Finally collected everything about LADC EXTENDED (current version 2.09). Although the list is far from complete, the changes are still to write and write about.
"More than 60 cyclical quests have been added to various quest guides.
"All anomalies are rebalanced and divided into 4 strength groups instead of 3. Now the deeper you enter the zone, the stronger the anomalies and artifacts that occur. The chance of spawning of single anomalies and the chance for clusters has been reduced. For each location added from 1 to 3 anomalous zones that give birth to artifact after ejection. Each zone is marked on the map on its first visit.
"The mechanism for obtaining skill points has been redesigned. Now they are given for their experience. The more skill points you gain, the more experience you need for the next skill point. In the skill box is a counter that shows how much is left until the next one. Points for some complex and long quests and remained.
"Most northern locations (starting from the landfill) have permanent radiation, which protects helmets, high-security suits, or artifacts. At very large locations there is no radiation, you can remove the helmet, breathe freely and sprint for a long time.
"A lot of new respavners have been added, both with mutants and with nps. Random detachments of clear skies, mercenaries and military stalkers have been added to some locations. More respaus for other groups.
- Cut out the transport and remade the quest that was associated with it
- Some plot and secondary quests have been reworked. The leader of sin no longer takes things, but gives a reward after his quests. The quest with the hologram in the X7 has been removed and replaced with something more adequate. In general, the seismic installation in the vicinity of Pripyat has been replaced by a psi-installation, all quests associated with it have been redesigned.
-Several new weather cycles, rebalanced the chances of all cycles for greater uniformity.
Rebalancing traders. Now different traders buy and sell goods of different categories at different prices. Someone will be more profitable to sell costumes, someone weapons, etc.
"Hood has been redesigned to be more complex and minimalistic.
- The complexities of the master and the veteran have become more difficult, and the difficulties experienced and newcomer have become easier.
- The balance of the game is complicated in order to motivate the player to use artifacts, medicines, helmets and costumes and upgrades for them
"Some of the caches are too light cut, and many new whimpers have been added to the locations, but they are more hidden.
"All the fixes and updates currently available are built in
" A huge number of bugs, quest errors, inaccurate dialogues have been fixed. There is no detailed list, as the number of such fixes is simply off the scale.
" Added the effects of the "brain burner" on radar, cement plant, the christenings of Pripyat. The brain burner antennas on the Radar cannot be approached (as long as it is working) without a good psi helmet within a radius of 300 meters, and it is not possible in a radius of 50 meters.
"Part of the mods are built in.
"There are a lot of bug and departure fixes.
- Fixing the curves of the texur, replacing the old low-quality with new ones. Total redesigned or replaced with about a hundred textures.
Version 2.0 changes:
Plot corrections:
- Mercenaries do not attack the bar and Debt does not move to a new bar.
- The release of the Doctor in the Dead City (less lags, fewer friezes, fewer corpses) has been changed, and Freedom is involved in the release.
- The surroundingarea of Pripyat is now a dangerous, almost deserted place in the heart of the zone. Freedom also helps in correcting the situation.
"Safe zones of two types and the ability to save, sleep and use the remix only in them. Type 1 is always safe. Type 2 is safe only if there are no enemies nearby. Some saves take place themselves, during quests or plot.
"The abundance of some items has been reduced. Doesn't make the game directly more difficult, but fuels interest.
"Some caches are only available at low levels of difficulty.
"NPS no longer cross locations at the same point as the head of the hero. In other words, you won't show up in a crowd of enemies, even if the nps have crossed at the same time as you.
"Most nps (but not all) have money. Now it is not a standard 5000, but a different (random) amount depending on the rank and shooting range.
"Tool kits now lie randomly on locations, each set has 3 to 8 likely locations. For some quests, several points of appearance have also been added.
- Built-in mod on animation items
"The location of pripyat's Dungeon has been changed. Now it is more linear and not closed in a circle, it is easier to explore and easier to navigate.
-Fixed lighting errors and location optimization, X-16 Laboratory
Engine edits:
- Two console commands for optimization on very weak computers. Don't turn on commands if you don't have serious problems with FPS. There are NO options on the menu. ONLY the console. I will not paint the technology, but roughly speaking there is a disregard for small landfills at a distance. Each team has four options: off/low/medium/high optimization.
r__optimize_static_geom for static geometry. Low optimization is included by default - removing only very small landfills
r__optimize_dynamic_geom for dynamic geometry. By default, the optimization is off. If you put it on "medium" and above, some small objects will be removed completely, for example, you will not see crows.
- "Fatigue" option for helmets. That is, helmets also affect the rate of loss of stamina. Works as a power_loss in a suit.
- The dual use of psi-protection in all costumes, art, etc. has been corrected. Beware, fights with controllers have become more difficult.
- Changed the mapping of the parameters ""satisfaction", "radiation" " "recovery of psi-health"
- Support incomplete reloading for all weapons, both animation and sound. Everywhere there are if_exist, that is, if such parameters are not specified in the confiscation of weapons, everything will be as before. In the fashion itself, only pistols have such reloading.
- Correcting all the training in the game. As a result, the control bug is fixed in low psi-health.
-Removing one extra command on reflection. Two identical commands turned on and off reflections on the water, did not see. Shaker is attached to work properly. If you do not put the Shader, the reflections will always be VYCL.
- The grass display cannot be turned off completely. A legal cheat that made the game too easy. It is still possible to reduce the radius and density, the team is removed precisely to disable the grass.
- NPS and all sorts of objects do not disappear in the doorways on the speaker. Especially noticeable on the Agroprom. This means a bug, where only shadows were visible from NPS and mutants.
"The carousel now tightens the dead bodies and rips them apart. Previously, the bodies fell without reaching the point of rupture. Other bugs associated with
Carousel.
- Items on locations, such as a leaf on the table of the sidor, no longer flicker. Or at least not so much.
- There is a zero chance of departure when npas leave you in an open window of trade or dialogue.
- Some small edits, calibrated start-up settings graphics.
Spav's fixes:
- Fixed the problem spawn ingess (for example, appeared too early, etc.).
- Huge crowds of mutants, such as hundreds of wild boars in the Sev Hills, have been fixed. In general, groups of mutants have become smaller throughout the zone.
- The NPS points are too close to the crossings, such as the Monolith camps, which stand close to the point where the player appears on the Radar.