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This a list of Releases and Patches for the Lost Alpha.

Release-download-thumbnail patch

HistoryEdit

The development of the Lost Alpha started in the summer of 2008. The project first started out as a modification to add back the cut levels which all Stalker fans knew of. After a while, it became more than just a modification, it became a new standalone game. In 2014 it was planned to release the Lost Alpha as an official add on for S.T.A.L.K.E.R.: Shadow of Chernobyl. In March and April 2014 it was reported that the game was leaked on some file-sharing websites and that it got already downloaded. The plan with the add on failed.


ReleaseEdit

On the 26th April 2014 the game was released titled as being "early access" and that it needs still some tuning.

Version OverviewEdit

The first version of the game was the v1.3000 which marked the start of Lost Alpha being available for everybody. For this version three patches were released, v1.30013 (also referred to as v1.3001), v1.3002 and v1.3003.

The developers decided not to release a patch v1.3004 because "it became more and more clear we need to release the developers cut, because the content we were planning was simply bigger than a patch"[1].

On 26th April 2017 the Lost Alpha Developer's Cut was released with version v1.4000. The patch v1.4001 released shortly after was withdrawn due to errors in the packaging process and replaced by patch v1.4002. The following patches v1.4003 and v1.4004 were released for internal testing only and should be considered inoffical. The latest available patch is v1.4005, released on 25th December 2017.

Patches for Lost Alpha (v1.3xxx)Edit

v1.30013Edit

This is the first patch released by Dezowave and here is the complete changelog and description from dezowave's official website:

The patch is savegame compatible, so You do not have to start new game for this patch, but for maximum experience (and because of Murphy’s law) it’s highly recommended. If you installed 3rd party / user made fixes and mods for Lost Alpha retail, it’s highly recommended to reinstall the game to have a clean install before you apply the official patch. This is required to avoid conflicts with the 3rd party content. We can not give support for such cases.

Also if you are trying to load gamesave which you made while you used mods or fixes for the retail Lost Alpha, they won’t work with the newly patched game. You will need to start new game in such case, because all previous modded content was saved to your savegame, which is now unavailable in game since new patch has new content.

  • S.T.A.L.K.E.R.: LOST ALPHA Patch v1.30013 (2nd of May 2014.) changelog:
  • - game binaries are working with administrator privileges now, avoiding problems with User Access Control (UAC) subsystem
  • - game will work on windows xp, although dx10 cannot be used
  • - quicksave / quickload buttons now can be remapped
  • - fixed serious bug with wrong ui_movies.xml which prevented to play half of the game
  • - fixed storyline battery task in sarcofag
  • - fixed flying tree and geometry on Yantar level
  • - fixged geometry on Garbage level
  • - fixed the crash on r1 (static lightning) render when player entered ‘Great Metal Factory’ level
  • - fixed rat monster crash and effectors bug
  • - fixed random crash related to pda contacts section
  • - temporaly disabled legs/shadow in options, if you have it enabled, please type this to console: g_actor_body 0
  • - with removing visible leg feature, the missing footsteps and self shadow works again by default
  • - “la options” debug menu is disabled on widescreen
  • - crows are again killable
  • - ak74, ak74u, L85, G36 sounds synchronization fixed
  • - proper fix for safe crash
  • - missing “chmieltist” beer drinking sound fixed
  • - missing p90 model added
  • - brightness, gamma and contrast sliders fixed
  • - no available phrase to say, dialog[yantar_sakharov_start_talk] fixed
  • - no available phrase to say, dialog[agr_ratcatcher_start] fixed
  • - no available phrase to say, dialog[dol_specnaz_leader_dialog] fixed- several (hopefully all) missing descriptions added back
  • - crash when player ESC from solitare and hex viewer fixed
  • - restored working class for hex viewer, text viewer, image viewer, console
  • - fix for artefact merger
  • - crash in repair window fixed
  • - wrong passwords for doors in pda fixed
  • - loading last save overlap window fixed
  • - added marker for ‘strelok’s flash’ and ‘yantar wires’ because many users reported it’s too hard to find them
  • - fixed camera position to climb out of UAZ jeep
  • - fixed OnMouseAction crash (Tetris in LA PC)
  • - Veles gives correct download module, so no need to buy it from Barman
  • - updated mi24 model, should fix “callback kils bone matrix bone: front_gun_tower”
  • - improved tasks and task completion on agroprom
  • - fixed luminocity and distance for stalkers to default value, ai works better
  • - removed the strange reverb when eax is enabled, and added more stable sound dlls
  • - temporary fix for missing suit upgrade
  • - fixed incorrect mag size for upgraded pb1
  • - added vehicle prices to dialogue
  • - corrected outfits icons and soldier outfit
  • - new helicopter sound with tuned volumes
  • - helicopter in cordon patrols less often
  • - helicopter windows in agroprom fixed (were transparent on r2-3 renders)
  • - added pda articles for downloads
  • - missing vehicle icons were added
  • - several vehicle properties were changed
  • - topoliny puh anomaly not glitching anymore
  • - car fuel should work now
  • - various small tweaks and fixes


v1.3002Edit

This is the second patch released by Dezowave and here is the complete changelog and description from dezowave's official website: Due to the changes in storyline and engine, it’s required to start a new game after you installed this update. Your previous saves will not work. This patch is cumulative, so you will not need to install the previous (1.30013) patch at all.

  • Changes Log:
  • Fixes:


    • - fixed vibrating (constant open and close) doors on Great Metal Factory level
    • - fixed inaccessible “ashes to ashes” stash on Darkdolina level- fixed crash for missing suit upgrade
    • -fixed Escape bridge soldiers dying because too far from shelter
    • - fixed flying trees and props on Darkscape level- fixed Pripyat geometry (missing surface)
    • - fixed Arena mobs missing bug- fixed no available phrase to say, dialog[dm_artefact_merger_wnd]
    • - fixed no available phrase to say, dialog[forg_stalker_trader_start]
    • - fixed map marker for bandit suit on Darkdolina
    • - fixed crash related to missing crossbow decor model’
    • - fixed level changer position from the Power Plant to Sarcofag
    • - fixed Radar crash near outpost
    • - fixed ui_repair_wnd.script:471: attempt to index field ‘selected_item’
    • - fixed quickload after death with hotkey
    • - fixed Greben jobs and dialogs on Yantar
    • - fixed usage of motion blur effect on R2 (dynamic lightning)
    • - fixed Lukash task dialog
    • - fixed Petrenko’s task and dialog on Great Metal Factory level
    • - fixed Sidorovich’s message to kill zombies even if all are dead
    • - fixed incorrect RPM for upgraded sig550
    • - fixed can’t open section ‘bandages’
    • - fixed incorrect icon for upgraded VAL weapon
    • - fixed return entry to Pripyat from Outskirts
    • - fixed [error]Description : callback kils bone matrix bone: bip01_spine2
    • - fixed crash when killing stalker trader on Construction Site
    • - fixed some other codes for doors
    • - fixed broken logic for doors and camera on Lost Factory
    • - fixed some floating boxes and barrels in Agroprom
    • - fixed ai-map in Deadcity (monsters climbed the bridge from the river)
    • - fixed ai-map for the duty sniper on Garbage outpost
    • - fixed ai-map and geometry on Yantar level
    • - fixed green glass in windows, jars etc. on r1 (static lightning) render
    • - fixed shader for lamps on dx10 (bulbs in lamps visible again)
    • - fixed incorrect calculation of money
    • - fixed Pripyat secret trader, now he will appear
    • - fixed crash in DetailManager, often shown on Generators level
    • - fixed some broken freeplay tasks
    • - fixed pda buttons (and the crash when using it)
    • - fixed missing known info strings
    • - fixed unresponsive bloodsucker on Darkvalley when climbing through hole in roof
    • - fixed Deedee antidote exploit
    • - fixed kill statistics
    • - fixed No available phrase to say, dialog[forg_dolg_raid_dialog_finished]
    • - fixed rendering crashes on all levels, but mainly related to the last few ones
    • - fixed transparent window frame on Generators level
    • - fixed missing Sin house (esc_basement_motor_cache) stash in Escape level
    • - fixed upgraded icon for PSZ-9Md outfit
    • - fixed crash when using repair kits
    • - fixed Sakharov dialogs
    • - fixed faulty stashes on Army Warehouses level
    • - fixed auto fire upgrades
    • - fixed Deadcity money issue
    • - fixed kampers ignoring danger
    • - fixed contact’s incorrect avatar on Army Warehouses level
    • - fixed position of anomaly which was almost inside the Bar on Great Metal Factory
    • - fixed crash when talking to Duty leader on the Power Plant level
    • - fixed trees which had no collision
    • - fixed No available phrase to say, dialog[escape_wolf_greatings]
    • - fixed broken task when Hunter moves to Outskirts
    • - fixed duplicating ammo in safe exploit- fixed weather
    • - fixed transparent metal surface on Garbage level
    • - fixed crash which happens if you try to talk to an npc via pda chat in the same time the npc dies
    • - fixed upgraded icon for VAL weapon
    • - fixed mutant wave on the Power Plant level (sometimes task did not finish)
    • - fixed reaction of monolith soldiers at the Power Plant level when player drives BTR vehicle
    • - fixed various small glitches
  • Addons:


    • - finetuned all traders and their stock
    • - added missing map hint for Garbage sniper
    • - removed anomaly from the middle of the road on Great Metal Factory which made the access to Military level with car very hard
    • - Strelok’s book can be dropped now, but it will be available in the articles menu on your pda as well
    • - now can buy cars from Outskirts barman too
    • - monster and character relations were tweaked
    • - added timer on hud for the gasmask on Rostok Factory level
    • - slightly increased probability of rain and thunder
    • - knife hit powers finetuned
    • - alcohol postprocess effects tweaked
    • - dx10 render optimized (more will come in later patches)
    • - added feature: when checking stash with purple icon and not taking all of theitems, the icon will change to green and will only be removed if you take all
    • - pda chat finetuned, if a participant goes offline, you will see message “connection lost”
    • - added X18 documents dialog to the “barman” Petrenko so that dialog can complete if doing task later
    • - made Sin neutral to the actor (to avoid misunderstanding)
    • - made Sin hostile towards actor_dolg (if player joins duty) and dolg (duty faction)
    • - added more fuel to traders and stashes
    • - finetuned ai reactions
    • - finetuned certain monster reactions
    • - removed extra sleeping bags from the game, but the one you have is now dropable, tradeable, and you can buy one at traders
    • - added ladder to the hole on the ground in Yantar to make climbing in and out more convenient
    • - revisioned and united all weapon hud positions
    • - the secret trader now sells only unique items
    • - added more alife to Darkscape, Forest, Outskirts and Country levels
    • - particles engine tweaked, finetuned and more stable
    • - implemented cloud shadows on r3 (dx10) render too
    • - added pda message about the 3rd bloodsucker to kill on Rostok Factory level
    • - enemies won’t ignore you if you are sitting in a car
    • - various smaller tweaks and fixes
    • - removed test grenades and fixed bug so now NPCs will run from grenades they throw if they land close to them



v1.3003Edit

This is the third and latest patch released by Dezowave and here is the complete changelog and description from dezowave's official website: Due to the changes in storyline and engine, it’s required to start a new game after you installed this update. Your previous saves made with 1.3002 will not work. This patch is cumulative, so you will not need to install the previous (1.3001 or 1.3002) patch at all.

  • Changes log:
  • Fixes:


    • - fixed “can not open video stream” crash on Swamp
    • - fixed missing sprint anim for Fort pistol
    • - fixed weather getting stuck on “af_preblowout”
    • - fixed Sin being hostile for no reason on Darkscape
    • - fixed random NPCS at kamp in garbage
    • - fixed Lukash anomaly machine task dialog
    • - fixed crash to desktop after final arena battle- fixed errors with unupgradable stalker exo outfit
    • - fixed third gift dialog with Ivancov
    • - fixed case where sometimes Mole would not talk after military battle
    • - fixed Can’t find include file:[text\eng\string_table_tasks_swamp.xml]
    • - fixed [error]Description : No available phrase to say, dialog[out_hunter_start]
    • - fixed stalker trader leaving his post on Construction level
    • - fixed Sarcofagus battery not disappearing after use
    • - fixed case where Dolina prisoner won’t talk to you if you open the cell before he is captive
    • - fixed crash with “missing section”
    • - fixed unresponsive military at cordon bridge
    • - fixed military blockposts getting hostile for no reason
    • - fixed early message to meet Mole from Seriy task
  • Addons:


    • - finetuned weapon damages again
    • - finetuned step sounds for earth surface (they were too silent)
    • - finetuned monster damages again
    • - finetuned ai reactions for silenced weapons and certain materials
    • - raised the headlamp’s light angle
    • - disabled ammo repacker until we can make it better
    • - upgraded bandit outfits will now also work for the bandit infiltration task- increased secret trader stay time
    • - increased chance of secret trader having unique items
    • - removed the money robbing on Deadcity to create a smooth cutscene in prison
    • - added missing trade ltx for Petrenko. Note that it will only work after a certain stage in the game!
    • - added working trunk to white lada on Darkdolina
    • - added free roaming NPCs in Freeplay mode (after good ending)
    • - removed .avi files from the game to avoid conflict with codecs on certain computers
    • - reduced some more quest items’ weight to zero
    • - added missing articles for Burer and Chimera
    • - removed unnescessary crashes with errors such as ! item [***_***_***] not found!!

Patches for Lost Alpha Developer's Cut (v1.4xxx)Edit

v1.4000Edit

Fixes:
 


  - fixed incorrect syntax in task_manager for relation
  - fixed cost for Rat pie
  - fixed crash when trying to talk to wounded military on Pripyat
  - fixed the handling of white niva vehicle and the model itself
  - fixed the handling of lada cabrio and raf truck
  - fixed the VIP card dialogue in Bar (Duty arena)
  - fixed unresponsive zombies on Forest
  - cleaned out all stashes of unused items
  - fixed the few invincible monolith soldiers on Darkdolina
  - fixed rare error with xr_effects.script:2142: attempt to index local 'inv_box' (a nil value)
  - fixed bugs in sound engine
  - fix for xr_logic.script:42: attempt to index local 'stor' (a nil value)
  - fixed the tunned white niva (root bone was set too low, it could stuck to small rocks and debris easily)
  - fixed the remaining vibrating windows/glass surfaces on R1 (static lightning) render
  - fixed and finetuned water surface on r1 and r3 render
  - added back ammo tracers and bullet holes
  - fixed several sound files
  - fixed the unresponsive AI
  - fixed the not properly working 'hit sounds', 'death sounds' (and other sounds) so AI reacts even better
  - fixed the random crashes when using some of the 3rd party graphic overlays, like fps counters or Steam in-game panel
  - fixed shooting effector
  - fixed water which visible through the fog
  - fixed rain stripes on DX10/11
  - fixed treasure manager (which gives stash info to player)
  - fixed some missing strings (text files)
  - fixed incorrect materials
  - fixed glows (they won't shine thru the walls)
  - fixed the black fences around Doc's house on Swamp level (wrong surface -> incorrect shadow)
  - fixed smoke particles
  - fixed the intro sound
  - fixed the missing mutant names (when player searches body)
  - fixed and finetuned xr_heli chopper scheme
  - fixed bugs in bind_car script for proper NPC detection when actor is behind a vehicle, or stays in it
  - fixed mutant cat-head item (was needed for a pda task, but the mutant never spawned it)
  - fixed the bandit scene on Garbage level
  - fixed translucent dynamic objects (windows, anomalies etc.) which visible through the fog
  - fixed the bug at the countryside blockpost, where army always attacked the player on returning from lost factory level
  - fixed a sidetask on construction site, which could fail due to a missing precondition
  - fixed a crash in cordon which happened if you talked to one of Petruha's men without taking the quest from Wolf
  - fixed a rare or random crash in the Pripyat Undergrounds level
  - fixed the sometimes unresponsive codedoor keypad in Pripyat Undergrounds level
  - fixed the ground detail bump textures, they were too grainy
  - added all missing hands models for all new suits
  - added all missing upgrades to all weapons and armors we had in LA
  - some mutants were fixed (papakarlo, civil zombie)
  - crosshair fix
  - grenade hud fix
  - task manager for sidetasks fixed
  - fixed random bugs in arena (Bar)
  - fixed sector and material problems in Agroprom level
  - fixed geometry bugs on Forest level
  - face culling fixup for details
  - many fixes for upgrades
  - fixed incorrect visual on actor when he drops his outfit
  - fixed repair in upgrade window
  - added highlighting of ammo and addons in trade window
  - made nightvision to turn off when outfit is out of outfitslot
  - fixed zoomin, zoomout, place a mark buttons in PDA map window
  - fixed incorrect reading of vectors in user.ltx
  - fixed wrong saving of ammo in weapon with grenade launcher
  - fixed rendering of translucent models (weapon hud)
  - aref geometry has shadows now
  - fixed hiding glows on r3 and r4
  - cursor is now centered in all dialogs and menu
  - fixed crash when destroyable object is destroyed
  - moved thirst and hunger to engine from scripts
  - added values 'eat_thirst' and 'eat_phy_health' to eatable items
  - fixed full recovery hunger and thirst when using food
  - fixed incorrect particle positions in hud mode
  - fixed inertion, strafes, bobbing for detector
  - fixed 'satiety_restore_speed'
  - fixed campfires and torch on r3, r4
  - disabled drawing relation for monsters and car in carbody wnd
  - set texture color for drag items
  - mark inventory items in inventory, trade wnd and carbody wnd as in builds
  - fixed message when torch is turned off
  - fixed the bridge on Darkdolina (columns arent passable from now)
  - fixed the uv error on the factory chimney in Cordon
  - added more, previously missing xml nodes
  - added a precondition to Petruha's men, so the game wont crash even if you don't talk to Wolf, they will send you to talk to him first
  - fixed the vibrating door in Darklab (Darkdolina underground)
  - fixed door in pripyat underground which was held back by zombies
 


  + all previous patch fixes
 


  Addons:
 


  -- Gameplay
 


  - disabled blowouts in Bar until freeplay to avoid a very rare bug
  - disabled the strange cutscene on Swamp on request of fans
  - added extra behaviour for npcs when they use grenade
  - added steal and sneak behaviour to certain monsters such as zombies, psydogs
  - more alife on almost all levels, with higher respawn rate
  - more variety in the mutant relations, to see more epic fights between them
  - more and more sidequests
  - many new smart terrains
  - doubled the battery duration
  - lowered the fuel usage
  - lowered the volume of detector sounds
  - finetuned generic trader files
  - added more weapon fixer-upgrader npcs (ivancov, guide, ghost, freedom barman, doc, kruglov)
  - the lada cabrio is no longer immortal
  - weapon upgrade system from Call of Pripyat
  - added ammo parameters from Call of Pripyat (k_dist, k_air_resistance, k_ap etc...)
  - added PKM and Protecta from Call of Pripyat
  - flight of bullets are now depending on the protection of armour (bullet wont go thru the heavy armor, it will cause ricochet)
  - re-enabled artefact hunter scheme (wandering and camper npcs search for artefacts)
  - re-enabled looting scheme (wandering and sometimes camper npcs loot dead bodies)
  - re-enabled humming, whistling for random npcs to achieve even nicer atmosphere
  - added back some old articles to pda, which we forgot to enable previously
  - upgraded items are now marked with an arrow in left corner, so players will know which one is edited if they have more of the same kind
  - opened up the countryside level a bit more to the east
  - pripyat secret trader won't disappear after a couple of minutes
  - btr has a working trunk now
  - you can bribe the arena guard from now, which means you don't need to wait a week to be able to go thru the arena, you can do it anytime now
  - bar's (great metal factory) geometry was changed for easier access
  - skills module re-initiated, working on implementing point system (current skills: barter, survivor, sharpshooter, endurance)
  - all upgrades were rebalanced
  - all artefacts were rebalanced
  - all suits were rebalanced
  - more suits to wear
  - artifacts less appreciable now
  - more upgradable items
  - made nightvision for helmet and nightvision device (for modmakers)
  - on master difficulty removed npc counter from hud and the "beep" sound
  - nightvision can be turned on in car
  - now actor can't drag npcs with full inventory
  - bandits in the Dark Valley have a better taste in music
  - new binoculars
  - binoculars now have upgrades, motion tracking is disabled by default
  - detectors from Call of Pripyat, all are upgradeable
  - eating food makes you thirsty
  - alcohol restores psi-health
  - Strelok's stash is less accessible
  - new variable zoom PSO added with own reticle
  - new not-so-secret NPC in the Bar area
 


 


  -- Graphics
 


  - finetuned the dynamic weather on DX9/10 render
  - tweaked postprocessing to achieve nicer display
  - atmospheric ukrainian weather pack with around 50 unique skybox captured in Ukraine (pending)
  - HD textures addon for many surfaces, which actually looked lowpoly previously
  - HD foliage texture pack by Cromm
  - weather tweaks
  - finetuned grass shadows
  - finetuned grass shading without using grass shadows
  - weapons and armor huds ported from Call of Pripyat to Lost Alpha
  - player now has a unique, well-known face
  - weapon animations have been tuned by King Friday
  - recompiled Cordon with vegetation changes and geometry changes
  - recompiled Rostok Factory with geometry and vegetation changes
  - recompiled Countryside with vegetation and geometry changes
  - added high quality, natural color tree and vegetation textures by Cromm Cruac
  - recompiled Agroprom with geometry and vegetation changes
  - recompiled Forest with vegetation changes and extras
  - made dof effector when actor is aiming
  - pistols and USSR weaponry have orange-red tracers, NATO weaponry has red tracers
  - disabled 'explosion' for some bullets
  - AK of the doomed one has a new texture
 


 


  -- Engine
 


  - engine now detects all the sound cards connected to your pc and you can select any of them to use
  - grass movement can now be controlled from user.ltx, and from weather files
  - grass draw distance now can be set from console from 30 to 240 meters (SoC used 25meter by default)
  - sun lumscale, ambient and hemi color can now be controlled from weather, so it can be changed or mixed as the weather changes, creating nice atmosphere
  - implemented DX11 render mode (with the same bugs as it had in CoP)
  - added shaders cache ('r__shaders_cache' console command) which speeds up the loading of shaders when pressed alt+tab
  - added support v3 and v4 skinning types to models. Lost Alpha can load CS and COP models
  - made clean up G-buffer each frame to avoid "ghosting" on sky
  - added new hud adjust mode to adjust weapons on cop hands
  - all texts from scripts, configs were moved to text/ folder
  - extra option to hide/unhide subtasks on pda tasks section
  - added console command to disable/enable sun flares
  - depth of field is controlled by weather
  - added 'r2_dof_weather' console command for using dof values from weather or from console values
  - more types crosshairs
  - added new parameters for artefacts
  - now outfits have the same description as artefacts, no need to add parameters of outfit to translation files
  - added 'auto_detect_entities' parameter to binoculars so that it could be true or false and also could be upgrated
  - added reserved tasks to LA engine, which includes new tab in PDA. infoportion and call_function etc.
  - added new parameters to outfit also added them to upgrade list
  - added new method 'allow_break_talk_dialog' for xr_meet as in Call of Pripyat
  - added console command 'keep_textures_in_ram'
  - returned back spawn of artefact when alive entity dies in it as in builds
  - New console command to skip texture loading state. Useful for debuging; r__skip_texture_load
  - Added separate fps counter. command rs_fps
  - Fix for hud particles not being rendered with the reacent particle distance tweak
  - added 'current_detector' and 'r__glows_enable'
  - optimized detector sound, and did some code organization
  - code for psy-health bar in inventory
  - Tourch parametrs can now be configured in configs too.
  - Replaced Name by Nameshort for highlighting items names when pressed F
  - adde console command r2_particle_distance. Now particle distance can be tweaked.
  - added steep parallax param 'use_p:' to textures specification
  - disabled blending light direct because something wrong with suncascades
  - set texture color for drag items
  - added 'has_upgrade' method
  - disabled 'keep_necessary_textures' by default
  - added 'dof_kernel', 'dof_sky' to weather, renamed 'dof_far'->'dof'
  - added 'r2_dof_weather' console command for using dof values from weather or from console values
  - disabled drawing relation for monsters and car in carbody wnd
  - red unupgradable items in upgrade wnd
  - mark inventory items in inventory, trade wnd and carbody wnd
  - fixed campfires and torch on r3, r4
  - added 'eat_psy_health' to eatable items
  - returned SSE2 to SSE
  - cursor is now centered in all dialogs, added 'NeedCenterCursor' method for it
  - disabled centering cursor for ScriptWnd, use 'NeedCenterCursor'
  - fixed 'satiety_restore_speed'
  - moved thirst and hunger to engine from scripts
  - added value 'eat_thirst' to eatable items
  - added 'satiety' and 'thirst' properties
  - added united crosshair console command
  - fixed incorrect reading of vectors in user.ltx
  - fixed wrong saving of ammo in CWeaponMagazinedWGrenade
  - fixed rendering of translucent models (weapon hud)
  - fixed shadows of aref geometry
  - fixed hiding glows on r3 and r4
  - added method 'level.object_by_name'
  - fixed crash when destroyable object is destroyed
  - unupgradable wpns/outfits are visible in upgrade wnd now
  - disabled messages 'Version conflict in shader' and 'Renderer doesn't support blender'
  - added intro switch to options
  - added hud and camera fov sliders to options
  - added prefetch switch to options
  - added new crosshair switcher to options
  - added particle distance slider to video options
  - added HDR coefficient switch to video options
  - added sun flare switch to video options
  - added enviromental dof switch to video options
  + all previous patch addons
 

v1.4001Edit

This patch was withdrawn due to errors in the packaging process and must not be used.

v1.4002Edit

- fixes for Nimble (crash on sleep)
  - fixes for escape smarts and npcs
  - fix for weather crash and blowout
  - fix for artifacts with zero values
  - fix the text of the side task for Mole on the Agroprom level
  - fix for the Factory in Cordon, now Petruha and team will not follow you, if you decide to do it alone
  - Nimble will no longer die during the run from the village under the bridge and vice-versa
  - Fox shouldn't die either, also should not react on any noise in his bunker
  - Fixed a script error with the implementation of invulnerability for npcs
  - fix for Darkscape level to keep actor's weapon usable on a mission
  - fixed a bug with pda crash on the Darkscape level
  - fixed a bug with pda crash on the Dead City level
  - fixed duplicate icons for certain upgrades and unique items
  - fixed the military behavior in Dead city
  - fixed the cutscene in Dead City level (the cutscene is now synchronized)
  - fixed the quest with Sidorovich's documents
  - fixed particle crashes in Forest level
  - fixed icon for quest item in Forest level
  - dialog about killing the bloodsucker "King" added for Petrenko
  - repeating of the cutscene on the Escape level is corrected
  - some corrections in translations in Russian and English
  - removed "ger" and "ita" localization from the menu, they aren't finished yet
  - fixed skill points for pda, they were not updated properly previously
  - fixed ui related crash on 4:3 monitors
  - added support for 4:3 monitors, fix from Lone_Wanderer21
  - fix crashes on 4:3
  - fixed weapon aim positions for 4:3 resolutions
  - fixed binoculars texture
  - grenade throwing is restored
 

v1.4003Edit

This patch was released for internal testing only and must not be used.

- NImble should not go back into the dungeon...
  - Expedition quest is WIP, but at least completeable
  - Fixed r1 crash on Yantar (door model)
  - Player will not die from hunger and thirst during sleep (will wake up instead)
  - Setting r2_allow_r1_lights enabled by default
  - Added postprocess for quest in Yantar
  - Fixed teleport with secret cutscene to Kordon
  - Added missing texts for documents on Yantar
  - Proverb now can give quest after the player has taken the flashdrive
  - Added the map for Sid's special mission on Kordon
  - Fixed trader's stock not being updated properly (phobos2077)
  - Binaries with normal gamma
  - Fixed artefact "Cake"
  - Configured thirst from food
 

v1.4004Edit

This patch was released for internal testing only and must not be used.

- Fixed description of AKMS
  - Removed level changer to unfinished location "oldroad"
  - Fixed the issue with doors to the Yantar bunker
  - Quests from Sin are now optional
  - Made harder to get into bandit's warehouse on Dark Valley
  - Made impossible to steal the prison key when trader is watching
  - Fixed inventory UI on 4:3 and 16:9
  - Fixed artefact property icons
  - Improved inventory icons
  - Finished random quests texts for Shulga in the forest
  - Continue to improve "Expedition" quest
  - Fixed NVG crash after game load
  - Added inventory weight during trade
  - Fixed never ending controller sound
  - Added test effect for controller on r3, r4 with disabled blur
  - Fixed crash on Village location after picking up Levitron
  - Limited the range of values for grass density and radius, tone mapping, sun brightness
  - New console command r3_backbuffers_count, recommended value 3
  - Fixed an error in state_mgr scheme
  - Fixed english texts
  - Fixed sunshafts on r4
  - Fully implemented DX10 renderer and gamma
  - Stable shaders for comfortable play
  - Added parameter "Sun brightness" to Video options
  - Improved weather settings
  - Improved default settings after removing user.ltx
  - Improved upgrades for detectors and weapon fixer prices
  - Fixed bug with netpackets and safes (used to corrupt saves in Dark Escape)
  - Fixed bandit base restrictor in Dark Escape (leading to crash)
  - Improved AI behavior on bandit base
  - The key from Strelok's hideout is now a little easier to find
  - Nimble will not move back and forth under the bridge after finishing his first quest
  - Fixed time_factor console command (bug with bleeding, thurst and hunger)
  - Fixed full screen mode initialization for all renderers
  - Reduced probability of mutant parts in corpses after their death
  - Killed NPCs, mutants and random quests will be taken into account for skills "Survival", "Sniper" and "Barter"
  - Made music in Sid's bunker more diverse
  - Fixed crash on Yantar because of Duty soldier's story_id
  - Fixed dialog when taking bad psy-helmet from Sakharov on Yantar
  - Gameplay on Rostok was optimized in a way that you don't need to run to the Bar for laboratory key
  - Changed the order in which gas mask is given on the same location
  - Several trader fixes (phobos2077)
  - Started to implement russian localization changes from REALM and senyaGTA
  - Fixed errors with upgrade icon, PDA and trade in original patch (patch reuploaded)
 

v1.4005Edit

Gameplay:
  - All weather cycles and brightness-related console parameters were carefully tweaked for best image quality (no overbright sun, no darkness during the day, etc.)
  - Default gloss factor tweaked to get better bumps
  - Changed default weather after blowout to thunder
  - Changed default weather period after blowout to "bad"
  - Enabled detail textures and bumps for many surfaces like bricks, concrete, metal, etc
  - Replaced Sidorovich model with Clear Sky version
  - Changed firing sounds of some weapons to CoP variants (they were of low quality)
  - Multiple round-robin quick-saves (with configurable number of saves)
  - Map spots for mechanics and traders
  - Disabled game saving and restricted player from moving to other levels during blowout. (Saving during blowout is not working good)
  - The Guiders Mod is now integrated (and modified), granting fast travel via the services of several NPCs, which are recognizable by a unique map spot after you talk to them
  - Petrenko will now give you a small reward after X18
  - All bandit outfits are now enabled for that one Dark Valley quest
  - Proverb will hold on to his Vintorez even in his afterlife)))
  - Killing Wolf or Mole will damage your reputation more than you think
  - Mole has a few new quests
  - Participants of the Cordon factory cutscene spawn only when the cutscene is triggered and made immortal to prevent exploits
  - Dolina monolith informer won't try to kill you now after steal docs task completed
  - Start point from Garbage to Escape was moved to north
  - A certain task in Forest was remade
  - Added missing call for help message when entering Garbage for the first time
  - Player's current outfit is now applied to the actor in all scenes
  - Player starts the game without armor
  - Real weapon names added
  - Outfit rebalance
  - Complete rebalance of weapon/ammo/grenade stats and their damage against all classes of NPCs
  - Improved weapon ballistics
  - Fixed ragdolls not receiving impulse from bullets and rebalanced those impulses
  - Abakan unique burst mechanics are now better reflected
  - Trader configs were completely rewritten to get rid of numerous related bugs and pricing/item availability issues
  - Some traders now won't buy weapons and outfit in bad condition
  - NPC supplies (weapons and items) were rewritten using systematic tier-based approach
  - PDA's from NPC drop can be sold to traders now
  - Weapons dropped from killed NPCs now vary in condition from decent to completely broken (and not repairable - minimum repair condition raised)
  - Ammo drops from NPCs were rebalanced and depend on game difficulty
  - Vanilla meds are now delayed use, so you have to wait a bit for them to be applied (your weapon will be holstered) and then a moment for them to work
  - Added boosters from CoP
  - Artefact spawn rebalanced
  - Artefact detector economy reworked
  - Burrers and Controllers aura radius is not restricted by height to prevent underground mutants to harass anyone on surface
  - Controllers now take control over up to 10 monsters
  - Controller types and thier psy attacks were rebalanced
  - Zombies rebalanced - less bullet sponges, but can turn faster now which makes them efficient up close
  - Chimera rebalanced - jump attack restored, revamped health and damage
  - All other monsters were rebalanced as well in terms of health
  - New dynamic item descriptions now shows more useful info like installed upgrades, currently loaded ammo and additional stats for weapons like ammo types, durability, addon mounts, etc.
  - Disable UI marks in upgrade screen, those that indicate where upgrade is being done (they are time consuming to configure)
  - Automatic UI marks for unique and quest items
  - Bars in weapon info panel now reflect actual stats better and respect installed upgrades
  - Enabled use of all slots when climbing the ladder, except for detector and main weapon
  - Items dropped on maps will now be cleaned, thanks to new garbage cleaner script (made specially for LA)
  - Torches now reduce their brightness over time more realistically (slow at first, but very fast under 25% of charge and lower)
 


  Bugs:
  - Fixed most known bugs related to quests and story
  - Crash with xr_conditions get_distance_to_player is fixed
  - Weather logic for dynamic renderers re-done:
 

* Saving\loading should not change weather anymore
  * Fixed weather changing spikes from one to other
  * Script will now deffinitly choose a new weather for each hour and aply it in engine
  * Made saving of bunch of script variables, that will fix stuff like undergroind weather when actor is outside
  * Added "new game" weather period which will have only "clear" or "partly" weathers to chose from for first 3-6 hours of gameplay
  * Tweaked other weather periods for more logic weather changes
  * Added autosave before blowouts
 

- Nimble won't be sleeping all the time after being rescued
  - Re-added a few disabled 'bore' sounds
  - Controler aura won't get applies on the surface of Agroprom
  - Fixed lagging when player moves stuff back and forth in stash windows (lagging in car trunk, trade window, stash window etc.)
  - Crash when killing npc with "trader" community fixed
  - Fix for sun going to the center of sky on af_preblowout
  - Fix for weather spikes right before blowout starts(First we let the weather selector do the job, only then we should trigger blowout)
  - Broken knife fixed
  - Artefact spawn on new game fixed
  - Artefact hunting behavior is more realistic and doesn't get stuck in idle
  - Fixed incorrect HUD positions when aiming for shotguns and some pistols
  - Fixed some cases where quest involving returning some item to NPC was much less profitable than selling said item to a trader
  - Quest about Karlik for Major: handle case when player did not bring PDA, Purple Beads artefact can now be sold (if not turned in for quest)
  - Fixed icons of a few quest items
  - Fixed find tools quests had types of required tools messed up (description and actual item to find)
  - Fixed the error "Can't find variable item_position in [hands_fireball_weapon_hud]"
  - Fixed the error "xr_conditions.script:520: attempt to index field 'actor' (a nil value)"
  - Fixed several scenarios in case if actor attack stalkers on escape and agroprom
  - Fixed task manager, added "find_item_hide" tasks for Mole
  - Fixed Borov colliding with the door during blowout and in other cases
  - Fixed Fox colliding with the floor during blowout
  - Fixed few mistakes with smarts on swamp and forgotten
  - Fixed crash with smart terrain's in case of wrong job
  - Removed some unfinished garbage which could cause problems with transition weather
  - Fixed bug with fake grenades in kamp's which engine couldn't proceed which turned out to serios error
  - Fixed dolina and darkscape different types of bandit's outfit support for several scripts
  - Fixed wrong path to models and several missing textures
  - Launch speed upgrade for RPG-7 now actually works
  - Fixed a lot of small to medium UI bugs across all HUD types and aspect ratios (most notable - incorrect size of player inventory in upgrade screen).
  - Fixed actor alcohol camera effect always working at 100% amplitude regardless of current alcohol level
  - Fixed inconsistent light levels between DX9 and DX10+ renderers
  - Fixed message about game restart not showing after changing video settings that actually require restart to take effect (like SSAO, sun shafts, etc)
  - Fixed not being able to enter text in savegame name textbox using system language, also prevented entering wrong symbols for file names
  - r3_minmax_sm setting is now off by default - this eliminates problem when sun rays took more and more time to render the longer you play (one of several reasons of FPS drop over time)
 


 


  Engine:
  - Support of assigning map spots in character desc using tag <map_spot_pointer>
  - Console command for dumping all map spots iformation now available in release bins
  - Console command for dumping all known info portions now available in relese bins
  - NPCs can now be individualy set to stand there like a rock when a blowout occurs
  - New parameters for controllers:{
 

* PsyAura_Radius_min, PsyAura_Radius_max
  * PsyAura_Radius_max_y (controls the height of the aura)
  * aura_regular_effector_sect, aura_hit_effector_sect (they control the effects sections)
  * aura_effect_max_factor (controls strength of camera movement)
 

}
  - Returned the control over the min distance, on which, controler does not do "special psy attack" and starts a melee fight "tube_min_dist"
  - Added relation between Controller's distance to actor and strength of camera movement effects (passive psy attack) and also added smooth transition out of the camera effector to prevent sudden camera jumps
  - Borov is now a new kind of ugly
  - Added command to controll "cpu waiting for gpu stage". Just for tests. "r_cpu_wait_gpu"
  - Added a thread that monitors if the main engine thread is "ok" or "frozen". If it detects that the engine is stuck, it keeps saving the log until app is shut down. It should help with empty log crashes. It will allow the crash log to save even if the main thread is frozen. Will help a lot if there will be any MT works later.
  - Render timing stats, console commands "rs_render_timers" and "rs_log_render_timers"
  - Removed some more mp code
  - New command for wire frames on all meshes "r__wireframe"
  - Renamed "r4_wireframe" to "r4_tess_wireframe" for better understanding of its purpuse
  - Separate console command for engine timers display "rs_engine_timers"
  - Hardcoded NUM5 weather reset replaced by console command "cfg_weather_restart"
  - Old script safes were deleted and now are hardcoded, lock UI is in scripts
  - New texture params gloss_coef[] anf gloss_offset [] for rough control of texture gloss factor.
  - In-Game weather editor for configuring dynamic weathers, use the command "weather_editor" for help.
  - New console command "set_weather"(replacement for old not working command)
  - (r3 r4 only) Parallax offset is now working. Added separate console commands for STEEP parallax
 

r2_steep_parallax_h, r2_steep_parallax_distance, r2_steep_parallax_samples, r2_steep_parallax_samples_min.
  Tweaked fading from steep parallax to parallax(depends from r2_steep_parallax_distance)
 

- Multithread optimizations - loading time reduced dramatically (MT for c-form loading and texture loading)
  - Temporary compromise for sun rays on r4 (Due to complicated code, we had to restrict r4 to only use sun_quality = ultra or maximum)
  - Fast aproximate anti-aliasing (FXAA) added (r3, r4 only) (Thanks to MrSwarts)
  - Backbuffer count option added (single, double or triplebuffering)
  - Armor on the paper doll in the inventory is now a regular icon
  - lua_help and hud_adjust_mode fixed
  - fire_modes can now be used by any weapon(For moders use and also fixes automatic pistol)
  - New weapon params: rpm_semi (for separate semi fire rate control), rpm_no_disp (for AN-94), fire_direction_offset (for ballistics), shot_max_delay (for smoother semi-auto shooting), zoom_inertion_factor (camera sway multiplier)
  - Buckshot spread is not affected by shooter's dispersion (PDM_*), only barrel dispersion (fire_dispersion_*)
  - Fixed weapon param: condition_queue_shot_dec
  - Ability to upgrade launch_speed for RPG-7 and RG-6 and rocket_class for RPG-7
  - Enabled k_air_resistance ammo parameter (for ballistics)
  - Fixed delayed weapon firing (noticable on low rpm)
  - Fixed RPG-7 and RG-6 grenade fired before the firing FX sometimes
  - Fixed weapon addon icons misplaced when dragging weapon from slot into inventory or other way around
  - Fixed camera jumping when aiming down the iron sights and looking around
  - Fixed weapons with different set of upgrades installed being stacked together
  - Fixed crash when an item does not have upgrades for every single slot in XML upgrade scheme
  - Fixed task objective icons not disappearing sometimes after task/objective is completed
  - Fixed broken randomness in mutant parts drops (when groups of mutants are spawned at the same time, i.e. on starting new game)
  - Fixed bug in CAnimatorCamLerpEffector that caused all cam effectors to ignore factor parameter and always play at 100% amplitude
  - Adjusted set_ammo_elapsed scripting function to work with ammo packs as well as weapons
  - Added alternative XML-based way to define character supply spawns using extended spawn settings (like type of ammo in mag, etc.) and supply templates
  - Stopped NPC's from deleting ammo packs on death (scripts should take care of this instead)
  - Improved handling of physical impulse to ragdolls on death of creatures
  - Prevented bullets from damaging the same object twice (as result, the whole damage balance needs to be adjusted)
  - Added a third comma-separated parameter to weapon hud anims - animation speed multiplier
  - time_factor fixed
  - Static particles fixed
  - THM files will not overwrite configs in texture_specification and texture_association.ltx, if specific texture is specified there.
  - Added 2 ways to make NPC immortal: "invulnerable = true" in the [logic] section or "invulnerable" XML flag in specific_character
  - Enabled custom data's [spawn] section for monsters
  - Rewritten logic for showing and hiding detector to make it more logical and work more like normal items
  - Call of Pripyat helmets (engine work done)
  - Allowed *.xdb* archives to be loaded from any folder, just like normal *.db* archives. Unlike normal archives, those are always read relative to the "gamedata" folder, so you can pack a mod, name it how you want and place in the convenient place (fsgame.ltx was also updated to add special "mods" folder that has higher priority than all normal archives, but lower than unpacked files - so you can modify the game as you expect to but still have the convenience of *.xdb packages).
  - Added scripting function "alife():objects()" that allows to iterate (using simple for .. in loop) over all alife objects.
  - Added scripting function "installed_scope_name" to get the section of currently installed scope.
  - Partially fixed incorrect price calculation for half-empty ammo packs and non-empty weapons
  - Added buy_item_condition_factor and discounts from CoP, show message explaining why item cannot be sold
  - Added overloads for scripting functions "buy_supplies", "buy_condition", "sell_condition", "show_condition" that accept a Lua table instead of IniFile. This allows to dynamically customize prices and ability to trade items without changing the vanilla trading logic.
  - Added overloads for "npc:buy_condition" and "npc:sell_condition" that accept boolean value and allow to change if items can be traded by default or not for this NPC (in vanilla, default behavior was to always allow trade, even when you forgot to add it in the price lists).
  - Added parameters "buy_allowed" and "sell_allowed" into [trade] section of system.ltx, which allows to configure if items are allowed to be sold or bought when they are not in the price lists.
  - Added new params for all items: "trade_ignore_condition", "condition_cost_koef", "condition_cost_curve" to tweak how item is traded in the game
  - Added console command "reload_system_ltx" for better modding experience.
  - Fixed console commands "run_string" and "run_script" to respect uppercase letters in code.
  - Implemented system for upgrades that allows engine to automatically calculate property modifiers based on base property value and given multipliers. This should allow to easily mod weapon/outfit properties without worrying about upgrade inconsistency all the time. Also prevents duplicate configs.
  - Outfit info now shows real outfit params after all upgrades, instead of base values all the time
  - Fixed item info not being updated in the upgrade window after installing upgrade
  - Added optional functor for generating item description on Lua side: ui_wpn_params.GetDescription (called for all items, not just weapons)
  - Current ammo section now passed as 3rd param to original ui_wpn_params functions
  - Restored r2_sun_lumscale console variable without removing sun_lumscale from weather, now both values will be multiplied
  - Restored r2_tonemap_middlegray limits to their original values [0.000, 2.000]
  - Improved EffectorZoomInertion: better configuration, smooth movement between points, smooth fade-out after stopped zooming
  - Added optional second rifle slot (pistol slot remains separate; should be enabled in [actor] section and slot added in inventory UI XML) by partially porting slot-related code from CoP
  - Fixed crash when using pda_skills or pda_downloads before PDA UI was initialized
  - Fixed crash when using effect.finish script function
  - Added optional outfit/helmet params to present bullet protection as a string (eg. armor class) instead of a number, due to complicated damage calculation for bullets that players can't easily understand
  - Added console variables to enable/disable build 2218 style bloom and gloss (need new shaders to work)
  - Added param "inv_draw_behind" for addons to be drawn behind weapon icon (eg. when scope is attached on the left side)
  - Added params "scope_force_icon", "silencer_force_icon", "grenade_launcher_force_icon" to weapons to force engine to draw addon icon when status is not 2
  - Outfit info and actor protection info panels now show actual armor values from bones_koef_protection, instead of a fake "fire_wound_immunity"
  - Replaced "range_min" with "range_curve" for torches for more realistic range changes
  - Added console commands "quick_save_counter" and "max_quick_saves" to control quick-save indexing
  - Made upgrading of addon-related settings more simple to use (eg. no need to copy all silencer settings in upgrade section if you just need silencer_status = 2)