This is basically an addon to Lost Alpha that makes a few 'sweeping' changes that I think make the gameplay basically more complex, interesting and hopefully fun.
It originally started as a project to port one of my favorite mods, OGSE, to Lost Alpha. This is designed for the latest official LA patch. If you've got a functional Lost Alpha install already, you can usually just remove the gamedata folder and replace it with this one. All standard lost alpha files, including patches, are in db files so you should run into no issues.
Many thanks to the OGSE team, Kamikazze, FGlock, Chriotmao, henry1491, the ZONE developers, Autumnal Wanderers, Dekan, Cromm Cruac, Butcher_512, Alundaio, S3rious, Dexx and many others' work without which this wouldn't be possible. If I have used any part of your work in this and I haven't specifically named you, it is due to my own stupidity - please let me know and I will endeavour to give you full credit.
Right now here's the 'official' list of changes:
* Built on back of the SLAM/Serious Fix pack. Most changes present in that will be present here, unless I implemented a better solution.
* Added customization pack. Not 100% perfect, as there's a few NPCs that haven't really been changed (I suspect these are specific unique NPCs I haven't found in the character_desc files), but for the most part you will see much more varied stalkers.
* General changes to dialog to make meaning more clear
* Implemented weapon explosions from OGSE
* Added in artifact detectors from Autumn Aurora 2 (not perfect at the moment, later detectors don't really display map spots as I believe they should, they just detect more and have a greater radius)
* Implemented autodoctor functions from OGSE.
* Implemented biodetector from OGSE. Added in firmware functionality from OGSE 0.6.9.3
* Implemented new medicines from OGSE.
* Implemented slow/poison medicine functions from OGSE.
* Implemented horror time from OGSE. Now called psychic sickness, affects stalker performance slightly (they will not sing, play music and will be slightly more reckless in combat)
* New, optional 'hardcore mode' (big thanks to FGlock for this)
* Implemented mines and mine detectors from OGSE.
* Added in more food items. Adds a tiny bit more variety, don't expect anything on par with Misery.
* Changed gasmasks and gasmask functionality. Gasmasks are now 'belt' items and will protect you as long as they're on your belt. Certain suits also have integrated gas masks that will allow you to breathe in areas filled with gas. For obvious reasons you can't wear a belt gasmask with a suit that has an integrated mask.
* Revamped trade system. May not be perfect, looking for feedback!
* Replaced flashlight slot with binocular slot in inventory. You don't really get new torches, but you do get new binoculars, so this is a useful change!
* Added in dynamic vision script from OGSE. May possibly break the already fragile AI, if anyone encounters problems please let me know.
* Modified a few stashes to contain new items.
* Stashes now populated from game start. Finding the info will still give you the location, but if you stumble across a stash organically it will probably be full.
* Changed gear in the drawer when you start the game. You will now get a very basic loadout, but you can opt for an 'easier' loadout that will give you slightly better items if you choose the option.
* Nightvision implementation from OGSE 0.6.9.3. It is now possible to add nightvision to weapons.
* Changed condition for Sin being pissed off at you. If you have a bad reputation with them, they will go through the motions. Removed the condition from killing the stalkers at the cordon to a general reputation check (so if the dark stalkers are killed by anything else, you will not be implicated)
* Added in alternative method of meeting Sin. They have sympathy for kindred spirits who have been touched by the Zone.
* Added more music to Bar.
* Minor changes during emissions. Will be expanded upon later, but the framework is in place for most things.
* Added in usable flares. Slightly related to the previous point.
* Tweaked weapon parameters to make each weapon slightly more unique.
* Added in car radio. Should be explained on getting into your first car.
* Actor can now be zombified. Sakharov can help you if you become zombified.
* General overhaul to mutant sounds. They should now be more distinct. No more mistaking that flesh for a dog.
* A few new dialogs added to PDA conversations with stalkers. Should while away the boring moments when you're stuck on top of a car waiting for the dogs to get bored of you.
* Added in player-created stashes and GPS beacons.
* New outfits (OGSE) and weapons (SLAM/Henry1491). Outfits can now be looted from dead stalkers.
* Playable guitars/harmonicas
* Added in dynamic huds. Needs slight tweak.
* Experimental: enabled a few disabled features already present in Lost Alpha.
* General change to anomaly names in encyclopaedias and dialog as a tribute to Roadside Picnic.
These are changes that I can remember from the top of my head. There are probably many more undocumented that I've forgotten about.
Most elements of the game can be configured via new options found in tourist_delight_cfg.ltx in the config\lost_alpha folder. Most elements are controllable and has a bit of a text description about what they do.
Hardcore mode information:
This is an optional toggle that enables a few select features from FGlock's Hardcore Mod.
Gas masks and protective suits are now much, much more valuable and useful. Certain weather conditions are associated with increased radioactivity levels. Wearing a gas mask or protective suit will help you survive these. Furthermore, certain 'dangerous' areas can also be detrimental to your health without adequate protection.
If Hardcore mode is enabled, gas masks will require filters and closed-cycle suits will require oxygen tanks to protect you against environmental threats. Oxygen tanks can be 'attached' to a closed-cycle suit with the V key. Closed-cycle suits will not protect you if they are damaged beyond a certain threshold, as the suit is compromised, and no longer closed. These changes will not apply if Hardcore mode is disabled (filters and oxygen tanks will be useless).
The net effect of these changes are that SEVA suits etc. will almost certainly not be relied upon in combat if you haven't got means of getting them repaired easily, as any tears or other damage will render them useless for purpose. It may mean you have to carry a different suit around if you expect to be in heavy combat etc.
Plans for the future include:
* Implementing proper upgrades for suits/weapons.
* Implementing more artifacts, including several special ones.
* Changing Lost Factory to be more interesting and less based on timers.
* General changes to spawns.
* Expanding on Merc storyline.