Posted November 30, 2024
Patch 1.3 - Part 1 (March 19, 2025)
Tech Part
AI
• Made mutants movements during combat smoother.
• Improved the reaction of NPCs to the sound of footsteps.
• Polished ambush behavior for mutants, when Player is hiding behind or on top of props.
• Fixed an issue where mutants didn't attack other NPCs once Player was in the safe zone.
• Fixed an issue where sometimes a Zombie would drop multiple weapons after being killed stealthily.
• Made transitions between different movements for mutants smoother.
• Fixed an issue with NPC spawning during the A Tough Awakening mission at the Sphere location.
• Made mutants movements during combat smoother.
• Improved the reaction of NPCs to the sound of footsteps.
• Improved the VFX of mutant jump attack interruption.
• Fixed an issue where objects possessed by the Poltergeist and Pseudogiant with a collar were picked up in the air too quickly.
• Fixed an issue where the player was unable to perform a stealth kill on friendly NPCs when he was seen.
• Improved recoil animation for NPCs that were too weak.
• Fixed an issue where NPC could be stuck in place during the combat.
• Fixed an issue where NPC in wounded state could not look in specific directions.
• Fixed an issue where NPCs could use gestures during a dialogue while wounded.
• Fixed an issue where mutants were twitching during the turning animations.
• Fixed an issue where NPCs legs could be clipping with a grated floor during the movement.
• Fixed an issue where zombies could stop looking for an enemy after reaching the last known threat location.
• Fixed an issue where zombies could not move to the location where a threat was spotted.
• Added additional idle animations for NPCs with weapons drawn.
• Fixed an issue where SFX of dead mutant played every time Player loaded save near mutant's corpse.
• Improved AI behavior for Pseudogiant fight at Abandoned Science Campus location.
• Polished ambush behaviour for mutants, when Player is hiding behind or on top of props.
• Fixed an issue where Granite Sniper NPCs were spawning with enhanced weapons that one shotted Player.
• Fixed generic issue where NPCs could die due to offline combat while being online.
• Added missing facial animation for generic NPC dialogue at Skadovsk.
• Fixed an issue where NPC weapons became invisible if they picked it up after recovering from wounded state.
• Fixed an issue where NPCs played weapon equipping animation twice.
• Fixed an issue where mutants didn't attack other NPCs once Player was in the safe zone.
• Fixed an issue where Player was unable to knock down objects controlled by Poltergeist or collared Pseudogiant.
• Fixed an issue where Snork mutants were able to get stuck in idle state if Player didn't move during their attacks.
• Fixed an issue where Chimera and Bayun mutants could stop moving after receiving continuous damage from Player during their side jump movement.
• Added missing voiceover for monolithian praying animation sequences.
• Fixed an issue where the Player was unable to loot or interact with Zombie's corpse after stealth killing Zombie.
• Fixed a generic issue with NPCs playing animations appearing levitating when first rendered.
• Fixed an issue where Player stood up from crouch after Controller's psi-attack ability.
• Zombies no longer receive psi-induced damage.
• Fixed generic issue where environmental props could get stuck to NPCs' hands during their animations.
• Fixed an issue where the rat swarm attack sound was too loud.
• Fixed an issue where electric Poltergeist was able to spawn invisible anomalies.
• Fixed animation issues for NPCs with MAC10 weapons.
• Pseudodog's summoned copies no longer leave blood trails on surfaces after being shot.
• Fixed an issue where Zombies' left hand could appear warped when using USP or MAC10 guns.
• Fixed an issue with the weapon magazine appearing detached when Zombie NPC reloaded MAC10 weapon.
• Fixed an issue with the absence of Burer's mumbling while he was moving.
• Adjusted sound events of Bloodsucker invisibility ability when he goes in and out of it.
• Fixed an issue when Pseudogiant with a collar, Poltergeist and Burer couldn't pick up and throw a weapon.
• Fixed Monolith NPCs spawn before "Signal" at location "SKD Assembly Unit".
• Fixed an issue where the NPC footsteps were without any sound.
• Increased cooldown of respawn in A-Life scenarios and lairs.
• Fixed LOD popping issues for pseudodog's corpse.
• Added missing reloading animations for NPCs reloading Grom weapon.
• Fixed an issue where Bloodsucker could get stuck when attacking Player.
• Added missing SFX for poltergeist shield ability activation
• Added missing SFX for Deer mutant jumps.
• Added missing breathing SFX for Boar mutants.
• Added missing SFX for blinddog jump attack.
• Improved post-teleporting ambush behavior for Bayun mutants.
• Added missing facial animation for Scar in dialogue before Duga assault during The Assault On The Duga mission.
• Resolved issues where NPCs got stuck in one place and obstructed player movement.
• Fixed an issue with sliding NPCs during the movement when the player quickly looks away and back on NPCs.
Balance
• Weird Water: decreased radiation protection.
• Weird Nut: increased bleeding degeneration speed, further slowed down healing with equipped artifacts.
• Weird Flower: Increased smell masking effect.
• Weird Ball: increased stamina gain, increased maximum weight of the artifact, but slowed down weight gain when being shot.
• Weird Kettle: Debuff received from consuming food is now not random, and corresponds to specific type of food.
• Non-Stop Limited Edition energy drinks now have an additional special effect when used with Weird Kettle.
• Made A-life encounters a bit more rare on average.
• Nerfed base anomaly damage protections for “combat” armors
• Buffed anomaly damage protection for “science” suites
• Slightly reworked anomaly damage for different anomalies
• Increased damage from destructible explosive props.
• Fixed an issue where the Weird Flower artifact was initially in a dried state instead of an active one after being picked up.
• Increased overall durability for unique weapons found during missions.
• Fixed an issue where the blueprint for Saiga D-12 was placed in location available after point of no return.
• Increased overall durability for unique weapons found during missions.
• Added additional gear around the map.
• Rebalanced anomaly damage for various armor types.
• Fixed a loot balance issue where a sniper rifle silencer was present in the same pool with an incompatible assault rifle.
• Fixed description of some mission items in "The Poppy Field" mission.
Optimization and crashes
• Fixed memory leaks issues when navigating inventory/looting menus (e.g. opening Player stash at Rostok)
• For optimization purposes, the hair quality has been changed to high in the Epic preset. The Epic hair quality is still available for manual adjustment.
• A dozen other optimization tweaks were made.
• Almost 100 crashes and EXCEPTION_ACCESS_VIOLATION errors were fixed.
Under the Hood
• Fixed generic issues where wrong character name was used in subtitles for walkie-talkie dialogues
• Added some missing animations for walkie-talkie dialogues.
• Increased frequency of idle animations in dialogues.
• Fixed some generic issues with mission logic not progressing after dialogue with NPC is finished (e.g. reward is not given after dialogue)
• Fixed an issue where static noise SFX persisted after Player interrupted dialogue where one of members was talking through walkie-talkie.
• Fixed some generic issues with NPCs inconsistently turning flashlight off during scripted sequences.
• Fixed generic foliage related issues across the map.
• Added missing sound effects for environmental visual anomalies.
• Fixed visible seams between adjacent terrain surfaces.
• Fixed an issue where detecor Veles did not provide haptic feedback on artifact proximity.
• Fixed multiple issues with a marker on player's chest during the Seek, and you shall find mission, including markers on undiscovered locations, maltiple markers at the same time, missing marker on player's compass.
• Removed the warning message about launching with custom parameters, when launching the title from Stalker2.exe from titles Steam directory.
• Fixed an issue when the sound of water particles was missing when Player dropped any items in water.
• Added an error message when players trying to load on a base title version a save from content-updated version of the game.
• Polished Sultan NPC animations during dialogue before accepting The Mysterious Case side mission.
• Fixed an issue where Catching Up achievement was not achieved when shooting at grenade via shotgun weapon type.
• Fixed an issue where the Spend Time displayed on Save files was addding 18 minutes after the Sleep.
• Added error message indicating that the game-save progress cannot be used without a content update from the Xbox network.
• Polished generic rack prop models.
• Polished NPC’s behavior at the VPC Mirror location in Malachite region
AI
• Made mutants movements during combat smoother.
• Improved the reaction of NPCs to the sound of footsteps.
• Polished ambush behavior for mutants, when Player is hiding behind or on top of props.
• Fixed an issue where mutants didn't attack other NPCs once Player was in the safe zone.
• Fixed an issue where sometimes a Zombie would drop multiple weapons after being killed stealthily.
• Made transitions between different movements for mutants smoother.
• Fixed an issue with NPC spawning during the A Tough Awakening mission at the Sphere location.
• Made mutants movements during combat smoother.
• Improved the reaction of NPCs to the sound of footsteps.
• Improved the VFX of mutant jump attack interruption.
• Fixed an issue where objects possessed by the Poltergeist and Pseudogiant with a collar were picked up in the air too quickly.
• Fixed an issue where the player was unable to perform a stealth kill on friendly NPCs when he was seen.
• Improved recoil animation for NPCs that were too weak.
• Fixed an issue where NPC could be stuck in place during the combat.
• Fixed an issue where NPC in wounded state could not look in specific directions.
• Fixed an issue where NPCs could use gestures during a dialogue while wounded.
• Fixed an issue where mutants were twitching during the turning animations.
• Fixed an issue where NPCs legs could be clipping with a grated floor during the movement.
• Fixed an issue where zombies could stop looking for an enemy after reaching the last known threat location.
• Fixed an issue where zombies could not move to the location where a threat was spotted.
• Added additional idle animations for NPCs with weapons drawn.
• Fixed an issue where SFX of dead mutant played every time Player loaded save near mutant's corpse.
• Improved AI behavior for Pseudogiant fight at Abandoned Science Campus location.
• Polished ambush behaviour for mutants, when Player is hiding behind or on top of props.
• Fixed an issue where Granite Sniper NPCs were spawning with enhanced weapons that one shotted Player.
• Fixed generic issue where NPCs could die due to offline combat while being online.
• Added missing facial animation for generic NPC dialogue at Skadovsk.
• Fixed an issue where NPC weapons became invisible if they picked it up after recovering from wounded state.
• Fixed an issue where NPCs played weapon equipping animation twice.
• Fixed an issue where mutants didn't attack other NPCs once Player was in the safe zone.
• Fixed an issue where Player was unable to knock down objects controlled by Poltergeist or collared Pseudogiant.
• Fixed an issue where Snork mutants were able to get stuck in idle state if Player didn't move during their attacks.
• Fixed an issue where Chimera and Bayun mutants could stop moving after receiving continuous damage from Player during their side jump movement.
• Added missing voiceover for monolithian praying animation sequences.
• Fixed an issue where the Player was unable to loot or interact with Zombie's corpse after stealth killing Zombie.
• Fixed a generic issue with NPCs playing animations appearing levitating when first rendered.
• Fixed an issue where Player stood up from crouch after Controller's psi-attack ability.
• Zombies no longer receive psi-induced damage.
• Fixed generic issue where environmental props could get stuck to NPCs' hands during their animations.
• Fixed an issue where the rat swarm attack sound was too loud.
• Fixed an issue where electric Poltergeist was able to spawn invisible anomalies.
• Fixed animation issues for NPCs with MAC10 weapons.
• Pseudodog's summoned copies no longer leave blood trails on surfaces after being shot.
• Fixed an issue where Zombies' left hand could appear warped when using USP or MAC10 guns.
• Fixed an issue with the weapon magazine appearing detached when Zombie NPC reloaded MAC10 weapon.
• Fixed an issue with the absence of Burer's mumbling while he was moving.
• Adjusted sound events of Bloodsucker invisibility ability when he goes in and out of it.
• Fixed an issue when Pseudogiant with a collar, Poltergeist and Burer couldn't pick up and throw a weapon.
• Fixed Monolith NPCs spawn before "Signal" at location "SKD Assembly Unit".
• Fixed an issue where the NPC footsteps were without any sound.
• Increased cooldown of respawn in A-Life scenarios and lairs.
• Fixed LOD popping issues for pseudodog's corpse.
• Added missing reloading animations for NPCs reloading Grom weapon.
• Fixed an issue where Bloodsucker could get stuck when attacking Player.
• Added missing SFX for poltergeist shield ability activation
• Added missing SFX for Deer mutant jumps.
• Added missing breathing SFX for Boar mutants.
• Added missing SFX for blinddog jump attack.
• Improved post-teleporting ambush behavior for Bayun mutants.
• Added missing facial animation for Scar in dialogue before Duga assault during The Assault On The Duga mission.
• Resolved issues where NPCs got stuck in one place and obstructed player movement.
• Fixed an issue with sliding NPCs during the movement when the player quickly looks away and back on NPCs.
Balance
• Weird Water: decreased radiation protection.
• Weird Nut: increased bleeding degeneration speed, further slowed down healing with equipped artifacts.
• Weird Flower: Increased smell masking effect.
• Weird Ball: increased stamina gain, increased maximum weight of the artifact, but slowed down weight gain when being shot.
• Weird Kettle: Debuff received from consuming food is now not random, and corresponds to specific type of food.
• Non-Stop Limited Edition energy drinks now have an additional special effect when used with Weird Kettle.
• Made A-life encounters a bit more rare on average.
• Nerfed base anomaly damage protections for “combat” armors
• Buffed anomaly damage protection for “science” suites
• Slightly reworked anomaly damage for different anomalies
• Increased damage from destructible explosive props.
• Fixed an issue where the Weird Flower artifact was initially in a dried state instead of an active one after being picked up.
• Increased overall durability for unique weapons found during missions.
• Fixed an issue where the blueprint for Saiga D-12 was placed in location available after point of no return.
• Increased overall durability for unique weapons found during missions.
• Added additional gear around the map.
• Rebalanced anomaly damage for various armor types.
• Fixed a loot balance issue where a sniper rifle silencer was present in the same pool with an incompatible assault rifle.
• Fixed description of some mission items in "The Poppy Field" mission.
Optimization and crashes
• Fixed memory leaks issues when navigating inventory/looting menus (e.g. opening Player stash at Rostok)
• For optimization purposes, the hair quality has been changed to high in the Epic preset. The Epic hair quality is still available for manual adjustment.
• A dozen other optimization tweaks were made.
• Almost 100 crashes and EXCEPTION_ACCESS_VIOLATION errors were fixed.
Under the Hood
• Fixed generic issues where wrong character name was used in subtitles for walkie-talkie dialogues
• Added some missing animations for walkie-talkie dialogues.
• Increased frequency of idle animations in dialogues.
• Fixed some generic issues with mission logic not progressing after dialogue with NPC is finished (e.g. reward is not given after dialogue)
• Fixed an issue where static noise SFX persisted after Player interrupted dialogue where one of members was talking through walkie-talkie.
• Fixed some generic issues with NPCs inconsistently turning flashlight off during scripted sequences.
• Fixed generic foliage related issues across the map.
• Added missing sound effects for environmental visual anomalies.
• Fixed visible seams between adjacent terrain surfaces.
• Fixed an issue where detecor Veles did not provide haptic feedback on artifact proximity.
• Fixed multiple issues with a marker on player's chest during the Seek, and you shall find mission, including markers on undiscovered locations, maltiple markers at the same time, missing marker on player's compass.
• Removed the warning message about launching with custom parameters, when launching the title from Stalker2.exe from titles Steam directory.
• Fixed an issue when the sound of water particles was missing when Player dropped any items in water.
• Added an error message when players trying to load on a base title version a save from content-updated version of the game.
• Polished Sultan NPC animations during dialogue before accepting The Mysterious Case side mission.
• Fixed an issue where Catching Up achievement was not achieved when shooting at grenade via shotgun weapon type.
• Fixed an issue where the Spend Time displayed on Save files was addding 18 minutes after the Sleep.
• Added error message indicating that the game-save progress cannot be used without a content update from the Xbox network.
• Polished generic rack prop models.
• Polished NPC’s behavior at the VPC Mirror location in Malachite region
Post edited March 19, 2025 by Berzerk2k2