STALKER 2 Update 1.4.1 Released on May 19 Might Be the Smallest Patch We’ve Gotten So Far
[summaraize]
While we’re used to GSC Game World releasing patches for STALKER 2: Heart of Chornobyl that are just packed with bug fixes and improvements, the studio’s latest patch goes the opposite direction, which isn’t surprising given a hefty update was rolled out last week.
The new STALKER 2 update released this May 19 shows up as version 1.4.1, and is focused on crash fixes.
STALKER 2’s Latest Update for May 19 Fixes Crashing Issues
Per the developers, here are the fixes in today’s patch:
- Fixed a crash on booting the title with Simple Mod Loader mod installed.
- Fixed a crash on loading savefiles on title with installed mods (e.g. UETools).
Last week, patch 1.4 was released, which slotted in improvements and bug fixes. Here’s a look at the highlights of the update.
- Mutants can now use corpse-eating animation if there are dead bodies nearby.
- Mutants now have an “alert” state if something is happening near or approaching them.
- Improvements to human combat:
- Fixed numerous bugs and problems with cover usage for NPC. Now they can properly use available covers, always try to hide before shooting, and don’t rush forward when not needed.
- Characters use trees as cover.
- Updated combat and cover animations to look more fluent and fast.
- Improved flanking pathfinding and transition to close combat.
- Close combat has become tougher on Veteran and Stalker difficulties.
- Fixed issues in communication and actions synchronization between characters in the squad.
- Characters now communicate tactical actions and reactions more clearly in combat.
- Human characters throw grenades when they want to flush out the target, not on the cooldown.
- Squads now have a finite number of grenades, depending on their rank and faction (bandits have significantly less than military).
- Human characters are able to attack mutants in melee. They use kick melee attacks against smaller mutants.
- Human characters can kick players who are crouched.
- Human characters look around for a brief moment, searching for enemies after combat ends, then proceed to the post-combat activities like looting and healing wounded.
- Humans are no longer able to snipe with shotguns. Fixed problems with pellet dispersion and non-natural ballistic distances.
- Increased number of generic heads for NPC randomization
- Burer can now use his telekinetic abilities to catch and throw grenades
- Improved Weapon stat displaying in the inventory. Updated weapon stats bars and their calculation logic.
- Added new weapon stat — handling.
Once another patch is out, expect it up here on MP1st.
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