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https://www.reddit.com/r/stalker/comments/1gzr5rf/as_a_software_developer_heres_what_i_think_is/
It's what is coined a "Game director". This "game director" is responsible for spawning in units.
If you look under the hood it has a few important variables.
1) Stuff related to spawn distance, minimums, maximums, radius cone for the spawns, etc.
2) Stuff related to POIs. Who goes to what POI, basically.
3) Chance of a spawn occuring.
So YES. It is a "random encounter spawner" but if you stay in the area of the spawns long enough they'll do what A-Life 1.0 did, effectively.
The problem is they spawn and despawn way too close so anything meaningful they could do doesn't matter. There's also some jank that I can't fix like how spawns aren't persistent through reloads. That's backend stuff that I can't even try to mess with since we don't have proper modding tools yet and I'm way too stupid to write them myself.
A-Life 2.0 from what I can tell does a rudimentary simulation in a small bubble around the player, similar but not as complex as what A-Life 1.0 did.
This is a massive design and technological regression.
I'll make a thread explaining this in further detail.
This reddit post makes no sense, it takes less effort to just make the planned thing work than build an entire fallback system that shouldn't be necessary in the first place. The OP has nothing to corroborate his claims.