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S.T.A.L.K.E.R 2: Heart of Chernobyl

I didn’t have a problem there, but wait till you get to the Zalyssia quest, buggiest shit you’ll ever see and unimproved by any of the patches thus far.
Weird, I had no issues there either.
 
Weird, I had no issues there either.

I read that it bugs out if an emission occurs before you reach it, which I suppose happened to me both times (on second run) even though I ran straight there once I got the radio message.

On the second go I got the quest to complete, but there are still bugged out monolith doing wacky shit inside and gunfire outside coming from nowhere. I’ve even loaded up saves from before this occurrence on both of my systems with similar (but oddly different) outcomes.

It’s incredibly common, just look up Zalyssia bug and watch the videos. I’ve ran into a few other quest bugs but this is the only one that’s really bothered me. Still, the zone is fucking sick, can’t stay out of it.
 
I didn’t have a problem there, but wait till you get to the Zalyssia quest, buggiest shit you’ll ever see and unimproved by any of the patches thus far.
Which one? I don't remember any issues...
Did you guys have any issues with the Sawmill quest?

I get there and nothing happens, then the game teleports me into the barn with the door closed and there's 3 guys just standing there and no way to get out.

I loaded an older save and played for a few hours avoiding it, but when I went back the same thing happened.
Negative.
 
When you’re supposed to defend it from the Monolith.
I guess that's past where I am... I just disabled the 4 tx and ran from the Chimera / Emission (f this part of the story.... died so many times)
 
I guess that's past where I am... I just disabled the 4 tx and ran from the Chimera / Emission (f this part of the story.... died so many times)
You're probably at least close to when the mission gets triggered, you'll get a radio message asking to defend it when you near Zalyssia, when that happens run like hell to it, if you get there before an emission occurs it might not bug out.
 
I completed the game today, after 70 hours. There were lots of areas that I didn't explore, so there's plenty more than 70 hours of gameplay available.

I encountered a handful of game-breaking bugs along the way (worse than the Zalyssia bug, which is just an annoyance). Fortunately I made regular full saves, so I was always able to reload far enough back to work around them.

I didn't much like the final series of missions. They were basically a linear shooter tacked onto the end, with some lazy design such as spawning enemies from thin air right on top of the player. It was long enough that I wore out my preferred weapon to the point that it became unusable. They give you some unique weapons along the way, but they weren't as good as what I was using. There were multiple unfair parts where they push you into an ambush, surrounded so you can't take cover, and gimmicky boss battles.

Other than that it was brilliant. Better than the original triplet of games (or will be once they patch it up), and well worth playing at full price.
 
I had to turn down the difficulty from veteran to stalker. When enemy bullets are hitting you and they're not even looking at you, it's a cheap way to make the game harder. Also enemies taking a .308 to the face and not even flinching. I wish the difficulty slider meant better enemy AI and not cheap mechanics to make the game harder on you.
 
I'm locked on the Sultan's Briefcase now... apparently when you grab the case you need to let the guys attacking you talk to you first, and not just murder them, or it won't let you turn in the case, and your stuck carrying around a 5kg case that is undroppable.
 
I'm locked on the Sultan's Briefcase now... apparently when you grab the case you need to let the guys attacking you talk to you first, and not just murder them, or it won't let you turn in the case, and your stuck carrying around a 5kg case that is undroppable.

Are you able to get into Sultansk? When I picked up the briefcase the door wouldn’t open for me, had to go to another place with a guide and fast travel to it, was able to turn it in and the door worked fine for me from there.
 
Are you able to get into Sultansk? When I picked up the briefcase the door wouldn’t open for me, had to go to another place with a guide and fast travel to it, was able to turn it in and the door worked fine for me from there.
Yes, I can talk to Sultan too, but he bugs out and just stops responding to you and you can't even ESC out of the convo... you have to close the game. I have a save I'll revert to, but it's the first real bug I've encountered
 
I'm locked on the Sultan's Briefcase now... apparently when you grab the case you need to let the guys attacking you talk to you first, and not just murder them, or it won't let you turn in the case, and your stuck carrying around a 5kg case that is undroppable.
Yeah, that's one of the things that bugs me about quests in this game. Depending on what random event happens, or if you don't do things in exactly the right order, you get stuff like this happening. And it isn't as if it's the quest being failed, you just get stuck in this limbo state where you can't really do anything.

For example, you might need to have a FULL (not partial) conversation with a certain group, but if they get randomly attacked by rats or something during that conversation, or before, you can't "finish" and thus the quest doesn't put you as being on one side or the other and you get stuck unable to get rewards from either party. I had this happen and I had to reload several times to try to get a specific set of circumstances to happen, otherwise it borked the quest line.
 
They haven't made any changes to it yet, no. I wouldn't expect anything too soon.

Seems like there are still more pressing issues like quest/progression bugs. Was wanting to start this but think I may put it off. Have other games I can play while I wait. Seems like there is no news about the next patch either.
 
I've been sidetracked by POE2 and the Cyberpunk 2077 update but I'm still playing through this one. I'm about 120 hours in and still have alot to do. So far I've only had one quest bug that I managed to work around but I've heard the end game is the most unstable. I'll probably be hitting that sometime next week so here is to hoping I can finish this one without any game breaking issues. So far I'm still liking it but there is no question that the future patches will make the experience more immersive if implemented properly. I plan to play through this one again many times with mods so I don't really care but people who are not hard core stalker fans might as well wait until it's patched and the DLC's have come out before dipping in.
 
For most people it's gonna be 40-50, 100+ is when you want to 100% the game (best way to make myself sick of a game but to each their own).
I'll only 100% a game if it is outside the main story if I legit have no other game to play and am bored... your statement is so true for me. lol.

ON that note, I'm only 18 hours into Stalker 2, put it down to finish a few other games first, but I do really enjoy it. Maybe when I pick it back up in a couple weeks some of the bugs, I have not run into yet, are already fixed. If not, I have been saving like crazy tho when playing.
 
I wasn’t thorough at all on my first run and that was still over 60 hours.

Started a ng after that to go with another faction, this time the ward, and I hit a game breaking bug in the form of a locked door that’s not supposed to be. Had to download UETools and noclip through it to progress.
 
Well, I'll come back when I hear that they've added ALife. Thanks for the info!
On Discord it sounds like the devs said the next patch will have at least some A-Life tweaks. However, they did not give any timeline as to when the next patch will be. Sounds like they are focusing on larger, longer-term patches than hotfixes at the moment.
 
On Discord it sounds like the devs said the next patch will have at least some A-Life tweaks. However, they did not give any timeline as to when the next patch will be. Sounds like they are focusing on larger, longer-term patches than hotfixes at the moment.

where is the discord? I'd like to start splattering on there that keybinding is garbage and I still can't play the game.
 
So about to start the Ad Astra Aspera mission, it's highly recommended to get a psi protection suit. Which one is the best and where do I get it?
 
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like this
1734490227281.png

its in yantar..
 
I restarted and got the same glitch with the sawmill quest. Fml.....

Think I'm setting this aside until it's patched
 
Just got out of the Lesser Zone and doing the Poppy Field mission I ended up paying him for the quest Marker. I suppose I could of paid him then reloaded save 2k in credits but the cellar was just a small hole on the map.The Chemical stage outside of the lesser zone is really depressing I thought the starting town was depressing the Chemical Plant is worse.
 
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Is my Artifact detector broke it no longer flashes when I equip it? Couldn't find a Artifact in this green sludge.
 
Is my Artifact detector broke it no longer flashes when I equip it? Couldn't find a Artifact in this green sludge.
Artifacts don't always respawn right away. Sometimes it takes several emissions for artifacts to respawn.

And some places are one-time only. Like the tutorial area with the sludge. That artifact doesn't seem to respawn at all.
 
Huge patch Today 1.1 this biggest update I ever seen 110.00 GB update
Source:

https://store.steampowered.com/news/app/1643320/view/525329871842312365

Includes a lot of AI improvements.

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.
 
The Zone givith... the zone takith.... :cry: After they rebalanced repairing gear though, hopefully will not need this in a pinch anymore anyway...

  • Fixed issue when player is able to have infinite coupons via selling and returning back any stackable consumable.
 
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