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Does this patch resolve the issue with bodies disappearing too soon? During points with many enemies I'd find some of the bodies had vanished by the time the fight was over. I looked into extracting the files to fix this myself but the existing extractors didn't seem to like the Lost Alpha archives.
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Arkose: Does this patch resolve the issue with bodies disappearing too soon? During points with many enemies I'd find some of the bodies had vanished by the time the fight was over. I looked into extracting the files to fix this myself but the existing extractors didn't seem to like the Lost Alpha archives.
are you sure you didnt simply quicksave and reload for that to happen? - because thats often what happens (on any version of stalker)
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Sachys: are you sure you didnt simply quicksave and reload for that to happen? - because thats often what happens (on any version of stalker)
Yes, it was the loading that did it (I've read up on it since the last post); I thought it was a corpse limit causing it. Lost Alpha has several points with a very large number of corpses so I guess it was more obvious that way.

A bigger issue I had with Lost Alpha was ammo seemingly decreasing when looting more ammo of that type. The patch notes mention a fix for ammo duping fix so maybe that has also fixed the ammo disappearing.
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Arkose: A bigger issue I had with Lost Alpha was ammo seemingly decreasing when looting more ammo of that type. The patch notes mention a fix for ammo duping fix so maybe that has also fixed the ammo disappearing.
LA is intended for (seriously) hardcore fans of stalker - those that have completed each game multiple times on (what was) the BASE "master" setting - I can only guess thats your issue?
if not, let me know and I'll se what dez says.
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Sachys: LA is intended for (seriously) hardcore fans of stalker - those that have completed each game multiple times on (what was) the BASE "master" setting - I can only guess thats your issue?
if not, let me know and I'll se what dez says.
I'm not referring to drop rates; ammo totals change when managing stacked ammo (see this reddit thread for similar reports).

EDIT: this problem is still occurring with Patch 1.3002 on a totally new save. Steps to reproduce:

1. Get a large amount of a single ammo type (I used about 180 standard pistol bullets from the Cordon bandit mission).
2. Repeatedly load/unload that ammo type and move it to and from the belt.
3. After some repetition the total ammo for that type will be reduced. When this happens the remainder in the main inventory shows the correct total momentarily before switching to a new, incorrect total. Once this has happened moving the belt/loaded ammo back into the main inventory does not get the total back to what it started at.

Further repetition resulted in additional decrease occurrences so it seems to be easily reproduced with enough patience.
Post edited July 13, 2014 by Arkose
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Arkose: I'm not referring to drop rates; ammo totals change when managing stacked ammo
ah yes THAT.
I can't see anything about it in the changelog, but will ask dez as it may be soemthing they've yet to tweak.
Does anyone know how to disable head bobbing? I can't seem to find it in the ltx file. Weapon bob, but no head bob. Thanks if you can help

Gosh...no one?
Post edited August 06, 2014 by slackline
1.3003 patch released!

http://www.moddb.com/mods/lost-alpha/news/stalker-lost-alpha-patch-13003-released
I don't want to grumble and mutter, but the ways things are, I am inclined to believe we are still testing beta version of the game. I mean really, there are a major number of bugs and whatnot, and this is definitely keeping me away from LA for another half year, at least.
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kojocel: I don't want to grumble and mutter, but the ways things are, I am inclined to believe we are still testing beta version of the game. I mean really, there are a major number of bugs and whatnot, and this is definitely keeping me away from LA for another half year, at least.
They only released it because the beta version got leaked, so yeah... we're basically playing the beta version.

Personally, I was kind of disappointed with what I played of Lost Alpha, after the initial fun of playing a "new" STALKER game. I found it less enjoyable than the original (and not going by memories here, I actually compared them back to back), but I think most of that has to do with the number of things (bugs and otherwise) that aren't yet complete. So I'm holding out for the finished product. Even so, a lot of Lost Alpha just didn't feel right to me. Too much time spent wandering around big empty levels without anything really threatening you, and too much emphasis on "RPG-ing."

We'll see, though.
Post edited August 25, 2014 by jefequeso
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jefequeso: ... too much emphasis on "RPG-ing."
Out of curiosity, what do you mean?
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jefequeso: ... too much emphasis on "RPG-ing."
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Jonesy89: Out of curiosity, what do you mean?
It's just a personal thing. I feel like too many of the quests in the half-dozen-or-so hours I played of Lost Alpha were focused on going from point A to point B, going through a dialogue tree or two, and going back to point A, with very few--if any--threats in between (having to do with the static nature of the game's A-Life, something I hear will be improved before LA is finished, and with the lack of enemy encounters when going from place to place). It's not that dialogue-focused quests are BAD, per se--and they certainly did exist in Shadow of Chernobyl--but they aren't why I visit The Zone. Frankly, when I play a STALKER game, I prefer to solve my NPC-assigned problems with violence :P.

That's not my only issue. The experience-breaking bugs are certainly a big problem, and I expect those to be sorted out in the future. I'm not yet convinced that vehicles won't ruin the STALKER feeling of vulnerability, although at least they will solve the problem of levels that are boring to traverse over and over again. I was really, really disappointed with Lab X-18. I was disappointed with its laughing maniacal skeletons, its exposition-heavy cutscenes, and its need to explain exactly how certain mutants came to be. It didn't feel creepy to me, and certainly didn't channel the feeling of utter "wrongness" that I expect from STALKER's underground labs. I don't like that I was able to kill a bloodsucker with only 4 bullets. And while this is a minor complaint--and one shared by Clear Sky--I hate that your stamina won't regenerate unless you stand perfectly still, meaning that the already long treks across uneventful terrain are even longer.

None of this is meant to imply that I think LA is a bad game, and like I said, I'm waiting to try the finalized version before I form an "official" opinion. Those are just my initial impressions of what is currently an incomplete experience, as a STALKER fanboy :P
Post edited August 26, 2014 by jefequeso
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jefequeso: I don't like that I was able to kill a bloodsucker with only 4 bullets.
Ypu ARE playing on"master" difficulty right?

O__o?
I don't like the artificial progress barriers. The original game limited progress through the game world and/or mechanics (Duty gates, Brain Scorcher, etc.) whereas several barriers in this mod merely deliver a text message with some nonsense about a blowout damaging the road or whatever (as if that would be enough to deter stalkers).

The new storyline is really terrible. It's a continual saga of excessive exposition and unskippable real-time cutscenes. GSC's presentation of the setting was deliberately vague and ambiguous with a storyline that was almost entirely seamless (told through gameplay/conversations/etc.) but these modders don't seem to comprehend the reasons behind that.
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Arkose: GSC's presentation of the setting was deliberately vague and ambiguous with a storyline that was almost entirely seamless (told through gameplay/conversations/etc.)
That actually had more to do with THQs involvement in the project (also the reason so much was left unfinished / cut out).

I do think the storyline could have been better impemented in LA though myself - along with better dialogues.