Check dependencies for a fix for missing new kits while I work on uncovering the extent of the issue.
PLEASE READ THE ENTIRE DESCRIPTION but if you just want to jump in, at least read the WARNING section :)
This is currently a test build, so not all aspects may work as intended. But it's functional and already provides a new and exciting experience. You can test it now if you want to. I plan to release an official version soon.
This is a comprehensive overhaul with the goal of providing a completely new experience within the scope of the demo where nearly all systems and mechanics have been expanded and changed to work together better dynamically. It features an entirely new progression system with new starting kits where the point is that you plan out "shopping lists" for specific items to exchange with traders for specific weapons and gear.
The goal is also to force the player to be very tactical, careful and patient (playing with always permadeath mod is HIGHLY recommended) for in this mod only a set amount of plates and helmets are obtainable before you get to Vostok, and healing items are way harder to find, so taking damage in several situations can create major problems over time.
I have also made quite a few quality of life changes.
List of all features and changes:
- Trading has been removed (stay with me) and tasks have been expanded to such a degree that it's essentially a replacement for trading. All exciting gear and weapons as well as armor can only be obtained as rewards for tasks before you get to Vostok, where these things can be found as loot.
- Currently, you only have to complete 2 tasks to unlock the next level.
- Bandits only use AKM, AKS-74U, Remington 870, Mosin Nagant and Makarov, and they will not have on them other weapons or attachments. This means that all other types of ammo will mostly only be obtainable through tasks.
- AKM and AKS-74U can't use scopes and red dots in this mod (I'm sorry, but see future plans at the bottom for hope). The purpose behind this is to maintain balancing so you'll be dependent on completing tasks for traders, since they give other weapons that can use scopes. It also makes the option to put AKS-74U in the secondary slot a little better for balancing. The weapon models in the game also don't have a rail attachment system on the sides, so it's kind of realistic.
- The new starting kits plays a huge role in how you loot, progress and fight in the beginning. One is weaker for combat, but starts with a suppressed Glock 17 and red dot, and gear that increases weight capacity so you'll have an easier time looting in the beginning, but a harder time fighting. One has no backpack or pouch, but starts with armor and an Mk 18 with holo sight, so you'll likely have to move loot around forcing you to not just take the usual route. And the last one is a zero to hero type thing starting with a knife and a few items for trading that are usually hard to find (not fully implemented yet).
- All guns do more damage, including those of enemies. This is to make it satisfying when you often in the beginning will pick up weapons with just a few bullets and still be able to survive. It also serves as a way to make the game more difficult in a fair and consistent way.
- Secondary scopes and canted aiming can be toggled without having to be in a state of aiming when pressing the button.
- All SMG's and AKS-74U can be used as both primary and secondary weapons, but defaults to secondary.
- Equipped items and inventory items share the same weight, so equipping something still adds to your overall weight.
- Weight capacity changes from all gear has been changed drastically for the sake of balancing and for it to feel more like real life. The maximum weight capacity you can have is 50 with the best backpack and pouch. Clothes and rigs no longer give you increased capacity, so clothes are purely cosmetic for now.
- Includes my UI overhaul that makes the interface a lot less crowded by removing a lot of unnecessary text and information. You'll find all the info you need in the tooltip.
- I assume most players can see where the door is just fine, so I have removed the interact message for doors. I did the same thing for loot containers. The main reason for this is to simulate how blind you really are in darkness, so you'll have to use your flashlight in many cases. The interact message was a bit cheesy when playing at night. It also helps with immersion.
- The sound effect that plays when you are overweight is less dramatic.
- You can lower your weapon all the way down by pressing the left mouse button when on low ready. Aiming and shooting still works as normal, and you can aim from the lowest state, but it's slower.
Optional bonus stuff:
This experience is currently not ideal for repeat playthroughs on the same save, so I recommend using this for now: https://modworkshop.net/mod/49791
It's better for the current gameplay loop.
WARNING:
This is currently playable, but bugs and issues may appear on your journey. I would greatly appreciate that you report issues immediately if you find any.
The same goes for feedback on balancing or other aspects if you have an opinion you would like to share.
Please disable all other mods I've made while you are using this. Also beware that the game might crash while using Oldman's ImmersiveXP overhaul in addition (We're in talks about making a blended version).
Several mods will be compatible with this, but keep in mind that they might mess with the balancing of this experience.
TO MODDERS:
Any item mod that injects the item into the loot pool will break the balancing of this mod, essentially making it a cheat. Or if a weapon is injected "together" with a vanilla gun, they will never spawn. Contact me if you want me to integrate it into the mod, and I'll make it obtainable through tasks.
The same goes for any other type of mod that is technically not compatible with this. I really want this to be a thoroughly difficult and balanced experience, so it may not fit in that regard either.
KNOWN ISSUES (SOME DUE TO IT BEING A TEST BUILD):
- Some loot containers may never contain anything at all. If you feel like you've opened many of them and there's never anything there, please let me know which ones (type of container).
Plans for future changes (in the order of priority):
- Expand tasks even further so that you have to make hard choices about what you will keep when looting.
- Optimize balancing of loot and tasks, so that making tasks repeatable works well with the progression.
- Have other AK's that's essentially duplicates that can use scopes (let's say they have that rail attachment thingie that the base ones don't)
- Make Vostok an even more exciting place to be. Some unique items can only be found here.
- Make it so that there are certain rules to when SMG's can be in the secondary slot, for instance only if they don't have certain attachments.
- Overhaul effects of medical items and consumables so their usage is less binary and more situation dependent.
- Make it so that all loot is persistent and does not respawn until you have been to Vostok and then enter attic.
- Change enemy spawns and dynamics so that they are way less predictable, and sometimes even stay together.
- Making clothes have new types of effects such as movement speed, reduced sway, stamina etc.
- Implement new crafting recipes that work dynamically with the overall progression.
- Have an alternate game mode where body temperature slowly depletes over time, with the point being that you have a limited amount of time to get to Vostok and back again (not quite speedrun, but quite difficult, demanding multiple tries). Some consumables and gear make it deplete slower so you have to very strategically manage your equipment and inventory (FUN!) (WINTER ONLY).
I plan to keep this project going well into early access, so please don't create too much work for me Antti!. Just kidding, love you :)

