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Containers and artefacts rework

Introduction
[p]For a long time, you only saw hints in spoilers from the development fields: pieces of new container branches, bits and pieces of information. Now it's time to put everything together and show it directly in the game.[/p][p]We have provided you with a complete overview of all the changes that have affected containers and artefacts.[/p][p]The main goal of the update is to make the system of containers, backpacks, and artefacts cohesive and convenient. To make it easier to understand the mechanics, more interesting to gather builds, and always have room for choice, without unnecessary tweaks and incomprehensible restrictions.[/p][p]Now containers and backpacks differ not only in the number of slots, but also in effectiveness. Small and cheap models have become significantly more useful, while bulky ones still offer maximum power but require investment and resources.[/p][p]Armour no longer affects container selection — there are no advantages or disadvantages to the armour + container combination. Put on whatever you wanted, combine it with anything else, and go for a raid. As for artefacts, some of them had their presets reworked, which added even more variety to builds and allowed their potential to be revealed in a new way. This has made it easier to construct builds and customise them to suit your playing style.[/p][h2]
Changes to containers and backpacks: what has changed and why[/h2][p]We have reworked the container and backpack system to make it more intuitive, diverse and balanced.[/p]
  • [p]Container effectiveness
    Previously, the difference was mainly felt in the number of slots. Now the effectiveness parameter is important, which enhances artefacts inside the container.[/p]
[p]Let's take a simple example: suppose an artefact gives 4% vitality:[/p]
  • [p]In a container with 100% effectiveness, this number will not change;[/p]
  • [p]In a container with 150% effectiveness, the output is 6%;[/p]
  • [p]And in a container with 50% effectiveness — 2%.[/p]
[p][/p][p]It should be noted that effectiveness does not affect the inputs and outputs of infections (Radiation, Temperature, Biological Infection, Psy Effect, and Frost), but it can affect debuffs, either strengthening or weakening them.[/p]
  • [p]Different types of containers have become more equal
    Small containers are simpler, offer less power due to slots, but are easier to handle. Heavy and spacious ones still deliver maximum power, but require more effort to assemble.
    Example: [/p]
  • [p]Cocoon (Tier 8, Standard Container) — 3 slots, 100% effectiveness, 89.5% protection;[/p]
  • [p]Canister (Tier 8, Bulky Container) — 5 slots, 75% effectiveness, 60% protection.[/p]
[p]With only three artefacts available, it is obviously more advantageous to use Cocoon, as it will allow you to maximise the power of the artefacts, achieving a total of 300% effectiveness, compared to 225% for Canister. But if we fill the Canister full of artefacts, we will get 375%. As a result, Canister has more potential power, but it also requires more artefacts, as well as the use of an artefact with infection output due to reduced internal protection. Cocoon implies an easier build method, where you can do without output artefacts in principle, but it will be slightly inferior to Canister.[/p][p]
[/p][p][/p][p]On average, containers with numerous slots allow you to unlock greater potential, but will require more effort on your part to build.[/p]
  • [p]Container protection has been redesigned
    This change gives more freedom for builds and forces players to choose artefacts more carefully. In some cases, you will have to choose artefacts of a certain quality to fit them into a container without an artefact to remove the infection.[/p]
  • [p]Weight and speed of container equipment
    The weight and speed of equipment depends on the number of slots and the type of container. Compact ones are lighter and quicker to put on, while larger ones are heavier and take longer to equip. Now it is worth considering choosing smaller containers for secondary builds.[/p]
  • [p]Obtain and price
    Since containers have been improved, we have adjusted the rate at which they are obtained, and they are now more expensive than they were, but the amount of serum required remains the same.[/p]
  • [p]Protection and backpack logic 
    Now backpacks offer protection comparable to full-fledged containers — you can imagine that the same containers are inside.[/p]
  • [p]New backpack groups
    We have organised backpacks by type, maintaining continuity between branches. However, there may still be differences within each group, so the division into three categories below is a guideline rather than a strict rule As a result, the number of slots for artefacts could also change depending on which group the backpack belonged to:[/p]
    • [p]Light backpacks — high protection, few slots, give less weight than regular ones, but compensate it with a speed boost.[/p]
    • [p]Standard — weak protection, many slots, provide the greatest amount of weight.[/p]
    • [p]Heavy — medium protection, medium number of slots, give less weight than regular ones, but have increased effectiveness. [/p]
[p][/p]
  • [p]Barter branches rework
    The backpack and container branches have been reworked and expanded. For example, compact and bulky containers now have full-fledged lines, and old backpacks such as Jagdtasche or Soviet Travel Backpack are included in new branches.[/p]
[p][/p][p][/p][h2]Barter branch changes and edits[/h2][p]Due to the barter reshuffle, some items will be replaced with others for players.[/p][p][/p]
[p]Container name[/p]
[p]New containers[/p]
[p]Changes[/p]
[p]Replacement[/p]
[p]KZS-1[/p]
[p] [/p]
[p][/p]
  • [p]Rank: Newbie → Picklock[/p]
  • [p]Internal protection: 50% → 95%[/p]
  • [p]Effectiveness: 100% → 150% [/p]
  • [p]Weight: 1.75 → 1.4[/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
[p]KZS-1u[/p]
[p]KZS-1u[/p]
[p] [/p]
[p]Rank: Newbie → Picklock [/p]
  • [p]Internal protection: 50% → 95% [/p]
  • [p]Effectiveness: 100% → 180% [/p]
  • [p]Weight: 1.75 → 1.5 [/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
[p]-[/p]
[p]KZS-2[/p]
[p] [/p]
[p]Internal protection: 50% → 95% [/p]
  • [p]Effectiveness: 100% → 130% [/p]
  • [p]Weight: 3.5 → 2.5 [/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
[p]-[/p]
[p]KZS-2u[/p]
[p] [/p]
[p]Internal protection: 55% → 95% [/p]
  • [p]Effectiveness: 100% → 145% [/p]
  • [p]Weight: 3.5 → 2.6 [/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
[p]-[/p]
[p]KZS-3[/p]
[p] [/p]
[p]Removed from the game[/p]
[p]Canister-u[/p]
[p]KZS-3u[/p]
[p] [/p]
[p]Removed from the game[/p]
[p]Canister-u[/p]
[p] [/p]
[p]KZS-M
New[/p]
[p]Rank: Stalker [/p]
  • [p]Number of slots: 3 [/p]
  • [p]Internal protection: 95% [/p]
  • [p]Effectiveness: 115% [/p]
  • [p]Weight: 3.60 [/p]
  • [p]Equipment speed: 1.5s [/p]
  • [p]Container type: Compact [/p]
[p]Has a temporary model[/p]
[p] [/p]
[p] [/p]
[p]KZS-MU
New[/p]
[p]Rank: Veteran [/p]
  • [p]Number of slots: 3 [/p]
  • [p]Internal protection: 95% [/p]
  • [p]Effectiveness: 132.5% [/p]
  • [p]Weight: 3.80 [/p]
  • [p]Equipment speed: 1.5s [/p]
  • [p]Container type: Compact [/p]
[p]Has a temporary model[/p]
[p] [/p]
[p] SMC Container[/p]
[p] [/p]
[p]Effectiveness: 100% → 120% [/p]
  • [p]Weight: 4 → 4.8 [/p]
  • [p]Equipment speed: 2s → 1.5s [/p]
  • [p]Container type: Standard → Compact[/p]
[p]-[/p]
[p]IU-2 Container[/p]
[p] [/p]
[p]Effectiveness: 100% → 132.5% [/p]
  • [p]Weight: 3 → 3.8 [/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
[p]-[/p]
[p]KZS-4[/p]
[p] [/p]
[p]Removed from the game[/p]
[p]Kega[/p]
[p]KZS-4u[/p]
[p] [/p]
[p]Removed from the game[/p]
[p]Kega[/p]
[p]KZS-5[/p]
[p] [/p]
[p]Removed from the game[/p]
[p]Kega[/p]
[p]KZS-5u[/p]
[p] [/p]
[p]Removed from the game[/p]
[p]Kega[/p]
[p] [/p]
[p]Canister
New[/p]
[p]Rank: Newbie [/p]
  • [p]Number of slots: 5 [/p]
  • [p]Internal protection: 60% [/p]
  • [p]Effectiveness: 75% [/p]
  • [p]Weight: 9 [/p]
  • [p]Equipment speed: 3s[/p]
[p] [/p]
[p] [/p]
[p]Canister-u
New[/p]
[p]Rank: Stalker [/p]
  • [p]Number of slots: 5 [/p]
  • [p]Internal protection: 60% [/p]
  • [p]Effectiveness: 83.5% [/p]
  • [p]Weight: 9.25 [/p]
  • [p]Equipment speed: 3s[/p]
[p] [/p]
[p] [/p]
[p]Kega
New[/p]
[p]Rank: Stalker [/p]
  • [p]Number of slots: 6 [/p]
  • [p]Internal protection: 60% [/p]
  • [p]Effectiveness: 78.5% [/p]
  • [p]Weight: 10.85 [/p]
  • [p]Equipment speed: 3s[/p]
[p] [/p]
[p] [/p]
[p]Kega-RS
New[/p]
[p]Rank: Veteran[/p]
  • [p]Number of slots: 6[/p]
  • [p]Internal protection: 60%[/p]
  • [p]Effectiveness: 90%[/p]
  • [p]Weight: 11.1[/p]
  • [p]Equipment speed: 3s[/p]
[p] [/p]
[p] [/p]
[p]Barrel
New[/p]
[p]Rank: Master[/p]
  • [p]Number of slots: 7[/p]
  • [p]Internal protection: 60%[/p]
  • [p]Effectiveness: 92.5%[/p]
  • [p]Weight: 12.7[/p]
  • [p]Equipment speed: 3s[/p]
[p] [/p]
[p]Cocoon Container[/p]
[p] [/p]
[p]Rank: Veteran → Newbie[/p]
  • [p]Internal protection: 93.5% → 89.5%[/p]
  • [p]Weight: 4 → 4.5[/p]
[p]Cell-u Container[/p]
[p] [/p]
[p]Cocoon-u Container
New[/p]
[p]Rank: Stalker[/p]
  • [p]Number of slots: 3[/p]
  • [p]Internal protection: 89.5%[/p]
  • [p]Effectiveness: 110%[/p]
  • [p]Weight: 4.8[/p]
  • [p]Container type: Standard[/p]
[p] [/p]
[p] [/p]
[p]Cell Container
New[/p]
[p]Rank: Stalker[/p]
  • [p]Number of slots: 4[/p]
  • [p]Internal protection: 89.5%[/p]
  • [p]Effectiveness: 95% [/p]
  • [p]Weight: 6.1[/p]
  • [p]Container type: Standard[/p]
[p] [/p]
[p] [/p]
[p]Cell-u Container
New[/p]
[p]Rank: Veteran[/p]
  • [p]Number of slots: 4[/p]
  • [p]Internal protection: 89.5%[/p]
  • [p]Effectiveness: 110%[/p]
  • [p]Weight: 6.4[/p]
  • [p]Container type: Standard[/p]
[p] [/p]
[p]Hive Container[/p]
[p] [/p]
[p]Internal protection: 85% → 89.5%[/p]
  • [p]Effectiveness: 100% → 105%[/p]
  • [p]Weight: 8 → 7.7[/p]
[p]-[/p]
[p]Apiary Container[/p]
[p] [/p]
[p]Rank: Master → Legendary[/p]
  • [p]Number of slots: 6 → 5[/p]
  • [p]Internal protection: 70% → 89.5%[/p]
  • [p]Effectiveness: 100% → 120%[/p]
[p]-[/p]
[p]Fridge Container[/p]
[p] [/p]
[p]Internal protection: 60% → 78.5%[/p]
  • [p]Effectiveness: 100% → 110%[/p]
  • [p]Temperature: -2.5 → -1.62[/p]
  • [p]Weight: 4 → 6.4[/p]
[p]-[/p]
[p]Forager Container[/p]
[p] [/p]
[p]Internal protection: 60% → 78.5%[/p]
  • [p]Effectiveness: 100% → 110%[/p]
  • [p]Radiation: -2.5 → -1.62[/p]
  • [p]Weight: 4 → 6.4[/p]
[p]-[/p]
[p]Berloga-4 Container[/p]
[p] [/p]
[p]Number of slots: 4[/p]
  • [p]Internal protection: 60% → 78.5%[/p]
  • [p]Effectiveness: 100% → 90%[/p]
  • [p]Weight: 5 → 6[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
[p]Berloga-5 Container[/p]
[p]Berloga-4u Container[/p]
[p] [/p]
[p]Number of slots: 4[/p]
  • [p]Internal protection: 60% → 78.5%[/p]
  • [p]Weight: 5 → 6.3[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
[p]Berloga-5 Container[/p]
[p] [/p]
[p]Berloga-5 Container
New[/p]
[p]Number of slots: 5[/p]
  • [p]Internal protection: 78.5%[/p]
  • [p]Effectiveness: 90%[/p]
  • [p]Weight: 7.6[/p]
  • [p]Equipment speed: 2.5s[/p]
[p] [/p]
[p] [/p]
[p]Berloga-5u Container
New[/p]
[p]Number of slots: 5[/p]
  • [p]Internal protection: 78.5%[/p]
  • [p]Effectiveness: 100%[/p]
  • [p]Weight: 7.9[/p]
  • [p]Equipment speed: 2.5s[/p]
[p] [/p]
[p]Berloga-6 Container[/p]
[p] [/p]
[p]Internal protection: 60% → 78.5%[/p]
  • [p]Weight: 7 → 9.2[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
[p]-[/p]
[p]ZIVCAS ArcticSafe-6[/p]
[p] [/p]
[p]Internal protection: 75%[/p]
  • [p]Cold: -1 → -2.5[/p]
  • [p]Speed debuff removed[/p]
  • [p]Weight: 8.5 → 9.2[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
  • [p]Container type: Standard → Capacious[/p]
[p]Since we now have a stricter limit on the number of slots for containers, Arctic was transferred to larger containers in order to retain its 6 slots.[/p]
[p]-[/p]
[p]Berloga-6u Container[/p]
[p] [/p]
[p]Rank: Master → Legendary[/p]
  • [p]Internal protection: 60% → 78.5%[/p]
  • [p]Effectiveness: 100% → 114%[/p]
  • [p]Weight: 7 → 9.5[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
[p]Berloga-6 and Berloga-6u did not differ from each other for a long time, and we did not want to make one of them an alternative version (as Arctic is now), as this could greatly affect the builds that players were used to. So it was decided to simply postpone Berloga-6u until better times, transferring it to Legendary containers. Those that players have in their hands will be replaced with the standard Berloga-6.[/p]
[p]Berloga-6 Container[/p]
[p]Freezer Container[/p]
[p] [/p]
[p]Number of slots: 4 → 5[/p]
  • [p]Internal protection: 67% → 75%[/p]
  • [p]Temperature: -2.5 → -1.875[/p]
  • [p]Weight: 4 → 7.9[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
  • [p]Container type: Standard → Spacious[/p]
[p]Alternative versions of standard containers imply that they do not have debuffing infections, but simply have reduced protection. Freezer was more suited to alternative versions of spacious containers, which have both infection input and output. Therefore, it was decided to transfer it to capacious ones. In addition, the standard models already have a container Fridge for temperature control.[/p]
[p]-[/p]
[p]Transformer Bag[/p]
[p] [/p]
[p]Internal protection: 89.5%[/p]
  • [p]Effectiveness: 115%[/p]
  • [p]Added Movement speed: 2.4[/p]
  • [p]Weight: 1 → 1.5[/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
[p]-[/p]
[p]Sports Bag[/p]
[p] [/p]
[p]Internal protection: 0% → 89.5%[/p]
  • [p]Added Movement speed: 2.7[/p]
  • [p]Carry weight: 20 → 17[/p]
  • [p]Weight: 1.5 → 2.5[/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
[p]-[/p]
[p] [/p]
[p]PROTECT 3B Waist Bag
New[/p]
[p]Rank: Stalker[/p]
  • [p]Number of slots: 2[/p]
  • [p]Internal protection: 89.5%[/p]
  • [p]Effectiveness 110%[/p]
  • [p]Movement speed: 3.6[/p]
  • [p]Carry weight: 22[/p]
  • [p]Weight: 2.75[/p]
  • [p]Equipment speed: 1.5s[/p]
  • [p]Container type: Light Backpack[/p]
[p]Has a temporary model[/p]
[p] [/p]
[p] [/p]
[p]Pouch Black Eagle B-33
New[/p]
[p]Rank: Stalker[/p]
  • [p]Number of slots: 3[/p]
  • [p]Internal protection: 89.5%[/p]
  • [p]Effectiveness: 95%[/p]
  • [p]Movement speed: 4.1 [/p]
  • [p]Carry weight: 25[/p]
  • [p]Weight: 3.75[/p]
  • [p]Equipment speed: 1.5s[/p]
  • [p]Container type: Light Backpack[/p]
[p]Has a temporary model[/p]
[p] [/p]
[p] [/p]
[p]Utility vest Black Eagle Y-73
New[/p]
[p]Rank: Veteran[/p]
  • [p]Number of slots: 3[/p]
  • [p]Internal protection: 89.5%[/p]
  • [p]Effectiveness: 110%[/p]
  • [p]Movement speed: 5.2[/p]
  • [p]Carry weight: 32[/p]
  • [p]Weight: 4[/p]
  • [p]Equipment speed: 1.5s[/p]
  • [p]Container type: Light Backpack[/p]
[p]Has a temporary model[/p]
[p] [/p]
[p] [/p]
[p]Utility vest ADR-WRBT
New[/p]
[p]Rank: Master[/p]
  • [p]Number of slots: 4[/p]
  • [p]Internal protection: 89.5%[/p]
  • [p]Effectiveness: 105%[/p]
  • [p]Movement speed: 5.7[/p]
  • [p]Carry weight: 35[/p]
  • [p]Weight: 5[/p]
  • [p]Equipment speed: 1.5s[/p]
  • [p]Container type: Light Backpack[/p]
[p]Has a temporary model[/p]
[p] [/p]
[p]Marathon bag and Saddlebag[/p]
[p] [/p]
[p]Internal protection: 60% → 78.5%[/p]
  • [p]Effectiveness: 100% → 110%[/p]
  • [p]Biological infection: -2.5 → -1.62[/p]
  • [p]Movement speed: 5.2[/p]
  • [p]Carry weight: 30 → 32[/p]
  • [p]Weight: 7 → 4[/p]
  • [p]Equipment speed: 2s → 1.5s[/p]
  • [p]Container type: Standard → Light Backpack[/p]
[p]-[/p]
[p]Duffel Bag[/p]
[p] [/p]
[p]Rank: Stalker → Picklock[/p]
  • [p]Number of slots: 4[/p]
  • [p]Internal protection: 0% → 60%[/p]
  • [p]Effectiveness: 100% → 77.5%[/p]
  • [p]Carry weight: 35 → 31[/p]
  • [p]Weight: 0.75 → 4.05[/p]
[p]Errand Junior Backpack [/p]
[p]Errand Junior Backpack [/p]
[p] [/p]
[p]Rank: Newbie[/p]
  • [p]Number of slots: 2 → 4[/p]
  • [p]Internal protection: 0% → 60%[/p]
  • [p]Effectiveness: 100% → 75%[/p]
  • [p]Carry weight: 27 → 34[/p]
  • [p]Weight: 1.6 → 5.15[/p]
[p]Duffel Bag[/p]
[p]MBSS Backpack[/p]
[p] [/p]
[p]Rank: Newbie → Stalker[/p]
  • [p]Number of slots: 3 → 4[/p]
  • [p]Internal protection: 0% → 60%[/p]
  • [p]Effectiveness: 100% → 83.5%[/p]
  • [p]Carry weight: 30 → 45[/p]
  • [p]Weight: 2 → 5.4[/p]
[p]Errand Junior Backpack [/p]
[p]Tri-Zip Backpack[/p]
[p] [/p]
[p]Number of slots: 4 → 5[/p]
  • [p]Internal protection: 0% → 60%[/p]
  • [p]Effectiveness: 100% → 78.5%[/p]
  • [p]Carry weight: 40 → 51[/p]
  • [p]Weight: 1.5 → 6.5[/p]
[p]MBSS Backpack[/p]
[p]Soviet Travel Backpack[/p]
[p] [/p]
[p]Number of slots: 4 → 5[/p]
  • [p]Internal protection: 0% → 60%[/p]
  • [p]Effectiveness: 100% → 90%[/p]
  • [p]Carry weight: 55 → 65[/p]
  • [p]Weight: 1.5 → 6.5[/p]
  • [p]Container type: Heavy Backpack → Standard Backpack[/p]
[p]Tri-Zip Backpack[/p]
[p] [/p]
[p]Secret Valley 35 Backpack
New[/p]
[p]Rank: Master[/p]
  • [p]Number of slots: 6[/p]
  • [p]Internal protection: 60%[/p]
  • [p]Effectiveness: 92.5%[/p]
  • [p]Carry weight: 70[/p]
  • [p]Weight: 7.85[/p]
  • [p]Equipment speed: 2s[/p]
  • [p]Container type: Standard Backpack[/p]
[p]Has a temporary model[/p]
[p] [/p]
[p]Hellboy Backpack[/p]
[p] [/p]
[p]Rank: Stalker → Newbie[/p]
  • [p]Number of slots: 2 → 3[/p]
  • [p]Carry weight: 28 → 17[/p]
  • [p]Internal protection: 50% → 78.5%[/p]
  • [p]Effectiveness: 100% → 105%[/p]
  • [p]Weight: 4.1 → 4.6[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
  • [p]Container type: Standard Backpack → Heavy Backpack[/p]
[p]Reinforced Hellboy Backpack[/p]
[p]Reinforced Hellboy Backpack[/p]
[p] [/p]
[p]Number of slots: 2 → 3[/p]
  • [p]Carry weight: 28 → 22[/p]
  • [p]Internal protection: 50% → 78.5%[/p]
  • [p]Effectiveness: 100% → 116.5%[/p]
  • [p]Weight: 4.1 → 4.85[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
  • [p]Container type: Standard Backpack → Heavy Backpack[/p]
[p]-[/p]
[p]NPA Backpack[/p]
[p] [/p]
[p]Internal protection: 10% → 78.5%[/p]
  • [p]Effectiveness: 100% → 116.5%[/p]
  • [p]Carry weight: 45 → 25[/p]
  • [p]Weight: 2.5 → 6.05[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
[p]-[/p]
[p] Jagdtasche Backpack[/p]
[p] [/p]
[p]Internal protection: 60% → 78.5%[/p]
  • [p]Effectiveness: 100% → 112.5%[/p]
  • [p]Carry weight: 15 → 32[/p]
  • [p]Weight: 6 → 6.3[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
[p]-[/p]
[p] [/p]
[p]Coffin Backpack
New[/p]
[p]Rank: Master[/p]
  • [p]Number of slots: 5[/p]
  • [p]Internal protection: 78.5%[/p]
  • [p]Effectiveness: 110%[/p]
  • [p]Carry weight: 35[/p]
  • [p]Weight: 7.5[/p]
  • [p]Equipment speed: 2.5s[/p]
  • [p]Container type: Heavy Backpack[/p]
[p]Has a temporary model[/p]
[p] [/p]
[p]Chitin Backpack[/p]
[p] [/p]
[p]Effectiveness: 110% → 115%[/p]
  • [p]Carry weight: 20 → 40[/p]
  • [p]Weight: 3.5 → 8.1[/p]
  • [p]Container type: Heavy Backpack → Standard Backpack[/p]
[p]Template of Heavy Backpack implies high internal protection, but lower slots quantity, to maintain the previous quantity, the backpack was converted to Standard, and as can be seen, it has settled in quite well here.[/p]
[p]-[/p]
[p]Overton Container[/p]
[p] [/p]
[p]Removed movement speed debuff[/p]
  • [p]Healing effectiveness: 25% → 31.3%[/p]
  • [p]Weight: 9.9 → 9.2[/p]
  • [p]Equipment speed: 2s → 2.5s[/p]
  • [p]Container type: Standard → Capacious [/p]
[p]Just like the Arctic was switched to an alternative preset of Spacious containers, implying protection from the Bulky container, but 1 slot was moved to additional parameters.[/p][p] [/p]
[p] [/p]
[p][/p][h2]Armour changes[/h2][p]The main change is that all containers and backpacks are now compatible with any armour (except IU-2, but this is temporary).[/p][p][/p][p][/p][p]Previously, suits and containers became hostages of each other, where due to compatibility only with a specific container, the suits simply were not used with other containers, and conversely, when due to the unpopularity of the costume, the container was hardly used.[/p][p]In this regard, suits received certain buffs or debuffs to their characteristics. But after the possibility of using any containers with any suits arose, the need for this disappeared, so the basic characteristics were changed.

We carefully monitor the balance of all suits and understand that they will always attract a lot of attention. But the current changes relate exclusively to containers: we are removing the system of bonuses and penalties associated with them. This step allows for more accurate monitoring of the situation and prevents mixing different elements of the balance.[/p][p]
[/p]
[p]Armour[/p]
[p]Changes[/p]
[p]Phantom Hunter Armored Suit[/p]
[p]Bullet resistance: 161 → 154[/p]
[p]Albatross Heavy Assault Armored Exoskeleton[/p]
[p]Bullet resistance: 224 → 239[/p]
[p]ZIVCAS M2-C[/p]
[p]Bullet resistance: 201 → 216[/p]
[p]Longevity[/p]
[p]Bullet resistance: 158 → 172[/p]
[p]JD ZIVCAS 2A Exoarmor[/p]
[p]Bullet resistance: 176 → 189[/p]
[p]Rigel Jumpsuit[/p]
[p]Bullet resistance: 216  → 235[/p]
[p]CD-4 Armored Suit[/p]
[p]Bullet resistance: 217 → 231[/p]
[p]Antares Exosuit[/p]
[p]Bullet resistance: 206 → 230[/p]
[p]RAPS AH-6[/p]
[p]Bullet resistance: 192 → 206[/p]
[p]Beast Slayer Exosuit[/p]
[p]Bullet resistance: 203 → 217[/p]
[p]Scythian-5 Armored Suit[/p]
[p]Bullet resistance: 196 → 210[/p]
[p]Saturn Jumpsuit[/p]
[p]Bullet resistance: 165 → 178[/p]
[p]Hounds Exoskeleton[/p]
[p]Bullet resistance: 159 → 173[/p]
[p]Investigator Exosuit[/p]
[p]Bullet resistance: 162 → 176[/p]
[p]Punisher Armored Suit[/p]
[p]Bullet resistance: 162 → 176[/p]
[p]Exosuit Missionary[/p]
[p]Bullet resistance: 169 → 183[/p]
[p]ZIVCAS M2-O[/p]
[p]Bullet resistance: 207 → 221[/p]
[p]Storyteller's Cloak, Artist's Cloak[/p]
[p]Bullet resistance: 184 → 197[/p]
[p]MIS-X ATLAS[/p]
[p]Bullet resistance: 153 → 165[/p]
[p]Blizzard Walker Heavy Armored Suit[/p]
[p]Bullet resistance: 175 → 187[/p]
[p]Brigand Armored Suit[/p]
[p]Bullet resistance: 163 → 175[/p]
[p]RAPS AH-5[/p]
[p]Bullet resistance: 156 → 168[/p]
[p]Jaeger Exoarmor[/p]
[p]Bullet resistance: 166 → 178[/p]
[p]Scythian-4 Armored Suit[/p]
[p]Bullet resistance: 160 → 187[/p]
[p]Uranus Jumpsuit[/p]
[p]Bullet resistance: 132 → 144[/p]
[p]Albatross Scout Armored Exoskeleton[/p]
[p]Bullet resistance: 134 → 141[/p]
[p]Albatross Infiltrator Armored Exoskeleton[/p]
[p]Bullet resistance: 142 → 149[/p]
[p]Yorsh Protective Armored Suit[/p]
[p]Bullet resistance: 166 → 177[/p]
[p]RAPS Spanner[/p]
[p]Bullet resistance: 154 → 161[/p]
[p]Ratcatcher Exoarmor[/p]
[p]Bullet resistance: 136 → 143[/p]
[p][/p]
What changed in artefacts
[p]Artefact builds became more interesting, more flexible and synergize better with the new container system. The changes also apply to their qualities:[/p]
  • [p]Common: 85%–100%[/p]
  • [p]Uncommon: 100%–115%[/p]
  • [p]Special: 115%–130%[/p]
  • [p]Rare: 130%–145%[/p]
  • [p]Exclusive: 145%–160%[/p]
  • [p]Legendary: 160%-175%[/p]
  • [p]Unique: 175%–190%[/p]
[p]Rarer artefacts are now more valuable, and the difference in stats between quality levels is now more substantial.[/p][h2]Here are some terms to clear things up:[/h2][p]Artefacts have 3 main property types, but in some cases they might get a 4th one — compensatory.[/p]
  • [p]Main property — the strongest one (100%), gets upgraded with artefact potential.[/p]
  • [p]Secondary property — weaker (~70%), but also gets upgraded with artefact potential.[/p]
  • [p]Special property — gets unlocked by reaching a certain level of artefact potential, has ~50% power.[/p]
  • [p]Compensatory property — is given to artefacts in order to equalize them with others on the same level if they're weaker.[/p]
[p]We also have different categories of artifacts, that have their own properties. Weak, Standard, Protective —  the kind that give you protection from hazards, Strong Output — the kind that has a hazard output, Weak Output, there are also others, but we'll only talk about the aforementioned ones, as the changes only apply to the listed ones.[/p][h2]Main changes[/h2]
  • [p]Weak artefacts are G O N E!
    This category got removed. All the weak ones got moved into different groups (mainly into standard ones) and became substantially stronger. New standard tier 3 artefacts are almost equal in power to old tier 5 artefacts.[/p]
  • [p]Standard artefacts
    All artefacts from tier 1 to tier 3 now have 1.25 infection (as opposed to previous 1 to 2) This means they became especially viable. They are not only a great option for those that want little infection and a lot of extra stats, but also allow players to make budget builds composed entirely out of them. Or, alternatively, supplement stronger artefacts, if the build doesn't have enough infection output to fit a standard artefact of higher tier.[/p]
  • [p]Output artefacts[/p]
[p]Important note[/p][p]Due to artefact changes we had to reduce the output value by ~0.8. At first, the numbers might seem strange, but their influence on builds stays the same. Without this reduction, we could've broken the balancing, allowing for excessive counterplay.[/p][p]Yes, some common quality, low level artefacts may have suffered a bit from this. But if you upgrade its potential to level 9+, the problem disappears. And because of container improvements, many might not see the difference.[/p]
  • [p]For strong output artefacts, the special property depends on the tier:[/p]
    • [p]Tier 1, Tier 3, Tier 5 — get an additional property.[/p]
    • [p]Tier 2 and Tier 4 — get a stronger output.[/p]
  • [p]Weak output (Fahrenheit, Veiner and others) now provide one infection output at the baseline. Improvement of potential is no longer needed to unlock or improve it — baseline output is enough. Now instead of infection output, an additional property acts as a normal parameter (in the form of regeneration, movement speed or vitality, etc.). Additionally, their characteristics have been increased.[/p]
  • [p]Atom has received separate changes: it still has 4 outputs remaining, and now they are available at the baseline, but instead of receiving additional outputs from improving potential, it now receives proper parameters — for example, vitality, stamina regeneration, and bleeding output.[/p]
  • [p]Artefacts with high output may have other parameters reduced.[/p]
  • [p]High-output, low-level artefacts now have a small amount of infection input. [/p]
  • [p]Frost artefacts
    Temperature output of many frost artefacts has been significantly reduced, but it is now available directly at the baseline and does not take up a special property slot, which means that artefacts gain new parameters when levelled up. For example, Heel now has a special property in the form of a reaction to burns.[/p]
  • [p]Psy-artefacts
    They now function like all the others. The input and output of the infection have been equalised, and the output of Psy by the body has also become 0.5, as with other infections. There are no more special conditions.[/p]
  • [p]Protective artefacts
    They have received more output at the baseline, so they can partially replace the output ones. But their protective characteristics are now lower at the baseline, and the maximum is only achieved through levelling up. This was done so that combat armours do not have too easy way to counter infections.[/p]
  • [p]Other changes
    Changed the significance of parameters such as Laceration, Reaction to laceration and Explosion[/p]
[p]These characteristics should become higher on average for artefacts.[/p]
  • [p]Artefact compensation[/p]
[p]Some artefacts have received compensation — this is due to significant changes made to them. If an artefact is eligible for compensation, a small star will appear on its icon. There are four such artefacts in total: Atom, Polyhedron, Amberite and Eye of the Storm.[/p][p]Compensation is entirely optional: you can either accept it or decline it.[/p][p]
[/p][p][/p][p]Adjustments to artefacts:[/p]
[p]Spectral Crystal[/p]
[p]Psy-emissions: -1.6 → -2.16
Psy-emission protection: 30 → 20 [/p][p]Additional properties
Psy-emission replaced with Psy-emission protection: 10[/p]
[p]Rattle[/p]
[p]Type: Weak → Standard
Temperature: 0.5 → 1.25
Movement speed: 0.8 → 1
Stamina: 11.1 → 13.9[/p][p]Additional properties
Stamina regeneration: 1.7 →  2.2
Stamina: 3.7 →  4.7
Speed: 0.3 → 0.4[/p]
[p]Comet[/p]
[p]Temperature: 1.5 → 1.25[/p]
[p]Battery[/p]
[p]Radiation: 1.5 → 1.25[/p]
[p]Ice Hedgehog[/p]
[p]Type: Weak → Standard
Biological infection: 1 → 1.25
Movement speed: 1.6 → 2
Stamina regeneration: 2.3 → 2.9[/p][p]Additional properties
Stamina: 10.4 → 13
Speed: 0.6 → 0.7
Stamina regeneration: 0.8 → 1[/p]
[p]Kettlebell[/p]
[p]Temperature: -2 → -3.04
Thermal protection: 65 → 45[/p][p]Additional properties
Temperature replaced with Thermal protection: 20[/p]
[p]Disintegrator[/p]
[p]Psy-emission: -5.3 → -3.04
Reaction to electricity: 2.6 → 2.2
Psy-emission resistance replaced with Stamina: 12.4[/p][p]Additional properties
Reaction to electricity: 0.9 → 0.8
Psy-emission resistance replaced with Stamina: 4.2
Psy-emission replaced with Stamina regeneration: 1.9[/p]
[p]Ilyich Lamp[/p]
[p]Psy-emission: -3.5 → -3.04
Psy-emission protection: 65 → 45[/p][p]Additional properties
Psy-emission replaced with
Psy-emission protection: 20[/p]
[p]Helium[/p]
[p]Stamina regeneration replaced with Health regeneration: 2.3
Added Stability: 2.4[/p][p]Additional properties
Stamina regeneration: 1.6 → 3.2
Health regeneration: 2.3 → 0.8[/p]
[p]Transformer[/p]
[p]Biological infection: -1.6 → -1.28
Psy-emission: -4.9 → -2.16
Carry weight: 7.8 → 6.5
Psy-emission resistance replaced with Stamina: 13.9[/p][p]Additional properties
Psy-emission resistance replaced with Stamina: 4.7
Carry weight: 2.6 → 2.2
Psy-emission: -2.2 → -0.88[/p]
[p]Red Crystal[/p]
[p]Temperature: -1.1 → -2.16
Thermal protection: 30 → 20[/p][p]Additional properties
Temperature replaced with Thermal protection: 10[/p]
[p]Candlelight[/p]
[p]Temperature: -2.2 → -2.16
Stamina regeneration: 2 → 2.4
Thermal resistance replaced with Health regeneration: 1.2[/p][p]Additional properties
Temperature: -0.7 → -0.88
Stamina regeneration: 0.7 → 0.8
Thermal resistance replaced with Health regeneration: 0.4[/p]
[p]Leech[/p]
[p]Radiation: -1.1 → -2.16
Radiation protection: 30 → 20[/p][p]Additional properties
Reaction to laceration: 1.4 → 1.6
Radiation replaced with Radiation protection: 10[/p]
[p]Wolf Tears[/p]
[p]New property: Radiation: 0.5
Temperature: -1.5 → -2.16
Thermal resistance replaced with Reaction to burns: 1.6
Carry weight: 5.2 → 4.4[/p][p]Additional properties
Temperature replaced with Bullet resistance: 4.1
Thermal resistance replaced with Reaction to burns: 0.6
Carry weight: 1.8 → 1.5[/p]
[p]Scallop[/p]
[p]Radiation: 1.5 → 1.25
Explosion protection: 5.7 → 7.8[/p][p]Additional properties
Explosion protection: 1.9 → 2.6[/p]
[p] Firebird[/p]
[p]Temperature: 2 → 1.25
Health regeneration: 2.9 → 2
Bleeding replaced with Healing Effectiveness: 11[/p][p]Additional properties
Bleeding: -0.4 → -1
Health regeneration: 1 → 0.7
Healing Effectiveness: 7.7 → 3.7[/p]
[p]Sun[/p]
[p]Bleeding replaced with Bleeding Protection: 3.7[/p]
[p]Radiator[/p]
[p]Temperature: -2.7 → -2.16
Psy-emission: -2.6 → -1.28
Thermal resistance replaced with Reaction to burns: 2.4
Movement speed: 1.2 → 1[/p][p]Additional properties
Temperature: -1.1 → -0.88
Thermal resistance replaced with Reaction to burns: 0.8[/p]
[p]Berry[/p]
[p]Type: Weak → Standard
Radiation 0.5 → 1.25
Bleeding: -0.9 → -1.1
Vitality: 0.7 → 0.9[/p][p]Additional properties
Bleeding: -0.3 → -0.4
Health regeneration: 1.2 →  1.5[/p]
[p]Lard[/p]
[p]Radiation: 1 → 1.25[/p]
[p]Embryo[/p]
[p]Biological infection: -1.5 → -2.16
Bioinfection resistance replaced with Reaction to chemical burns: 2.4
Stamina regeneration: 1.7 → 1.5[/p][p]Additional properties
Stamina regeneration: 0.6 → 0.5
Biological infection replaced with Reaction to laceration: 1.4
Bioinfection resistance replaced with Reaction to chemical burns: 0.8[/p]
[p]Swamp Rot[/p]
[p]Biological infection: -2.2 → -2.16
Reaction to chemical burns: 2.3 → 2.7
Bioinfection resistance replaced with Healing effectiveness: 4.5[/p][p]Additional properties
Biological infection: -0.7 → -0.88
Reaction to chemical burns: 0.8 → 0.9
Bioinfection resistance replaced with Healing effectiveness: 1.5[/p]
[p]Heart[/p]
[p]Radiation: 1.5 → 1.25[/p]
[p]Dumbbell[/p]
[p]Reaction to laceration: 3.6 → 4.3[/p][p]Additional properties
Reaction to laceration: 1.2 → 1.5[/p]
[p]Frame[/p]
[p]Type: Weak output → Strong output
New property: Radiation: -1.28
New property: Temperature: -1.28
Biological infection: -1.6 → -1.28
Carry weight: 7.8 → 9.3
Stamina regeneration: 3.1 → 2.2[/p][p]Additional properties
Radiation replaced with Psy-emission: -1.28
Carry weight: 2.6 → 3.1
Stamina regeneration: 1.1 → 0.8[/p]
[p]Acid Crystal[/p]
[p]Biological infection: -1.1 → -2.16
Bioinfection protection: 30 → 20[/p][p]Additional properties
Biological infection replaced with Bioinfection protection: 10[/p]
[p]Lollipop[/p]
[p]Radiation -1.5 → -2.16
Removed: Radiation resistance
New property: Stamina regeneration: 2.1[/p][p]Additional properties
Radiation replaced with Stamina regeneration: 0.7
Radiation resistance replaced with Vitality: 0.6[/p]
[p]Phlegm[/p]
[p]Type: Weak → Standard
Biological infection 0.5 → 1.25
Bleeding replaced with Bleeding protection: 5.7
Health regeneration replaced with Healing effectiveness: 8.3[/p][p]Additional properties
Bleeding: -0.2 → -0.8
Bleeding protection: 4.6 → 1.9
Health regeneration replaced with Healing effectiveness: 2.8[/p]
[p]Crust[/p]
[p]Biological infection: 1 → 1.25[/p]
[p]Inkwell[/p]
[p]Type: Weak → Standard
Biological infection: 1 → 1.25
Reaction to laceration: 1.8 → 2.7
Health regeneration: 2.3 → 2.9[/p][p]Additional properties
Reaction to laceration: 0.6 → 0.9
Health regeneration: 0.8 → 1
Bleeding replaced with Vitality: 1.2[/p]
[p]Snake Eye[/p]
[p]Psy-emission: 5 → 2.5[/p]
[p]Snail[/p]
[p]Biological infection: -2.9 → -3.04
Stamina: 10.4 →  12.4
Biological resistance replaced with Health regeneration: 1.4[/p][p]Additional properties
Biological infection replaced with Bleeding protection: 5.1
Stamina: 3.5 → 4.2
Psy-emission replaced with Health regeneration: 0.5[/p]
[p]Gum[/p]
[p]Radiation: -2.7 → -2.16
Temperature: -1.6 → -1.28
Radiation resistance replaced with Reaction to chemical burns: 3.5
Stamina regeneration replaced with Health regeneration: 1.5[/p][p]Additional properties
Radiation: -1.1 → -0.88
Stamina regeneration replaced with Health regeneration: 0.5
Radiation resistance replaced with Reaction to chemical burns: 1.2[/p]
[p]Lemna[/p]
[p]Biological infection: -2 → -3.04
Bioinfection protection: 65 → 45[/p][p]Additional properties
Biological infection replaced with Bioinfection protection: 20[/p]
[p]Polyhedron[/p]
[p]Radiation: 1.25 → 2.5
Added Stamina to base stats: 14.6[/p][p]Additional properties
Biological infection replaced with Movement speed: 1.5%
Stamina regeneration: 2.6 → 3.2
Stamina: 11.7 → 4.9[/p][p]Had exceptions in the current system (and still has one). Originally, it was not supposed to have reduced infection, nor to have an infection output.[/p]
[p]Burr[/p]
[p]Radiation -1.5 → -2.16
New property: Psy-emission: 0.5
Radiation resistance replaced with Movement speed: 0.7
Stamina: 7.8 →9.3[/p][p]Additional properties
Stamina: 2.6 → 3.1
Radiation resistance replaced with Movement speed: 0.3
Radiation replaced with Stamina regeneration: 1.5[/p]
[p]Sticky Burr[/p]
[p]Radiation -2.2 → -2.16
Radiation resistance replaced with Movement speed: 0.8
Stamina: 9.1 → 10.8[/p][p]Additional properties
Radiation: -0.7 → -0.88
Stamina: 3.1 → 3.6
Radiation resistance replaced with Movement speed: 0.3[/p]
[p]Scrubber[/p]
[p]Radiation: -1.6 → -1.28
Biological infection: -2.7 → -2.16
Bioinfection resistance replaced with Reaction to laceration: 2.9
Stamina replaced with Healing effectiveness: 5.8[/p][p]Additional properties
Biological infection: -1.1 → -0.88
Bioinfection resistance replaced with Reaction to laceration: 1
Stamina replaced with Healing effectiveness: 2[/p]
[p]Hedgehog[/p]
[p]Radiation: -2 → -3.04
Radiation protection: 65 → 45[/p][p]Additional properties
Reaction to laceration: 1.8 → 2.2
Radiation replaced with Radiation protection: 20[/p]
[p]Steel Hedgehog[/p]
[p]Psy-emission: 5 → 2.5
Reaction to laceration: 2.5 → 3[/p][p]Additional properties
Reaction to laceration: 0.9 → 1 [/p]
[p]Spiral[/p]
[p]Type: Weak → Standard
Radiation: 1 → 1.25
Speed: 1.6 → 2
Carry Weight: 7 → 8.7[/p][p]Additional properties
Carry weight: 2.4 → 2.9
Speed: 0.6 → 0.7
Healing effectiveness: 6.2 → 7.7[/p]
[p]Mirror[/p]
[p]Radiation: -1.6 → -2.16
Psy-emission: -2.6 → -2.16
Radiation protection: 35 → 25
Psy-emission protection: 35 → 25[/p][p]Additional properties
Reaction to laceration replaced with Radiation protection: 10
Psy-emission replaced with Psy-emission protection: 10[/p]
[p]Shard[/p]
[p]Additional properties
Removed Health regeneration: 2.3%
New properties added: Stamina regeneration: 3.2%[/p][p]i'm sorry, little one[/p]
[p]Prism[/p]
[p]Psy-emission: 5 → 2.5
Explosion protection: 8.1 → 11.2[/p][p]Additional properties
Explosion protection: 2.7 → 3.8[/p]
[p]Atom[/p]
[p]Radiation: -1.6 → -1.28
Temperature: -1.6 → -1.28
Biological infection: -1.6 → -1.28
Psy-emission: -2.6 → -1.28
Removed: Radiation resistance
Removed: Thermal resistance
Removed: Bioinfection resistance
Removed: Psy-emission resistance
New property added: Bleeding: -0.9
New property added: Stamina regeneration: 3.4[/p][p]Additional properties
Removed: Radiation
Removed: Temperature
Removed: Biological infection
Removed: Psy-emission
New property added: Bleeding -0.3
New property added: Stamina regeneration 1.2
New property added: Vitality: 1[/p][p]For a long period of time, Atom has been an exception in the current artefact system, having an abnormally high number of infection outputs. And in the new container system, leaving it that way was not an option, instead, it was given a special Vitality property.[/p]
[p]Frost[/p]
[p]Laceration protection: 9.3 → 13
New property added: Temperature: -0,192[/p][p]Additional properties
Laceration protection: 3.1 → 4.4
Temperature replaced with Laceration protection: 2[/p]
[p]Leaded Glass[/p]
[p]Radiation: -0.6 → -1.28
Temperature: -0.6 → -0.192
Psy-emission: -1 → -1.28
New property added: Burning: -0.2
New property added: Reaction to burns: 1.6[/p][p]Additional properties
Removed: Radiation
Removed: Temperature
Removed: Psy-emission
New property added: Burning: -0.1
New property added: Reaction to burns: 0.6
New property added: Vitality: 0.6[/p]
[p]Rime[/p]
[p]New property added: Temperature: -0.192[/p][p]Additional properties
Reaction to laceration: 7.6 → 10.7
Reaction to laceration: 2.6 → 3.6
Temperature replaced with Explosion protection: 7.8[/p]
[p]Whirlwind[/p]
[p]New property added: Temperature: -0.192[/p][p]Additional properties
Speed: 2.1 → 2.2
Temperature replaced with Reaction to electricity: 13.7
Speed: 0.9 → 0.8[/p]
[p]Fahrenheit[/p]
[p]Temperature: -1.1 → -1.28
Bullet Resistance: 6.5 → 9.3
Explosion protection: 2.1 → 2.2[/p][p]Additional properties
Bullet resistance: 2.2 → 3.1
Temperature replaced with Stamina: 10.4 Reaction to laceration: 0.7 → 0.8[/p]
[p]Heel[/p]
[p]New property added: Temperature: -0,384[/p][p]Additional properties
Reaction to laceration: 3.3 → 4
Reaction to laceration: 1.1 → 4
Temperature replaced with Reaction to burns: 3.3[/p]
[p]Chicken God[/p]
[p]New property added: Temperature: -0.192
New property added: Carry weight: 8.7[/p][p]Additional properties
Reaction to laceration: 2.2 → 2.7
Temperature replaced with Carry weight: 2.9[/p]
[p]Eye of the Storm[/p]
[p]Type: Standard → Defensive
Removed: Radiation resistance
Removed: Thermal resistance
Removed: Bioinfection resistance
Removed: Frost
New property added: Temperature -2.16
New property added: Biological infection: -2.16
New property added: Thermal protection: 25
New property added: Bioinfection protection: 25
New property added: Vitality: -8[/p][p]Additional properties
Temperature replaced with Thermal protection: 10
Laceration protection replaced with Biological protection: 10[/p][p]This artefact was a half-baked remnant of Whirlwind, and basically a parody of a defensive artefact. Considering there are plenty of speed artefacts in the game, and there is no analogy for Mirror, we have decided to transfer it to defensive artefacts.[/p]
[p]Chilly[/p]
[p]New property added: Temperature: -0.384[/p][p]Additional properties
Temperature replaced with Explosion protection: 14.9[/p]
[p]Rose[/p]
[p]Psy-emission: 1.5 → 1.25
Bullet resistance: 7 → 8.7
Explosion protection: 3.9 → 6.7[/p][p]Additional properties 
Bullet resistance: 2.4 → 2.9
Explosion protection: 1.3 → 2.3
Carry weight: 5.2 → 6.5[/p]
[p]Onion[/p]
[p]Radiation: 0.5 → 0.625
Psy-emission: -1 → -1.28
Bullet resistance: 5.8 → 7[/p][p]Additional properties
Bullet resistance: 2 → 2.4
Psy-emission replaced with Laceration protection: 4.6[/p]
[p]Cursed rose[/p]
[p]Radiation 2 → 1.25 
Explosion protection: 6.5 → 8.9[/p][p]Additional properties 
Explosion protection: 2.2 → 3[/p]
[p]Veiner[/p]
[p]Radiation: 0.75 → 0.625
Psy-emission: -1.2 → -1.28
Bullet resistance: 6.8 → 8.1[/p][p]Additional properties 
Bullet resistance: 2.3 → 2.7
Psy-emission changed for Stamina regeneration: 2[/p]
[p]White Rose[/p]
[p]Psy-emission: -3.9 → -2.16
Psy-emission protection replaced with Reaction to electricity: 1.9
Carry weight: 6.1 → 7.3[/p][p]Additional properties 
Psy-emission: -1.3 → -0.88
Psy-emission protection replaced with Reaction to electricity: 0.7
Carry weight: 2.1 → 2.5[/p]
[p]Proto-onion[/p]
[p]Radiation -2.9 → -3.04
Stamina regeneration: 2.3 → 2.7
Radiation protection replaced with Healing effectiveness: 5.2[/p][p]Additional properties
Removed: Radiation
Added new property: Health regeneration: 1.4
Stamina regeneration: 0.8 → 0.9
Radiation protection replaced with Healing effectiveness: 1.8[/p]
[p]Bracelet[/p]
[p]Psy-emission: 5 → 2.5[/p]
[p]Sponge[/p]
[p]Type: Weak – Standard
Radiation: 0.5 → 1.25
Laceration protection: 5.2 → 9.1
Reaction to laceration: 1.9 → 2.9[/p][p]Additional properties
Laceration protection: 1.8 → 3.1
Reaction to laceration: 0.7 → 1
Regeneration: 1.2 → 1.5[/p]
[p]Prima[/p]
[p]Radiation: 1 → 1.25
Laceration protection: 6.5 → 9.1[/p][p]Additional properties
Laceration protection: 2.2 → 3.1[/p]
[p]Shrimp[/p]
[p]Psy-emission: 3 → 1.25[/p][p]Additional properties
Explosion protection: 5.7 → 7.8[/p]
[p]Golden Prima[/p]
[p]Radiation: 2 → 1.25[/p]
[p]Amberite[/p]
[p]Type: Standard – Weak output
Radiation: 1.25 → 0.625
Removed: Psy-emission
New property added: Temperature: -1.28
Carry weight 13.9 → 11.2
Stamina regeneration: 3.2 → 2.6[/p][p]Additional properties
Speed: 1.5 → 1.2
Stamina regeneration: 1.1 → 0.9
Carry weight: 4.7 → 3.8[/p][p]Amberite, being a T4 artefact, was supposed to have higher infection levels (combined infections were an exception in the previous container system, and we are trying to eliminate any exceptions). Therefore, instead of giving it a high infection of 2.5, it was decided to reclassify it into another type. The possibility of using Amberite without a counter artefact is still there, in return, it lost some of its stats, but it can now counter thermo-artefacts.[/p]
[p]Cryogen[/p]
[p]Temperature: -2.9 → -3.04
Carry weight: 7 →  5.8
Thermal resistance replaced with Stamina regeneration: 2.7[/p][p]Additional properties
Temperature replaced with Stamina regeneration: 0.9
Thermal resistance replaced with Bullet resistance: 5.4
Carry weight: 2.4 → 2[/p]
[p]Dark crystal[/p]
[p]Radiation: -1.1 → -1.28
Psy-emission: 2 → 0.625
Health regeneration: 1.9 → 2.3[/p][p]Additional properties
Health regeneration: 0.7 → 0.8
Radiation replaced with Vitality: 1[/p]
[p]Rubik[/p]
[p]Additional properties
Explosion protection: 6.5 →  8.9
Laceration protection: 8.7 → 12.2
Reaction to laceration: 2.2 → 2.7
Radiation: -1.6 → -1.28
Temperature: -1.6 → -1.28
Biological infection: -1.6 → -1.28
Psy-emission: -2.6 → -1.28
Laceration protection: 8 → 7.6
Radiation resistance: 25 → Electricity protection: 12.2
Thermal resistance: 25 → Fire protection 12.2
Bioinfection protection 25 → Chemical protection 12.2
Psy-emission resistance: 25 → Recoil -2.1[/p]
[p]Crystal of Inside Out[/p]
[p]Radiation: -1.1 → -1.28
Biological infection: 1 → 1.25
Reaction to laceration: -3.6 → -5.9
Carry weight: 7 → 12.4
Stamina: 10.4 → 13[/p][p]Additional properties
Stamina: 3.5 → 4.4
Radiation replaced with Stamina regeneration: 2.9
Carry weight: 2.4 → 4.2[/p]
[p]Retina[/p]
[p]Psy-emission: 2 → 1.25
Speed: 1.6 → 2
Reaction to burns: -3.6 → -4.9
Biological infection: -1.1 → -1.28
Stamina regeneration: 2.3 → 2.9[/p][p]Additional properties
Biological infection replaced with Laceration: -0.8
Speed: 0.6 → 0.7[/p]
[p]Tallow[/p]
[p]Radiation: 1 → 1.25
Temperature: -1.1 → -1.28
Healing effectiveness: 8.8 → 11
Reaction to electricity: -5.3 → -7.3[/p][p]Additional properties
Temperature replaced with Explosion protection: 7.2
Healing effectiveness: 3 → 3.7[/p]
[p]Tiny key[/p]
[p]Recoil: -3.9 → -4.4
Laceration protection: -17.1 → -18.8[/p][p]Additional properties
Recoil -1.3 → -1.5[/p]
[p]Inside Out Rose[/p]
[p]Healing effectiveness: -17.4 → -19.1[/p][p]Additional properties
Stamina regeneration replaced with Reaction to burns: 3.3[/p]
[p]Bismuth[/p]
[p]Recoil: -3.9 → -4.4
Stamina: -29.2 → -32[/p][p]Additional properties
Recoil:  -1.3 → -1.5[/p]
[p]Dark Viburnum  [/p]
[p]Psy-emission: 5 → 2.5
Recoil: 6.2 → 7.6[/p][p]Additional properties
Stability replaced with Stamina regeneration: 4.8[/p]
[p]Bubblegum[/p]
[p]Explosion protection: 10.8 → 14.9
Speed: -3.4 → -3.7[/p][p]Additional properties
Explosion protection: 3.6 → 5
Laceration protection: 14.5 → 20.2[/p]
[p]Raisin[/p]
[p]Bullet resistance: -27.1 → -29.7[/p]
[p]Colophony[/p]
[p]Type: Weak – Standard
Biological infection: 1 → 1.25
Stamina regeneration: 2.3 → 2.9
Health regeneration: 2.3 → 2.9[/p][p]Additional properties
Carry weight: 7 → 8.7
Stamina regeneration: 0.8 → 1
Regeneration: 0.8 → 1[/p]
[p]Stress fest[/p]
[p]Type: Weak – Standard
Temperature: 1 → 1.25
Speed: 1.1 → 1.4
Healing effectiveness: 8.8 →11[/p][p]Additional properties
Speed: 0.4→ 0.5
Carry weight: 7 → 8.7
Healing effectiveness: 3 → 3.7[/p]
[p]Hoop[/p]
[p]Psy-emission: 5 → 2.5[/p]