Update log
Full S.T.A.L.K.E.R. 2: Heart of Chornobyl update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Performance
- Fixes
- Balance
Stalkers, welcome to the latest update of the S.T.A.L.K.E.R. 2: Heart of Chornobyl, glad you are back and ready to see all the new shiny toys the Zone got.
Let’s go through the changes, starting from the Highlights.
☢️ Highlights
Fixes and improvements to the A-Life system
Master Difficulty & Expedition Mode (This difficulty level can only be selected at the beginning of the game)
NPC Vision & Combat Update
Inventory & Equipment Stats Update
Stamina and sprint rework
New anomalies
Controller aim improvements
Immersive Mode
Light Rainy weather scenario
SD Cards with coupons
⚠️ WARNING The Zone is ever-changing, and a new Update can shift Her structure. If you’ve chosen to walk the path with modifications, know this: they may not withstand the latest shifts. If you have performance or stability issues following the release of Update 1.7, we recommend you to disable your mods. If you continue to experience issues, please visit https://support.stalker2.com/hc for additional troubleshooting steps and assistance.
For more information on how to correctly uninstall modifications, read the dedicated topic: https://steamcommunity.com/games/1643320/partnerevents/edit/525346350588494399
⚔️ AI and Combat
Numerous fixes and improvements to the A-Life system, so now factions can expand control over new territories. This means they may also lose control over their lands if they fail to defend them. Various points of interest, checkpoints, locations (but not hubs) are in contest between different NPCs and… mutants! They also want to defend their lairs and territories from their very unfriendly stalker-neighbours.
With Update 1.7, enemies have real problems detecting you in tall grass or reeds, and are much less accurate when shooting through the bushes. Swamp shootouts will feel fair at last! You can now use the greenery to your full advantage, but be cautious – the closer you are to an enemy, the more likely you are to be spotted.
Mutants and NPCs have also learned to retreat from the fight if they realize that chances for survival are low. They will also try to flank more actively, and choose a distance to fight from that best suits their weapon.
It’s also worth noting that NPC combat animation timings were slightly tweaked to make their movement more realistic. Oh, and mutants have also received new death animations!
Fixed some issues with specific NPC inhabitant areas.
Improved AI reaction to player's hostile actions.
NPC behavior during Emission optimization.
Fixed an issue that caused NPCs to occasionally move to the side after detecting an enemy
Fixed an issue when A-life NPCs didn't move after loading a save that were made on their way to shelter.
Fixed an issue when the NPCs could get damage from explosions while being behind several walls.
Fixed the issue when some Boar mutants could look like Human NPCs near the Malachite, causing the game to crash.
Fixed the issue when Controller could attack Zombified and Raised NPCs.
Fixed the issue when the NPCs weren't reacting to the shots from Gauss rifle that were landed near them.
Adjusted Combat behavior of bandits in Prologue mission.
Fixed death animations for mutants in some specific cases.
Fixed the issue when the NPCs weren't returning to their stay destination point after the sudden combat.
Fixed the issue when the random neutral Stalkers were becoming the enemy to the Player character.
Fixed an issue that caused NPCs to get stuck in a weapon draw animation loop.
Fixed an issue when NPCs were unable to shoot the Player after they get too close to them while crouched.
Fixed an issue where mutants could change their
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