-Mod requires the new game start.
-Mod should be played on Hell (master) difficulty, 'novice' gives immortality (god mode) except for radiation. Rest of difficulties is unbalanced.
-Mod is focused mainly on freeplay. That's why it offers means to finish the story as fast as possible and return back to the Zone.
-At the very beginning there is some good equipment left for you in Sidorovich's stash (price cca 18000 RU). However, so that it was not so easy, there is no anomaly detector (you have only bolts left). You can buy some from Sidorovich for a fair price. More advanced detectors are then available for free in the bar area.
-You can play the game story either in classical way, or speeded up by means of document copies left on easily accessible places in the Zone. Thus you can avoid military base (although i suggest to save Mole at least, otherwise he'll be killed with first blowout), X labs and Yantar as well, since one of the stashes contains also working psy helmet. You can go from Bar straight to the Red Forest and enter bunker, where you can find the backup brainscorcher switch right behind the door. When you turn it off, you can go on to Pripyat and further on. Stancia 2 contains exit to Pripyat in one of the gates and allows you to continue freeplay style in the Zone. What is the effect on the rest of uncompleted story tasks i didn't find out yet
-Document copies will be shown on your map by Yurik (if you succeed saving him from bandits when entering Garbage for the first time) and Garik in Bar. I recommend to deliver those copies you find one after another one, X18 first and X16 after that. It will prevent possibility of little chaos in Barman's tasks.
-Some rooms are furnished a bit, Garik (Barman's bodyguard) lets you in when you stand in front of him and leave him enough space. Playing radios can be individually set in olp_mod.script. olp_mod.script allows settings for more features.
-Most of the doors in all levels are unlocked (code keylocks are disabled), on the ground, as well as in undergrounds, including those with only wall behind them. Functional (not only drawn, as the one in Red Forest stash, up the ladder where sniper is positioned) door can be opened with push, or - when on the other site - with knife or shot. Doors that are part of the gamestory can be opened only within the story play (i.e. Borov key, X.. lab codes etc.).
-You can climb up the drain pipes in Pripyat, on the first building estate. If you are swift you can climb up the rooftop, if you are even more swift you can jump on to the balcony.
-Stancia 2 is freely accessible, it contains also some anomalies. Most of the ladders in NPP area are put into operation. In example, it is possible to climb up the highest chimney in the level center. Beautiful view, there is also one anomaly on the top . Climbing is pretty tough job, beware of falls. It's easier with No More Fences mod off (_gamemtl.xr). Level contains level changer straight back to Pripiat's stadium.
-If you are fed up with fences and invisible walls, you can turn them off/on using No More Fences minimod. Rename or copy the file _gamemtl.xr to gamemtl.xr anr restart the game (new game is not needed). However, this causes that you can cross through some wire fences and you cal fall through some wire floors. Beware of getting stuck. When you copy/rename file back, wires are solid again. In example, it is interesting to check the ruined reactor core from the Stancia 2 perspective. But be aware that not everything that looks like a floor really is a floor. Beware: once you jump into reactor core you cannot get out. Save before doing so.
-Some level's spawn points were moved, i.e. if changing from Pripyat to Red Forest you will be no more spawned amongst mercs ready to kick your ass. Instead, you are spawned on the rooftop of the small building where you can cover. On the other site, in Bar you must first cross anomalies field until you get into the next level.
-Answer "NO" on level changer doesn't throw you to the spawn point anymore, it lets you go further instead. You are still able to run back and change the level anytime. Of course, this allows running behind fences so beware of falling off the level.
-Character voices are completely Russian, i found them more realistic.
-Actor's power is significantly lowered for more realism. I found it unrealistic when actor could sprint accross the half of the level with 70 kg load. Vehicles were useless. Now actor can sprint significantly shorter time and must rest more often.
-When the player is wounded (i.e. hit by the shooting), screen is flickered with red filter. If he's hit more hard, he can drop active weapon, so beware of loosing it in the battle. Free weapons (and other stuff) is collected by other stalkers. They also loot corpses.
-Mod introduces experimental feature 'pain'. When player is wounded, his pain is shown as a red pulsating filter on the screen. Pulses frequency and intensity are bigger with bigger pain. Pain is bigger with bigger health delta loss. Bigger pain causes deep breathing. Pain slowly disappears if health doesn't drop below 30% or player doesn't bleed too much. If injuries are harder, pain can on the contrary grow bigger. When the pain is receding, filter colour and pulses frequency goes down until they dissapear. Pain can be relieved by vodka and adrenaline, a bit less by medkits and bandages. This feature can be turned off/on in the olp_mod.script.
-Healing system is changed, medkits don't cure instantly but gradually after they are applied. It is not possible to get cured instantly in the middle of the fight. You must hide somewhere first.
-There is special military adrenaline available in the Zone, which can instantly boost up the health and stamina and relieve the pain. On the other hand, it's side effects cause eventually 50% health loss.
-Stamina bar is back in the HUD, whereas noise and visibility bars are removed (you no more have telepatic capabilities to know if enemy can see you). If you prefer old Oblivion Lost HUD, use files motion_icon.xml.OL and motion_icon_16.xml.OL
-HUD can use Oblivion Lost dynamic mode (suit mask, breathing), or unrestricted fulscreen (default). Set this in olp_mod.script.
-Torch light is dimmed and more diffused.
-Stalkers don't shout "оружие уврал" every time you are crossing by with weapon. You must literally aim at their face. To achieve this, fow is a bit zoomed (1 degree) when aiming. They still want to talk with you only when you have your weapon holstered.
-Some sounds are altered, i.e. controller presence doesn't make that iritating whistle. One of the harmonica sounds was also lowered and waved.
-Binocular doesn't detect npc's and monsters.
-Anomalies are more unpredictable and often invisible. (experimental) if you want them visible, use appropriate .ltx.VISIBLE file.
-Some monsters are weakened, especially controllers and burers (i don't like heavy armored ones who can stand two full magazines). I tried to increase probability of monster items, not sure if works properly... For those who miss old mutants, use appropriate .ltx.OL, or just increase m_monster.ltx (monster for monster name, i.e. controller) values for variables Health and MaxHealthValue.
-Blowouts are a bit more often than in original Oblivion Lost.
-Anomalies can be run in AMK 1.4 mode (mod default, experimental) which causes much more anomalies of various types behaving in much more unpredictable way. Evely level has randomly placed various types of anomalies which are changed with each blowout. You must travel really carefully. If you don't like this, switch this behavior to Oblivion Lost mode. Each mode requires new game start. This can be set up in the olp_mod.script file.
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