Zewp
Arcane
- Joined
- Sep 30, 2012
- Messages
- 3,617
![Have Many Potato [2013] Codex 2013](/forums/smiles/campaign_tags/campaign_potato2013.png)
I ran into my first major bugs yesterday. After the war starts I returned to Zalyzna (or however it is called) and I was supposed to defend them from attackers but half of the attackers spawned inside the "safe zone" LOL where they cannot shoot or be killed. So they just kind of danced around with weapons at ready and trying to walk into walls. Also found some of them just dead with full gear that was not damaged like when you kill them so I got some free loot :D
Then the quest you get there bugged out, I didn't get instructions about what is going on or additional missions from stalkers that didn't spawn there. I was still able to finish the quest because I just got a marker and journal update where to go but no idea why :D
When I returned some of the enemies managed to get out and I killed them but some others still stuck inside. I left the door to the place open and roamed around a bit and after some time those left inside managed to find their way out in same way as a fly stuck at window at your house finally manages to find that open door.
Then whole scene changed, stalkers spawned inside and when I entered I got the scene and talk with people there about the quest I already finished :D
2nd major bug was that Emission spawned as soon as I exited major main quest area before that and I could not go back into perfectly safe bunker I came out of to survive it but game wanted me to run 300+ distance through swamps while encumbered with gear to some half standing shack where I am "safe" from the emission... In the end I loaded a save and tried to leg it to that place even before I got Emission to activate and marker that shows exact place and then in this buggy game the Emission now didn't happen LOL (I tried to survive this Emission like 5 times and it always spawned in those attempts)..
Zalissya is bugged to hell and back. It's allegedly been "fixed" in the last two patches, but it just keeps throwing out issues. I was lucky enough that I could leave the area and when I came back later I could finish it. Unfortunately at the end when everyone gets called into the main building to celebrate the victory, 2 NPCs stood in the doorway and I couldn't actually get into the building.
I think the devs did a superb job with sound, atmosphere and so on, but it's like they did that not on Unreal, but on Bethesda engine.
I find something a little off about the atmosphere and I think it has a lot to do with the ambient sounds. The OG games always had superb ambience, down to the weird, unexplained groaning that could often be heard in the background. The ambient sounds in S2 feel a lot more toned down and imo the atmosphere suffers for it. It sometimes feels like I'm just in a random wilderness than the zone. I often felt unnerved in the OG games when just out exploring the locations, but I can't say I've felt unnerved or scared at any point while playing S2. It's a nostalgia thing either, because I started a new playthrough of SoC and the atmosphere is just as great as it always used to be.
Encounter design probably contributes a lot to the issue as well. Enemies like Bloodsuckers were fairly rare in the OG games and when you ran into them, it was tense and unnerving. Now they're one of the most common enemies in the game and they'll just spawn in as random enemies every once in a while, so the only thing I feel when I see them coming is "ugh, not again". Similar with poltergeists. They just spawn in so many places in the "overworld" that it stops being an interesting enemy to deal with.
Hopefully both things that mods will fix. I think many of the mutants will be better off being hand-placed in certain well-chosen locations than as enemies that spawn by RNG.