• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

S.T.A.L.K.E.R. 2: Heart of Chornobyl ⚠️|☢︎T|⚠️ Don't Be a Menace to Bloodsucker While Trying to Catch an Olive in The Zone

Auto_aim1

MeisaMcCaffrey
I feel like it doesn't matter what you sell, if you upgrade your armour and weapons the repair cost is absurdly high.

At a certain point i had the scavenging run of my life, found like 3 armours, 2 helmets, lots of weapons, sold all of that, i had like 50.000 euros but then i repaired my "high level" upgraded armours and weapons and i was left with like 4000 euros.
The armour wasl like at 70% condition and i still had to pay like 17.000 euros to repair it, i don't even want to think how much money you would need if it was an higherlevel armour at like 30/40 after a long mission...

They need to patch this stuff asap because it is ridicolous right now, you better not upgrade anything unless you wanna spend ALL of your money on reparations.
Particularly frustrating when picking loot and returning to base to sell is particularly annoying in this game because of how the stamina works, you can walk at crawling pace for 15 min, sell 3/4 of your inventory just to have barely the money to repair your equipment.
I repair as soon as it goes under 90%. After a few missions I go back to base to repair, stock up and hoard unwanted ammo in the stash. QoL improvements like fast travel will ruin the game so I hope they tune the stamina regen a little bit.

I only upgrade the 'rate of wear' on armor. It's a one time investment that pays off decently.
 

GymWolf

Member
I repair as soon as it goes under 90%. After a few missions I go back to base to repair, stock up and hoard unwanted ammo in the stash. QoL improvements like fast travel will ruin the game so I hope they tune the stamina regen a little bit.

I only upgrade the 'rate of wear' on armor. It's a one time investment that pays off decently.
Yeah but that is not always possible and force you to return to the base every fuckìng time after a bit of exploration and fighting, and you can't predict the damage you are gonna take, maybe you are out for 30 min of only scavenging with zero combat or artifact hunt with barely any damage (but the armour lose integrity by just wearing it), but if you fight or get hurt by anomalies it's not hard to reach 90% very fast, so what do you do? If you get damage in the first 10 min do you return every time at the base.
I did this for a while but it soured me on the game so i stopped and only repair when the armour lose at least a 30% of damage, but if you think about it, this is still retarded, in any other game you repair your armour when it's in way worse conditions, not when it's still at 70%, unless you know that you are gonna be away from a blacksmith for a lot of time so it's better to have all the equipment in perfect shape.

And even when it's only a 10% damage, depends on how advanced and modified your armour is, we are still talking about over 10.000 euros for repair...

Nah dude, i stay with my opinion that repair costs are beyond broken, being forced to return to the base every time the armour get a 10% damage to not waste all of your money sound unfunny and broken, not the intended way of enjoying the game.
 
Last edited:

GymWolf

Member
How is 10k a lot when your running around with 90k???

Like, pick up all shit you can sell and you make bank
Do you know how much time you need to accumulate 90.000 euros? Most weapons sell for absolute shit valor and you don't find pieces of armours under the trees, they are pretty rare compared to weapons.
I sell even the dirt from the ground dude, and like i said, i stopped returning at the base when the armour get a little damaged, 10.000 are the cost of a minor repair, if you damage it more it's way more costly.



Repair costs are broken, there is no way to spin this, sorry.

Are you even playing the game? Do you know there is a weight and stamina system so you can't walk with 100 weapons right? Even having 5-6 weapons or a couple of pieces of armours make you walk, not even run, and even when i did that because i had a lot of good stuff to sell, every money i make evaporate after i repair my stuff because i have a pretty advanced armour that i upgraded a lot.
 
Last edited:
Such a good game, but it's absolutely broken. A 78 MetaCritic score feels about right. Once this game is patched up, it's an easy 90+, imo.
Yeah, PS5-only gamers are gonna be eating good for their Stalker 2 launch lol


Anyway, only 2 days left in the week... surely the patch is coming soon...
Moone Boy Waiting GIF by HULU
 

MMaRsu

Member
Do you know how much time you need to accumulate 90.000 euros? Most weapons sell for absolute shit valor and you don't find pieces of armours under the trees, they are pretty rare compared to weapons.
I sell even the dirt from the ground dude, and like i said, i stopped returning at the base when the armour get a little damaged, 10.000 are the cost of a minor repair, if you damage it more it's way more costly.



Repair costs are broken, there is no way to spin this, sorry.

I found a bunch of outfits actually to sell

How long it takes to accumulate 90k? I had over 90k once in the second area (Garbage).

RN I'm on the Noontide island and have around 75k, with a shitload of yellow weapons in storage ready to sell once I meet the vendor there.
No cheats used, just finding shit ingame and selling it all.
 
Last edited:

GymWolf

Member
I found a bunch of outfits actually.

How long it takes to accumulate 90k? I had over 90k once in the second area (Garbage).

RN I'm on the Noontide island and have around 75k, with a shitload of yellow weapons in storage ready to sell once I meet the vendor there.
No cheats used, just finding shit ingame and selling it all.
I found armour aswell but they are much more rare than weapons, i think we can agree on that, i had that amount of money when i reached garbage aswell, but maybe you don't have my armour and weapons or you didn't upgraded them enough, when you are gonna do it, you are gonna discover how costly the repair is.

I posted a screen of the repair cost that someone posted on reddit, if you don't think those are absurds, then i have nothing more to say.

Most people inside forums and reddit are trashing the repair costs, even historic fan of the brand.

Like i said, you are gonna discover soon how absurd it is, unless you remain with basic armour and weapons without upgrading them much (smart strategy if you ask me)
 
Last edited:

MMaRsu

Member
I found armour aswell but they are much more rare than weapons, i think we can agree on that, i had that amount of money when i reached garbage aswell, but maybe you don't have my armour and weapons or you didn't upgraded them enough, when you are gonna do it, you are gonna discover how costly the repair is.

I posted a screen of the repair cost that someone posted on reddit, if you don't think those are absurds, then i have nothing more to say.

Most people inside forums and reddit are trashing the repair costs, even historic fan of the brand.

Like i said, you are gonna discover soon how absurd it is, unless you remain with basic armour and weapons without upgrading them much (smart strategy if you ask me)

I found the tourist armor, running around with a black/red vector (cant remember the name), m860 cracker shotgun thats green, Skifs pistol.

Yes the repairs are a bit costly but so far Im still able to get more money than what Im putting into it

By all means give yourself some extra money with cheats or w/e :)
 

GymWolf

Member
I found the tourist armor, running around with a black/red vector (cant remember the name), m860 cracker shotgun thats green, Skifs pistol.

Yes the repairs are a bit costly but so far Im still able to get more money than what Im putting into it

By all means give yourself some extra money with cheats or w/e :)
I never use cheats or mods, i just hope devs are gonna patch this sooner than later, because right now, exploring ,fighting and scavenging seems to bring more of a net loss most of the time except in the rare cases when you find a new weapon or armour that you can use for your build, the beginning of the game wasn't like tjis but now i feel that i go out exploring and finding stuff to sell just trying to cover the repair costs, i have not been able to upgrade shit for the past 5 hours because advanced upgrades are also kinda costly but i don't have money anymore after spending 30-40000 euros to repair all my stuff.
 
Last edited:

ChoosableOne

ChoosableAll
I never use cheats or mods, i just hope devs are gonna patch this sooner than later, because right now, exploring ,fighting and scavenging seems to bring more of a net loss most of the time except in the rare cases when you find a new weapon or armour that you can use for your build, the beginning of the game wasn't like tjis but now i feel that i go out exploring and finding stuff to sell just trying to cover the repair costs, i have not been able to upgrade shit for the past 5 hours because advanced upgrades are also kinda costly but i don't have money anymore after spending 30-40000 euros to repair all my stuff.
Yeah this is true. It’s not really worth fighting mutants especially. Reward system deserves a rework. However, the game is very easy even on the hardest difficulty, except for the mutants, so this doesn’t cause much of an issue rn. I don't need more powerful weapons atm.
 

MMaRsu

Member
Yeah this is true. It’s not really worth fighting mutants especially. Reward system deserves a rework. However, the game is very easy even on the hardest difficulty, except for the mutants, so this doesn’t cause much of an issue rn. I don't need more powerful weapons atm.

The mutants add flavor and tension, they dont need loot imo
 

Dirk Benedict

Gold Member
Yeah this is true. It’s not really worth fighting mutants especially. Reward system deserves a rework. However, the game is very easy even on the hardest difficulty, except for the mutants, so this doesn’t cause much of an issue rn. I don't need more powerful weapons atm.
Mutants take repeating head shots till they lick the boot. I will admit, if they start hitting you, you're practically dead, but if you catch the head at first glance, it's them.
My advice, always keep your piece loaded, fully. In between every encounter, reload.
 
Last edited:

GymWolf

Member
Yeah this is true. It’s not really worth fighting mutants especially. Reward system deserves a rework. However, the game is very easy even on the hardest difficulty, except for the mutants, so this doesn’t cause much of an issue rn. I don't need more powerful weapons atm.
Yeah, i recently realized that i don't need to have everything in perfect conditions because the game is not hard at all at least at this point of the campaign, i heard things get harder later.

I have been running around with a broken armour for the past 2 hours, but i hope they fix this :lollipop_grinning_sweat:
 

ChoosableOne

ChoosableAll
The mutants add flavor and tension, they dont need loot imo
Some kinda exp system would be cool. Or maybe the ability to sell items like mutant ears? Idk.
Mutants take repeating head shots till they lick the boot. I will admit, if they start hitting you, you're practically dead, but if you catch the head at first glance, it's them.
My advice, always keep your piece loaded, fully. In between every encounter, reload.
They are not that hard, except bloodsuckers, but problem is they are not worth wasting your ammo/durability.
 

GymWolf

Member
Some kinda exp system would be cool. Or maybe the ability to sell items like mutant ears? Idk.

They are not that hard, except bloodsuckers, but problem is they are not worth wasting your ammo/durability.
The thing is, i like to explore and my enjoyment get soured if i have to costantly run from enemies when i explore and loot, so i end up killing em all.

The worse is when they fucking respawn...

I think bloodsuckers are fine, they never do that much damage (and only attack twice and retreat) and they get discouraged if you hit them 2 times with the shotgun so if you find a way to funnel them in front of you when they charge, you can virtually avoid to be hit at all.

I think they are only annoying when you fight 2 or 3 of them at the same time.
 

Denton

Member
More than a week since release, still no patch, not even a dumb hotfix to add controller deadzone. GSC you dumdums.
 
Last edited:

Mayar

Member
More than a week since release, still no patch, not even a dumb hotfix to add controller deadzone. GSC you dumdums.
They've always been very slow on patches. But given all the previous games, we'll probably be surprised by a year of support fixing the most obvious bugs, but the rest will be finished by modders and the community.
 

ChoosableOne

ChoosableAll
I think they are only annoying when you fight 2 or 3 of them at the same time.
Happened once, it was awful.

I think bloodsuckers are fine, they never do that much damage (and only attack twice and retreat) and they get discouraged if you hit them 2 times with the shotgun so if you find a way to funnel them in front of you when they charge, you can virtually avoid to be hit at all.
I use the same tactic. If there's a tunnel or a room, I back up against the wall and face the creature. It just comes straight at you that way. AI isn't very bright unfortunately.
 

adamsapple

Or is it just one of Phil's balls in my throat?
Alright, looks like I'm somewhat in the final stretch of the game .. and now it's doing the part which I don't like.

The main quests are taking me kilometer's across for different obectives and there aren't enough fast travel spots to manage it properly.

This game needed more/convenient fast travel options for these kind of situations.
 

ZehDon

Member
Patch is up on Steam. Patch notes here. About 13gbs.

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.
 
Last edited:

Mayar

Member
Patch is up on Steam. Patch notes here. About 13gbs.

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.
Am I right in seeing that they made a 13 gig patch and a 650 fix, while 0 fixes regarding A-Life? Although why am I bluffing, now it turns out that with this patch they broke what worked before :messenger_grinning_smiling:
 

MMaRsu

Member
Am I right in seeing that they made a 13 gig patch and a 650 fix, while 0 fixes regarding A-Life? Although why am I bluffing, now it turns out that with this patch they broke what worked before :messenger_grinning_smiling:
The work on the game and future patches continues. We are working on fixing the A-Life bugs, which will be addressed in future patches.
 
Top Bottom