S.T.A.L.K.E.R. Series Megathread: Maybe someday mods releasing edition
3,237 replies, posted
The zone will make a man out of you yet
[QUOTE=TKGP;52308681]
• Your Last Stand mechanic is disabled (Veteran and Master)
[/QUOTE]
I've never heard of this before? Is it something that stops you from getting killed in one hit at full health, or is there more nuance to it than that?
[QUOTE=Etcetera;52308834] [/QUOTE]
If you have more than 20% health and you die in one shot, you go down to 10% and become invincible for 0.5 seconds.
That actually sounds like could be cool for ironman runs
[QUOTE=Bloodshot12;52308930]That actually sounds like could be cool for ironman runs[/QUOTE]
[actor_thd_gd_*] in creatures\actor.ltx
Go nuts.
[QUOTE=TKGP;52308681]Regarding combat, as difficulty increases:
• Your weapon damage decreases
[I]• Your ability to magically dodge shrapnel from explosives ([b]not bullets from guns[/b]) decreases[/I]
• Your resistance to damage decreases
• Enemies are able to throw grenades at you from further away
• Your Last Stand mechanic is disabled (Veteran and Master)
You're not thinking of SoC, you're just thinking of all the misinfo/disinfo about what difficulty actually does that's plagued STALKER communities since the dawn of time.
Please excuse the spergfit, just a touch of the ol' 'tism.[/QUOTE]
really? I could've sworn that difficulty changes affect the general hit chance across all types of bullets and etc (as seen in the bullet_manager section)
Interesting.
No. For weapons, the four difficulty settings are loaded, but when it actually uses them it always just picks the novice one.
Also fugging FP on mobile, I keep accidentally giving people ratings
[QUOTE=TKGP;52310074]No. For weapons, the four difficulty settings are loaded, but when it actually uses them it always just picks the novice one.
Also fugging FP on mobile, I keep accidentally giving people ratings[/QUOTE]
Neat, thanks for the explanation there.
Anyone ever had a glitch with Call of Chernobyl where you instantly die when you enter lab x-16 even with the psi-helmet?
Is there any way to set bullet hit probability to 100%?
[QUOTE=Solomon;52308732]But I am just a lone rookie traveling through the zone in search of artifacts to earn enough money to fix my leg. I'm not called Vasili BadLeg for nothing, you know.[/QUOTE]
thing is the game is balanced for Master, the rest is just fiddling with bullet resistance and such so it makes shit spongy and that kinda shit
[QUOTE=coyote93;52311217]Open "actor.itx"[/QUOTE]
The values in actor.ltx only apply to bullets whose parent isn't a weapon, AKA explosive fragments and nothing else.
To change it for weapons, you need to edit the probability values in each individual weapon section, or any base sections they inherit it from.
Note: you only need to change the novice value because the others aren't used for weapons
Note: hit probability never applies to the player's shots anyways, if that's what you're intending to fix
[QUOTE=SirJon;52310966]thing is the game is balanced for Master, the rest is just fiddling with bullet resistance and such so it makes shit spongy and that kinda shit[/QUOTE]
I don't like bullet spongey enemies
Does anyone know what's going on with[URL="http://www.moddb.com/mods/ray-of-hope-dead/features/roh-is-dead"] RoH on ModDB[/URL]?
I presume it's been hacked but it'd be nice to have proof positive.
Well they sure upset someone with recent news
It was hacked by some ex-team member according to their FB page.
Oh hey, look what I got back to.
[QUOTE]Radiation:
The character'scurrently accumulated Radiation Level. For obvious reasons, this issomething most characters do not wish to increase. Most radiationsources have a certain Radiation Count – the higher the value, thefaster player Radiation Level grows, and greater the negativemodifier to player's stats is applied. Certain suit, artifacts, anditems either provide resistance to Radiation Count or reduce theuser's Radiation Level.
When a characteris either in location that emits Radiation Count or holds an itemthat does so (such as an artifact), make a 2d6 + Remaining Woundstest with additional modifiers from Radiation Resistance items everyturn or 10 seconds. If the result is less than the Radiation Count,increase the character's Radiation Level by the difference.
AdditionalRadiation Levels are increasingly fatal. While character isirradiated, Radiation Tests are taken at specified intervals of time.Radiation Sickness Test consists of 2d6 + Physique Test againstcurrent Radiation Level. Scoring below the Radiation Level inflicts anumber of Wounds equal to difference between Test result andRadiation Level (so for example, getting 5 on a Radiation Test whilebeing at Radiation Level of 7 causes 2 Wounds to the character). Ifthe result is over two times greater than Radiation Level, thecharacter reduces their Radiation Level by 1. Characters reduced to 0or less Wounds by Radiation Sickness Test do not Bleed Out, butbecome Unconscious. Unconscious characters continue making theRadiation Sickness Test, but at doubled intervals of time, untiltheir radiation level is decreased or they die.
<Table Goes Here>
[/QUOTE]
Has science gone too far? Is this too complicated for something that should be relatively frequently encountered?
[editline]7th June 2017[/editline]
And yes, you can remove radiation by drinking vodka, and yes, there is alcohol poisoning table/test.
Do you want radiation resistance to give stochastic protection against radiation or predictable protection? For the sake of reducing dice roles, I would probably compare the radiation source to the cumulative radiation protection level (Suit + Artifacts + Meds) and if the former is lower than the latter just assume the player is completely protected.
The thing about radiation is it's so present in most portrayals of the Zone (though obviously I can't speak for every GM's approach to it) that if you're doing checks every ten seconds it's going to bog gameplay down a lot - especially if anyone gets unconscious.
[QUOTE]When a character is either in location that emits Radiation Count or holds an item that does (such as an artifact), and the character's total Radiation Resistance is lesser than Radiation Count, their Radiation Level increases equal to the difference between Radiation Resistance and Radiation Count. The frequency of such occurrence is either listed within the item or location description, but may also be decided by Game Master.[/QUOTE]
Obviously, the idea is that you only get hit when you get too close to something like dilapidated truck that has about as many rads as a reactor. Either that, or walking/sunbathing in rad hotspots.
Ok, but how mechanically intense do you want that to be?
I would argue that Stalker as most of us would recognise it already has a lot of stuff to keep track of - ammo/supply scarcity, gunplay, weird anomaly Zone bullshit - all this plus rolling 2d6 every 10 seconds is going to slow gameplay down. I'm not saying this is necessarily a bad thing, but if you're making/modifying a new RPG it's going to be a lot for new players to learn and keep track on - I would argue that it's much better to start with a mechanically simplistic game and add rules as needed over the course of playtesting than it is to try and cover every eventuality from the beginning.
[editline]7th June 2017[/editline]
I'm not saying for a moment that your current implementation is by any means [I]wrong[/I] - I just want to be very clear that particularly in a pen and paper RPG, you need to be aware of the additional work more complex features are going to add.
Fuck it, description would take too long. Posting the current clusterfuck of a WIP.
[URL="https://www.dropbox.com/s/3lhafsk44uf0lnr/StalkanRPWIP.pdf?dl=0"]https://www.dropbox.com/s/3lhafsk44uf0lnr/StalkanRPWIP.pdf?dl=0[/URL]
[QUOTE=gufu;52324507]Fuck it, description would take too long. Posting the current clusterfuck of a WIP.
[URL="https://www.dropbox.com/s/3lhafsk44uf0lnr/StalkanRPWIP.pdf?dl=0"]https://www.dropbox.com/s/3lhafsk44uf0lnr/StalkanRPWIP.pdf?dl=0[/URL][/QUOTE]
Thanks for uploading it - it's an interesting read. I dunno how qualified I am to give any feedback on it, though it looks like - my earlier comment not withstanding - you've put a lot of work into keeping it streamlined. Are you planning on playtesting it online or in person?
[QUOTE=Etcetera;52324649]Thanks for uploading it - it's an interesting read. I dunno how qualified I am to give any feedback on it, though it looks like - my earlier comment not withstanding - you've put a lot of work into keeping it streamlined. Are you planning on playtesting it online or in person?[/QUOTE]
First in person, but if anyone out there wants to try it out even in it's current form and provide me feedback on homerules they decided to enact, that would be great as well.
The idea is to keep most math to GM side of things and keep most rolls 2d6 + Stat + Modifiers, at least from the start. But hey, if whoever wants to rip into it for criticism and analysis, go for it.
Hitting up the arena in Call of Chernobyl when I got this gem of a generated name.
[thumb]http://i1010.photobucket.com/albums/af228/flt6704/20170604022156_1.jpg[/thumb]
Oh boy, more community drama.
Seems BobBQ/RobertQuinlan (most known for making the Know your Builds series and several STALKER SFM videos - that were all quite good) ragequit the STALKER community because of Tejas_Stalker's bullshit on the GSC forums and elsewhere.
[video=youtube;xX9UA8fuK-c]https://www.youtube.com/watch?v=xX9UA8fuK-c[/video]
Kind of sad about this, honestly.
[QUOTE=Lyokanthrope;52334849]STALKER community because of [B]Tejas[/B]_[B]Stalker[/B]'s bullshit on the GSC forums and elsewhere.[/QUOTE]
What did he do specifically? All I know about him is that weird 300 hours in Cordon SoC obsession.
[QUOTE=Doom14;52334923]What did he do specifically? All I know about him is that weird 300 hours in Cordon SoC obsession.[/QUOTE]
Just generally kind of an asshole, and rather egocentric. He runs the official unofficial (?) STALKER community facebook which sadly tends to only cover dumb memes and the occasional really popular mod.
[URL]http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=11786&page=339&sort=ASC&sec_id=16#410781[/URL]
[URL]http://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=130&thm_id=17910&sec_id=1&page=111#411261[/URL]
How to responsibly react to drama in one easy step:
1. Manufacture even more drama
[QUOTE=TKGP;52334978]How to responsibly react to drama in one easy step:
1. Manufacture even more drama[/QUOTE]
As a furry: Can confirm.
(it's a joke)
Why is it so hard for people to ignore that asshole?
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