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  3. Patchnote [05.03.2025]

Patchnote [05.03.2025]

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Back to the Inside Out season
Harsh snow blizzards give way to a mysterious phenomenon known as the Inside Out. It's time to unravel the secrets of the Zone in the new Back to the Inside Out spring season. To get the valuable rewards from the season pass, you'll have to travel to the furthest corners of the Inside Out... but it's worth it, right?

[h2]Season rewards[/h2]
Season pass rewards have been updated.


The following key rewards are available to players this season:
  • Hollow Skin;
  • Endgame and Ravager motif;
  • Forgotten Luggage;
  • M1014 Breacher and Inside Out Breach motif;
  • Grenadier Exoskeleton and Forgotten Grenadier motif;
  • ALK-22 Dragonfly and Flutter of the Inside Out motif;
  • Phantom Scream camouflage container.


The MK-47 Mutant assault rifle is a unique reward for reaching level 500.


The range of items for Act 1 Tickets in the in-game shop has also been updated!



The purchase limits for Anomalous Serum have also been updated.



[h2]Season cases with transferable gear[/h2]


The contents of the Tactical and Elite cases have been updated. The contents of the Basic case remain unchanged. All gear from these cases can be put on your character, transferred to another player, or sold through the auction.



[h2]Styles and motifs of Back to the Inside Out season[/h2]
New unique Back to the Inside Out season styles and motifs have been added and are available for purchase in the shop.

The following styles are available:

  • Liquidator style for Saturn Jumpsuit;
  • Vint style for VSS Vintorez.

A set of Forgotten in the Inside Out motifs has also been added. As always, players can purchase them as a set at a significant discount or individually.



[h2]Back to the Inside Out starter pack[/h2]
The Back to the Inside Out season starter pack is also available for purchase in the in-game shop.

The following items can be received with purchase:
  • 10 season levels;
  • Premium for 7 days;
  • Two unique armour and weapon paints.


[h2]Season cases[/h2]
The new spring season case, Forgotten supplies, offers players a wide variety of rewards. It includes master pieces of gear, among other things:
  • SBA TANK;
  • RPL-20;
  • HK XM8S;
  • FN SCAR SSR.


Note. We had originally planned to include rewards from the first season of Act I (summer season 2024) in the blueprints, but then the RPL-20 machine gun would only become available two years later. So we decided to add it already this season — exactly one year since its appearance in the game.
This will increase the number of users of this weapon, as well as finer balancing and more cosmetics for it.


[h2]Temporary Fragile Beginnings quest line[/h2]
When you receive a second item from the list below, it can be exchanged for season currency at the Exchanger:
Temporary Fragile Beginnings quest line


New flora and fauna began to appear in the Zone. Strange plants, the properties of which can only be guessed about, and superfast ticks. They appear out of nowhere and in a moment disappear into nothing. Residents chatter that passageways to the mysterious Inside Out are about to open... Are these events related? The answer should be sought from your old acquaintance Dr Sergei Suckoff!


Hurry up! The quest is available after completing the tutorial and will be available for a two weeks.
Southern locations update

[h2]Redesign of The Swamps and Roadside[/h2]
The Swamps location has been partially redesigned.


Changes:
  • Ataman's HQ has been moved to the eastern side of the location;
  • The passages to the Roadside location have been redesigned;
  • Safe zones have received cosmetic edits.

Meanwhile, the Roadside location has been completely redesigned.



PVP event added to the Roadside location, previously it was possible to participate in it only on the northern locations — Outpost.

Capture is available to players from all factions. When an outpost is captured, the owner of the outpost is determined by the following rules:
  • Bandits, Covenant and Mercenaries capture an outpost as bandits.
  • Stalkers, Rise and Frontier capture an outpost as Stalkers.

[h2]Southern quests update[/h2]
In conjunction with the redesign of The Swamps and Roadside, a lot of quests in the South have undergone significant changes. In most cases, we have changed player routes to reduce the time spent travelling between key points in the quest.

Some quests have undergone dramatic changes, while others have been replaced with brand-new adventures.

Player routes in the South story have also been optimised and story missions have been slightly reworked. Kaa's riddles have been completely rewritten and simplified to make them more accessible and interesting for players.

[h2]Redefining the Digger Base[/h2]
One of the key problems of the Digger base is a common safe zone for the two opposing factions in the central part of the Scrapyard location, i.e. the most dangerous part of the location.

Also, this safe zone was visually one of the most outdated.

It was decided to split the Digger Base into a separate base for Stalkers and a separate base for Bandits.

Now the Digger Base for Bandits is located at the Kolos Agrocomplex location, and for Stalkers at the Black Willows location.


Digger Bases are no longer located underground and are called Digger Hut for Bandits and Digger Plot for Stalkers.



If the player has visited the Digger Base, they have the option to reappear at this safe zone.

Since this is not the main safe zone, the player will only be able to buy consumables and charge devices to continue their journey further, but there is no access to personal storage at these bases.
[h2]Redefining the safe zones of the Roadside location[/h2]
The Photon-2 and Garages safe zones were second in the outdated grading. It was decided to completely redefine them to reflect the new visual style of the Roadside location.

Now on the Bandits‘ side there is a Village School base, and on the Stalkers’ side there is a Fire Station base.



These bases were made with a bias towards player findability, where we reworked:
  • The location of the main quest NPCs from other quest NPCs.
    The main quest NPCs will now be in separate convenient places, where players should not interfere too much with those who just wanted to buy consumables for the next raid.
  • The location of functional NPCs.
    All trade functional NPCs in the safe zones of the Roadside are now in pairs and sometimes groups.
  • Visual style of trade points.
    New players will now be able to visually locate the right NPC thanks to updated models of signs and the very counters where merchants are located.
  • Added a separate room for events.
    This is a future plan for all safe zones, but we plan to have all NPCs and unique content during season activities in special dedicated rooms that will be decorated for the theme of the season.

[h2]Improvement of safe zones of The Swamps location[/h2]
After gathering feedback from players, it was decided to finalise the Ataman's HQ and the Boathouse.



For easier player navigation, it has been redesigned:
  • Trade NPCs placement;
  • Quest NPCs placement;
  • Room geometry for more comfortable movement.

[h2]Future plans for safe zones[/h2]
After gathering feedback and completing other projects, we will also redesign the following safe zones:
  • The Bar;
  • Safe zones of the northern factions.

We plan to improve the player experience by:
  • Avoiding bunker-type safe zones altogether;
  • Giving a unique visual style for each functional NPC;
  • Adding new mechanics that will deepen player interaction in safe zones.
QoL improvements

[h2]Outpost capture progress-bar[/h2]
Added an impersonal progress bar for capturing an active outpost to the map event description.


When hovering over the event icon on the map, you can see the progress of capturing an outpost.

[h2]Notification of the beginning of the outpost capture[/h2]
Added notification of the beginning of a battle for an outpost.

The notification appears as follows:
  • For attackers – When starting an event to kill an outpost boss;
  • For defenders – At the start of the active capture phase of an outpost.

[h2]Display of a penalty to movement speed from weapons[/h2]
Added a previously hidden movement speed penalty to weapon and character characteristics, which works when the weapon is in hand.


Also, in character stats, you can now track the decrease in movement speed as the overload increases.
[h2]Unpacking bags and crates[/h2]
Added the ability to fully unpack packed items.


[h2]Updating the functionality and interface of merchants[/h2]
Reworked the sorting of merchant assortment on all safe zones.


Also, starting in the North, items that are crafted in the Hideout have been added to the merchant's assortment.


These items cannot be bought from a merchant, but the player can now add crafted items to their trade packs for quick purchase.



Since these items cannot be bought, they can only be obtained by using the “Use items from personal storage” function.

From safe zones where there is no access to a personal storage area, trade packs will not work.

It is also now possible to view item crafting from the merchant's menu when right-clicking on a crafted item.



Redesign of night vision goggles

[h2]Dark nights[/h2]
The nights in the Exclusion Zone have become much darker.
The further the player moves north, the darker the nights become. If you can still do without a night vision goggle in The Swamps, then further on you can't.

  • Old night at The Swamps location.
  • New night at The Swamps location.
  • Old night at The Pervomaisky Factory Bar location.
  • New night at The Pervomaisky Factory Bar location.
  • Old night at The Serpentine location.
  • New night at The Serpentine location.


[h2]Night-Vision Goggles[/h2]
All night vision goggles were massively redesigned. We tried to remove all the problems of past NVGs and make playing with them more enjoyable and comfortable.



Among the nice things, the detector screens, the SN-2u Leglet and the Castor F2N appearance screen on the FAMAS G2 are now clearly visible when the NVG is switched on.



Getting all the NVGs is now only possible through the barter tree.



The latest model of the NVG implies three variations of different colours.
The choice between them is absolutely free so that the player can choose the option they feel more comfortable playing with.

Two conceptual NVGs have also been added: Broken NVG and Aww scary NVD They are designed primarily for media content creation, but not for performance play.

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[h2]Replacing old NVGs with new models[/h2]
The old NVGs models were replaced with new assault models of appropriate quality.



All transferable NVG models are converted to a personal NVG with associated compensation.



Also, each player, for all available armour on the character, was given one NVG of the best model.

It should be noted that if the player has a suit with Combat NVG, which existed in a built-in form in a number of suits, the player will receive an Assault NVG of Master quality.

Changes to armour barter branches

The development team decided to remove all worn and damaged versions of the suits from the barter progression. In addition, the MIS-113 Iolite, MIS-116 Emerald, MIS-116 Emerald, and MIS-105 Topaz suits were removed from the progression of the scientist branch of suits, and the Scythian-4b Armored Suit was removed from the progression of combo armour.

Now all suit branches are linear development and progression, except for the AH and Exoskeleton branches, these branches as before start in branches of other armour classes, scientist for the AH branch and combo for the Exoskeleton branch.

As part of the redesign, some armour styles have moved to the last armour types from progression.
Styles and the armour they are now fitted to:



Southern signals and SRD Buryat craft changes

From now on, signals on such locations as Scrapyard, The Pit, The Forest, The Dead City, The Graveyard, The Path of Fools and Polesskoye will depend more on the number of players on the location, which will make it easier to get them on average.

Also, crafting of Buryat and camo containers will be aimed towards Northern locations, making them more accessible and relevant on average.
[h2]Changes in SRD Buryat craft[/h2]



[h2]Changes in crafting of containers with weapon camouflage and armour camouflage[/h2]



Balance Changes

[h2]HK XM8S rework[/h2]

  • Players who have improved HK XM8 or HK XM8S in the Arsenal workshop will be compensated with 10000 Arsenal reputation;
  • Players who have Arsenal's HK XM8S and HK XM8S on hand will receive updated HK XM8S;
  • Added the ability to exchange Arsenal's HK XM8 and HK XM8 for the HK XM8S from the Exchanger and Dealer before the end of the season.
  • Added a free exchange offer of HK XM8 for Arsenal's HK XM8. The offer will only be available until the end of the season.


[h2]Weapon, armour and plate changes[/h2]



[h2]Magazines changes[/h2]
Previously, magazine penalties and bonuses were excessive, causing a conventional assault rifle with an ergonomically designed magazine to have significantly less hip spread than a submachine gun, which has the default advantage of reduced hip spread.

A similar situation occurred with penalties — a drum machine gun could have a much greater hip spread than a machine gun.

The situation has been bad for the perception of weapons, causing the range of penalties and bonuses to be significantly narrowed.



[h2]Overheat changes[/h2]
Previously, the overheat limit of a weapon did not take into account the initial damage and was set solely by the size of the magazines. The principle of setting the limit has been changed to take into account the damage a weapon must do at its level.



Hideout changes

The ability to quickly exit Hideout into the open world has been added. The exit leads to the location corresponding to the last visited safe zone.



Added the ability to remove all objects, extensions and decorations to the laptop interface, as well as view the object characteristics and remaining extensions.



Also, all functional safe zone NPCs have been added to the laptop with some changes, which you'll learn about below:



Any barter item can now be purchased from the equipment merchant in the Hideout according to the reputation level of the desired equipment.



Installing additional extensions to the Generator (you can learn more about the mechanics of the Hideout here) increases the energy decay rate for artefacts in the Hideout Researcher. Note that each extension has its own cleavage rate increase value.

When the Generator is upgraded, the Hideout Researcher is also upgraded. It became possible to increase a scientist's speed of energy decay.



Hideout merchants are also affected by all boosts from faction bonuses and subdivision bonuses.

Added the ability to charge devices in the Inverter for hideout energy.



You can now choose to respawn in Hideout when you die. If you select this option it will become a priority, it also works vice versa.



Outposts and quest locations will still have the highest priority of respawn locations.

Added the ability to go to Hideout from the regular map, not just the global map. Also added a function to switch to the hideout from the map with the Q button.



Switching between item crafting tabs can now be back and forward using the Q and E buttons.



Hideout item capacity has been increased to 300.

Arsenal Changes

Changes have been made to the cost of the following items:



Issued a separate compensation in the form of the reputation value difference of the Arsenal altered Items.

Safes changes

Added new items in the safes contents.



The following items have also been added to all safes:
  • Advanced Spare Parts;
  • Advanced Tools.


[h2]Changes in armour characteristics[/h2]



Armour compensation

[h2]Replacing player armour[/h2]

https://support.exbo.net/en/help-center/articles/2/2/545#mcetoc_1ilik0tm02c

[h2]Compensation for players who bartered final versions of master armour during the last year[/h2]

Due to the fact that some players will receive master versions of armour as part of the basic compensation, the development team decided to compensate the barter of players depending on the time of ownership of the armour and, accordingly, the unlocked potential of the master armour.



Other changes and fixes
  • Daily login rewards no longer have a time limit after which they will disappear;
  • Season points from Session Battles and Dead Time are no longer issued as timed points, but as sealed season points tied to the current season;
  • Now to change the copy of the location by transition you need to wait 30 seconds or die, also bubbles are placed on the locations, which are aimed at changing copies of locations;

  • Added models of ammo lying on the ground;
  • The Sig Sauer P320 paint mask has been updated;
  • The paint mask of the ALK-22 Dragonfly has been updated;
  • UPD: Updated Kurkri model
  • Fixed incorrect appearance of the player during the final assault of Forge-11 in the North storyline, when the player appeared right in front of enemy fire;
  • Fixed a bug that made it impossible to talk to Mormon.