GSC GameWorld has just released a new major title update for STALKER 2, Patch 1.1, and shared its full changelog. Update 1.1 is, believe it or not, 110GB in size. According to the devs, it fixes over 1,800 issues. So, let’s see what this new patch brings to the table.
Patch 1.1 finally brings some improvements to A-Life 2.0. For instance, it fixes the issue with spawning NPCs behind the player’s back. It also greatly extends the distance at which A-Life NPCs are visible to the player, and players can now encounter roaming NPCs across the Zone more often.
Moreover, it fixes the aggressive optimization issue that prevented A-Life NPCs to exist in Offline. It also improves how A-Life NPCs move in Offline mode by using a global AI navigation map. Oh, and there is more. The update makes A-Life NPCs more motivated to take over territory and attack enemies or mutants. Plus, groups exploring the Zone now come from different factions and have more variety in their sizes.
These are things that should have been in the game from the get-go. However, it’s at least good that the devs have finally implemented them. As such, you will no longer have to use any of the A-Life Mods.
Patch 1.1 brings over 50 fixes for foliage, Texture flickering, bugs in navigation meshes and collisions. As such, the game should be now more polished. Plus, it fixes the issue when the player was unable to load existing saves after the title and steam process was terminated unexpectedly.
GSC GameWorld has also made the game run better. The devs improved performance in crowded areas of the map. They also looked into over 200 crashes and fixed most of them. This update also solves a problem with visual glitches in the in-game menus when using DLSS. Plus, it fixes performance issues on NVIDIA RTX 3000 series graphics cards when using AMD FSR Frame Generation.
It’s also worth noting that Update 1.1 packs numerous fixes and tweaks for its AI, main quests and side missions. Since those contain spoilers, though, I have not included them below. Those interested can find those fixes here.
In theory, this patch should be compatible with the mods we’ve shared. So, it should work with this mod that adds a Parkour-like climbing system to the game. It should also work with this mod that allows you to fast-travel anywhere on the map.
Earlier this month, we shared a mod that allowed you to loot all mutants. This was a feature present in all previous STALKER games that was apparently cut from STALKER 2.
Finally, you can download a mod that will remove the inventory carry/weight limit. I’m not a fan of this last mod but hey, some of you may like it. Then there is a mod that enables real-time dynamic flashlight shadows. Oh, and we also have a mod that can further improve the game’s graphics, and enable GTAO.
Like always, Steam will download this update the next time you launch its client. Below you can also find its changelog.
STALKER 2 Patch 1.1 Release Notes
A-Life fixes
- Fixed the issue with spawning NPCs behind the player’s back.
- Players can now encounter roaming NPCs across the Zone more often.
- Greatly extended the distance at which A-Life NPCs are visible to the player.
- Fixed the aggressive optimization issue that prevented A-Life NPCs to exist in Offline (out of player’s visualization range).
- In Offline mode, A-Life will continue to advance towards their goals over time.
- Players may now have opportunities to encounter A-Life NPCs they’ve previously met by following in the same direction as the NPCs.
- Improved A-Life NPCs navigation in Offline using GameGraph (global AI navigation map):
- Fixed multiple issues where NPCs would fail to follow or find a path to their designated goals.
- Fixed several issues with NPC being stuck in Online-Offline transition state,
- Enhanced A-Life NPCs’ motivation to expand territory and actively attack enemies and mutants.
- Fixed issues that could result in fewer A-life NPCs encountered than intended.
- Further contextual actions improvement to ensure seamless transitions between Offline and Online states for NPCs engaged in these actions.
- The groups exploring the Zone are now more diverse regarding possible factions and group sizes.
- Fixed issue that while roaming over the Zone, Human NPCs didn’t satisfy their communication needs and talks.
And some other development related improvements.
AI improvements
- Reduced the number of summons and increased time between spawns of Pseudodog phantoms.
- Fixed an issue when zombies would have their arms and legs twisted while knocked down.
- Fixed an issue when large mutants would hide behind small cover, such as trees.
- Fixed an issue when mutant limbs stretch sometimes when firing automatic weapons.
- Fixed an issue when bloody visual effects played a few times after Rat’s death from grenade.
- Fixed an issue where NPCs quickly detected the player when he was crouching.
- Fixed an issue where NPCs would enter doors without opening them.
- Fixed the issue when the controller could take the main story NPCs under control.
- Fixed an issue when Chimera would try to enter a narrow passage that it couldn’t enter instead of hiding in ambush.
- Fixed an issue when NPC was teleporting to the restricted areas such as safe zones and hubs.
- Fixed an issue where mutants that were in cover did not change their cover when receiving damage.
- Fixed visual effects of Burer’s telepathic ability.
- Minor combat behavior fixes for NPCs shooting from covers.
- Fixed Burer’s throwing objects animation.
- Fixed some issues with NPC staying idle and refusing to start mission-related dialogs.
- Fixed an issue when mutants kept attacking zombies in knockdown.
- Fixed an issue when NPCs are stuck in aiming animation.
- Fixed an issue when death animation was replayed for an NPC who was resurrected as a zombie.
- Fixed an issue when a neutral NPC stays neutral after a player hits them by melee attack.
- Fixed an issue with some NPCs’ broken arms while shooting.
- Generic improvement of combat experience and NPC pathfinding in big fights with lots of corpses.
- Fixed an issue when Player was able to kill the chimera with the help of carousel anomaly.
- Fixed an issue where NPCs would clip through objects and walls when shooting from covers.
- Minor improvements for peaceful behavior of NPCs.
- Fixed issue where NPCs wouldn’t stop combat on emission start.
- Fixed an issue when some mutants couldn’t jump off an obstacle.
- Fixed issue when NPCs were stuck after the end of emission.
- Fixed bandits’ behaviour after emission ends during the mission Bullseye.
- Fixed an issue where NPCs could teleport if the NPC couldn’t build a route.
- Fixed an issue where NPCs could stop talking to each other after loading a save.
- Fixed an issue when mutant dead bodies fly to a long distance from the places where they were killed by the shotgun.
And over 50 more minor “anomalies” were fixed.
Balance adjustments
- Increasing rewards for several missions.
- Fixed issue when artifacts with Physical Protection effect give maximum possible effect.
- Changed “Goldfish” artifact value to 14000 coupons.
- Fixed issue when player is able to have infinite coupons via selling and returning back any stackable consumable.
- Fixed infinite money exploit with splitting a stack of weapons from selling windows.
- Fixed issue when A-Life NPC’s can be spawned dead with full clips of ammo.
- Increased Snork’s abilities cooldown time by 30%.
- Gauss rifle damage was increased.
- Recalculated rewards for the Harpy’s missions.
- Fixed instant player death after getting almost full radiation bar.
- Fixed that Poltergeist and Burer do not deal damage with thrown objects in some cases.
- Removed the POS 8x scope from the assortment of several merchants.
- Tweaked damage from PSY fields.
With over 10 more minor fixes delivered.
Crash Fixes, Performance, and Optimization
- Investigated, and applied further improvements to dead zones and curves for gamepad movement, aiming and camera controls for a more smooth and controllable experience using sticks on controller.
- Performance improvements in largely populated areas of the map.
- Fixed performance drops on NVIDIA RTX 3000 series video cards with enabled FSR frame generation.
- Fixed issue with game freezing on exiting a tunnel during A Light in the End of the Tunnel mission.
- Fixed issue with not working Razer Kishi Ultra controller, which connected via Bluetooth or cable connection.
- Fixed issue where MSI Force Pro Wireless Controller didn’t work via Bluetooth or dongle connection.
- Fixed issue when Xbox X/S controller didn’t work via Bluetooth connection.
- Controller input improvements.
- Fixed issue with visual artifacts in In-Game UI with DLSS enabled.
- Fixed issue when building disappears in player’s camera at Factory location.
- Fixed issue with a building near Yantar popping into Player’s view while approaching it.
- Fixed fps drops that could be created by large amounts of water particles.
- Fixed fps drops during interaction with corpses in shallow water.
- Fixed multiple EXCEPTION_ACCESS_VIOLATION crashes.
- Fixed multiple Fatal Errors, Low Level Fatal Errors, and Assertion Failures.
Overall, over 200 crashes were investigated, and further fixes were implemented.
Cutscenes
- Multiple improvements to facial animations and voiceover for both languages in several cutscenes.
- Fixed an issue with missing frames in several cutscenes.
- Fixed an issue with missing NPCs in several cutscenes.
- Fixed issue when main characters and NPCs can have idle behavior or detached parts of the body/equipment in several cutscenes.
- Fixed an issue with missing subtitles in several cutscenes.
- Fixed an issue with missing Haptic feedback in several cutscenes.
- Fixed an issue with the final cutscene not playing in The Eternal Shining mission.
- Fixed the issue where the cutscene at the end of the Back to the Slag Heap mission did not start.
- Fixed an issue where Player could die during the cutscene during the The Last Step mission.
Overall, over 80 cutscenes issues were addressed.
Interactable Objects
- Fixed physics for ammo boxes and broken lamps.
- Fixed some issues where NPCs could get stuck in a doorway at different locations.
- Fixed issue where ladder descends, sound could loop and Players would clip through the ladder after climbing from it.
- Fixed sound on interacting with the dead body.
- Fixed issue where NPC touching the door during movement or combat caused the door shaking.
- Fixed that interaction hints for loot and pick-up bodies appeared at different distances from the body.
- Fixed the interaction prompt for healing being active when the player did not have medkit.
- Fixed the issue when some consumables could have been non-interactable.
Open World Direction, Exploration, and Zone Experience
- Fixed that Lightning Ball sometimes gets stuck during movement in Opachychi village.
- Fixed that sometimes artifacts did not appear in arch anomalies.
- Improved dead bodies physics.
- Fixed when player’s equipment was damaged while player was crouching in Razor.
- Fixed corpses disappearing issue.
- Fixed stretched texture on some trees in the open world.
- Fixed an issue with Toxic Cloud anomaly idle VFX.
- Fixed an issue with rat swarms spawning above the cave in Mist archanomaly.
- Fixed an issue when characters became wet in dry spaces after loading the last save.
- Fixed an issue with sharp weather changes present at 4:30 morning time and 23:59 night time.
- Fixed that Wandering lights anomaly doesn’t always spawn its artifact.
- Fixed issue with Bulba arch-anomaly sometimes not appearing.
- Fixed issue with non-lootable corpses spawning at the border between Cordon and Lesser Zone regions.
- Fixed that player was unable to reach the artifact near “Abandoned Hamlet” on Swamps.
- Increase distance for combat barks.
- Fixed an issue where NPCs would get stuck in a doorway during the emission in Zalissya hub.
- Fixed an issue where NPCs could spawn and get stuck on isolated surfaces (cars, boxes etc.).
- Improved bullet penetration visual effects.
- Improved cloth simulation for corpses of NPCs.
- Fixed issue with blood decals.
- Fixed an issue where far distance areas of the environment appeared too bright at night.
- Fixed an issue where Zombies’ waking-up animation was restarted every time Player looked away.
- Fixed an issue where sometimes an emission started during a cutscene would not end.
- Fixed an issue where diggers around the Slag Heap did not stop being aggressive to Player after the end of combat.
And some other improvements.
Player Gear and Player State adjustments
- Fixed issue that helmets don’t have Psi and Rad protection.
- Fixed issue with armors “SSP-100 Discovery” and “SSP-99 Ecologist” have no PSI protection.
- Fixed issue when players can not install Lead Container upgrade on PSZ-5V Guardian of Freedom Suit.
- Smoke was made less intense at shots from a weapon with silencer.
- Fixed broken arm during magazine attachment to machine gun.
- Fixed bullet visibility in magazine during reload.
- Added splashing sound for bolts hitting the water surface.
- Fixed an issue where empty shells were ejected instead of bullets when unloading after ammo type was changed.
- Improved interruption for animation sequences with weapon reload and consumable items usage.
- Fixed issue with bolt impact sound missing during long distance throws.
- Minor fixes for rifle scopes appearance.
- Fixed issue with items not being consumed when used via quick slot hotkeys.
- Fixed issue where main weapon upgrades were applied to installed underbarrel modules.
- Minor fixes for animations of jammed weapons.
- Fixed an issue when the player was able to equip the detector with the primary weapon simultaneously.
- The cause of death is now correctly displayed on the Death Screen.
- Fixed issue where Player would clip into the wall or other object while performing a melee stealth kill close to it.
- Fixed issue with VFX particles for psy phantoms missing, when shooting close to their models.
- Fixed an issue that could cause losing controls after playing guitar.
- Fixed an issue where player could get unlimited carrying capacity, upgrading unequipped armor.
- Fixed an issue where player could get unlimited stamina after starting dialog while crouched.
And over 50 other issues were addressed.
Player Guidance, Game Setting and Menus
- Updated in-game tutorials to improve first time user experience.
- Fixed an issue where the player would approach a mission location and new weapons would randomly spawn and equip in hand.
- Fixed an issue where the player is unable to swap compared weapons’ positions while trading.
- Enabled upgrades for X7 suit.
- Added possibility to revert detachment of pre-installed modules in Upgrade menu.
- Added unique markers for mutants with electro collars.
- Reworked UI of system notifications for received items.
- Updated descriptions of multiple armor upgrades.
- Fixed issues where mission markers on NPC disappeared forever after NPC became hostile towards Player.
- Removed ability to trade with NPCs at Noontide base.
- Reworked a few UI elements in the Upgrades menu of the PDA.
- Reworked design for a few icons in the PDA menu.
- Fixed an issue where the upgrade tree UI changed its direction inconsistently after switching between different weapons.
- Fixed missing animation for ammo type change from gamepad.
- Fixed threat indication appearance after closing the main menu.
- Fixed missing mouse scroll sound in PDA.
- Fixed that output device option resets after restarting the client.
- Fixed issue when after loading a specific save file, a black screen appears.
- Removed redundant pop-up window on resetting settings to default.
- Upscaling quality settings in options were translated.
- Stashes marker color changed to violet.
- Fixed technicians not being able to install certain armor upgrades.
- Fixed that SSP-100 Discovery armor cannot be upgraded by any technician.
- Fixed an issue where consumables could not be applied via quick slots.
- Fixed issue where crosshair doesn’t appear after reload if R button was pressed again.
- Fixed scrolling issue inside a note in PDA.
- Fixed an issue where the user would move slowly and was unable to sprint after loading a save file that was created when the user was leaning.
- Fixed issue with “HDR White Point” option.
And almost 100 other “anomalies” were fixed in this section.
Achievements
- Fixed the issue when “The four Winds” achievement cannot be received.
- Fixed issue when “Bingo” achievement cannot be received.
- Fixed issue when players were unable to unlock achievements in the EGS store.
Saves
- Fixed the issue when the player was unable to load existing saves after the title and steam process was terminated unexpectedly.
- Fixed issue with missing save files after PC\Xbox hard reboot.
Other improvements
- Over 15 localization and voiceover updates.
- Over 40 audio adjustments and volume tweaks of various types.
- Over 20 improvements to some character and NPCs visuals appearance.
And over 500 fixes for
- Foliage.
- Texture flickering.
- Bugs in navigation meshes.
- Collisions.
- Errors in object positioning and contextual actions.
- VFX-related fixes.
- Non-destructible objects.
- And more.

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
Contact: Email
This is a clear evidence that this game was in development hell & it was in the wrong hands (still is) for the entirety.
110GB ? So the devs recompiled the main game assets 😒
Day to day this threat interactive video seems to be closer to the truth than ever , Unreal Engine exist for game content creator to deliver ASAP, not game developer/programmer care about optimise their creation and push gaming forward …
https://www.youtube.com/@ThreatInteractive/videos
How about they create a game first instead of complaining and trying to get money from Patreon members? At least with paid mods you get something out of a Patreon subscription. Here, you get absolutely nothing 😛
Yeah ,just like what made by Digital Foundry, oh wait … OK, seriously, John, do you expect a male obgyn need to have birth first before let him examine pregnant women,gave prescription and help with labour … What threat interactive did is using the method that have been done years before that usually done by game devs to optimise game engine they made that seems forgotten by todays devs because they thought UE5 default options is the best to utilise.
As we all know, UE 5 default options cater more to openworld nature of Fortnite that need all resources ready in memory and not being culled out completely when out of camera view. Game being made now are not all openworld like Fortnite so they dont actually need all of that.
And I think we all agree, UE5 cater more to deliver content first and foremost ASAP and not optimised it out of the box except if devs take their time and not in a rush to deliver that content by publisher. Even as gamer and just common tech enthusiast (not an expert) myself something a bit off when Epic first advertised about Nanite. A huge detailed content can be straightly plugged into the game engine while before it needs to manually culling by devs for optimisation. Did UE5 did the culling automatically ? if they did do the content itself will trimmed appropriately as needed,and cleared out of memory what didnt need, or that fullsize model stays loaded inside memory only being culled when being displayed? Thats common questions because in programming nothing is free, all need cycles in CPU and GPU to process.
Yeah ,just like what made by Digital Foundry, oh wait … OK, seriously, John, do you expect a male obgyn need to have birth first before let him examine pregnant women,gave prescription and help with labour … What threat interactive did is using the method that have been done years before that usually done by game devs to optimise game engine they made that seems forgotten by todays devs because they thought UE5 default options is the best to utilise.
As we all know, UE 5 default options cater more to openworld nature of Fortnite that need all resources ready in memory and not being culled out completely when out of camera view. Game being made now are not all openworld like Fortnite so they dont actually need all of that.
And I think we all agree, UE5 cater more to deliver content first and foremost ASAP and not optimised it out of the box except if devs take their time and not in a rush to deliver that content by publisher. Even as gamer and just common tech enthusiast (not an expert) myself something a bit off when Epic first advertised about Nanite. A huge detailed content can be straightly plugged into the game engine while before it needs to manually culling by devs for optimisation. Did UE5 did the culling automatically ? if they did do the content itself will trimmed appropriately as needed,and cleared out of memory what didnt need, or that fullsize model stays loaded inside memory only being culled when being displayed? Thats common questions because in programming nothing is free, all need cycles in CPU and GPU to process.
Can I redefine the keyboard input yet? It's crazy that some keys are hard coded which resulted in the flash light toggling on/off every time I pressed crouch 'L'.
Same, Im hoping this got fixed, as I logged bugtracker for it.
If ur crouching with L you might have a learning disability.
Get checked.
A learning disability you say? I’m pointing out the option to redefine the controls doesn’t allow redefining the controls.
My original Steam post on this –
How do I rebind the flashlight?
I have my mouse thumb buttons setup up as L – Crouch, O – Reload and P – Interact. Keys that are normally out of the way and work with all other games including old DOS games. Stalker 2 however appears to have L hardcoded to the the flashlight and so every time I crouch a turn on/off the flashlight.
How do I rebind the flashlight? I don’t see anything for it in the CustomizeControls.cfg.
No, I still can't redefine the f*cking controls… ARRRGGGHHHHHHH
Game is unoptimized broken mess.
Unreal feature, you have to replace every file if the code changes. Hence the massive patches always
No, this really is a 110GB patch, Steam clearly shows this information when updating.
https://uploads.disquscdn.com/images/ae1b569deffb740c8ca302b99264720fa33c6d5a2889b1de9cf42ed3d8b5242c.png
Because you need the updated files. You can’t change one broken brick without changing the whole wall which is essentially the same wall with the new brick
If you have to download 110GB, it's not a patch that patches game packs/files, it's re downloading most of the game file packs.
Sure I'm not saying it's good, just correcting the comment that this is not the case of being a 1GB patch with Steam then proceeding to update the whole 127GB install due to the structure of the Unreal's .pak files.
didnt devs claim to switch to this engine because it lets them update things more easilly?
Is it Unreal specific though? I guess it depends on how devs pack their files for their game, so I don't think so.
Has been since the Unreal 3 at least.
Gaming industry needs a prolonged crash when BS like this is the norm.
Trash devs making trash games on a trash engine.
It won't be a crash for the whole gaming industry, but we will see more and more "AAA" companies failing due to their unsustainable business models.
Good indie games will rise, become bigger and the cycle will continue.
People have been saying that for years but Publishers keep releasing Financial Statements showing high revenue and high profits.
Why? Look to the left of you and look to the right. Most of your fellow gamers are fine with being sh*t on. In fact they will happily pay $70 for it now. How long before it's $80 for a AAA game?
No matter what any of us say to try to get the average gamer to show some self-restraint they won't do it. Hell, we couldn't even get them to stop pre-ordering back when you couldn't return a sh*t game for a refund.
Activision and Bethesda got bought out by Microsoft.
EA has seeked to be bought out and Ubisoft is on the brink of bankrupcy.
Do you honestly think they're doing well?
You can't look at who is being bought. You have to look at financial statements to see a company's health. Ubisoft is in trouble but it's because they have been mismanaged for years by an idiot CEO. EA is doing fine. Last quarter revenue 2.02 billion dollars, 294 million dollars profit. Activision Blizzard last years Annual Report 9.88 billion dollars, 3.55 billion dollars profit, Up from the previous year. Next year's projected earnings up even more.
MS wanted Activision precisely because they are so successful. Hell, every year a COD gets released that ends up generating around 1 billion dollars alone. It's a damn gold mine.
Bottom line is, with the exception of Ubisoft, the AAA gaming industry has never been so healthy and it's because most gamers will buy damn near anything. Let's revisit this topic next year, the next, the next…..it will be the same thing. Gamers complain on the net about getting sh*t on but then they turn around and buy the next shiny over and over and over. What people say they are going to do on the net and what they actually do are sometimes very different things.
If they’re looking for a buyer it’s because they’re not doing as well as they say.
Activision bought itself off from Vivendi at the peak of CODs success only to sell itself to Microsoft when the franchise started seeing less sales.
In general AAA is losing market share to other companies as well.
It’s blatantly declining financially.
Publicly owned companies don't generally lie on their Financial Statements. You go to Federal prison for that. There are watchdog agencies that watch for even slight discrepancies. Careers are made in those agencies catching dishonest reporting. There is plenty of incentive to watch carefully.
In the case of Ubisoft they are in trouble financially for floundering about for years unsupervised properly by their CEO. The stockholders want the company to go private before what little value they have left in their investment plummets further. The stock has already fallen 81% over the last 5 years. The only way to turn Ubisoft around is to get rid of Guillemot but the Board of Directors can't manage that because he and his family own a big chunk of the stock. Going private would at least allow the investors to cut their losses any further and a private company would fire the idiot CEO first thing. The best thing possible for Ubisoft's future would be going private.
“Publicly owned companies don’t generally lie on their Financial Statements.”
Buddy have you ever heard of Hollywood accounting?
I'm not disagreeing with you there, but it's worth taking into account the recent shift in the narrative.
Where sh+tty business practices are called out more and more, especially on the streaming platforms like YT and Twitch by people with considerable followings, since gaming journalism is just a corporate propaganda arm getting amputated because of it's rot.
This is shaping the overall consumer sentiment and publishers know it. Ubisoft in particular to give a recent example.
I am hopeful that normies will come around and see the light, just hang in there brother.
yes so the rats can jump the sinking ship.
Working under trash executives and founders.
110GB and over 1800 fixes. LOL
Why do people even bother playing games at launch? Just wait. Devs and publishers can't be trusted to release finished games. This has been proven time and time again. I will wait for more patches still.
Devs in general, yes. But THESE devs especially!
If a 1Gb game pack needs a 1Kb patch, it needs to be rewritten. Your life will never be the same
same, this is what i've been telling everyone. I guess patience is STILL a virtue.
I think Japanese games are safer to buy on day one but western games need to be looked at cautiously.
Volunteered full price beta testers. 🤪
Becoz of them buying the game at launch, we are able to get the final version of game at discounted price
LMAO
Such is the competence of the devs!
Everyone familiar with the Stalker games knew it would launch a mess. The smart ones are waiting until it's mostly fixed for the best gaming experience first playthrough and possibly on sale as well.
Late 2025 early 2026 is when it's going to be ready in my opinion,not sure about A-Life thou…that might get diched and replaced with something else? who knows.
Indeed.
First was already a hot mess, so this one, with all of the war stuff happening, couldn’t be any different.
Glad I stopped playing awhile ago
Just another "Patch version ( ) released with Size ( ) Fixes ( ) issues" – Article!!
"it fixes the issue when the player was unable to load existing saves after the title and steam process was terminated unexpectedly."
Reminds me when i played witcher 1 and it corrupted my save so i played it again year later with the enhanced edition. I waited for that edition for witcher 2. I remmber seeing a video on stalker saying that he cant upgrade the exoskeleton but he started a new game and cheated to get to that point and he could in that save, so his save was bugged.
If you buy new games you are a beta teaster but you pay for the privilege to test them.
I don't know why DSOG goes through the effort of providing a comment section when almost all the time there is just vitriol. It strikes me that majority, have never created a game, yet somehow feel untitled to pass judgment.
I have made many comments, so i can pass judgement that your comment is dogsh!t lol.
what a sloppy and messy studio .
I was going to wait until Christmas to buy this but I think I will wait a bit more.
A new game every patch, brilliant.
So it fixed the more 'visible' A-Life issues, plus a ton of bug fixes on top of the previous balance heavy patches…
Looks like at best now it's not broken to play for what it currently is.
Also it's great the pace at which they're working on it.
Still worth waiting for another big patch and hopefully significant performance improvements.
Fps same sh*t
Well maybe don't release the game at this state ? and don't use that crap engine ever.
Easily a pass until next year at the earliest. I'll replay the og trilogy and mod it this time before I bother w this game. It'll be patched up and more seeded etc by then.
Finishing the game before Biden's last cheque clears.
this is not a patch, more like a destruction of the whole block and rebuilding it.
How is this game having so much trouble with "a-life" while games like grand theft auto have large cities full of a.i doing their own thing making it feel "alive". What an absolute joke GSC have turned out to be. At this point this games best hope is Anomaly 2.0 based on a Stalker 2 fork. Uninstalled a while ago since the constant patching is just doing unnecessary writes to my ssd and tanking longetivity of my storage. Would have been more honest for the devs to add an "early access" tag to the game. Entire player base redownloading the game for each patch is also a lot of energy consumption generated by this title.
I use controller on PC and it was basically unplayable initially. They have since patched in a dead zone but it's still not enough. I don't get how a game can launch like that.