Into the Radius 2

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Revision as of 12:49, 29 August 2024 by Phossu (talk | contribs) (→‎Items)

This page is to document current jank and bugs in ITR2 (mostly in coop) that you should know about or have workarounds for. It is going to be likely outdated very quickly as it document a rapidly changing game.

In the early stage coop is janky but very fun. Radiusing with the bro(s) is a great way to experience the zone. It changes the game quite a lot though, mainly in terms of atmosphere. It's less about being an oppressive trawl through hostile conditions and more a challenging adventure. Plenty of solo stuff to do in the first game though.

Coop intro

How coop works at the moment is a host:client system. Only one client is supported in early access, but I presume they will add more later. The host has the master save file for the multiplayer session. This save contains mission and story progression status, and client items.

To host, simply start a coop game. To join, join someones game on steam; it's integrated into steam so you can just right clikc their name in your friends list and join.

Each different client gets a different set of items. They start with a basic kit with a makarov, ammo, heals, probes, rig, backpack, etc. If a client disconnects (or crashes) they take items with them until they load back in. Make sure they don't leave with quest items.

While there is a lot of jank at the moment; it is in a mostly playable state if you know about the issues. It's a lot of fun. There's very little that beats the thrill of scoping out an anomaly field in a house to see if you can find a path inside and then accidentally bumping into a military checkpoint and running away under a hail of bullets.

Coop Workarounds / Jank

Items

  • Item sync in general - Items don't sync perfectly which causes issues. Specfically:
    • Sometimes only the host can see items/vis versa.
  • Lagging when the host uses items from the rig - This can be SOMETIMES mitigated by resetting the host's rig. If it happens at all; try a save-load first. This does a better job at resetting the items.
  • Artifact grabbing - There's a bit of a bug as the client can break jars on client side but still can't grab the artifact. Clients at the moment shouldn't go artifact hunting by themselves. Clients can grab other types of artifacts though.
  • Empty Magazines - Sometimes the client will not see that magazines are full. You can check by holding down the info button but the info button is lame.
  • Artifact Detector - Does not work for client.
  • Unusable/vanished items - The client will sometimes not see items in their own rig. The host should grab and put them back in the client's rig for them.
  • Clients can't use probes - I hope this is fixed soon, the only workaround is have the host use all the probes.
  • Spoiler warning: The client should not hold onto items while going through portals; it can glitch out. Lost a pistol this way, it yeeted off into space and then into the red water.
  • Weapon unloading - Some weapons (Shotguns and...?) will unload on loading a new zone. Do not assume a shotgun is loaded.
  • Weapon wall: Clients can't use the weapon wall properly; anything put on will go onto the wall but will just be in the middle.

Visuals

  • Corpses - Enemies don't float and dissolve yet for the client, they just vanish.

Anomalies

  • Anomalies are actually synced.
  • Host going into a portal can hang the client for 10 or more seconds.

Interface

  • When loading a save after death for some reason the single player saves are listed. You will need to respawn (come back to life) and use the main menu load function to access your coop saves.

Crashes

  • When loading into a new zone, client crashes are likely. Notably coming back to base causes crashes a fair amount.
  • Possible causes:
    • Any player holding any variant of the IZh-27 shotgun

Save/Load

  • Sometimes loading a save will do goofy stuff on load. Such as putting the client (or host!) into a wall or having the client just die

Singleplayer / Host Jank

  • Weapons not showing a round in the chamber - (Some?) weapons don't show that a round is in the chamber. Very annoying since it's important to pull the slide or bolt back a bit to check if it's loaded. You need to either fully cycle and reload the magazine or keep mental track.
    • Affected: GSh18, SKS

Balance Issues

  • In coop you get the same amount of money as singleplayer but have to buy stuff for two people. While combat is easier, it's not cheaper. You will probably have to do lots more side missions and money runs than you would in single player.