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How To Make Money In Misery Stalker

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The content of this article relates to: Southward.T.A.L.Thousand.E.R.: MISERY, a popular third party modification. The information in this commodity is non to be considered part of the official canon.

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Contents

  • 1 Overview
  • 2 Features
    • 2.1 Gameplay
    • two.2 Classes
    • 2.3 Difficulty
    • 2.4 Mutants & Wildlife
    • 2.5 Weather & Emissions
    • ii.6 Factions
    • 2.7 Weapons
    • 2.8 Items
    • two.nine Anomalies
    • 2.10 Visuals & Soundscape
  • 3 Known Issues
  • 4 Trivia

Overview [ ]

MISERY is a modern for Southward.T.A.L.K.E.R.: Call of Pripyat that aims to enhance the game in various aspects, virtually importantly texture quality, difficulty, new items, and in-game mechanics. Inspired by movies like The Road and I Am Legend, equally well every bit 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 histrion into a miserable surroundings and requite them just one objective: to survive. This survival-driven attribute is peculiarly explicit in MISERY: you only have express resources at your disposal and have to bargain with various threats when yous're at your weakest and most vulnerable. The implication of this is clear: the player is forced to re-recollect their habits and become used to new and demanding weather of the Zone as envisaged by MISERY developers.

Features [ ]

Gameplay [ ]

  • People, mutants, and birds are ripped apart if non in shelter during emissions.
  • Actor belongs to "Ukrainian Special Services (USS)" and not "Free Stalkers".
  • Actor feels more alive thank you to diverse sound and movement tweaks, general improvements to interaction during firefights every bit well every bit the ability to apply consumables and other equipment.
  • Corpses and dead animals can be dragged ("Shift" + "Employ" primal).
  • No weapon restrictions in safe zones.
  • First-person perspective past default, but can change to third-person perspective possible with a unmarried button.
  • New screen milk shake effects when firing a weapon (resembling recoil shock/shake effects). This issue varies depending on the caliber fired and your pick of USS course.
  • Your flashlight does not illuminate your weapon anymore (just when reloading and sprinting), which makes it easier for your eyes to focus on your surroundings in low-lite conditions.
  • Headlamp is no longer default equipment and has to be purchased or scavenged off of corpses, however, a handheld flashlight is now included with all classes.
  • Nightvision and headlamp have to exist powered with special UPD power supplies which in turn must be recharged with battery packs or by repair merchants for a steep cost.
  • 3GB RAM enabled for organization engine (prevents crashes on lower-terminate PCs).
  • Unique version of Massive Simulation Overhaul (MSO) that makes NPC behavior more challenging and diverse. It even adds a variety of NPC professions (similar Hunters).
  • Virtually all items cost considerably more coin and quests provide far less in the way of advantage coin.
  • In-depth maintenance system for weapons and armor assuasive the histrion to repair their own gear with the numerous repair items in the mod.

Classes [ ]

MISERY incorporates three new classes that add together a unique element of gameplay in the principal storyline. Each course in its ain respects all relates to the overall difficulty a player may feel in the chief play through equally each i has its ain strengths and it's ain weaknesses.

USS Attacker

Big, heavily equipped soldier skilled in treatment heavy and assault grade weaponry. Due to high trunk mass, he needs to sleep and consume more to remain in good condition. Can hurl heavyweight around and withal fight finer.

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

Notes: Arguably this course emulates the PC character capabilities of the original game more closely than the other two and is likely a good selection for newcomers to the modern. The Aggressor is built for directly combat with hostile forces as it features the highest health, highest haemorrhage resistance, competent at engagements at all ranges with all weapon classes simply specializing in medium-range combat due to high proficiency with Set on Rifles and Heavy Weapons, maximum stamina recovery bonuses from combat-oriented suits and thanks to a large behave weight capacity (plus pack rat perk) allows for usage of large quantities of equipment in the field such as carrying multiple firearms with big quantities of armament with remarkably low stamina penalties. Unfortunately, they suffer from farthermost stamina penalties while wearing gas masks and closed-bike breathing suits/modules so they are ineffective in combat while wearing such gear (does not utilize to Combat Helmets with integrated gas masks) with the possible exception to a heavily modified SEVA suit. They also receive the lowest benefits from drugs and medical items and have the lowest anomaly/radiation resistance of the three classes.

USS Recon

Lighter, stealthy soldier with speed-up metabolism, increased agility but low harm 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 xl%
  • MOBILE AIMING – very depression penalization for weapon aim sway and gun accuracy afterward movement
  • PRECISE Bract – knives overall practise medium damage but are much better at penetrating armors assuasive 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 pocket-size bonus to sway rates, recoil, aim speed, and accuracy

USS Sniper

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

  • KEEN Heart – ironsights zoom-rate increased past 25% (does non affect shotguns and pistols)
  • SHOOTER'Southward STANCE – well-nigh completely steady aim and significantly better accuracy of all weapons when crouching and depression-crouching
  • DOUBLE-BARRELED MASTERY – offset 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 finer only with shots to the caput, spine or center and they carry only low-grade weapons in terrible status.
  • Recoil on firearms is dramatically increased, to the point that single shots must be used in most engagements, bursts and total auto burn down are but useful at very close range and fifty-fifty so weapons need to exist heavily modified for recoil control to be used in brusk outburst at any pregnant distance.
  • Fewer weapons in good condition and less ammo. No more than "killing zombies to easily observe loads of weapons and ammo".
  • Most forms of damage have been greatly increased, firearms, in item, inflict greatly increased damage but this applies to everyone in the zone including the role player character and enemies.
  • Many mutants are considerably more unsafe; individual pseudodogs can be lethal, Controllers impale in 2 or three mind blasts and have an extremely dangerous psi field that constantly inflicts damage if the thespian gets as well close.
  • Completely revamped armor system that emulates the existent world National Establish of Justice standards with lower end not-armor-piercing rounds inflicting very little damage to users wearing tough Military-form body armor.
  • No valuable gifts in your stash afterward completing quest achievements like "A Friend of Stalkers" or "Mutant Hunter".
  • Changes to actor wellness system, item effects, economy, and damage arrangement in guild to reach a very high difficulty.
  • Universal silencer has been removed: you will need the correct audio 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 acquired by headache or sudden sleepiness.
  • Consumables won't restore your health just are needed to stave off hunger.
  • Optional hardcore game start: "Chorna Doroha" (The Black Road) in which y'all start with footling to no gear.
  • Advanced game progression ensures a challenging gameplay from commencement 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 a chugalug unless they are stored in Artifact Containers.
  • Bloodsuckers are no longer breathing heavily when invisible. (The predators accept evolved!)
Black Road

The Black Route, also known equally Chorna Doroha, is an optional game mode difficulty where the thespian starts with a knife and a air current-up flashlight, stranded in the heart of an abandoned saw-manufacturing plant in Zaton surrounded past 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 exist unable to view the map to notice the nearest rubber zone equally they will exist devoid of a battery to power their PDA. As well there is another option to make traveling through the Zone even more difficult than it was earlier – now, during daytime, lord's day shining leads to much greater radiation from which the player tin can't protect himself with anything but anti-radiation artifacts, and subsequently dusk, when radiation lets the player leave rubber areas, mutants wake up and go for hunting.

Rookie mode

Rookie mode is the normal MISERY game, merely with few tweaks to the player's immunity and resistance to the surroundings too equally tweaks to traders to make the game a little flake easier and more than friendly to newcomers. Information technology is advised to start an take a chance in MISERY with this mode so as to not be overwhelmed by the level of difficulty the mod provides. Yet, players who are experienced veterans of the S.T.A.L.Thou.E.R. series and are comfortable with playing on the highest two difficulty settings should exist able to suit to the "Normal" difficulty mode without too many complications.

Mutants & Wildlife [ ]

Cat

Izlom

Weather & Emissions [ ]

  • Emissions in the Misery mod do not pop upwards on your PDA
  • Emissions can be signified by weather changes in the heaven by rapid darkness and a large mushroom cloud
  • Prior to hearing an emission, at that place will be a loud siren, if you hear the siren run for cover
  • Cover locations won't exist listed in your PDA either

Factions [ ]

  • Bandits
  • Loners
  • Mercenaries
  • War machine
  • Monolith
  • Liberty
  • Duty

Weapons [ ]

Handguns: GP100, TT-33, Stechkin APS, Walther P99, Ots-33 Pernach, Obrez, GSh-eighteen

Sub Machine Guns/Carbines: UMP45, SG 552 Commando, Skorpion Vz. 68, PPSh-41, M4A1 Carbine, AK-105

Attack Rifles: XM8, SKS-45, STG-44, FN FAL, M16A1, IMI Galil, FAMAS G2, AKS-74 Cobra, AKS-74, AKM, AEK-971, Steyr AUG

Shotguns: TOZ 66 Sawn-off, Saiga-12K, Mossberg 500 (shortened)

Marksman Rifles: VSK-94, TRG-42, SG 550 Sniper, M14 DMR, Mosin-Nagant, M24 SWS (Green Dragon), Karabiner 98K, Karabiner 43, Sako TRG-42

Heavy Weapons: RPK-74

Items [ ]

Sleeping Purse

PDA-marked Backpack (for creating stashes)

Stimpacks and variants (Improvised Stimpack, Military Stimpack, Scientific Stimpack)

Expanded Drugs (i.e. Morphine Ampule, Cocaine, Marijuana)

Zone-produced Consumables (i.eastward. Mankind Bacon, Bloodsucker Casserole, Beard's Tea, Metal Bottle)

Imported Consumables (i.due east. "Abakan" Beef Tushonka, Smoked Sausage, Russian Chocolate, Nemiroff Vodka)

Cigarettes (i.e. Soviet cigarettes, Russian brand cigarettes, Western cigarettes)

Weapon Repair Kits

Armor Repair Kits

Ghillie Accommodate

Anomalies [ ]

Visuals & Soundscape [ ]

  • Darker and grittier textures.
  • Revamped audio for surroundings.
  • Revamped graphics including textures and landscape.

Known Issues [ ]

  • In some instances, although rare with the recent 2.one.1 patch, save files would sometimes exist corrupted and thus unplayable.
  • Earlier versions of MISERY were notorious for constant crashes. This has since been significantly reduced in patch two.1.1.
  • It maybe incommunicable to consummate the game in 2.1.one patch because of a bug in the kindergarten level which results in a crash.
    • Note: There is a solution for this issue: Go into Gamedata/Configs in the directory and notice alife.ltx change switch_distance from 300 to 10, load the game and try it, if information technology works and it should.. save afterward the cutscene leave game and change the switch back to 300.   Location is C:\Program Files (x86)\Steam\SteamApps\common\Stalker Call of Pripyat\gamedata\configs scroll down to alife.ltx

Trivia [ ]

Source: https://stalker.fandom.com/wiki/S.T.A.L.K.E.R:_MISERY

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