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Stalker 2 is looking great.

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Close to 20 hrs in, entire save file got corrupted from a crash. Gotta start game all over again.

Was this in real life or in a game?
We have a serial killer on tpu
 
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They are releasing a new patch soon...
 
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They are releasing a new patch soon...
Hopefully they fix the bug where you get the lock icon on your HUD. I've had it since the beginning and having to hit tab every time to get my crosshairs back is sooo annoying.
 
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Close to 20 hrs in, entire save file got corrupted from a crash. Gotta start game all over again.


We have a serial killer on tpu

And i like fava beans too
 
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Long post warning!
I'm 25 hours in and the second half of the game has a massive drop-off in quality. Quest items not spawning in, optional objectives getting stuck and not completing, a couple of quests that weren't possible to complete at all. Then there's some weirdness that I imagine won't be fixed in just a week:
I defended Zalissya from Monolith, the quest was marked as "complete" and as I went to another zone a radio message played that all are welcome to seek safe haven there. I ran another 100m and the next message played that said Zalissya is done for and there's only death there! I returned and indeed everyone was dead or gone. Huh?
First half of the game is relatively "compact" and you never have trouble accessing merchants, repairs or getting anywhere. Second half has endless 1.5-2km treks from one point to another, through a completely empty zone. You walk, walk, walk, meeting no one and doing nothing but getting from one objective to another. This isn't "immersive" - it's boring and downright annoying. What this game needs, desperately, is a motorcycle or some means of transport, if GSC are dead set on not allowing fast travelling right from the map (guides can piss off, they're available only in towns, and guess what - it's always a long walk to the town too). Then there are hours-long stretches of the game throughout which the player doesn't meet any merchants or repairs, repetitive quests that almost without exception end up as "go there and kill 'em!", completely borked economy and inventory so small you can't have fun with all the different guns that exist. I don't know. The longer I play the less I like it (first 10 hours it felt really good though) I'll finish it to see where my choices lead the story but probably won't be playing again any time soon. A couple of years of mods and expansions and then maybe it will be worth another go.
 
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Long post warning!
I'm 25 hours in and the second half of the game has a massive drop-off in quality. Quest items not spawning in, optional objectives getting stuck and not completing, a couple of quests that weren't possible to complete at all. Then there's some weirdness that I imagine won't be fixed in just a week:
I defended Zalissya from Monolith, the quest was marked as "complete" and as I went to another zone a radio message played that all are welcome to seek safe haven there. I ran another 100m and the next message played that said Zalissya is done for and there's only death there! I returned and indeed everyone was dead or gone. Huh?
First half of the game is relatively "compact" and you never have trouble accessing merchants, repairs or getting anywhere. Second half has endless 1.5-2km treks from one point to another, through a completely empty zone. You walk, walk, walk, meeting no one and doing nothing but getting from one objective to another. This isn't "immersive" - it's boring and downright annoying. What this game needs, desperately, is a motorcycle or some means of transport, if GSC are dead set on not allowing fast travelling right from the map (guides can piss off, they're available only in towns, and guess what - it's always a long walk to the town too). Then there are hours-long stretches of the game throughout which the player doesn't meet any merchants or repairs, repetitive quests that almost without exception end up as "go there and kill 'em!", completely borked economy and inventory so small you can't have fun with all the different guns that exist. I don't know. The longer I play the less I like it (first 10 hours it felt really good though) I'll finish it to see where my choices lead the story but probably won't be playing again any time soon. A couple of years of mods and expansions and then maybe it will be worth another go.
Its amazing isn't it. Where there's smoke, there's fire.

Yet another game with weak game mechanics and systems, and lots of talk about graphics and performance. Cyberpunk anyone? Same shit, different setting.

Fucking annoying nonsense, honestly. Why is it progressively harder to release a solid game? One would think we build upon experience. And people think we want AI now to make things better. Lol. If this is the starting point, good luck with that. Input is output clearly... Your entire example, and the implementation of 'no fast travel' is a textbook example of different concepts in a game that forgot to marry each other. They're just there: the open world, the expansive open areas with nothing 'because atmosphere'; the conceptual choice to not add fast travel to make players immerse themselves; and then having no good systems in place to actually make those trips worthwhile and immersive. Like wtf?! Why did you do all those other things then, if you're just going to detract from the very experience players should be getting from it?!
 
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First half of the game is relatively "compact" and you never have trouble accessing merchants, repairs or getting anywhere. Second half has endless 1.5-2km treks from one point to another, through a completely empty zone. You walk, walk, walk, meeting no one and doing nothing but getting from one objective to another.
Sounds like the first half is the game the wanted to make and the second half is the game they rushed to finish.
Why is it progressively harder to release a solid game? One would think we build upon experience.
It's kind of like being a contractor and building a house. You think you know what your costs will be and then you run into issue after issue after issue that blow that budget out or force you to half ass to finish. You don't see a dime in profit until the product is done and sold.
 
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7-8 hours into the game. It's about as good as the previous installments.

I do have some gripes, minor and not so minor - in no particular order:
  • Glass doesn't have a sound effect when you break it - at least it's not popping up in the audio for me.
  • Puddles/water - you don't have splashy sounding foot steps when going through puddles and water doesn't really react when you jump in it or move through it.
  • Mutant spawning - I can clear a small settlement of dogs, explore for a few minutes, come back out of a building and I'm swarmed by 6-10 dogs again within a matter of minutes.
  • Bloodsuckers are bullet sponges (makes me wonder how much tougher mutants absorb before dying). Upwards of 10+ shotgun rounds or 2 full clips of some kind of rifle point blank range as they stand there in front of you slapping you around.
  • Lack of NPCs appear to be living. Most just stand there, in one spot for hours and hours doing absolutely nothing. Then they might move to another spot to stand for hours and hours doing absolutely nothing. I don't expect to see NPCs living the most exciting existence in the zone, but come on. Do something, anything! Maybe some STALKERS come into town for a bit, visit a couple shop NPCs and venture back out. Something. Right now it kind of feels like the first STALKER game, they all just huddle around fires, do some small banter and then stare aimlessly into the distance.
  • NPCs not reacting to mutants, even after getting attacked by them. Take Squint, for example, after I found him and chatted - I went to do the mission he asked of me. Upon my return we talked and as we were talking I could hear mutant dogs outside making noise. I finished talking with Squint and inside comes a couple of dogs. Squint is between me and the door, so he's the first target for the dogs. He stands there smoking as the dogs killed him. He didn't even try to react to them. This isn't the first NPC I've seen do this.
  • I've had a couple of floating heads; bodies didn't load in until I got about 20-30ft from the NPC. I've had NPCs float above the object they're sitting on a good 2-3 feet.
  • Super slow weapon swapping speed. It feels like I'm standing in water up to my neck and I'm trying to move as fast as I can to swap from my rifle to my pistol. Or pistol to knife, or knife to grenade....doesn't matter what weapon you have equipped, the weapon swap speed is atrocious.
Overall the game is decent, so far. The atmosphere is great, much like it was in SoC, but the actual gameplay and combat overall just reminds me of playing SoC with prettier graphics. Hopefully some updates/patches can fix some of these issues I've seen.
 
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I wonder if Stalker 2 will have a modding community anywhere near as dedicated as the originals. I've been very impressed with some of work they put out. I might just boot up Lost Alpha and play faction wars.
 
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Here I played it on Maximum fidelity epic settings, I turn the sharpness way up on part 2 and it clears up the blurry textures in the distance.
I found the game to be tedious, with bugs plaguing the first mission. I'm forcing my way through it, im still making my mind up. Im gonna head to the center of the zone, if I find something epic i'll forgive some of the bugs, graphics, dialogue :toast:
 
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Its amazing isn't it. Where there's smoke, there's fire.

Yet another game with weak game mechanics and systems, and lots of talk about graphics and performance. Cyberpunk anyone? Same shit, different setting.

Fucking annoying nonsense, honestly. Why is it progressively harder to release a solid game? One would think we build upon experience. And people think we want AI now to make things better. Lol. If this is the starting point, good luck with that. Input is output clearly... Your entire example, and the implementation of 'no fast travel' is a textbook example of different concepts in a game that forgot to marry each other. They're just there: the open world, the expansive open areas with nothing 'because atmosphere'; the conceptual choice to not add fast travel to make players immerse themselves; and then having no good systems in place to actually make those trips worthwhile and immersive. Like wtf?! Why did you do all those other things then, if you're just going to detract from the very experience players should be getting from it?!
Did you even play the game? Maybe calm down and don't take one person's word for it before you have a fit.
 

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Did you even play the game? Maybe calm down and don't take one person's word for it before you have a fit.
The things that Vayra is referring to from what @Dristun wrote, and also mentioned by @neatfeatguy echo the many reviews and playthroughs that go beyond the halfway point. They are out there if you deign to look for them. The biggest problems are a dead world where the NPC’s do not go about living or working in the world…nothing triggers till you approach, and a big, lifeless dead world that only looks nice, but has few encounters or things to draw your interest until the long slog to your objective is reached. This is definitely not in the spirit of the first series. They managed to do this 100% better between 2007 and 2012.

Edit: Grammatical errors
 
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7-8 hours into the game. It's about as good as the previous installments.

I do have some gripes, minor and not so minor - in no particular order:
  • Glass doesn't have a sound effect when you break it - at least it's not popping up in the audio for me.
  • Puddles/water - you don't have splashy sounding foot steps when going through puddles and water doesn't really react when you jump in it or move through it.
  • Mutant spawning - I can clear a small settlement of dogs, explore for a few minutes, come back out of a building and I'm swarmed by 6-10 dogs again within a matter of minutes.
  • Bloodsuckers are bullet sponges (makes me wonder how much tougher mutants absorb before dying). Upwards of 10+ shotgun rounds or 2 full clips of some kind of rifle point blank range as they stand there in front of you slapping you around.
  • Lack of NPCs appear to be living. Most just stand there, in one spot for hours and hours doing absolutely nothing. Then they might move to another spot to stand for hours and hours doing absolutely nothing. I don't expect to see NPCs living the most exciting existence in the zone, but come on. Do something, anything! Maybe some STALKERS come into town for a bit, visit a couple shop NPCs and venture back out. Something. Right now it kind of feels like the first STALKER game, they all just huddle around fires, do some small banter and then stare aimlessly into the distance.
  • NPCs not reacting to mutants, even after getting attacked by them. Take Squint, for example, after I found him and chatted - I went to do the mission he asked of me. Upon my return we talked and as we were talking I could hear mutant dogs outside making noise. I finished talking with Squint and inside comes a couple of dogs. Squint is between me and the door, so he's the first target for the dogs. He stands there smoking as the dogs killed him. He didn't even try to react to them. This isn't the first NPC I've seen do this.
  • I've had a couple of floating heads; bodies didn't load in until I got about 20-30ft from the NPC. I've had NPCs float above the object they're sitting on a good 2-3 feet.
  • Super slow weapon swapping speed. It feels like I'm standing in water up to my neck and I'm trying to move as fast as I can to swap from my rifle to my pistol. Or pistol to knife, or knife to grenade....doesn't matter what weapon you have equipped, the weapon swap speed is atrocious.
Overall the game is decent, so far. The atmosphere is great, much like it was in SoC, but the actual gameplay and combat overall just reminds me of playing SoC with prettier graphics. Hopefully some updates/patches can fix some of these issues I've seen.

Maybe your settings or audio needs adjustment?

For me, Glass shatters and has sound effects.
And as for water. mud puddles behave like you say bigger bodies of water like swamps, and small ponds etc, do splash, swirl when stepped in, and have sound. You can shoot it and see ripples too.

I'm 32 hours in, still haven't gone past the second zone. I like this game a lot but it has its issues. The economy system is whack. Repair costs are through the roof. if I repair a gun to new for $1600, then try to sell it, I'm offered like 10% of the actual value which ends up being a loss. So now I only sell them worn and if they are red, I don't pick them up. I'll post more once I've experienced more of the game but the economy needs major work, the bullet characteristics need attention and and the key rebinding needs work. For example, I use the arrow keys for movement, but climbing up and down a ladder is hard-coded to W/S. No bueno.
 
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16hrs in and enjoying it, feels same atmosphere as SoC. Cordon giving nostalgia feels
AI is a bit bonkers though, specially the cyberpunk like spawning enemies behind you.
There is a mod to fix AI but seems to give bad cpu performance.
Why are there no binoculars? It's a must have for game like this.
Mutants seems tougher, but they are also cheesable at times. They cannot attack you when you're on higher ground.
Unreal Engine 5.1 shenanigans, bad optimization and crashes. I usually crash whenever i enter a new area.
Emissions are great but i was hoping for a bit more violence.
Flashlight is terrible and lacks basic shadows, at least a mod enables shadows on basic objects and some foliage

 
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The things that Vayra is referring to from what @Dristun wrote, and also mentioned by @neatfeatguy echo the many reviews and playthroughs that go beyond the halfway point. They are out there if you deign to look for them. The biggest problems are a dead world where the NPC’s do not go about living or working in the world…nothing triggers till you approach, and a big, lifeless dead world that only looks nice, but has few encou ters or things to draw your i terest until the long slog to your objective is reached. This is definitely not in tje spirit of the first series. They managed to do this 100% better between 2007 and. 2012.
I thought Clear Sky was a good direction with the idea behind the faction wars. We saw there were established factions in SoC and CS was the prequel to kind of give you that frame work of how things happened in the Zone. Sadly, it felt like the coders either didn't have time to create a good working faction wars system or they just didn't know how, it wasn't until modders fixed it that the faction wars really shined and made the Zone feel more alive. You had a constant power struggle throughout areas and that's what really drew me into that game more than the others. I probably put 150 hours into Clear Sky. I restarted over and over again so I could play through joining every faction and I loved it.

A similar playout could happen with STALKER 2, but from a few things I've read (I really try not to read into spoilers for games) the choice options in the story seem broken, kind of like how Clear Sky was (almost like the coders didn't have time to create a good working faction type war system or they just didn't know how) a bit buggy.

I feel that NPCs in STALKER 2 mimic the same AI coded behaviour you get from the original SoC game. You get some scripted follow me type moments, but overall NCPs just sit in their town/settlement areas and do pretty much nothing, all day, every day. A whole lot of nothing.

I'm hoping they can fix things as time goes on. Right now, I'd say the game is about a 6.5 out of 10. Decent, just not as good as you'd like it to be, especially for a game pushed back over and over again.
Maybe your settings or audio needs adjustment?

For me, Glass shatters and has sound effects.
And as for water. mud puddles behave like you say bigger bodies of water like swamps, and small ponds etc, do splash, swirl when stepped in, and have sound. You can shoot it and see ripples too.

I'm 32 hours in, still haven't gone past the second zone. I like this game a lot but it has its issues. The economy system is whack. Repair costs are through the roof. if I repair a gun to new for $1600, then try to sell it, I'm offered like 10% of the actual value which ends up being a loss. So now I only sell them worn and if they are red, I don't pick them up. I'll post more once I've experienced more of the game but the economy needs major work, the bullet characteristics need attention and and the key rebinding needs work. For example, I use the arrow keys for movement, but climbing up and down a ladder is hard-coded to W/S. No bueno.

Only option I touched in Audio was the dynamic range, I changed from medium to full. I put it back to medium and lo and behold, I hear glass break and water audio cues. I haven't really tried to interact with any bodies of water though to see if they do anything. All settings are maxed out, no DLSS or scaling or frame generation used and motion blur is turned down.

One glaring issue I've come across is Squint. He was killed by dogs in my game. After I found him, helped him out and gave him the artifact dogs wandered into the building and him standing between me and the dogs, the dogs killed him. After I made to the Garbage zone I did a side mission and Squint shows up.....dafuq? He tells me he has something for me, but I wasn't given anything, after asking him a couple of questions about how he got out of the Lesser Zone he doesn't want to talk anymore, when I try I get that "Talk to the boss." response.
 
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Tried another run. Game keeps crashing more and more now.
 
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Benchmark Scores Over 9000
Did you even play the game? Maybe calm down and don't take one person's word for it before you have a fit.
Experience is a great teacher. No need. Been there done that.
 
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Benchmark Scores Who cares
I have not had a single crash, weird
 
Joined
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Is there a way to make this game run on Intel Iris Xe Max? (the DG1 card version, not the notebook version)
I get crash after i press new game and select the difficulty. Latest intel driver that supports Stalker2. OS win11 24h2 updated.
the error:
"PCD3D_SM6 but it is not compatible with PCD3D_SM5"

This is my temporary card, I'm getting a Sapphire 7900xt Nitro soon. But is still want to test some mods.
 
Last edited:
Joined
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Is there a way to make this game run on Intel Iris Xe Max? (the DG1 card version, not the notebook version)
I get crash after i press new game and select the difficulty. Latest intel driver that supports Stalker2. OS win11 24h2 updated.
the error:
"PCD3D_SM6 but it is not compatible with PCD3D_SM5"

This is my temporary card, I'm getting a Sapphire 7900xt Nitro soon. But is still want to test some mods.

I get that crash on my other system with STALKER 2; 5600X3D with a 3060. I was curious to see how well that system runs the game compared to my 5900X and 3080Ti. I haven't updated Windows 10 for over a year on my other computer, so it may just be that the Windows version for me is causing problems. I am running the latest Nvidia driver, updated it (on a side note: the nvidia driver website is horseshit now, what a pain in the ass just trying to get to find the driver for your GPU).

I'm hesitant to update Windows because I've had horrific problems with Windows 10 updates in the past from loss of data to corrupted system files that requires nothing short of a wipe and re-install. this will probably be something I do during Thanksgiving break - make sure everything is backed up and see what kind of failure MS has instore for me when I run the update. I hear that folks updating Windows 10 to 2022H2 may resolve this error.
 
Joined
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Well, I beat the game. Took me 36 hours but I wasn't really keen on finishing many side quests (I accepted lots of them though and some auto-failed at points of no return ¯\_(ツ)_/¯). It only crashed twice in this time and I encountered no hard walls. For those who are interested, there's no freeplay after you finish. My advice to people curious about the Zone would be to fool around as much as you can before venturing to SIRCAA.

For me this game has promise and potential, but that's about it. Aside from the boss fight and a couple of pretty rooms the entire final stretch is 100% on the "fuck it, we need to ship the game soon, this will do" level. It's such a stark contrast to earlier set-pieces and locations that feel much more complete and fleshed out. It also feels like some parts were cut out entirely, as I don't believe for a second that in a game that's so keen on taking you on huge runs around the zone
they'd resort to a character literally teleporting you around smallish locations while telling you at the same time how much the zone must've changed towards the end.
There are also little interesting/pretty places scattered throughout that don't seem to have any related quests. Story is interesting but gives poor closure and fails to mention what happened to many of the characters or explain what they wanted after all. Not even slides mentioning your actions and their impact. "Choice" is mostly smoke and mirrors as the final switches actually only happen towards the end and then take you to the same locations anyway, just with a different cast and different fights depending on what you selected in the cutscenes.
I sincerely hope that future DLC/Expansions will focus on iterating on the existing campaign and zones instead of adding more half-baked stuff because there's a great game somewhere in there waiting to be finished. If it were up to me, some parts would just be redone completely from the ground up. One can hope!

P.S. your mileage may vary if you're really into bullshit survival games that plagued Steam releases for the past decade, if that's your thing the entire experience might feel like a gift (no crafting though, thank God).
 
Last edited:
Joined
Jan 31, 2022
Messages
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I wonder if Stalker 2 will have a modding community anywhere near as dedicated as the originals. I've been very impressed with some of work they put out. I might just boot up Lost Alpha and play faction wars.
Lost Alpha is a very good mod. I recently started playing for the first time Stalker Anomaly mod and enjoying it immensely. Can't believe that people still moding or updating old mods for Stalker after all these years.
 
Joined
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Mouse Rog Strix Impact 3 Wireless | Wacom Intuos CTH-480
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Software Windows 10 Pro
Attention All Stalkers

A patch is approaching!

Attention, stalkers.

Thanks for your passion and support since the release, it is really important to us. The Patch 1.0.1 is live both on PC and Xbox. This is our first fix patch that addressed over 650 different bugs and issues. Here is the list of the major updates for the game.




AI fixes:
  • Fixed groups of NPCs getting stuck and dying near Shelter during active Emission.
  • Fixed issue when Burer could drop any mission items out of the player's hands.
  • Added missing sound effects for Burer’s 'Telekinesis' ability.
  • Fixed issues with NPCs occasionally getting stuck and not reaching the mission location. This might have caused inability to interact with NPC or progress to the next mission stage due to idle behavior of mission NPC.
  • Fixed issues with performance drops/potential out-of-memory crashes in hubs and locations crowded with NPCs during long play sessions.
  • Fixed issue when NPCs would move to A-pose or start flying after death.
  • Fixed issue when NPCs could not track whether a target in cover was covered from shots, which caused them to shoot into cover.

And other, more than 20 different issues with AI.

Optimization fixes:
  • Fixed issue with invisible NPC/Mutants appearing in FOV while the Player is scoping.
  • Fixed fire visual effects that were not rendering at certain camera angles.

Also, we fixed approximately 100 different crashes, including potential memory leaks and EXCEPTION_ACCESS_VIOLATION issues.

Audio & Sound fixes:
  • Fixed issue when combat music was still playing while combat was finished.

And 7 other minor audio & sound bugs.

Balance adjustments:
  • Weapons and armor repair cost is decreased.
  • Significantly increased cost of artifacts (more revenue from selling).
  • Money reward for most missions is increased from 2 to 3 times.
  • Rookie difficulty armor and weapons buffs.
  • Damage from mutants is moderately decreased on Rookie difficulty (more mutant health balance changes in Combat Balance section).
  • Damage to player's weapon is decreased by 23 percent on Rookie difficulty.
  • Armor durability is increased by 12.5 percent.
  • Added silencer attachment for PTM to specific stash on Lesser Zone.
  • Fixed sell prices for Exoskeletons, they are now more expensive to sell.
  • Fixed sell price of upgraded weapons.
  • Rebalanced Hercules consumable: player speed debuff removed; increased the effect parameters (now more weight could be carried by player after consuming).

Some additional minor bugfixes.

Combat Balance:
  • Reduced some mission items' weight (including weight of scanners)
  • Slightly rebalanced Bloodsucker’s damage.
  • Decreased Bloodsucker’s strike protection rank (more damage from guns).
  • Reduced Boodsucker’s HP regeneration outside the combat.
  • Controller HP is moderately reduced.
  • Burer HP is moderately reduced.
  • Boar HP is moderately reduced.
  • Flesh HP is moderately reduced.
  • Damage to Boar from headshots changed to 100% of body damage.
  • Damage to Boar from shots to the limbs is increased.
  • Damage to Flesh from shots to the limbs is increased.
  • Significantly increased weapon melee distance.
  • Slightly increased knife melee distance.

Gamepad Input:
  • Increased gamepad dead zones

Characters:
  • Fixed eyes and teeth on NPC models.
  • Some minor fixes of NPC models and animations.

Cutscenes:
  • Added missing footage to TV displays in the final cutscene.
  • Fixed issue with deer animation in the opening cutscene.

And 20 other different bugs in the cutscenes.

Game Settings & Menus:
  • Adjusted unreadable text at the bottom of the Shader Compilation screen.
  • Fixed issue with the 'Nvidia Reflex Low Latency' option not being saved on subsequent boots of the game.

And 10 more minor issues.

Interactable Objects:
  • Fixed physics issues with destructible and movable objects, including those floating in the air.
  • Fixed interaction prompt with glass doors in SIRCAA’s inner yard, which caused a walkthrough blocker.
  • Fixed missing inner doors in the X-11 laboratory elevator.

And more minor bugs.

Main and Side Missions:

Resolved numerous mission blockers and bugs encountered under specific conditions. Key fixes include:
  • Fixed missing interaction with dead Blind dogs in the Nightingale’s Hunt mission.
  • Fixed uncompletable objectives in the Seek, and You Shall Find mission.
  • Fixed multiple issues in the There and Back Again mission, including one where the artifact couldn’t be found.
  • Resolved dialog loop with Zotov during the A Needle in a Haystack mission.
  • Fixed progression blockers in the Answers Come at a Price mission, including issues with bandits after an emission and missing the Heavy Key item.
  • Corrected mission markers for NPC locations in Hot on the Trail mission.
  • Fixed door-related issues in the In Search of a Guide mission and The Side Hustle mission.
  • Fixed issue when cutscene does not start during the Just Like the Good Old Days mission.
  • Fixed issue when Lodochka is missing in Quite's Camp during the Just Like the Good Old Days mission.
  • Fixed an issue during Just Like the Good Old Days when Lodochka acts aggressively after bringing him the Emitter.
  • It is now possible to turn off electricity in the flooded area during the To the Last Drop of Blood mission.
  • Fixed multiple issues in the On the Edge mission, including idle NPCs, stuck doors, and the Monolith attack progression.
  • Fixed progression blockers in the A Minor Incident mission, including issues with Bayun's collar and locked doors.
  • Addressed performance drops and confusing objectives in the In Search of Past Glory mission.
  • Fixed issues in the Visions of Truth mission, including stuck NPCs and blocked progression after dialogs.
  • Resolved stuck cutscenes and blocked progression in the Dangerous Visitors, Gray’s Last Hunt, and The Eternal Shining missions.
  • Corrected spawn behaviors for NPCs and enemies in The Boundary and Escape from the Cage missions.
  • Tweaked missions like Down Below, Budmo!, and A Big Score to resolve stuck NPCs, misaligned markers, and missing dialog options.

And approximately 120 other issues within the main line, side missions, and encounters.

Open World Experience:
  • Fixed stretched or missing limbs on humanoid corpses.
  • Fixed missing fast travel routes, including to the Concrete Plant for Toadstool.
  • Resolved issues with loudspeakers, fast travel, and NPC interactions in various locations, such as the Scientists' Bunker, and Chemical Plant.
  • Adjusted hostile NPC behavior during the Arena missions, including bandits’ tactics and increased ammo for the Tyrant fight.
  • Corrected mission progression in the Black Sheep and The Key to Freedom missions.

And approximately 50 other issues were fixed.

Player Guidance, Gear, and Weapons:
  • Fixed a bug that allows to sell items to the trader for more money that they actually cost.
  • Fixed input blocking issues with the PDA, inventory, and attachments when interacting with artifacts.
  • Corrected flashlight behavior after saving/loading.
  • Resolved issues with grenade type selection, compass marker overlaps, and missing mission markers.
  • Fixed inconsistencies with weapon and armor upgrade effects, including pricing and upgrade reversals.
  • Improved HUD behavior and prolonged the duration of "Point of No Return" hints during Down Below mission.
  • Fixed a bug where player could sell mission items using gamepad.

And approximately 50 minor “anomalies”.

Voiceover and Facial Animations:
  • Restored missing facial animations for Sava in the Hot on the Trail mission and Mugwort in The Eternal Shining mission.
  • Fixed missing voice lines during the Let No One Leave Unsatisfied mission.
  • Corrected radio call effects so NPC voices properly reflect distance during communication.

And a couple more things are fixed.

World:
  • Fixed flickering textures in various locations, including the Sphere, Military Base and Chemical Plant.
  • Resolved movement issues, including getting stuck in certain locations during missions like Once More Unto the Breach and A Tough Awakening.
  • Corrected artifact spawn points in some areas.
  • Fixed NPC behavior during encounters.
  • Adjusted voice volume during storm weather for improved audio balance.

And approximately 50 more bugs.
 
Joined
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Software Windows 10 Pro
Attention All Stalkers

Another Update is approaching!

To all stalkers who continue to explore the Zone in S.T.A.L.K.E.R.2: Heart of Chornobyl — Patch 1.0.2 on PC (Steam, Epic Store, GOG) is now available for download. It will also be available for download on Xbox and Microsoft Store soon.

So, what is in patch 1.0.2?

  • Fixed an issue when the second wave of Monolith soldiers would not spawn during the “On the Edge” mission, blocking further progression.

  • Fixed the issue when Richter could be found dead during the “A Minor Incident” mission, blocking further progression.

  • The fixed issue was a player could get stuck after installing the fuse in the Wild Island area if they got the Emitter from Faust's Cell first during the “Just Like the Good Old Days” mission, blocking further progression.

  • The fixed issue was when a player could not successfully complete the “All That is Left” mission while exploring the Chemical Plant region.

  • Fixed issue when quest enemies could spawn in unreachable areas for a player during the “Down Below” mission, blocking further progression.

  • Fixed an issue when Scar could be missing during the “Visions of Truth” mission.

  • A few more EXCEPTION_ACCESS_VIOLATION errors are fixed.
 
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