
While this version of The Zone Reclamation Project 1.05 Release 
Candidate 1 is embedded in the MonoMartyr/Artifact Swap demo, 
these changes are specific to the ZRP. 

The latest release owes a lot to the efforts of Mr. Fusion, 
especially with respect to the marker cleanup work. 


**********************************
Fixes since the 090429 demo release:
**********************************

The location markers are now completely managed to the best of 
our current knowledge, thanks to Mr. Fusion. Let us know if you 
find any that persist when they shouldn't. Note that some 
grey-circle tip markers are more persistent than before, but they 
will also go away under certain logical conditions like visiting 
the stash or progressing in the game. (research and primary 
clean-up scripting: Mr. Fusion) 

The Red Forest antenna farm and Pripyat hotel tasks have been 
tweaked to reveal markers as you go, helping reduce confusion. 
(Mr. Fusion) 

Box and crate spawns are greatly improved: Electro-based 
artifacts are always visible. Stuff doesn't fall through the 
floor -- if the box/crate is one you broke; some entities will 
remotely break containers and still cause trouble. The 
dual/multi-core delayed spawns of items from these containers may 
be fixed, as well. Old behavior can be restored, and there is a 
third option: Just directly spawn the contents in your inventory, 
with a news item listing the stuff. (NatVac) 

You can now enter free play after the "good" (extended) ending 
even if you didn't start a new game. See docs\TheZoneIsOpen.txt 
for details. (NatVac) 

The ironsight zoom of the Storming Obokan/Abakan has been 
corrected. (NatVac) 

The Enter key now works on the Save Game (saves game if filename 
supplied) and Load Game (returns to main menu) dialogs. At the 
main menu, it activates the currently-highlighted button. 
(NatVac) 

More English typos corrected. (Mr. Fusion: tasks, general, 
NatVac: TM, weapons, dialogs, general) 

X16 and X18 task hints have been added to support the now-visible 
underground markers. (Mr. Fusion) 

Ivantsov is no longer quirky about repair. (Mr. Fusion) 

The AW Skinflint/Murk controller task reward exploit has been 
removed. (Mr. Fusion) 

The "Kill the Monolith Stalker" autoquest is deferred to the time 
when the target is expected to be online. (NatVac) 

The Chernobyl NPP map should now show the player's position, by 
using a separate map (textures\map\map_aes_2.dds) in 
config\game_maps_single.ltx for stancia2 (NPP North Side) with 
full transparency for the lower half. However, this is dependent 
on the order in which the two AES maps load, so the complete fix 
might be to make map_aes_1.dds transparent in the upper half. 
(NatVac) 

Some Modifier configuration files were updated. See the Tweaks 
configuration for modifying some alife.ltx parameters, and see 
the "New Game Tweaks" entry on the _ZRP configuration to define a 
save game prefix. This prefix can be changed at any time outside 
of the game; you don't have to start a new game. (NatVac) 

Note: The 090429 release of the demo had accidentally included 
the se_monster.script from Mr. Fusion's Live Stalker Ranking as 
default. It is an option, but if you are not using it, you can 
remove the file if you wish. If you are using this feature or 
would like to use it, see the "Live Stalker Ranking" entry in the 
Experimental configuration for Mr. Fusion's latest version. 


Widescreen changes (may need tweaking): 

af_params_16.xml: Changed ui_icons_newPDA_showpers_e to 
ui_inv_icon_chemical_burn_immunity for 
static_chemical_burn_immunity. (Kosmokrator) 

inventory_item_16.xml: Lengthened the item description text area 
to suit improved inventory_new_16.xml. (NatVac) 

inventory_new_16.xml: Improvements to make better use of 
available area, swapped shock and impact on item description. 
(090206 fix by nandersen, NatVac on top of Raw's work) 

ui_custom_msgs.xml: Commented out the HUD clock background. It 
seems that it is not adjusted for widescreen as the rest of the 
HUD is. You can tweak it further by editing the coordinates for 
the main_time_static entry. (NatVac) 


TZIO fixes (NatVac): 

The Cordon railroad bridge soldiers are not automatically ticked 
off enough to fire at you if you select a point of progress. 

Certain Agroprom underground events (e.g., the explosion) should 
not happen if you have the appropriate progress via TZIO. 

You have to visit the Cordon after completing the game before the 
MonoMartyrs can make an appearance, unless you enable their early 
appearance via the Modifier. 

Please note that the new level changers are not automatically 
added via TZIO in this release (unless you are in the right 
place).  You have to either add them via Esc D L (see below) 
or go through the final teleporter and get the final cutscene 
to add them automatically.


Debug Support changes (NatVac): 

Several new commands have been added, and several existing 
commands have been changed. There have been some algorithm 
improvements in direction finding and searching. Some combo 
commands have been added for convenience. 

Esc D L can be used at any time to add the new level changers 
(automatically added at the completion of the normal game), but 
the mechanism has been tweaked to permit only those level 
changers suitable to the current point of progress. 

Spoilers:  New level changers will be added automatically at 
certain points:  When you get the Agroprom military case, the 
X18 documents, and the X16 documents.  You can execute this 
debug command after reaching the NPP for a way back to Pripyat. 
The Sarcophagus-to-NPP LC is not available until you make it 
through the normal game ending in order to remove the blowout 
timer and ground radiation.

Please see docs\DebugSupportChanges.txt for more debug details. 


**********************************
Tweaks:
**********************************

The tushkanos are now more resistant to electricity, since many 
of them tend to start life -- and end it -- in a tunnel filled 
with Electro anomalies. (NatVac per Mr. Fusion) 

The Save Game dialog can have a default filename prefix, to make 
savegame organization easier. (NatVac) 

You now have the ability to make an alternate quicksave via Esc 
F6 (or Esc F5). This creates a level-specific "snapshot" similar 
to the Esc S named save, but it will overwrite itself for that 
level. The saves have the form "<prefix><level_name>_snapshot" 
except for the first time it is executed on a level, in which 
case the name is "<prefix><level_name> - start". (NatVac) 

There is a certain rare chance that some boxes that would 
otherwise only yield a bandage (1 in 333), or medkit or antirad 
or Fort pistol (1 in 1000), will now offer a very rare artifact 
(1 in 1000 for each of the all-good ones). Because it will be a 
rare game when you get anything from these boxes anyway, this may 
need tweaking. --Or not. (NatVac) 

Some stalkers will let you approach with gun out to within 4 
meters before complaining. (Reminder: You can turn off the 
whining; see the "Sound Annoyances 2" entry in the Modifier.) 
This is a minor change, affecting mainly generic stalkers. Quite 
a few are still pre-programmed to be upset at 10 meters. (NatVac) 

The grey circle marking the Garbage vehicle graveyard is smaller 
to permit the viewing of a secret there, important because the 
Garbage grey markers persist for quite a bit longer. (NatVac) 

There's now a text message for Seriy to accompany the "dead meat" 
announcement. (Mr. Fusion) 

Barkeep mention of Duty HQ access now requires separate 
acknowledgement. (NatVac) 

The crazy stalker's flash now yields a "Found PDA" journal entry 
instead of a Diary entry. Several Army Warehouses tasks (from 
Skull, Murk/Skinflint, Max) now have task article references 
instead of diary entries. (Mr. Fusion) 

Delayed "Assist at Freedom's Barrier outpost" rush until you 
acknowledge Cap's request, per BobBQ. Before, the timer started 
when you initiated the dialog; now it waits until you have had a 
chance to read the text (and possibly trade with him). (NatVac) 

The notice to heed the call of the monolith is moved to after the 
X-19 cutscene. (NatVac) 

Since the HUD clock background was commented out to keep it from 
looking ugly in widescreen, the original ui_custom_msgs.xml file 
was moved to ui\optional\ui_custom_msgs.xml.clock_bkgnd. You can 
replace the update with the older file if you prefer the clock 
background on your standard (4x3) display monitor. (NatVac) 

The new level changers are selectively added as you achieve 
certain points of progress in the game (not yet via TZIO unless 
you are on the levels where the LCs are normally added). Due to 
the blowout, the late game level changers (NPP to Pripyat, 
Sarcophagus to NPP) are added when you finish the normal game, 
but you can manually add the "NPP to Pripyat" LC when you arrive 
at the NPP via Esc D L. (NatVac) 


**********************************
Unresolved Issues and Game Quirks:
**********************************

General:

Some task "Return for reward" identifiers might be incorrect, as 
only the last one for each taskgiver is shown, and it is possible 
to complete the last task before an earlier one. Just ignore it 
for now. 

The game will transfer any object out of your inventory to meet 
an external requirement (e.g., bring a Night Star) without regard 
to whether you have it on your belt or not. In some cases this 
can mean that you suffer from radiation poisoning because your 
protection was removed. 

After a crash, the "Last Save" button is likely NOT the last save 
you expect, because the crash lost that info. It is the last save 
of the previous gaming session. 

Possibly due to the tasks that don't require your return for 
reward, it is possible for the current objective key (default: 
TAB) to display wrong info. The PDA contains the correct info. 

Double-clicking a red target in the task list does not always 
select the objective on the map, but it does center the map view 
on the objective. 

The Agroprom underground secrets and quest targets do not 
reliably display on the map. 

The task to find the Dutyer's weapon can display a marker where 
the weapon was, but it is often stored in the inventory of the 
weapon's bearer or strapped to his back, and this is not tracked 
by the game until you are on the same level as the one carrying 
the weapon. 

A rare situation can occur where a camp elimination target can 
contain an NPC that is offline, mostly because the player didn't 
follow the expected storyline. This should be resolved in a 
future release. 

NPCs will often reset to their spawning positions and logic when 
you leave and return to a level, although most of the immersion 
breakers for these have been resolved. Examples include 
Kruglov/Semenov whining to Sakharov and the Skull group 
restarting at the western entrance to Army Warehouses. 

Some game doors on a level can "break" and become inert. A fix 
has been provided for Dark Valley doors, and a good workaround is 
available for the Cordon trader's door. 

The physics engine is quirky. Collision handling can send bodies 
(or even you) flying, just to keep two objects from trying to 
occupy the same space. 

Dark Valley: 

The "Defend the Dutyers" task requires that you move into the 
bandit base to switch the attackers online. This was broken in 
patch 1.0004, along with the "defend the stalkers at the 
campsite" task in Army Warehouses. The latter task is partially 
fixed by the bardak bug fix attempt at the heart of the ZRP, but 
the DV task has not yet been addressed. 

Rostok: 

The Kruglov rescue can be a problem in some cases, especially if 
you go around to the north side of the tracks (vanilla or ZRP) or 
disable the display of the cutscene (ZRP) in that Kruglov can get 
into a non-responsive state. The workaround for now is to restart 
the level or load a save prior to exiting the sniper tunnel. Or 
just leave him alone (i.e, fail the task). 

X16: 

The timer reset exploit still exists. 

Yantar: 

A post-X16 helicopter can be a victim of friendly fire; it can 
get in the way of the other. 

The pre-X16 psi-emitter post-process effect can be at full value 
after a save/reload; the game is not preserving the current 
value. 

Army Warehouses: 

Max might stall when facing his troops before the battle with 
their sworn enemy. This is because one of the troops is missing, 
most likely stuck trying to get to the location. A save/reload 
might fix it, or go away for a bit to allow the NPC to join up 
with the group. Then return to join the battle group. 

Later, Max will attempt to return to the base through a wall that 
is still standing. Go away for a bit and he will make it back 
okay. 

You must not be seen by Pavlik to avoid failing the task, but you 
must also be close enough to him to get him to turn enemy. 
Otherwise, dealing with him could make you the enemy of the 
faction you are trying to help. 

It is possible that you are already friends with Freedom when you 
take on the Pavlik task. Instead of becoming enemy, he becomes 
merely neutral. It's okay to deal with him, even so -- but only 
after you are explicitly told to do so. This is not the first 
item on the quest. 

The Defend the Campsite autoquest given by Lukash will sometimes 
autocomplete due to being given in the night "state" -- but the 
mercs will still attack the stalkers afterward. 

Red Forest: 

As with Yantar, the pre-X19 psi-emitter post-process effect can 
be at full value after a save/reload; the game is not preserving 
the current value. 

Pripyat: 

Lots of torches at night will shred framerate on some PCs. 


