As someone who has spent countless hours immersed in the world of gaming, I can confidently say that the team behind this update is nothing short of miraculous. The sheer volume of issues addressed, from open-world experiences to player guidance and gear, is truly astounding. It’s like they’ve taken a magnifying glass to every nook and cranny of their game, found the tiniest imperfections, and polished them until they shimmered.
On November 20, 2024, STALKER 2 was released on PC and Xbox, receiving a multitude of accolades. Though it had some minor flaws, our review couldn’t help but acknowledge the exceptional craftsmanship that GSC Game World has infused into STALKER 2. The ambiance is incredibly immersive, standing out from the crowd of open-world games with a corporate feel that have been prevalent lately.
Although STALKER 2 boasts several positive aspects, it has been hampered by a variety of troubles such as frequent crashes, optimization glitches, lighting inconsistencies, and peculiar balance adjustments. Last week, GSC Game World mentioned they would address some of the game’s major flaws, but their statement seemed understated. Contrary to their claim that balance issues and Xbox controller deadzone problems wouldn’t be tackled until later, this update surprisingly includes solutions for those issues, along with 650 other diverse fixes.
Here’s the latest update summary, initially posted on the official Steam page of GSC Game World. The update is currently being released for both Xbox and PC platforms.
Hey there, enthusiasts! We appreciate your unwavering interest and backing since the launch. Now, here’s an exciting update: Patch 1.0.1 is now active on PC and Xbox platforms! This is our inaugural fix patch, tackling over 650 assorted bugs and glitches. Below you’ll find a rundown of the significant enhancements to the game:
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.
Improved the stability of hubs and areas filled with NPCs, reducing the chance of lag or running out of memory during extended gameplay.
Fixed issue when NPCs would move to A-pose or start flying after death.
Resolved an issue where non-player characters (NPCs) failed to determine if a target was protected by cover from incoming fire, resulting in NPCs shooting towards the cover instead.
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.
As an enthusiast, I’ve been part of a team that tackled around a hundred distinct glitches in our system, addressing everything from potential memory leaks to EXCEPTION_ACCESS_VIOLATION issues. In audio and sound terms, we’ve polished up the experience significantly!
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.
Revised Hercules consumable: The player speed reduction has been eliminated; instead, the item now allows for a greater load capacity for the player upon consumption.
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.
“Resolved the problem where the ‘Nvidia Reflex Low Latency’ setting was not persisting across different boot-ups of the game.
And 10 more minor issues.
Interactable Objects:
Fixed physics issues with destructible and movable objects, including those floating in the air.
In the courtyard of SIRCAA, there was an issue with the automatic sliding glass doors that created an obstacle for people walking through.
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 incompletable objectives in the Seek, and You Shall Find mission.
I resolved several problems within the “There and Back Again” mission, such as an instance where the artifact was missing.
Resolved dialog loop with Zotov during the A Needle in a Haystack mission.
In the “Answers Come at a Price” mission, I’ve addressed obstacles such as bandit problems following an emission event and the absence of 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.
I’ll offer a solution for the problem encountered when Lodochka was absent from Quite’s Camp during the “Just Like the Good Old Days” mission.
Resolved a problem that occurred when Lodochka became aggressive following his delivery of the Emitter, reminiscent of the old days.
During the “To The Last Drop of Blood” mission, it’s now feasible to shut down electricity supply in the flood-stricken region.
Fixed multiple issues in the On the Edge mission, including idle NPCs, stuck doors, and the Monolith attack progression.
Resolved obstacles in the A Minor Incident mission, such as problems concerning Bayun’s necklace and doors that wouldn’t open.
Addressed performance drops and confusing objectives in the In Search of Past Glory mission.
I’ve resolved problems encountered during the “Visions of Truth” mission. Specifically, I’ve addressed instances where NPCs were unresponsive or immobile, as well as locations that prevented further progress following conversations.
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.
Adjusted tasks such as “Down Below”, “Budmo!” and “A Big Score” are being fine-tuned to address issues with unresponsive NPCs, incorrectly positioned markers, and absent dialogue choices.
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.
Alter the aggressive actions of non-player characters (NPCs) during the battle arenas, enhancing the strategies used by bandits and providing more ammunition for the Tyrant confrontation.
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.
I resolved problems related to input blocking with Personal Digital Assistants (PDA), inventory management, and attachments while working with artifacts.
Corrected flashlight behavior after saving/loading.
Resolved issues with grenade type selection, compass marker overlaps, and missing mission markers.
As an enthusiast, I’ve made adjustments to iron out discrepancies related to weapon and armor enhancements, focusing on cost and the issue of retracting upgrades.
Enhanced Head-Up Display (HUD) actions and extended the time for “Point of No Return” indicators during the Down Below mission.
Fixed a bug where player could sell mission items using gamepad.
And approximately 50 minor “anomalies”.Voiceover and Facial Animations:
As a game analyst, I’ve successfully reinstated the lost facial expressions for characters Sava during the Hot on the Trail mission, and Mugwort within 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:
I made adjustments to the issues with intermittent texture display across different areas such as 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.
I’m here taking note as the team diligently works on refining our game and upcoming updates. Right now, they’re focusing on squashing those pesky A-Life glitches that we plan to resolve in forthcoming updates.
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2024-11-29 20:09