As a seasoned Stalker, I can confidently say that this week has been nothing short of a triumph for STALKER 2: Heart of Chornobyl. After months of waiting, the A-Life patch has finally graced our screens, and it’s like GSC Game World heard my prayers.
This week has been exceptionally rewarding for STALKER 2: Heart of Chornobyl. Yesterday, GSC Game World owner Maxim Krippa shared that the game has already earned a profit despite its hefty development costs in the tens of millions. Now, it’s the players’ time to rejoice!
Following about a month of experiencing a scaled-back version of The Zone, where foes appeared a considerable distance behind you, the Stalkers have at last received the renowned A-Life update, which brings STALKER 2 one step closer to embodying the essence of a genuine STALKER game.
STALKER 2 1.1 Patch Notes
This update encompasses approximately 1,800 corrections, with some leeway, and it’s available as a 110.6 GB file on Steam. To help you comprehend the magnitude of this update better, here is an overview of its key aspects.
NPCs Feel Alive
Instead of appearing immediately behind you, Non-Player Characters (NPCs) now move around the Zone freely and carry out tasks that determine their movement without being influenced by the player.
As a player, I’m thrilled to know that Non-Player Characters (NPCs) remain consistent beyond the render distance. This means I might encounter the same band of Stalkers in various locations, adding an extra layer of immersion and unpredictability to my gaming experience!
Pursuing proactive objectives may escalate aggression from stalkers and antagonistic individuals towards outcasts, thus be prepared for a wider variety of intense interactions when venturing into the wilderness.
Stalkers get some semblance of survival instincts at last, running to cover during emissions instead of fighting, and retaliating if you melee them in the face.
Smarter Mutants
Instead of regularly producing many ghostly phantoms, the psydog now summons fewer, and there’s a longer wait between each summoning. This change makes it significantly easier to consistently defeat the psydog.
Controllers can no longer zombify story NPCs, which could lock out the game in rare situations.
If you move out of range, the mutants will now seek cover that fits their size, and they’ll change position once they receive damage.
From now on, the chimera specifically won’t attempt to force its way through tight openings like doors or corridors, effectively ending the strategy of exploiting its size when it gets stuck.
Balancing Changes
In line with past updates, the rewards for quests have been increased further. This change, along with GSC patching out the infinite money glitches involving consumables and splitting weapon stacks, makes it more feasible for you to earn a legitimate income in the game.
One of the main enemies has received an increase in challenge level, yet this is compensated by enhanced Gauss rifle firepower. Remember, this applies to you as well, so be prepared to flee when you notice it revving up.
Optimization, At Last
It’s pleasant to observe that STALKER 2, which faced significant performance issues at its launch, seems to be progressing positively in the correct direction.
Populated areas of the map now run smoother, especially Zalissya and the Slag Heap.
Improvements made to visual artifacts and building flicker while using DLSS have been significantly addressed, but a few minor issues persist.
Without a doubt, last on our list but by no means least, the developers have addressed and resolved issues causing crashes within the A Light at the End of the Tunnel quest. Furthermore, they’ve tackled numerous occurrences of EXCEPTION_ACCESS_VIOLATION and Fatal Errors.
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2024-12-19 19:08