S.T.A.L.K.E.R. Wiki
(there is no such thing as Misery 2.5)
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* Most forms of damage has been greatly increased, firearms in particular inflict greatly increased damage but this applies to everyone in the zone including the player character and enemies.
 
* Most forms of damage has been greatly increased, firearms in particular inflict greatly increased damage but this applies to everyone in the zone including the player character and enemies.
 
* Many mutants are considerably more dangerous, individual pseudodogs can be lethal, Controllers kill in 2 or 3 mind blasts and have an extremely dangerous psi field that constantly inflicts damage if the player gets too close.
 
* Many mutants are considerably more dangerous, individual pseudodogs can be lethal, Controllers kill in 2 or 3 mind blasts and have an extremely dangerous psi field that constantly inflicts damage if the player gets too close.
* Anomalys for the most part inflict considerably more damage.
 
 
* Completely revamped armor system that emulates the real world [http://en.wikipedia.org/wiki/National_Institute_of_Justice National Institute of Justice] standards with lower end non armor piercing rounds inflicting very little damage to users wearing tough Military grade body armor.
 
* Completely revamped armor system that emulates the real world [http://en.wikipedia.org/wiki/National_Institute_of_Justice National Institute of Justice] standards with lower end non armor piercing rounds inflicting very little damage to users wearing tough Military grade body armor.
 
 
* No valuable gifts in your stash after completing quests like “A Friend of Stalkers” or “Mutant Hunter”.
 
* No valuable gifts in your stash after completing quests like “A Friend of Stalkers” or “Mutant Hunter”.
 
* Changes to actor health system, item effects, economy and damage system in order to attain a very high difficulty.
 
* Changes to actor health system, item effects, economy and damage system in order to attain a very high difficulty.
* There are no difficulty settings. There will be MISERY and the mod will present a huge challenge for rookie Stalkers.(Version 2.5 changes this with 3 difficulty settings "Standard", Rookie mode and the Ultra Hardcore "Dark Mode")
+
* There are no difficulty settings. There will be MISERY and the mod will present a huge challenge for rookie Stalkers.
 
* Universal silencer has been removed: you will need the correct sound suppressor variant for your weapon caliber.
 
* Universal silencer has been removed: you will need the correct sound suppressor variant for your weapon caliber.
 
* No warnings, task messages or safe-zone indications on PDA before and during emissions (only sirens).
 
* No warnings, task messages or safe-zone indications on PDA before and during emissions (only sirens).
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* Bloodsuckers are no longer breathing heavily when invisible (the predators have evolved).
 
* Bloodsuckers are no longer breathing heavily when invisible (the predators have evolved).
   
'''Black Road'''
+
;Black Road
 
The Black Road, also known as Chorna Doroha is an optional gamemode difficulty where the player starts with a knife and a wind-up flashlight, stranded in the middle of an abandoned saw-mill in [[Zaton]] surrounded by Zombies at night. This added element of difficulty makes scrounging and scavenging for supplies an even greater asset when starting a new-game. Players will be unable to view the map to find the nearest Safe zone as they will be devoid of a battery to power their PDA. Also, traveling through Zone is even more difficult than it was earlier – now, during daytime, sun shining leads to much greater [[radiation]] from which player can't protect himself with anything but antiradiation artifacts, and after sunset, when radiation lets player leave safe areas, mutants wake up and go for hunting.
 
The Black Road, also known as Chorna Doroha is an optional gamemode difficulty where the player starts with a Knife and a wind-up flashlight, stranded in the middle of an abandoned saw-mill in [[Zaton]] surrounded by Zombies at night. This added element of difficulty makes scrounging and scavenging for supplies an even greater asset when starting a new-game. Players will be unable to view the map to find the nearest Safe zone as they will be devoid of a battery to power their PDA. Also, traveling through Zone is even more difficult than it was earlier – now, during daytime, sun shining leads to much greater [[radiation]] from which player can't protect himself with anything but antiradiation artifacts, and after sunset, when radiation lets player leave safe areas, mutants wake up and go for hunting.
 
   
'''Rookie mode'''
+
;Rookie mode
 
Rookie mode is normal Misery game, but with few tweaks to actor's immunities and traders to make game a little bit easier and more friendly to newcomers. It is advised to start adventure with Misery with this mode to not be overwhelmed by difficulty level the mod provides.
 
Rookie mode is normal Misery game, but with few tweaks to actor's immunities and traders to make game a little bit easier and more friendly to newcomers. It is advised to start adventure with Misery with this mode to not be overwhelmed by difficulty level the mod provides.
   

Revision as of 09:47, 24 July 2014

SCOP Grouse Mugshot
The bodies we found before didn't have those!
The content of this article relates to: S.T.A.L.K.E.R.: MISERY, a third party modification not endorsed by GSC Game World. The information in this article is not to be considered part of the official canon.



Overview

MISERY is a mod to S.T.A.L.K.E.R. Call of Pripyat that aims to enhance the game in various aspects, most importantly texture quality, difficulty, new items and in-game mechanics. Inspired by movies like The Road and I Am Legend as well as the game Metro 2033, MISERY concept-wise was meant to provide a highly challenging experience with a unique setting and atmosphere. Our goal is to throw the player into a miserable environment and give them only one objective: to survive. This survival-driven aspect is particularly explicit in MISERY: you only have limited resources at your disposal and have to deal with various threats when you’re at your weakest and most vulnerable. The implication of this is clear: the player is forced to re-think their habits and get used to new and demanding conditions of the Zone as envisaged by MISERY developers.

Features

Gameplay

  • People, mutants and birds are ripped apart if not in shelter during emissions.
  • Actor belongs to “Ukrainian Special Services (USS)” and not “Free Stalkers”.
  • Actor feels more alive thanks to various sound and movement tweaks, general improvements to interaction during firefights as well as the ability to use consumables and other equipment.
  • Corpses and dead animals can be dragged (“Shift” + “Use” key).
  • No weapon restrictions in safe zones.
  • First person perspective by default, but change to third person perspective possible with a single button.
  • New screen shake effects when firing a weapon (resembling recoil shock/shake effects). This effect varies depending on the caliber fired and your choice of USS class.
  • Your flashlight does not illuminate your weapon anymore (only when reloading and sprinting), which makes it easier for your eyes to focus on your surroundings in low-light conditions.
  • Nightvision has to be powered with special UPD power supplies to be used.
  • 3GB RAM enabled for system engine (prevents crashes on lower-end PCs).
  • Unique version of Massive Simulation Overhaul (MSO) that makes NPC behavior more challenging and diverse. It even adds a variety of NPC professions (like Hunters).

Classes

Misery incorporates three new classes which add a unique element of gameplay in the main storyline. Each class in it's own respects all relates to the overall difficulty a player may experience in the main play through as each one has it's own strengths and it's own weakness's.

USS Assaulter

Big, heavily equipped soldier skilled in handling heavy and assault class weaponry. Due to high body mass he needs to sleep and consume more to remain in good condition. Can hurl heavy weight around and still fight effectively.

  • PACK RAT – almost no extra penalty for getting over maximum convenient carry weight
  • STRONG GRIP – extremely low chance of dropping gun in hand
  • HEAVY WEAPONS EXPERTISE – significantly lowered recoil and increased aiming speed and accuracy for machine guns and explosive weapons (RPG-7 and RG-6)
  • STURDY – very low chance to suffer the heaviest aim displacement effect even when heavily damaged and almost no movement penalty even at very low health

USS Recon

Lighter, stealthy soldier with speed-up metabolism, increased agility but low damage resistance. Special training allows to take the biggest advantage in drugs and medicaments but at the cost of greater side effects.

  • FAST TAPPING – fire rate for pistols increased by 40%
  • MOBILE AIMING – very low penalty for weapon aim sway and gun accuracy after movement
  • PRECISE BLADE – knives overall do medium damage but are much better at penetrating armors allowing to bleed-out armored enemies
  • STEALTH – step sounds in all stances are much quieter which results in enemies reacting to them slower
  • BULLPUP AFFINITY – all bullpup rifles, regardless of type receive a small bonus to sway rates, recoil, aim speed and accuracy

USS Sniper

Medium build survivor who is the least dependent on food and drink and may run for long distances without rest. Able to stay awake for long periods of time. Special training in breathing mechanisms results in a very controlled aim.

  • KEEN EYE – ironsights zoom-rate increased by 25% (does not affect shotguns and pistols)
  • SHOOTER’S STANCE – almost completely steady aim and significantly better accuracy of all weapons when crouching and low-crouching
  • DOUBLE-BARRELED MASTERY – first shot from of a double-barreled weapon has greatly reduced recoil and second shot can be made 50% faster
  • SURVIVAL EXPERT – significantly better chance at extracting uninfested raw meat and scientific specimens from mutant corpses and much lower penalties from consuming raw meat.

Difficulty

  • Stronger and deadlier anomalies.
  • Zombified stalkers are mindless wanderers that attack everything and are killed effectively only with shots to the head, spine or heart and they carry only low grade weapons in terrible condition.
  • Fewer weapons in good condition and less ammo. No more “killing zombies to easily find loads of weapons and ammo”.
  • Most forms of damage has been greatly increased, firearms in particular inflict greatly increased damage but this applies to everyone in the zone including the player character and enemies.
  • Many mutants are considerably more dangerous, individual pseudodogs can be lethal, Controllers kill in 2 or 3 mind blasts and have an extremely dangerous psi field that constantly inflicts damage if the player gets too close.
  • Completely revamped armor system that emulates the real world National Institute of Justice standards with lower end non armor piercing rounds inflicting very little damage to users wearing tough Military grade body armor.
  • No valuable gifts in your stash after completing quests like “A Friend of Stalkers” or “Mutant Hunter”.
  • Changes to actor health system, item effects, economy and damage system in order to attain a very high difficulty.
  • There are no difficulty settings. There will be MISERY and the mod will present a huge challenge for rookie Stalkers.
  • Universal silencer has been removed: you will need the correct sound suppressor variant for your weapon caliber.
  • No warnings, task messages or safe-zone indications on PDA before and during emissions (only sirens).
  • A more natural day/night rhythm (i.e. without resorting to drugs and other stimulants) is advised if you want to avoid a blurred vision caused by headache or sudden sleepiness.
  • Consumables won’t restore your health but are needed to stave off hunger.
  • Optional hardcore game start: “Chorna Doroha” (The Black Road) in which you start with little to no gear.
  • Advanced game progression ensures a challenging gameplay from beginning to end of the game.
  • Factions are reacting much faster to your gameplay choices and faction relations.
  • All artifacts are harmful even when not placed on belt unless they are stored in Artifact Containers.
  • Bloodsuckers are no longer breathing heavily when invisible (the predators have evolved).
Black Road

The Black Road, also known as Chorna Doroha is an optional gamemode difficulty where the player starts with a knife and a wind-up flashlight, stranded in the middle of an abandoned saw-mill in Zaton surrounded by Zombies at night. This added element of difficulty makes scrounging and scavenging for supplies an even greater asset when starting a new-game. Players will be unable to view the map to find the nearest Safe zone as they will be devoid of a battery to power their PDA. Also, traveling through Zone is even more difficult than it was earlier – now, during daytime, sun shining leads to much greater radiation from which player can't protect himself with anything but antiradiation artifacts, and after sunset, when radiation lets player leave safe areas, mutants wake up and go for hunting.

Rookie mode

Rookie mode is normal Misery game, but with few tweaks to actor's immunities and traders to make game a little bit easier and more friendly to newcomers. It is advised to start adventure with Misery with this mode to not be overwhelmed by difficulty level the mod provides.

Mutants & Wildlife

Weather & Emissions

Factions

Weapons

Items

Artifacts

Anomalies

Visuals & Soundscape

Known Issues

Trivia