Core Balance Enhancements
🟡 Updated this yearPreview

🔍 Analysis
- 👍 2.4% endorsement rate — high engagement, a strong quality signal
- 🏆 #306 of 448 Gameplay mods in this game by downloads
📋 About This Mod
Fixing and improving the original core balance of Stalker 2.
This mod isn’t about realism, hardcore gameplay, or new items. It is about fixing and improving the original game, while respecting GSC's vision. I’ve tried to preserve the original gameplay and pacing, while addressing the issues with stats and mechanics that are inevitable in a game of this scale.
Цей мод не про реалізм, хардкор або нові предмети. Він про виправлення та покращення оригінальної гри, з повагою до бачення GSC. Я намагався зберегти оригінальний геймплей та темп, виправивши проблеми в характеристиках та механіках що неодмінно з’являться в грі такого масштабу.
Key changes:
[]A complete and systemic overhaul of weapon and armor stats, as well as the overall concept of technicians and upgrades chains. Goal: Allow players to use any equipment throughout the game without creating overly powerful weapons at the start. A technician's skill now affects not the list of weapons or armor they can upgrade, but the upgrade level. Fractional technicians work better with fractional equipment, and scientists know the best ways to protect against anomalies. [/]
[]A complete overhaul of NPC equipment. Goal: More varied equipment that evolves naturally as the main storyline progresses. Additionally, residents of the zone now more frequently wear various gas masks and face-concealing helmets.[/]
[]Partial economy overhaul. Goal: Searching for artifacts as the primary source of income, in addition to quest rewards. Price changes based on the main storyline stage have been removed.[/]
[]Partial overhaul of the trading system. Technicians now sell certain modules and can buy damaged gear at very low prices, while traders only buy equipment in normal condition (with the exception of the Ragman in Rostok). The assortment of certain traders has been adjusted to reflect their factions. Scientists no longer buy anything other than artifacts, but their prices are higher than those of other traders.[/]
[*]Partial overhaul of mutants. Goal: To reduce the average HP of mutants in order to eliminate the “tanking” effect without lowering the overall difficulty. Mutants have become more aggressive in battle, they have started attacking more often and using their various abilities more frequently.
Most of the Zone’s fauna has lost its armor, which has increased the effectiveness of shotguns, SMGs, and expansive rounds against them. At the same time, armor-piercing rounds will no longer be effective against unarmored targets.
Some unique changes:
Pseudo-Dog: Increased the number, frequency, and spawn mechanics of phantoms. Increased the damage dealt by the real Pseudo-Dog. Phantoms have been reworked into psi-hallucinations with corresponding stats.
Controller: Increased usage frequency, added psi damage and psi effect from standard attacks, reduced the psi effect of the aura.
Pseudo-deer: Added an element of randomness regarding the number and typ
📊 Mod Details
- Game
- Stalker 2 Mods
- Author
- Nesh
- Version
- 1.3.1
- Downloads
- 1,457
- Endorsements
- 35
- Category
- Gameplay
- Created
- 4/27/2026
- Updated
- 8/7/2026
🔧 How to Install Stalker 2heartofchor Mods
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