Arma 3 Stalker4/28/2021
With factions, economy, reputation, mutants, anomalies, emissions, radiation, quests, artifacts, guitars, weapons, vehicles, TFAR capability, and a lot more.
Arma 3 Stalker Mod Is UnderWhile the mod is under development, fans can stay tuned here, on YouTube, Facebook, Vk, Twitter, and armstalker.com Project LeaderCreator Romzet and ArmStalker Developer Team.We suggest you try the file list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments. This is not just the capture of points for money, as it was before. The map is huge, 22 kilometers long and wide (edited to show new proportions, size will increase a little once the terrain is finalized), replete with completely new locations, conditions, distances, and hence - new gameplay. All these years on our test maps we played a corridor game, in which it took only a few minutes to go from base to base. In spite of game limitations and conventions, mutants and anomalies were also on every square meter. It was not uncommon to meet a man in the Zone, it was too crowded and the players were over saturated with events, which to some extent had a negative connotation. But now we are entering a new path, unknown to us or to you. There is practically no similarity to the locations from the original games, but all the same, old familiar locations will be found. Despite this, it is impossible to fill every square kilometer with these places, you will still meet quite ordinary forests, fields, and bogs. Each march to the north, every walk from bar to bar, will be an entire adventure. They will be hungry and embittered after waiting, so its better you do not cross them. If you are caught, this is only your fault - due no doubt to a poorly thought-out route. Due to the fact that meetings will be less frequent, the meetings themselves should reach a new level of impression. Parts of the mutants will be very profitable to sell, in this aspect we simplify the economy. Mutants only appear just once for the restart (there is no farming). Some areas of the Zone should be filled with anomalies, but without artifacts, as they are too close to the bars (Electros in the wild territory as an example). About Artifacts - since there are now about 70 of them, some of them will become something of the legendary kind that you can find or get only in the north of the Zone. Of course, artifacts that you will find near bars do not have such value as artifacts far away. The north of the Zone (Pripyat, Chernobyl, Yanov, Zaton, Generators and other locations) is isolated from the south by a huge PSI-Barrier. The barrier can be turned off, but only for one restart, and not all of the barrier disappears, there will be only a few gaps that need to be discovered. Theyll need to hire a detachment of stalkers to turn off the Barrier, and the scientists themselves at that moment will need to find the breach.
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