme a medkit" dialogs, or worse, would otherwise crash the game. Just drop a medkit nearby. You get the exact same benefit (friendship with neutrals, reputation credit) as if you had healed him via dialog. You must be within two meters of the spot (usually based on the feet), and it is momentarily disabled for stalkers that first require healing via dialog (e.g., Tolik, Fox). (NatVac) You can no longer engage in trade with a wounded stalker. (XiaNi) You can complete the Strelok quest. (NatVac) Lights don't shine out of the ground during the day. (NatVac) Possible crash when killing Yurik's robbers at Garbage entry (copy/paste bug) fixed. (NatVac per Alex-Tommy) Exiting the way you entered the Agroprom tunnels now immediately completes the "Find your way out of the underground" objective. (NatVac) Rostok HUD minimap works correctly. (NatVac, fatrap) You can go by the tracks in Rostok to save Kruglov without getting the flyby cutscene later. (NatVac) You can complete the Lukash mission to kill Skull's group even if you save and reload in the middle of the battle. (bardak, NatVac) If Skull dies when you are working on the "kill the sniper" mission, the mission fails (instead of sticking around unfinished). (NatVac) Army Warehouses Merc camp waypoint no longer causes a crash. (NatVac) Returning to AW from Red Forest no longer causes a crash if you didn't defend the border from the Monolith. (NatVac) Most typos in the dialogs and secrets have been fixed, including misleading references to "cellar". (And some of the secrets are now worth reading.) (NatVac) Marked One's position while underground should now match reality in the PDA. Sometimes, you'll see secrets and tasks marked correctly there as well. (NatVac) Icons for impact and shock protection in inventory suit statistics are swapped to match other uses like artifact stats. (NatVac; done just knowing someone else had already done it) You have a chance of finding better artifacts on the bodies of loners, Dutyers, Freedomers and others in Red Forest and points north. Config files had this, but script support was broken. (Alex-Tommy) You now have a real chance of getting rare items in crates later in the game. The ph_box_items_*.ltx files had items that had odds of less than 10 in 1000, but the script truncated anything below 1 in 100 to zero chance. (NatVac) Fire-protection "battery" is correctly marked "Shell" (NatVac) Ecologist's mutant parts quests are fixed. (fatrap, NatVac, Decane) Fixed Sniper TRS301 (Sniper ZM LR-300ML) zoom, as it was using ironsight zoom instead of SUSAT scope zoom. (NatVac) Removing your items from a stash no longer prevents its possible use as a future secret stash. (NatVac) Again: This list is not yet exhaustive. =================== Requires new game with r11 all.spawn (versus r10): =================== Fox and Guide are not bothered by the dogs from the first attack once you kill them. Also, the smart terrain for the dogs (located right in the house) is disabled once you handle the threat. (NatVac) The R11 all.spawn RC3 is included. Changes over RC1: * Rare Agroprom military base waypoint crash fixed. (NatVac) * NW Garbage hangar guard is moved a bit so you can walk up the stairs. (BobBQ) =================== Other Features: =================== The Zone Is Open (TZIO) permits one to pick up the game at any chapter in the story, even after the story ends (aka "free play"). (NatVac, awesome teleport dialogs by TSL16b) You can also jump instantly to various points on each level. Please see the file TheZoneIsOpen.txt in docs\ZRP_docs. The Modifier program for configuring STALKER to your liking. A new version of the program is included. It now has a mod compatibility warning about the FileChoice options, and it supports an additional Alias keyword for Fields. There are a few more configuration options. =================== Known issues: =================== Release-specific: The Tab key to show the current task might show the previous task instead, late in the game or after you complete the normal game. I've noticed slightly more "fugue" state NPCs than normal in a couple of camps. Save/reload should fix them, although they just seem to be lost in thought and you can still talk to some. It may have to do with a bad transition from handling a threat to returning to "kamp" mode. Twice during playtesting, I've encountered a situation where I couldn't select any inventory during the searching of bodies. Saving and reloading fixed this. Tossing my weapon also fixed it. General: A couple of stalkers can mess up a eliminate-the-camp quest by joining the camp while they are held offline. An example: Poker can become part of the Rostok bandits if you don't go to Dark Valley first, but he is not switched online until you deal with Borov. See the following files in the gamedata\docs subdirectory for much more information: CrashesStillInTheGame.txt QuirksInTheGame.txt DebugSupportChanges.txt (lots of new features) A reminder: "! Unknown command: dbg:_" followed by text in your console log is just a debug statement. Look at it to know what it is about. Usually it is just informative, as when guns are moved into bodies or crates are broken (with crate debug mode) or a mapspot removal is deferred. Please report any new issues on the forum sites mentioned in the ZRP readme file.