Hi all. Information has been updated on the official website of the Cryzone project and I am posting it here.I hope someone will be interested.
Release date:
Let’s start with the fact that a test beta version of Cry Zone: Online (the network part of the project) was recently released; the release of a full-fledged multiplayer build is scheduled for the end of January.
Multiplayer, like single player, promises to be rich, but it will come a little later.
CryZone: Sector 23: Single player release date has been greatly shaken. Now it is known that the plot will be divided into 2 episodes. The release of the first episode is approximately scheduled for the end of February and tells about the arrival of the Main character in the zone and the search for ways to resurrect his son; according to the plot, the hero will be helped by already familiar characters from the book “Blind Spot”.
Life simulation:
A-life, as the GSC developers called it, was the most important emphasis of the Stalker setting. You will learn more about how the implementation is going, since there are still people who doubt that a life simulation can be built on Cry Engine 2.
Stalkers: The most important argument when creating a life simulation for NPCs was AI.
Now, stalkers truly move freely around the zone, arrange rest stops, hunt for artifacts, etc.d.
At the bases they rest and share news. You can also fight with your fists with someone for money.
The highlight of the simulation is the “random” behavior and relationships.
Now there are no absolutely neutral NPCs. Each stalker decides for himself whether the main character poses a danger or not, even if you passed by him and did not come into contact with him.
An additional script is responsible for the paths followed by NPCs, if, for example, in S.T.A.L.K.E.R. stalkers walked along the same trajectories, then in the implementation from [WoS team], NPCs have the right to choose which direction to go, turn, or go straight.
Now all stalkers are “looters” and traders in their own way.
If the NPC liked your weapon and wants to get it, then you can expect a "Roundup".
Ambushes in life simulation are now becoming commonplace.
In battles, NPCs completely rely on the environment, if you can deal with one enemy without much effort, then with two it’s already about 80%, then that
you will play in the box because they will not break through.
Now the AI NPC prefers to flank, attack from behind, hide behind bushes and shelters. Combined with the fact that the main character cannot use first aid kits with one keystroke, but is forced to take out a first aid kit or a syringe and inject himself with a painkiller, which does not work immediately, so.e. before you fight you need to think about everything.
Views on such a group as “Bandits” were also completely revised.
If in the original Stalker they were enemies, in ZP they were neutrals, and in CN they could also stage a “Shmon” at the approaches to the trails, then [WoS team] decided to rethink this grouping a little.
It is looters who are now the most common traders, because having robbed stalkers, it will be very difficult to sell the stolen goods, so they give one part of the equipment to the base, and the other can be offered to you in the form of goods. It is the marauders who will be associated with the armored suit system, which will be discussed later.
Monsters:
Monsters, like stalkers, now have freedom of choice of movement; a pack will never walk the same path.
"Dogs": A pack animal that can now even smell bleeding. When the main character loses blood, even the most distant packs can smell the “Smell” of blood.
"Boar": A very tenacious pack animal that is easy to kill in the original stalker. Therefore, a script was written for him about the possibility of knocking him down and injuring his limbs. On a critical attack, you will either fall, sprain your leg, or drop your weapon.
“Flesh”: Now this is not a pack animal, it lives in dense thickets and attracts stalkers by crying a child, imitating the voice of a wounded stalker.
“Controller”: The monster is not alone, there will always be a couple of zombified ones walking around it, and one of the important features is that it can put the player into paralysis due to which the main character will not be able to move.
“Bloodsucker”: A monster that innocent people walking around the zone will never meet. He, like dogs, can smell blood, and the most important thing is that he never attacks directly. All of his attacks will be from ambushes, and attacks will often be delivered to the back. If you receive a critical hit, you may lose your balance and fall.
“Burer”: The monster has now been revised and becomes a rather harmless creature, he can sell his finds to stalkers in exchange for anything edible, or if you give him an artifact, the burer will be able to take you to the places where the artifacts should appear. "Dwarf": Not to be confused with the dwarf from builds, this is an underground animal that has the ability to disorient the player, blind him and transmit hallucinations.
“Witch”: We all remember the witches from L4D, this is it.
RPG features:
Ripping off limbs from https://theslotsisland.co.uk/login/ stalkers, unfortunately, heads explode
it won’t, the reason is a bug.
Trade. As we already know, traders can also be looters
and even burers. Regular traders are divided into classes: Gunsmith, Ammunition Trader, Gadget Trader. Trading will be carried out in a separate window, or directly select and select the desired product with the hands of the main character.
Food, you can eat or have lunch at the bartenders. If you don’t eat for a long time, you may lose consciousness or balance.
Armored suits, did we mention that marauders can
trade additional goods. This product is clothing items. You need to look for each element yourself and it will be unusual. Also directly influence the player’s abilities. For example, in sneakers you will run faster and move more quietly, but the chance of injury to your limbs is higher than in combat boots.
The inventory will no longer be a window where items hang, now all items will be packaged in pockets.
The system of first aid kits and artifacts is similar, the same “injection” of a syringe into a vein. If you inject the essence of artifacts, you can gain invisibility and a huge number of other abilities, the essence is extremely unstable, so it can all end in death.
In addition, the mod will include squad management, weapon upgrades and dialogues.
About the plot:
As far as we know, the plot of the project is based on a comic book
Roman Surzhenko’s “Dad” and the book “Blind Spot”.
We will also see a colorful change of seasons, and all! Due to the fact that the plot will be divided into episodes, the question of the passage time has arisen. Dividing into episodes, on the contrary, will have a positive effect on the duration of the game.
[WoS team] came up with a rather interesting way of presenting tasks and quests, due to which the game time does not depend on the speed of completion
tasks.
So, a few examples.
Quests can no longer be profitable, if in regular games each quest brings profit, then in the WoS Zone stalkers know how to lie and deceive.
Completing some quests may result in certain death or a trap. One quest leads to a chain of additional scenes that delay the process of completing them. For example, an ordinary task about the extraction of an artifact can end in a conflict between factions, about the division of territories. Even an innocent task can snowball into new events.
In Stalker, almost all quests were easy to complete because it was indicated “where, what and how”. In Сry Zone you will have to think only with your own head, look for the right place, understand how to complete this or that quest. Sometimes a whole chain of quests can be solved by finding some PDA of a dead stalker and unraveling a tangle of tangled events, but this corpse will lie anywhere, and no one knows about its existence, so the chances that you will find it are low, this gives a “zest” to the quests and increases their completion time.
What also brings “taste” to the tasks is that there will be a larger number of Cut-scenes using facial animation.
Cry Zone Online
So in Cry Zone Online ver 0.2 4 locations with new modes await us,
equipment and even bases!
Example of several locations:
Location "Dark Landfill"
Background: You feel dizzy, you don’t control your movements and hear voices in your head, damned north of the Vehicle Cemetery, this is where you and your squad ran into a strong Controller,
which now pits you against each other..
Description: Torrential rain, a huge amount of abandoned equipment and impenetrable fog. Every little thing gives off a feeling of renunciation and
fear.
Location "Arena"
Backstory: The bar has never been so crowded, of course. The most
strong fighters of “Duty” will fight in the arena with the rather weak “Svobodovtsy”
Description: The familiar arena from the bar. Team Battle mode)
Location "Winter Pripyat"
Backstory: Back in the fall, Strelok opened a passage to the center of the Zone, but
Until now, the central square of the city of Pripyat cannot be divided between Debt and Freedom.
Description: Winter, snowdrifts, snow and ice. Few people have seen Pripyat like this. Team Battle mode, vehicles available.
About the latest location of the multiplayer CryZone Online you can
write a whole article, since it is so full of features that the gameplay is comparable to battelfield rather than Stalker.
About the location: Chernobyl 2. I immediately remember the installation
The RAINBOW radar is enormous in size; a location almost 4 km in size is created specifically for it!
Bases: Each group will have full-fledged bases. Also on
level there are 3 neutral bases that clans can take control of.
Equipment: Tanks, helicopters, trucks, infantry fighting vehicles, Shilkas – This was not seen in Stalker? You will see in CryZone: Online!
Features: A huge number of gadgets, ranging from welding tools to incendiary cartridges.