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moller
Jan 10, 2007

Swan stole my music and framed me!

Arrath posted:

It's gratifying to see four lootable body icons pop up after the explosion.

Is this a thing in GAMMA? I'm spending like 10 minutes coming through the tall grass looking for boar carcasses. Is my install broken?

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moller
Jan 10, 2007

Swan stole my music and framed me!
Thanks thread, I thought all PDAs were the same and therefore vendor trash once you had one.

Edit: The v2 and v3 PDAs are crafting upgrades. Never noticed.

moller fucked around with this message at 08:15 on Jul 10, 2023

moller
Jan 10, 2007

Swan stole my music and framed me!
I’m liking the improved cooler - extra carry weight and stamina regen along with boosted fire resistance, all in one slot.

moller
Jan 10, 2007

Swan stole my music and framed me!
Last time I went back to Cordon there were like 3 Clear Sky guys magdumping into Hip while she calmly smoked a cigarette. Occasionally she'd hit-flinch out of her smoking animation.

moller
Jan 10, 2007

Swan stole my music and framed me!
I love eating a can of diced tomatoes with a spoon while sprinting at full speed.

moller
Jan 10, 2007

Swan stole my music and framed me!
Pretty substantial GAMMA update dropping later today:

quote:

New Engine version thanks to Mr.Demonized and team

New Exe v2023.9.6
New Addons

Extra Level Transitions Rostok Garbage Yantar Facing Fix - Qball: https://www.moddb.com/mods/stalker-anomaly/addons/extra-level-transitions-rostok-to-garbage-and-yantar-facing-fix

Black Market (Buyable Gear) - SalamanderAnder & nox: https://github.com/iam-n0x/Black_Market/archive/refs/heads/main.zip

XM4 Rifle - KeatonB_08: https://www.moddb.com/mods/stalker-anomaly/addons/xm4-black-ops-cold-war

Soulslike Gamemode - Jabbers: https://www.moddb.com/mods/stalker-anomaly/addons/jabbers-soulslike-gamemode

QoL Bundle - Utjan: https://www.moddb.com/mods/stalker-anomaly/addons/utjans-qol-bundle

Item UI Improvements - Utjan: https://www.moddb.com/mods/stalker-anomaly/addons/utjans-item-ui-improvements

Auto-Stacking Items - Zatura: https://www.moddb.com/mods/stalker-anomaly/addons/zas-zaturas-auto-stacking-items

Defended Lab X10 - Shen: https://www.moddb.com/mods/stalker-anomaly/addons/defended-lab-x-10

Fixed Artefacts Colision and Visuals - KronQ and Longreed: https://www.moddb.com/mods/stalker-anomaly/addons/fixed-artefact-collision-and-visuals-152

QoL Patch to Tweak_Breeki's RF Receiver Hidden Packages - Cookbook: https://www.moddb.com/mods/stalker-anomaly/addons/rf-receiver-tasks-qol-update

Barrier Defense Task Emission Fix - Catspaw: https://www.moddb.com/mods/stalker-anomaly/addons/barrier-defense-task-emission-fix

Personal Adjustable Waypoint - Catspaw: https://www.moddb.com/mods/stalker-anomaly/addons/personal-adjustable-waypoint-for-anomaly-151-152-and-gamma

Fair Fast Travel - Catspaw: https://www.moddb.com/mods/stalker-anomaly/addons/fair-fast-travel-duration-for-anomaly-151

Higher Rank NPCs Headlight Disabled - KraizerX: https://www.moddb.com/mods/stalker-anomaly/addons/higher-rank-npc-headlight-disabled

Semi Radiant AI - xcvb: https://www.moddb.com/mods/stalker-anomaly/addons/semi-radiant-ai-01-dltx-required

Miserable Axe and Sledgehammer Retexture - Reconboi: https://www.moddb.com/mods/stalker-anomaly/addons/miserable-axe-and-sledgehammer-retetxure-for-barrys-axes

Alternative Cats - KynesPeace: https://www.moddb.com/mods/stalker-anomaly/addons/alternative-cats

Alternative Fleshes - KynesPeace: https://www.moddb.com/mods/stalker-anomaly/addons/alternative-fleshes

Alternative Boars - KynesPeace: https://www.moddb.com/mods/stalker-anomaly/addons/alternative-boars

Tactical Torch Reanimation - Skywhyz: https://www.moddb.com/mods/stalker-anomaly/addons/tactorchreanim

9a91 Reanimation - SeDzhiMol: https://www.moddb.com/mods/stalker-anomaly/addons/9a91-and-vsk-94-reanimation

PP2000 Remodel & Reanimation - SeDzhiMol: https://www.moddb.com/mods/stalker-anomaly/addons/pp2000-reanimation-rework

Vihr Reanimation - SeDzhiMol: https://www.moddb.com/mods/stalker-anomaly/addons/sr-3m-vihr-reanimation

BAS Saiga Reanimation - Synd1cate: https://www.moddb.com/mods/stalker-anomaly/addons/dltx-bas-saiga-reanimated

SPAS12 Reanimation & Remodel - Firebreath: https://www.moddb.com/mods/stalker-anomaly/addons/spas12-reanimation

SVU Reanimation & Remodel - BarryBogs: https://www.moddb.com/mods/stalker-anomaly/addons/svu-reanimation-remodel

Gunslinger Desert Eagle Model and Animations Port by Dizmok and Improved by Pieuvre: https://www.moddb.com/mods/stalker-anomaly/addons/desert-eagle-gunslinger

G_FLAT's Gavrilenko Tasks Fix: https://discord.com/channels/912320241713958912/1134322406199140483/1141124090254589982

G_FLAT's Indirect Parts Favoriter: https://discord.com/channels/912320241713958912/1138977050556895364/1140490734999441559

Bert's Vector Reanimation to GAMMA Large Files: https://discord.com/channels/912320241713958912/1122219515728625686/1122219515728625686

Slugler's No Old Ammo in the Ammo Wheel: https://discord.com/channels/912320241713958912/1035947361920364624/1035947361920364624

Andtheherois's Ammo Wheel Retexture: https://discord.com/channels/912320241713958912/1036082642644369438/1036082642644369438

SixSloth's & Veerserif's Hideout Furnitures 2.2.1 GAMMA patch: https://discord.com/channels/912320241713958912/1142851348187066418/1142851348187066418

Cr3pis textures and icons fixes to GAMMA Large Files

New set of MCM values for the newly added addons.

Progression

Stashes changes and new toolkits spawn logic:
Changed map tiers and stash content code.
Green stashes are now the main source of tools.
White stashes have a very very small chance of spawning Gunsmith or Drug tools (1%).
White stashes will almost always spawn extra ammo crafting materials.
Stashes spawn in same map or directly connected maps, but not in connected of connected maps like it used to do.
Stash item tiers have been adjusted for all maps. Map specific items tiers are now separated for Toolkits spawns vs Regular items spawns.
North maps regular item tiers have been more evenly spread through the 5 different tiers to ensure stashes being filed and to increase the item diversity spawning in north stashes.
Artefacts Melter has a chance to spawn in Green Stashes.
Green stashes are guaranteed every 8 tasks rewarding stashes.
Recipes: Exo repair kit recipe is now a drop only item and cannot be bought from Mechanics. Legends and Master stalkers can drop it.
The North Progression is now locked behind deactivating the Miracle Machine: North Psi field bypasses actor psi res and kills you in 3 hits.
Clear Sky questline rewards: machine yard quest rewards a gunsmith kit now.
No more starting knife with bugged durability, but the actor starts with Tier 2 knife, which should make melee more rewarding early on (you still need to upgrade it to field dress strong mutants).
Sid doesn't scam you for medications to compensate for the lack of medic in Cordon, but has a slimer selection and amount of meds.
Fast Travel changes thanks to Fair Fast Travel addon:
Backpacks fast travel does not allow overweight,
You must use the new and more expensive Guide Fast Travel Feature (available on right click) to fast travel while being overweighted.
Fast travel to debug spots is now disabled.
Fast travel is not time limited anymore but is generally more expensive and scales better with distance (meaning close fast travel are cheap but long fast travel are much more expensive).
Starting Loadouts changes:
Rebalanced available Pistols, with NATO factions having the best available pistols.
Made PP2000 available to Duty and Monolith as a starting SMG.
Made the sawn off shotguns available only in Tourist and Scavenger difficulty.
Increased TOZ106 cost.
Reduced APS and PM costs.
Gameplay

North repopulation:

A lot of the North spawns were locked behind story progression. These preconditions has been removed so the maps should be much more busy.
A lot of empty smart terrains have been repopulated.
North areas should be much less empty as respawn timers has been reduced.
North areas are much more dangerous than before. Be aware that Sin and ISG are now common enemies in the North. The mutants are also much stronger. Expect potential packs of controllers.
North bases should be much more busy with more tasks to do.
Jumper Giants are enabled should thus spawn north.
Very rarely, Sin has Rocket Launcher
Radar and Brain Scorcher rework:

The Radar map has a bit more Monolith stalkers.
The Brain Scorcher lab is now guarded when entering the map. This means you will have to fight Monolithans during the timer.
Brain Scorcher guards tier has been reduced (easier enemies).
Brain Scorcher timer has been increased.
South maps mutants populations rework:

Hopefully Meadows should spawn more diverse mutants more often.
Wild Territory mutants has been made more "urban": more snorks, less pigs.
Truck Cemetary should now be the "juicy south map": extremely dangerous but highly lucrative.
Rostok should spawn much less mutants.
Psi System Rework:

New feedback upon receiving psi damages: the vision gets blurred and you hear your heartbeat during 0.40 seconds (very fast).
Psi damages and defense handler remade to be inline with the other fixed elemental defenses: much more consistent and more balanced.
Negative Psi resistances of artefacts do not nuke your psi defense anymore: it's additive like any other fixed elemental resistance.
Psi damages scale with difficulty and are overall a bit less strong.
There's no magical "psi res immunity threshold": you'll always take psi damages (max res is capped at 99% damage reduction).
Boosted psi res of drugs to match the new system (+20% psi res for the psy block).
Psi res consummables restore psi health much faster than before. Basically psi attacks will be harder to mitigate than before but psi consumables will help you much more. This should reduce the strict dependency of artefacts for psi related stuff. However there's a likeliness that some stuff simply one shots you if you don't have any psi res (unprotected controllers tube attack).
Fixed artefact and consummabels psi res display.
Artefacts do not regen psy health over time anymore (or very very little).
Faster phantoms.
Psi damages don't affect limb health.
Meat mutants rebalance:

A bit less meat spawns on mutants.
More toxic uncooked and low tier cooked meats. This should promote the cooking of higher tier mutant meats.
Artefacts spawning logic remade:

Artefacts now tend to spawn faster in the map the actor is currently is, but the spawn chance is much more random. This means the artefacts spawning is still about the same as before but it's much less predictable and when entering a map the player should feel much less that all the anomalous fields are empty.
Tasks rebalance

Lots of Dynamic tasks changes.
North factions rewards (Freedom...) are higher than south factions rewards (Duty, Loners...).
Rewards increased for fetch tasks requiring items with a condition by removing the cubed condition scaling, i.e. for a 70% condition item, the rewarded price is 0.70price instead of the previous 0.700.700.70price (one more Misery left over nuked, yaaaaay). This should affect artefacts fetch tasks a lot.
Artefacts fetch tasks reward multiplier increased.
Bounty Hunting tasks only target enemies in the same map or in connected maps only (no more Cordon rookie asking to kill a Monolith squad in Outskirts).
Increased medical items fetch task diversity.
Weapons Fetch tasks fixed > this should be bugless now and the asked guns should work.
Increased Rostok tasks delay > quests should be a bitless repeatable there.
Reduced Rostok Missions money rewards > no more 6k RU for checkpoint guards killing dogs.
Lukash Barrier Defense task does not reward ammo anymore.
Taskboard doesn't pull tasks from companions.
New Tasks

New dynamic task asking for Drug Kit or Ammo Kit for all factions
Replaced Wolf buggy rescue stalker task by a new task asking to clear all the mutants from Cordon.
New Sakharov Task: clean mutants in Agroprom Udg.
New Sakharov Task: clean mutants in X16 Lab. Ecologists also now have a chance to spawn in x16 after the lab is done to make the map more lively.
Replaced Skinflint task for Bear Detectors for a new one asking for gear to infiltrate Duty. This is locked behind 1000 Goodwill with Freedom.
New dynamic task available for all Freedom to bring some drugs.
New Fanatic Task to clear mutant nest in Meadow.
More dynamic faction relation to reduce the hobo murder player behavior (think before shooting):

Killing allies reduces reputation by 300 and the goodwill with the neutral victim faction by 140.
Killing enemies reduce enemies faction goodwill by 10.
Both these system take into account your "current" faction. Meaning you can still disguise as a Merc to kill Loners if you are a Loner to not suffer from the 140 goodwill penalty. However you'll still suffer from a -10 goodwill penalty.
Completing dynamic tasks for one faction decreases goodwill for enemy factions. Obvious tasks are affected only (killing others, giving guns, etc).
Improved AI responsiveness thanks to Dead Air devs and xcvb

NPCs are much more reactive when being shot at or shot around: they will try to seek a cover compared to where they think they got shot from.
NPCs should see the actor from farther away once alerted.
Monolith should see the actor from even farther away compared to other NPCs.
Once a NPC got it by a bullet shot from the actor, the whole squad associated to the victim should be alerted and try to seek the actor.
Complete support of Perk Based Artefacts with the GAMMA damage systems thanks to etapomom / momopate!

Redesign and rebalance of some perk artefacts.
Artefacts description should actually match the math running behind.
Teivaz's Exo Item Use Animations ported to Anomaly for medkits, injectors, defense boosters and glucose shots. This essentially makes exos able to use important healing items much faster.

Once a body is looted by an NPC, it stays looted independently of the NPCs fate.

Wepl hit effects fixes and reduced aim punch.

Gunplay

Increased base aim shake especially with scopes. Sniping should be a bit harder.

Guns should be able to very very rarely jam/misfire at high condition.

Ammo balances:

All ammo now have a bit more air resistance and should thus drop a bit more with the distance.
Subsonic rounds have been made significantly slower and drop more: flatness upgrades are thus important for 9x39 and 12.7x55.
Slugs are also slower and less efficient at range and should drop a bit more (23x75 and 12ga).
Sniper rounds damages have been reduced a little bit.
.45 ACP damage increased to 27 and AP increased to 20.
.45 Hydro is easier to crafte and a bit cheaper to buy.
12ga buck and slugs are a bit more expensive.
12ga buckshot is a bit harder to craft (everyone was buying them anyways).
5.7 SS195 rounds AP increased to 22.
Increased .338 Lapua damages.
New NPCs Armor System:

NPCs armor is now defined according to 3 body parts / groups of limns: head armor (head and neck), upper armor (body and arms) and lower armor (legs).
Each bullet decreases the armor value of one group based on the bullet Armor Penetration Power.
Once a body part armor is defeated, full damages are dealt to the NPCs.
Concussion damages (when ammo didn't penetrate the armor) have been slightly increased and made a bit more random.
Concussion damages for HP rounds have been reduced to match their FMJ counter part.
Concussion damages of Slugs and Buckshots have been reduced. Slugs still stagger in the head, thus making headshot spam still easy.
Slightly reduced damages to NPCs extremities.
Removed the melee hit redirection to torso: aim for the head! Axes dunk is thus much more powerful.
Guns balance:

Saigas mag size increase.
Reduced endgame 5.45 guns recoil.
Reduced AKM Alfa recoil significantly.
Reduced AKM ISG recoil a little bit.
Reduced AK104 Alfa recoil a little bit.
Replaced AK104 by AK103 (grenade launcher compatible).
Firebreath Spas12 Salvo suppressor instead of NATO.
PP2000 - mags have 45 rounds.
PP2000 - 600rpm as IRL.
PP2000 - now has high accuracy.
Vihr reduced recoil, it's now a very strong 9x39 gun.
HOWA20 and RU556 normal 5.56 damages.
Coonan increased recoil and added a silencer model. Coonan also uses .357 caliber barrel part.
Balance

Easier bandits, tankier Sin, ISG and Monolith.
Slightly increased end game NPCs head armor to actor levels.
ISG teleporting should now avoid the bullet (bullet dodge system).
Reduced exo outfit and exo helmet drop chance to match new north population.
Some Scopes were moved at higher Trader Supply Level.
Removed SVT from stashes.
Removed SVT from NPCs loadouts.
Reduced Bullet res cap, increased strike res cap.
Reduced exo armors AP res.
Bit more common saiga isg , bit more rare raptr.
More rare Desert Eagle.
Increased toz 106 20ga conversion price.
Reduced dynamic fields artefacts spawn.
Reduced chance of dynamic artefacts spawn.
Slightly Increased ammo parts salvaging coefficient (80% to 90%).
Phantom Star duration divided by 4.
Vihr and SVU increased spawn chance on NPCs.
SVU repair type to advanced.
bit rarer SVD.
More common basic P90.
Bit more rare RPK16.
More rare Nosorog and Spartan Helm armor spawn chance.
Rebalanced Exo PSUs: No regen, but lower consumptions and higher storage capacities.
Multiplied artefacts explosition resistance by 1.5.
Heavy armors artefacts slots increased (Skat9, Exosuits) to make them more interesting to use.
Reduced Drug kit and ammo kit prices.
Visuals

Updated Reshade to 5.9.2 with addon support: Reshade effects don't mess with the UI anymore thanks to Demonized EXE.
Sun quality to medium and shadows scanlines fixes: no more parallel evenly spaced bugged shadow lines on surfaces.
New SSS and atmospherics versions.
Actor shadow on by default.
Beef NVGs MCM values have been tweaked to allow the NVGs various levels of illumination to be more useful (no need to use NVG + Flashlight anymore). This also makes the red dots, collimators and tritium sights useable with ease while using NVGs.
Audio

New day/night cycle map-specific soundtracks by SanctusSynth for many new maps, almost all maps are covered now!
New Sound Tracks by Apocryphos.
Quality of Life

Workshop UI Tooltips do not get in the way of the crafting UI anymore: no more annoying reloads during your crafting sessions!
Free Zoom properly resets when dying.
Sound volume proper reset after dying with volume effects down (hopefully).
All Vices are now free by default and use the tools given to the associated mechanic.
Removal of Vice dialog since they are now free.
Hideout Furniture 2.2.1 thanks to Veerserif and Hatexsi and Aoldri.
Improved placeable campfires: Fixed placeable firecamps not staying lit upon reloading a save. Also the fire start animation is much better. Campfires don't enflame the actor anymore. Campfire placeable are cheaper and lighter.
Minimap showed by default.
Cr3pis fixes to icons and textures.
Removed useless ammo parts from various sources.
Removed the drop of bad upgrade packs from various sources.
Bandana, Cloth mask, bala and resp are repaired by field repair kit.
Tourist jacket can equip a backpack.
Updated Aoldri anim core scripts with old WPO unjam checks.
Halved length of Headshot Post Process Effect.
Item Animations Enabling button unbound by default.
Proper flashlight light position by hibaruza DLTXed: no more "illuminated hand".
Bugfixes

Spreaded timed scripts execution over time to avoid stutters.
BHS limbs damages aren't random anymore.
BHS health gating: you can't be one shotted because your head or torso went from 11 to 0 in one shot.
Parts fix for P90 GS.
Full Empty charges Melter properly.
Fixed K98 condition decrease that was too high.
Zombies don't claim loot.
Fixed blood sucker food rad res typo.
MP5SD Acog potential fix.
Sell items to dead traders bug abuse fix.
Fixed artefacts random double spawns.
Fixed double toolkits spawn in green stashes.
Fixed R thigh L thigh damage multiplier to NPCs.
Fix treasure manager crash fix.
7.62x25 p rounds damage boost fix to mutants.
potential bug fix for sim_board.script:140 crash.
tan5050 fix for displayed max carry weight with artefacts.
Inventory slow scroll fix after alt tabbing (hopefully).
Fair Fast Travel compatibility fix.
Starter loadouts special ammo fix by MotaRin.
Removed Knife fixed FOV.
Fixed mags HUD position.
Added an edge case to avoid CSky exos being deleted in the south, which could affect the Clear the Pump Station Task.
Fixed helmet armor for stalker_soldier_hired_lc_17 and 20.
PP2000 hud fov fix and specter dynamic zoom fix.
Chimera hunter sight position fix on icon.
M4s inspect animations camera fixes.
Saiga 12s idle camera anim bugfix for area transitions.
SVU sound fix for NPC shooting.
removed Tomahawk from shops.
NïS fix for workshop UI.
Fixed Eidolon particles display.
Fixed SVU "infinite reload" when mashing R key.
Removed the Melter Details option to avoid the crash.

moller
Jan 10, 2007

Swan stole my music and framed me!

ekuNNN posted:

Well this was a nice surprise to find in a white stash in Cordon :getin:



Now just have to go find a rifle kit so I can make it functional and I can finally upgrade from my two handguns.

I’m pretty sure you don’t need a rifle kit to drop parts in. Although I’m not sure where you’d find NATO AR parts in cordon.

EDIT: You need the kit to swap parts out at a workbench or to do anything with the barrel, but since you have a clean barrel you could just drop, say, a new trigger group and bolt in from your inventory and then clean the gun with oils and facemasks - no kit or bench needed.

moller fucked around with this message at 00:30 on Sep 29, 2023

moller
Jan 10, 2007

Swan stole my music and framed me!

Killswitch posted:

Now it’s too much effort/expense to repair so I’m just in a race against time to save enough for that sweet exoskeleton before my armour turns to shredded newspaper.

Not sure if you’re aware but you can cheaply repair parts with basic thread/parts repair kits and pop those in to raise the overall condition.

moller
Jan 10, 2007

Swan stole my music and framed me!
Dogs and cats in packs are a nightmare. If you can’t find some geometry to jump on or hide behind rip.

moller
Jan 10, 2007

Swan stole my music and framed me!
The RAPTR and the Saiga ISG are generally considered the endgame shotguns.

Also, there are no .45 SMGs that fit in the vision/melee slot, probably for balance reasons.

moller
Jan 10, 2007

Swan stole my music and framed me!

TipsyMcStagger posted:

Question:
What does Handling do for the weapon upgrades?

quote:

Handling: Reduces the inaccuracy penalty from shooting while moving, shooting continuously, or shooting while standing. Results in a generally tighter grouping of bullets across all of those situations.
Reliability: reduces rate of overall gun condition decrease
Accuracy: affects first-shot accuracy, and generally lowers spread for shots - high accuracy makes first shots go exactly where the crosshair points
Flatness: decreases bullet drop/arc (rarely useful in GAMMA), does not impact bullet damage

moller
Jan 10, 2007

Swan stole my music and framed me!
I assume much like UNISG, Monolith need some good disguises. Fix a nerd suit up to 100% and you should be able to trade with almost anyone.

Edit: Pretty sure Loris and Xenotech in the north of Cordon will trade with anyone, no disguise needed.

moller fucked around with this message at 04:30 on Dec 9, 2023

moller
Jan 10, 2007

Swan stole my music and framed me!

moot the hopple posted:

My initial Loner base at the farm never lasts long solely due to the fact that Loris has a day/night cycle unlike most vendors who'll stay open 24/7 at my beck and call

If need be you can crouch jump through his window and go wake him up to trade.

moller
Jan 10, 2007

Swan stole my music and framed me!
Sure cocaine is fun and all but y'all try epinephrine?

moller
Jan 10, 2007

Swan stole my music and framed me!
When Burers have their hands up in the air they're projecting a force field and invincible - it should only take a few rounds to down one if they're hitting. Wait for them to drop their arms and then fire.

moller
Jan 10, 2007

Swan stole my music and framed me!

dogstile posted:

Nice, after bitching about one not dropping in 50 hours or whatever i found one randomly in a stash that's up to 100%. Ecologist one, but i'll take it.

My next step is to try and figure out how to get the mod so i can look at companions true inventory to work because hip has like, 50 guns. I did notice that she's finally killed enough things to become a trainee, though!

Edit: This exosuit is not the upgrade I was thinking it'd be, looking at the stat's I need some serious artifact work to get it as good in a straight fight as the heavy suit.

Its cool tho

The exoskeletons are basically all in on carry weight. Nosorogs (and to a lesser extent Exosuits) are the up-armored versions.

moller
Jan 10, 2007

Swan stole my music and framed me!
https://twitter.com/gematsu/status/1765455741119308002

Hold on, Clear Sky on console? How's that going to work?

moller
Jan 10, 2007

Swan stole my music and framed me!

hawowanlawow posted:

restarting the game seems to have fixed the beeping issue, but SHOC has crashed three times in fifteen minutes now so take that as you will

That does sound like the authentic stalker experience

moller
Jan 10, 2007

Swan stole my music and framed me!

Namnesor posted:

You don't need a seventh 9mm silencer. Leave it.

Stop.

Silencers and scopes are like the only thing I still pick up in the late game because they’re light and easily converted to rubles via any mechanic.

moller
Jan 10, 2007

Swan stole my music and framed me!
There’s an intelligent autoloot feature bound to left alt by default. It’s not perfect but it’ll automatically field strip viable parts and dismantle junk items into their base components, etc.

moller
Jan 10, 2007

Swan stole my music and framed me!

Killswitch posted:

Interesting, thanks for confirming, thought i was going crazy that i was missing some merchant somewhere who would pay $$$ for extra gunsmith kits.

Mechanics specifically do pay quite a bit for them

moller
Jan 10, 2007

Swan stole my music and framed me!
I recall when playing SoC shortly after release that I dedicated all of my artifact slots to stamina recovery (and/or carry weight?) because otherwise you could only sprint for a few seconds before having to stand still and catch your breath. It was a maddening mechanic in a game with so much backtracking and traversal.

moller
Jan 10, 2007

Swan stole my music and framed me!
What are you, deaf?
What are you here?

moller
Jan 10, 2007

Swan stole my music and framed me!
The newbie village in Cordon is a liminal space, a waystation, a tourist trap. It's no one's destination but the unprepared and unlucky may find themselves stuck there, so it only makes sense that the services are limited and come with a healthy markup. Sid is doing the hard work of greasing the right palms to keep the Military from ventilating every would-be hard-rear end and has-been in the place. He's a humanitarian if anything, but not above lining his pockets with the coins of those who can't hack it in the real zone.

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moller
Jan 10, 2007

Swan stole my music and framed me!

MadlabsRobot posted:

I haven't played stalker since back when it was "new" but I saw this thread and thought I'd give gamma a try, and I'm completely lost. Don't know if I just have forgotten how to play stalker or if it is gamma but I don't understand how I'm supposed to heal myself, or find some better guns.

As an example, I found a svu in the swamp which needs a new gas system, which I have in my stash, but I can't find, or find enough stuff to make, the correct repair kit. Do I have to drag all the stuff around with me to the various parts of the zone to check out all the traders for the remaining parts for the repair kit, or is there an easier way to do this that I have missed?

And how does healing work in gamma, so far I've only found that I can heal by eating, by paying doctors, or by hanging around the campfire, but as far as I can tell I haven't found any "fast healing" med-kits that can be used in combat?

There's an in-game manual ("Guide" in the PDA) that explains a lot of this stuff, as do loading screen messages.

You can replace gun parts in the field without a kit. You can use "field strip" to remove a part from a gun and then just drop that part onto another gun. So in the case of your SVU, just drop the new gas system on the gun in your inventory. This does make the gun a little dirtier though - lowering the overall condition. You can avoid the loss in condition by using a workbench and a toolkit to swap parts around, but it's not a huge penalty when you can get a better gun up and running.

For healing, there are two kinds of healing items - first aid (bandages, medkits) and post healing (ibuprofin, yadulin). You use the first aid to restore yellow (temporary) health to extremities and then use the post-heal item to restore the temporary health to normal health. You will probably often do this in combat, while cowering behind cover.

There are also Stimpacks which can be purchased, found, or crafted which are meant specifically for combat healing. The basic one fills your base HP very quickly and the more advanced versions do first-aid and post-heal. Additionally there are even more powerful medical items, the best (?) being a syringe called Rebirth that does full first aid and full post-heal, much like visiting a doctor.

I personally tend to craft and stockpile the mid-grade (military) stimpack and bind that poo poo to F3. That being said, even in the late game my most frequently used medical items are bandages to staunch bleeds and fentanyl to post-heal limbs and torso.

Paying a doctor for a full heal is almost always the best choice if you have the option, as their fee is about the same as a single bandage or medkit.

spechtie posted:

I seem to recall you guys talking about climbing being added in a recent GAMMA update, or did I dream that?

You can mantle now just by jumping towards a ledge. It really adds a lot to the platforming and stash-hunting. There are still invisible walls everywhere though.

moller fucked around with this message at 00:43 on Mar 30, 2024

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