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Short Description

The main aim of this mod is to enhance SoC's gameplay dynamics and establish the indispensable role of tactical play - whilst also maintaining a fun, simple and bug-free game with the original S.T.A.L.K.E.R. storyline.

An important factor that we have taken into consideration is realism. Now, if you are shot at by a passing bandit or soldier, you will have to dive for the nearest cover spot to save yourself. You will then have to locate them and plan your retaliation (or escape) without using the built-in HUD and hit markers.

Additionally, grenades play a larger role; you will have to use grenades to flush enemies out of cover more often. You will not be able to run out of your own cover to gun every target down, as you will inevitably receive a far more realistic comeback from your enemies. It's a combination of these elements that contribute to providing the tactical and dynamic play experience we aim for.
NPCs

S.T.A.L.K.E.R.: Shadow of Chernobyl was released with a buggy, rudimentary AI system. The NPCs were very simple and often managed to kill themselves in stupid ways - for example, walking into an obviously visible anomaly. In the FF-Mod, we are making every effort to correct and improve the stalker AI.

For example, with the Military, normal soldiers (privates, sergeants and corporals) will never stray too far from a nearby teammate. They will always use basic tactics in a combat situation. If they sight an enemy, two squad members will suppress it while the others find a way to flank the target. This NPC improvement shifts the Military, Duty, Freedom and more experienced Loners nearer to the top of the Zone's food chain.

Other NPCs, such as the Bandits, are not nearly as advanced as the other groups - often being clumsy and dysfunctional in their use of group strategy. They use no advanced tactics, and their accuracy and weapons are, by standard, far inferior to those of other factions.

NPCs are now able to loot armour, buy weapons from you, throw grenades and heal themselves and others. NPCs from certain factions will work co-operatively with their neutral allies, often helping them defend their territory. You can meet members of any faction on any level.

We have also balanced the weapon load-out between the factions. Previously, Duty had mostly Soviet and Asian-manufactured weaponry, whereas the Freedom faction had an arsenal consisting mostly of NATO stock. We have changed the weapons of NPCs in each faction to fix this. Now, some Freedom soldiers will carry weapons like Grozas and AK74s. Some Duty soldiers will have L85s and SIG550s.
Graphics and Weather

In order to maintain the original feel of S.T.A.L.K.E.R, we have to keep graphical tweaking to a relative minimum. We have also taken into consideration, however, that the X-Ray Engine needs a bit of updating and tweaking.
We have added in blurred distant landscapes, occlusion mapping, and mild motion blur where absolutely necessary. As optional extras we will add in pre-tuned ‘user.ltx' configuration files with custom settings for Low, Average and High machine specifications.

The weather system is now more accurate to the geographical location. Shadow length and draw are determined from the position of the sun. The weather system is well-tweaked to match the spring season, with regular rains and storms. A misty distant land has been beautifully blended in with our graphical enhancements. Using the flare configurations by the dez0wave team, we have added functional gradients and sun flares. Thanks go to dez0wave ;)
Textures, Bump maps and Animations

In order to maintain the originality of the game, we did not completely re-texture most of the in-game items, but rather focused on improving the stock game textures. All the suits and armour now have high-quality textures and bump maps.

As far as weapons are concerned, we kept the same idea but were forced to re-texture a few in order to maintain realism.

There are now a range of completely new animations for weapons, the faster and more natural reloading styles bringing a more heated, fast-paced feeling to the game. Special thanks to Kingfriday for these animations.

We have also added in a spring season game world compliments of the ‘Nature Mod v2 (Spring Edition)' and ‘Nuclear Spring'. This combination has created a lush and vibrant Zone, far closer in detail to existing photographs of the Chernobyl outskirts and surrounding countryside, with the overhauled weather system to match.

Roads, wrecked vehicles and certain materials have also been given high-resolution textures and bump maps.
Sound Scheme

In addition to the new weapon animations we have blended in realistic and more recognizable sounds for all weapons. Reload sounds are simple, and match animation timing perfectly.

For gameplay elements, we have replaced sounds for lightning, fire, NPCs, mutants, item contact and wound/pain noises. Now, characters will mostly speak in English when interacted with. Campfire chats have remained in Russian to preserve the S.T.A.L.K.E.R. atmosphere.

The main menu's backing music has also been replaced with a less... depressing track. :)
Faction Wars

We have decided to add in this feature to add persistent action to the Zone. Squads from each faction will attempt to take over territory, along with their allies. The war is constant and never-ending. Territorial boundaries will shift from time to time.
Every single group will attend faction wars, including the military. Mutants will attack captured points, and any mutant can spawn on any level.
Free Play

Instead of the traditional ‘free play' which allows you to carry on playing after the main story has been finished, we have opted for a different model. Right from the beginning, you will be able to visit any area in the Zone. The Duty outpost officer in the Garbage may be bribed to allow you through - thus allowing access to deeper parts of the Zone before completing the quests at the Agroprom Research Institute. We are currently working on a dual integration of both free play modes, to be included in a later update for the mod.
HUD and UI

The vanilla in-game HUD has been replaced with a higher-quality, compact version. Text information popups have different colours according to their classification and urgency. This HUD was designed
by Autologic and customized by the ZeNith team.

There is also a brand-new main menu theme. Buttons are more smartly placed, and the main menu and graphical terms are better phrased. The loading screens have replacement images for the old area preview pictures.

The inventory layout has been taken from the ‘Priboi Story' mod, and changed to fit our needs - packing more information into a simpler interface. You may also attach many more artefacts to your belt. Thanks again go to the dez0wave team.
Trading

The default trading system in S.T.A.L.K.E.R. was badly constructed, with traders selling mostly useless items and weapons. In this mod, traders have more useful equipment for sale - while each one will sell between one and three unique items. Additionally, they also are the only characters who can repair your gear and sell cut-out items (depending on the individual trader's inventory). Traders have therefore become crucial to your survival in the Zone, thus playing a larger role in the game.

Normal stalkers have also had their trading capabilities overhauled, and will now trade ammo, grenades and miscellaneous items like fuel cans and other equipment. Thus, trading has been made a far more common activity in the Zone.
Sleeping Bag

The sleeping bag plays a relatively large role in this mod. Now, you won't be stuck in the middle of nowhere during the night. Simply find a place safe from mutants and enjoy a good night's sleep.

For this component, we have made use of the ABC Sleep Mod. However, we have thoroughly edited it to fit in with the rest of the FF-Mod.

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