+ Added 2 extra slots to the inventory, one for a knife and the other for a rucksack.

+ Added 28 outfits and pieces of headgear, 26 of which from VodkaChicken's "Outfit Addon".

+ Added 2C's customisations to Yantar and Outskirts levels, expanding many building interiors.

+ Added 5 custom map spots; three for stashes, one for butterfly mines and the other for companions.

+ Added a post_combat_idle for mutants to utilise old engine features like dragging bodies and eating.

+ Added a start location for bandits at the Car Park (Vehicle Station) in Cordon.

+ Added a tab to game options dedicated to interface and heads-up-display options.

+ Added an area of effect pickup mode, allowing player to switch between single or multi item collection.

+ Added an enhanced recoil optional feature which creates much more accurate/realistic recoil - not recommended for low-end computers!

+ Added ability to bind a key to toggle the heads-up-display on or off.

+ Added ability to hold control and double-click to move more than a single item in a stack.

+ Added ability to ignite or extinguish campfires at will instead of relying on NPCs to do it.

+ Added ability to kick physical objects (bindable in options) - this replaces the previous kicking feature limited to just Tushkano.

+ Added animations for campfires, corpse searching, surrending and other scenarios involving the AI.

+ Added Clear Sky's hidden base as one of the start locations when playing as a loner.

+ Added command line option "-dbgbullet" for printing out hit_power value in order to test damage.

+ Added command line options "-smap256", "-smap512", and "-smap1024" for changing shadow map quality.

+ Added cooking feature which allows the player to use a stove to cook mutant meats.

+ Added debug command "debug_visuals" which spawns all NPC visuals in a line for inspection.

+ Added debug command "guide" for forced unlocking of articles, use "guide unlockall" to unlock everything.

+ Added debug command "gulag", use "gulag export" to save all gulag_general dynamics to configs/gulag for inspection.

+ Added debug command "heli" for mounting and unmounting of helicopters just because we could.

+ Added debug command "name" to change player name, use underscores in place of spaces.

+ Added debug command "squad_remove_sim" to delete all simulation squads.

+ Added debug commands "rank" and "reputation" which allows adding/removing of respective points for testing.

+ Added directory abbreviation "$warfare_presets$" so Warfare doesn't need to modify fsgame.ltx.

+ Added distant thunder rumbling which plays from the direction of neighbouring levels with stormy weather.

+ Added equipable rucksacks which can be used to create stashes or increase your carrying capacity.

+ Added first_person_zoom field to allow first-person weapon zooming even when using the third-person camera.

+ Added grass scaling option which allows making the Zone as under- or overgrown as the player desires.

+ Added grass shadows toggle to the video options menu with no noticeable impact on performance.

+ Added guide tab to the PDA, a work-in-progress recreation of the SoC encyclopedia featuring over 100 articles.

+ Added guide interactivity which allows matching of in-game entities and events to unlocking of articles.

+ Added higher resolution PDA map renders of Chernobyl NPP, Darkscape, Dead City and Generators.

+ Added kPDA_TAB1 through 6 to replace usage of kCUSTOM6 through 12 for PDA tab binds.

+ Added logic parameter on_first_update; similar to on_info but only fires once per load.

+ Added many new callbacks, probably more than can be reasonably listed in this changelog.

+ Added missing closed captions for Clear Sky and Mercenaries, thanks to VodkaChicken and SashaRed.

+ Added missing minimap for the Monolith Control Center (l12u_control_monolith).

+ Added missing names for mutants which are displayed when using the debug health bar.

+ Added mutant parts "Crow beak" and "Karlik ear", with the latter being extremely rare and valuable.

+ Added Renegades faction for use by addon developers, but they do not spawn naturally in an unmodded game.

+ Added wounding and death sounds which play occasionally when player is wounded, or always whenever they die.

+ A-Life greatly optimised to run on all thirty-two levels at once instead of just neighbouring levels.

+ Bounty tasks now tell you the name and faction of the target before accepting them.

+ Completely overhauled in-game difficulty, most notably improved ballistics and a revamped damage model.

+ Controllers now actually hurt AI stalkers, making them commit suicide or having them attack their friends.

+ Enabled more voice lines for throwing grenades and other actions performed by the AI.

+ Inventory slots can now be dynamically added/removed without engine changes via actor_menu.xml.

+ Many item-related configurations have been relocated to new folders and have largely been reorganised.

+ Many doors which were locked can now be opened and closed, unlocking more safe spots from emissions.

* Monolith War Lab is now fully open and explorable for the first time in freeplay mode or post-story.

+ News tips icons for achievements, dynamic news, etc. are now read from a new external config plugin.

+ Nimble's order system has been replaced yet again - now much more dynamic and expanded and can be applied to any stalker.

+ PDA map spots for important areas like anomalies are now read from a new external config plugin.

+ Replaced some animations for the detector, bolt, and PKM with those from Original Guns Reanimated.

+ Restored 43 first names and 520 second names from all three stalker games with some alterations.

+ Restored ambient cloud shadows from Shadow of Chernobyl and pre-release builds.

+ Restored ambient night-time music from build 3844 and 3183 for Jupiter and Zaton respectively.

+ Restored ambient sound effects from Shadow of Chernobyl using a version of Balathruin's "Sound Restoration" addon.

+ Restored an easter egg which was accidentally removed in a previous patch.

+ Restored bandit unique animations from Shadow of Chernobyl for trenchcoat and jackets models.

+ Restored Fanatic's correct voice files from Shadow of Chernobyl and added their closed captions.

+ Restored smart covers to many of the in-game maps which were used by the AI in Clear Sky.

+ Restored the circular in-game crosshair from Shadow of Chernobyl.

+ Restored the Karlik mutant from earlier Shadow of Chernobyl builds.

+ Restored the "Use Direct X 10.1" video option from S.T.A.L.K.E.R.: Clear Sky.

+ Restored variants of the zombie mutant and added a few extra ones which use textures of static/prop zombies.

+ Sleep deprivation item fatigue values are now read from a new external config plugin.

+ Stalker weapon loadouts have been modularised and split into separate files for every two ranks.

+ Step sounds now make noise and the AI reacts to it, you should crouch if you want to sneak up on an enemy.

+ Trader files have been redesigned and modularised, now they make use of new trade profiles.

* Achievement unlocks are now saved to a table instead of infos, making them a bit more developer-friendly.

* Adjusted xr_danger so stalkers now properly react to new dangers and can prioritise as necessary.

* Ammunition received when unloading enemy weapons is now randomised, and aggregated in the inventory.

* Arena enemy that Arnie refers to as "Swede" in dialog now has that as his name instead of a random one.

* Better linkage for Call of Pripyat maps to encourage Duty and Freedom to travel between these levels.

* Better save compatibility with smart terrains if respawns are changed.

* Bullet and stab wounds now appear on stalkers and mutants after taking damage.

* Butterfly mines now automatically despawn if they fall below the level when placed.

* Can now unlock the "Down to Earth" achievement with the RG-6, RPG-7 and variants thereof.

* Cats now have the same morale value as dogs and should attack more frequently.

* Changed the respawn tick for all smart terrains to one in-game day.

* Companions can now sprint and should catch up to the player a lot faster when far away.

* Companions now require that you be a minimum of one rank below them in order to be recruited.

* Contacts and relations tabs now work more efficient, now only create as many rows as they need when updating.

* Corpses are now displayed as a light-blue dot instead of the usual grey, making them easier to see on the map.

* Corrected alpha layers on map renders for the PDA and minimaps, though no visual difference in-game.

* Corrected many spelling mistakes across the board, ranging from dialogs to item names and descriptions.

* Corrected military rank abbreviations (Private, Sergeant etc.) in the PDA's relations tab.

* Corrected mixed up and improperly named immunity values for a handful of different outfits.

* Corrected names of CS-1 armour variants being swapped around by mistake.

* Corrected the description of anabiotics as they also protect the player from psi-storms.

* Corrected the dimensions of stash markers, as GSC had accidentally made them 2px too small in width and height.

* Corrected the "Glory kill" task reward, now gives a random weapon as the text would imply.

* Corrected the names of detectors, the detector type is now in quotation marks like in Clear Sky and Call of Pripyat.

* Debug spawner plugin is now a blacklist rather than a whitelist, items are now added automatically.

* Decreased the spawn rates of Fractures and Rats to be much rarer like they should be.

* Disabled and/or replaced most sniper spawns for stalkers which didn't spawn in positions ideal for a sniper to use.

* Donating items now gives you an increase to reputation, if you are generous enough to do so.

* Doubled the requirements for all ranks and rebalanced points received due to complaints.

* Drag-to-use texts in item descriptions are now much more visible and easier to read.

* Dragged icons now drop to cell at cursor position rather then the left-top position of the icon.

* Duty's megaphone in Rostok now plays their faction music, instead of Dirge for Planet.

* Dynamic news now only lets stalkers report on events which they have actually witnessed.

* Emissions and psi-storms now take into account whether you are currently in an arena battle.

* Exported ability to get addon flags for server entities that inherit from se_alife_item_weapon.

* Exported CUIActorMenu_CanMoveToPartner and CInventoryBox_CanTake to actor_menu_inventory and _g respectively.

* Exported enum and new read/write properties for server entities inheriting from cse_alife_item_weapon.

* Exported ray_pick function from engine, and rewrote the in-line-of-fire check to use it.

* Exported the spawn and spawn_loadout systems from the engine to scripts for easier customisation.

* Fetch tasks now require the player to collect less items than before to complete them.

* Functions can now be bound to key presses without needing to alter axr_keybind directly.

* Helicopters no-longer deal area-of-effect damage when shooting their cannon.

* Hovering over weapons now additionally displays the difference between their stats as a percentage.

* Increased speed of table_print feature whilst also decreasing RAM usage and chance of stack overflows.

* Kruglov now has his own room, behaves like a mechanic proper and also has a new map spot to help find him.

* Language list is now read from folder directory listings rather than set via scripts.

* Level weathers are now read as a table instead of being parsed as a string.

* Machine gun on top of Yantar bunker now always available to prevent it from being unintentionally duplicated.

* Memory sticks can now be found on corpses (like PDAs) and can be right-click used to unlock guide articles.

* Mod of the Year 2015 and 2016 icons now feature on the main menu as we aren't eligible for future ones.

* Monolith now meditate during surges instead of running for cover as they don't need it.

* Multiple items can now be given to the player via the reward_random_item function.

* Nerfed discounts given by traders to more reasonable levels to account for relations with same faction.

* Nimble should now be able to process your purchase orders when you sleep nearby.

* Non-story players in the Monolith or Zombified factions can now explore Monolith Control Center freely.

* Opened the zat_b103 smart terrain to simulation for the Mercenary faction.

* Optimisations to simulation_objects and gulag_general to improve performance.

* Outfit costs have been increased due to addition of so many new ones, should help slow progression.

* Pseudogiants and Chimeras now have their own unique squad behaviours as they are different to other predators.

* Psi-zone logics now have additional checks as they didn't take into account all possible circumstances.

* Random stalkers can now take up the technician job in Outskirts which was once held by Kirillov in CoP.

* Rebalanced the prices for mutant meats and parts to make sense with their item descriptions.

* Rebuilt and restored a lot of the portrait icon sheet as all the alpha levels somehow got messed up.

* Rebuilt binaries from a new source and included several fixes from Russian forums as well as HQ geometry for dynamic meshes.

* Redesigned and replaced the splash screen again. Much more professional-looking this time.

* Reduced the volume of rain by 25% as it was often deafening during thunderstorms.

* Redistributed the PDA broker dialog to more logical choices, and changed the text of the dialog.

* Reduced bleeding restoration from medkits, and satiety restoration from regular foods.

* Relations tab in the PDA now accurately displays actor community goodwill.

* Renamed all trade files to include the character name and their faction in the file names.

* Renamed Monolith trader back to his 1.2 name, from "Rabbit" to "Krolik", even though it means the same.

* Renamed most plugin files to more suitable names and added better documentation about how to use them.

* Reorganised the icon sheet as new items and outfits had made it rather messy.

* Replaced the "Favourite weapon" statistic with a "Guide articles" counter to show unlock progress.

* Resized the global rectangles for underground levels displaying on the PDA to hide weird artefacting.

* Reworked scope_zoom_factor so that it now acts as a multiplier to the current field-of-view of the actor.

* Sending tips to player now attempts to match a sound to the news id and play that sound instead if available.

* Scripts folder can now load *.script files from subdirectories, allowing for tidier organisation.

* Simulation can now be forced into fully offline for testing by giving the player the info enforce_online_exclusion.

* Sleeping bags are now marked on the PDA using the bed map spot so that they are not forgotten about.

* Spawned NPCs or physics objects via the debug spawner now appear at the location of the mouse cursor.

* Scope, sight, silencer, launcher and the weapon's probability can now be determined in the spawn_loadout system.

* Spore's PDA now has a unique name as to not confuse it with those found on random corpses.

* Stalkers who have tasks to be turned in to are forced to talk to player when requested.

* Standard ammo types only are spawned on player during character creation, no more high-power rounds.

* Stash markers now increase in size as you zoom in, making it easier to find them on the PDA map.

* Statistic and rank/reputation management has been completely revamped and replaced under-the-hood.

* Statistics now has a few extra trackers plugged into it, though no new ones are displayed in the PDA.

* Stop signs are now say "СТОП" instead of "STOP", as all other in-game signs are written in Cyrillic.

* Tasks which target a smart terrain will now try to chose one which is closer to the player if circumstances allow.

* Traders now offer better supplies based on faction relation or whether the "Heavy Pockets" achievement is unlocked.

* Treasure manager can now be configured to spawn only a limited number of specified items in stashes.

* Weapons received via task rewards or after threatening a surrendered stalker are now given a random condition.

* Xenotech can now be replaced by other stalkers if he should die, however he is invulnerable by default.

= Fixed agr_smart_terrain_1_6_near_2 having a heli_army flag, should have been in agr_smart_terrain_1_6_near_1.

= Fixed artefacts intended for the "Molten Lada" anomaly spawning at the "Hot Hind" anomaly instead.

= Fixed attach offsets for guitars, stalkers should now hold them properly when playing at a campfire.

= Fixed Barkeep giving discounts to Duty instead of Loners, this is covered by Petrenko in same level.

= Fixed being able to jump-start storymode as non-story faction by killing Doc before his immunity works.

= Fixed being able to skip level changer dialog box if the player reloaded autosave before transitioning.

= Fixed bug caused by a missing parameter in the extract_conditions method of xr_logic.

= Fixed bug in Ecologist task caused by jup_b6_stalker_1_measurements_done having actor as sound type.

= Fixed bug where fetch tasks could be completed after meeting their requirements, and then losing the items.

= Fixed bug where first entry in portrait plugin for each faction wasn't available in character creation.

= Fixed bug where multiple stalkers would attempt to use the same smart cover location.

= Fixed bug where some vectors weren't being set properly in scripts.

= Fixed crash caused by closed captions when the string was given a nil value - even though it shouldn't have happened.

= Fixed crash caused by Sultan having the wrong actor_dialog, it was referencing the text string and not the dialog itself.

= Fixed crash on the Generators level caused by issues with playing on the DirectX 8 renderer.

= Fixed crash which happened when playing in a low resolution and using certain interfaces.

= Fixed crows not saving whether they had already been field dressed, now only works once per crow.

= Fixed emissions and psi-storms not stopping when dying in Azazel mode, causing player to die on respawn.

= Fixed engine bug where dragging a corpse would on occasion open up the inventory screen by mistake.

= Fixed engine bug where hit_probability values for difficulties higher than novice were ignored.

= Fixed exploit where surrendered stalkers could be repeatedly threatened for unlimited amounts of weapons.

= Fixed GSC's mistake in hit callback which caused weak weapons to heal wounded stalkers.

= Fixed Hawaiian giving discounts to Freedom instead of Loners, this is covered by Ashot in the same level.

= Fixed incorrect portraits for certain outfits when using the "Portrait by Outfit" gameplay option.

= Fixed knife attacks not killing the target if damage dealt was greater than the target's remaining health.

= Fixed knives being damaged when looting them from the bodies of NPCs. Was only noticeable through repair kits.

= Fixed level spots set through logic not being removed from the NPC upon death.

= Fixed Mi-24 helicopters not despawning with unlocking of the "Down to Earth" achievement.

= Fixed mistake in xr_motivator and bind_monster because of incorrectly thinking passed sobject in net_spawn was a server entity.

= Fixed mutants not venturing away from their home even when they had been removed from that job.

= Fixed not being able to sell Freedom faction patches even though you could sell the other eight just fine.

= Fixed NPCs not finding jobs on first load because they had already taken them but just not initiated them yet.

= Fixed Owl giving discounts to Clear Sky instead of Loners - only the first discount was affected.

= Fixed PDA lag caused by anomaly icons being added again every time the game was loaded.

= Fixed player being able to join the trader faction when respawning in Azazel mode.

= Fixed potential memory leak with user interfaces, constructors using CUIWindow should use self:AutoDelete(true).

= Fixed psi-storms not skipping correctly, as they were instead trying to skip emissions by mistake.

= Fixed rank being increased a second time in the place of reputation when statistics change.

= Fixed rank and reputation increase/decrease notifications firing after respawning in Azazel mode.

= Fixed skybox blurring when using the DirectX 9 (Enhanced) renderer caused by shaders.

= Fixed sniper squads of the Military and Monolith not actually using sniper rifles.

= Fixed Spas-12's RPM upgrade which still remains broken in Call of Pripyat.

= Fixed stalkers talking about your bounties acting suspicious after you had killed them.

= Fixed stashes having untranslated names when placed without specifying a name.

= Fixed stalkers spawning at old LVID's due to db.offline_objects[id].level_vertex_id.

= Fixed ui_debug_attach not changing NPC animation state properly.

= Fixed weather options not saving and weather presets not working.

= Fixed xr_gather_items and xr_corpse_detection using invalid level vertex ids.

- Removed a door in Dead City in an attempt to fix congestion when entering/leaving the old admin building.

- Removed a ton of duplicate and empty files found in the configs/gameplay/ folder.

- Removed all Call of Pripyat quest items and texts which aren't being reused in any way.

- Removed all code relating to the now defunct DEACTIVATE_SIM_ON_NON_LINKED_LEVELS constant.

- Removed all references to the hardcoded anomaly action planner.

- Removed many multiplayer-specific items which had no reason to exist any more.

- Removed rare variants of weapons from the keep_items section (Nimble, Snag, Trapper, etc).

- Removed references to Strelok and Marked One from audio dialog used by the Rostok arena.

- Removed redundant script files, their code was rewritten, moved or just wasn't needed any more.

- Removed several scripts and put used portions into other more fitting places

- Removed some leftover junk stalker and mutant configs as well as some duplicate visuals.