GSC Recreation World has launched patch 1.1 for S.T.A.L.Ok.E.R. 2: Coronary heart of Chornobyl with greater than 1,800 fixes. It provides quite a few enhancements for A-Life 2.0, with extra NPCs now roaming the Zone and correcting a difficulty stopping them from present within the Offline state. NPCs will not spawn behind the participant, and the gap they’re seen is “tremendously prolonged.”
Different welcome adjustments embrace A-Life NPCs truly attacking enemies to increase their territory. Gamers must also see extra encounters with them and a higher range of teams encountered (with completely different sizes and factions). Common enhancements have additionally been made to the AI, together with NPCs shortly detecting crouched gamers, coming into doorways with out opening them, teleporting to restricted areas, and extra.
Take a look at a few of the patch notes under with full particulars right here. S.T.A.L.Ok.E.R. 2: Coronary heart of Chornobyl is offered for Xbox Collection X/S and PC – head right here for our overview. It bought a million copies in two days and has already develop into worthwhile.
Main Patch 1.1
A-Life fixes
- Fastened the problem with spawning NPCs behind the participant’s again.
- Gamers can now encounter roaming NPCs throughout the Zone extra typically.
- Tremendously prolonged the gap at which A-Life NPCs are seen to the participant.
- Fastened the aggressive optimization situation that prevented A-Life NPCs to exist in Offline (out of participant’s visualization vary).
– In Offline mode, A-Life will proceed to advance in direction of their objectives over time.
– Gamers might now have alternatives to come across A-Life NPCs they’ve beforehand met by following in the identical route because the NPCs. - Improved A-Life NPCs navigation in Offline utilizing GameGraph (international AI navigation map):
– Fastened a number of points the place NPCs would fail to comply with or discover a path to their designated objectives.
– Fastened a number of points with NPC being caught in On-line-Offline transition state, - Enhanced A-Life NPCs’ motivation to increase territory and actively assault enemies and mutants.
- Fastened points that might end in fewer A-life NPCs encountered than supposed.
- Additional contextual actions enchancment to make sure seamless transitions between Offline and On-line states for NPCs engaged in these actions.
- The teams exploring the Zone at the moment are extra numerous relating to attainable factions and group sizes.
- Fastened situation that whereas roaming over the Zone, Human NPCs didn’t fulfill their communication wants and talks.
And another improvement associated enhancements.
AI enhancements
- Diminished the variety of summons and elevated time between spawns of Pseudodog phantoms.
- Fastened a difficulty when zombies would have their legs and arms twisted whereas knocked down.
- Fastened a difficulty when massive mutants would conceal behind small cowl, reminiscent of bushes.
- Fastened a difficulty when mutant limbs stretch generally when firing automated weapons.
- Fastened a difficulty when bloody visible results performed just a few occasions after Rat’s dying from grenade.
- Fastened a difficulty the place NPCs shortly detected the participant when he was crouching.
- Fastened a difficulty the place NPCs would enter doorways with out opening them.
- Fastened the problem when the controller may take the primary story NPCs beneath management.
- Fastened a difficulty when Chimera would attempt to enter a slender passage that it couldn’t enter as an alternative of hiding in ambush.
- Fastened a difficulty when NPC was teleporting to the restricted areas reminiscent of secure zones and hubs.
- Fastened a difficulty the place mutants that have been in cowl didn’t change their cowl when receiving injury.
- Fastened visible results of Burer’s telepathic skill.
- Minor fight conduct fixes for NPCs taking pictures from covers.
- Fastened Burer’s throwing objects animation.
- Fastened some points with NPC staying idle and refusing to begin mission-related dialogs.
- Fastened a difficulty when mutants saved attacking zombies in knockdown.
- Fastened a difficulty when NPCs are caught in aiming animation.
- Fastened a difficulty when dying animation was replayed for an NPC who was resurrected as a zombie.
- Fastened a difficulty when a impartial NPC stays impartial after a participant hits them by melee assault.
- Fastened a difficulty with some NPCs’ damaged arms whereas taking pictures.
- Generic enchancment of fight expertise and NPC pathfinding in huge fights with a number of corpses.
- Fastened a difficulty when Participant was capable of kill the chimera with the assistance of carousel anomaly.
- Fastened a difficulty the place NPCs would clip by way of objects and partitions when taking pictures from covers.
- Minor enhancements for peaceable conduct of NPCs.
- Fastened situation the place NPCs wouldn’t cease fight on emission begin.
- Fastened a difficulty when some mutants couldn’t leap off an impediment.
- Fastened situation when NPCs have been caught after the tip of emission.
- Fastened bandits’ behaviour after emission ends throughout the mission Bullseye.
- Fastened a difficulty the place NPCs may teleport if the NPC couldn’t construct a route.
- Fastened a difficulty the place NPCs may cease speaking to one another after loading a save.
- Fastened a difficulty when mutant useless our bodies fly to a protracted distance from the locations the place they have been killed by the shotgun.
And over 50 extra minor “anomalies” have been mounted.