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Patch notes [12.11.2025]

[p][/p][p]Link to video overview of the patch notes with subtitles:[/p][previewyoutube][/previewyoutube][h3]Contents[/h3]
  1. [p]New session PVE mode — Operations[/p]
  2. [p]Changes to South daily and weekly tasks [/p]
  3. [p]Arsenal's economic edits[/p]
  4. [p]Balance changes[/p]
  5. [p]Other[/p]
[p][/p]
New session PVE mode — Operations
[p]New mode is available in the Session Battles section of the Operations tab. [/p][p]It challenges players to work together to complete tasks and battle both regular enemies and bosses in order to earn the final reward.[/p][p][/p][h2]How to open it[/h2][p]Operations become available after the player completes the Operation Breach quest. The quest is available to all players who have accessed the Bar location. It is not necessary for the entire squad to complete the task — it is enough for the leader to do so. After that, it will be able to launch the Operation even if the other two members of the squad have not completed the task.[/p][p]A representative of ZIVCAS named Phil has appeared at the bar, ready to give anyone who wants it a new and interesting task.[/p][p][/p][h2]Classes[/h2][p]Operations use the player's own equipment, and depending on the armour equipped, they are assigned a class with a unique set of skills:[/p][p]Combat suits — Assault;[/p][p]Combo suits — Operative;[/p][p]Scientist suits — Support.[/p][carousel]Clearance levels[/carousel][h2]Clearance levels[/h2][p]Clearance System represents the difficulty levels of Operations: the higher the Clearance Level, the stronger the opponents.[/p][p][/p][p]At levels 3, 6, and 9, a new condition is added to Clearance: Modifier.[/p][p]Modifiers are designed to complicate and supplement gameplay when playing at high Clearances.[/p][p][/p][p]Please note that Clearance levels are levelled up separately for each Operation. Clearance may also be reset in the event of major changes in balance or the economy.[/p][p][/p][h2]How to play[/h2][p]More detailed information about Operations and their features can be found in the updated in-game guide, which is located in the How to play section of the Operations tab.[/p][p][/p][p]Two Operations are currently available.[/p][p]In Operation Big Clean Up, players will face the following challenges:[/p]
  • [p]Capture of communications hubs;[/p]
  • [p]Power supply for photon generators;[/p]
  • [p]Defeat the Ratcatcher boss.[/p]
[p]In turn, in Operation Focusing, players need to:[/p]
  • [p]Escort the anomaly;[/p]
  • [p]Make laser incision;[/p]
  • [p]Defeat the Storm boss.[/p]
[p]More details about the bosses' tasks and abilities are described in the How to play section.[/p][p]The mode is designed to be played by a team of three, but Operations can also be played solo.[/p][p]However, be ready: for a single person, this challenge will be a real nightmare. Take it at your own risk.[/p][p][/p][p][/p]
Operations rewards
[p][/p][h2]Rewards for successful completion[/h2][p]After successfully completing the Operation, the player will be able to choose one of three rewards. Depending on the Clearance level of the completed Operation, the quality of the rewards increases. The player may once replace each of the rewards they have received with in-game currency.[/p][p]The number of rewards for successfully completing Operations is limited. The counter is updated every Wednesday at 5:00 server time. [/p][p][/p][p]List of rewards that can be obtained for successfully completing the Operation:[/p]
  • [p]Quasi-destructor;[/p]
  • [p]Advanced Tools;[/p]
  • [p]Advanced Spare parts;[/p]
  • [p]Module Cores of standard, unusual and special quality;[/p]
  • [p]Catalysts;[/p]
  • [p]Trade coins;[/p]
  • [p]Module inhibitors;[/p]
  • [p]In-game currency.[/p]
[p][/p][p][/p][h2]Weekly rewards[/h2][p]In weekly rewards, you can receive: Module Cores of any quality, from common to legendary, and Module inhibitors.

You may select one reward from three offers if you have fulfilled the conditions for unlocking these offers:[/p]
  • [p]One offer: one successful Operation;[/p]
  • [p]Two offers: three successful Operations;[/p]
  • [p]Three offers: five successful Operations.[/p]
[p]The higher the level of Clearance achieved, the greater the chances of receiving a more valuable reward.[/p][p]If you do not make a selection within a week, a random reward will be issued.[/p][p][/p]
Modules
[p]The main reward for Operations is the Module Core, which is used to create the Modules themselves.[/p][p]Modules are improvements that can be installed on any weapon.[/p][p]The modules consist of three components:[/p]
  • [p]Add-On — a positive base property that affects weapon characteristics by percentage.[/p]
  • [p]Concept — a positive base property that affects weapon characteristics by percentage, or a special property.[/p]
  • [p]Deviation — a negative base property that affects weapon characteristics by percentage.[/p]
[p]The significance of the positive and negative effects of the Modules depends on their quality. In turn, quality depends on the best property among those available.For example, if a Module has special Add-Ons and Concepts, but has a rare Deviation, then the quality will be rare. [/p][p]The quality may be as follows:[/p]
[p]Quality[/p]
[p]Usual[/p]
[p]Unusual[/p]
[p]Special[/p]
[p]Rare[/p]
[p]Exceptional[/p]
[p]Legendary[/p]
[p][/p][h2]Creating and interacting with Modules[/h2][p]To create and subsequently modify the Module, the following are required:[/p]
  • [p]Core inhibitors — currency used to replace the properties of the Module being created. It can be transferable and purchased in the shop for stalcoins.[/p]
  • [p]Quasi-destructor — an item used to extract and remove the personalisation of a Module installed on a weapon.[/p]
  • [p]Module Cores — items required to create a Module on Noomachine.[/p]
  • [p]Noomachine— a table for creating Modules. Installed at the Bar and at the factions northern bases.[/p]
[p]After obtaining the Core, the player must take it to Noomachine to create a Module.[/p][p][/p][p]The Module is created without any additional resource investment. The player only needs the Core.[/p][p]However, it has certain settings for less random creation. But in turn, they will need to be replaced to create the desired combination, and this will consume a special resource — the Core inhibitor.[/p][p]Using Core inhibitors, it is also possible to change the characteristics of the Module.[/p][p]As part of the Operations, compensation for the technical ZIVCAS token is provided. The compensation itself will be made a little later. [/p][p][/p][p]
When creating a Module for the first time, you cannot select which property categories to discard. When creating the Module again, those categories that were previously excluded can be removed.[/p][p]The selection of Add-On, Concept, and Deviation categories opens gradually. The categories that you have previously unlocked by obtaining a Module with certain properties become available for selection.[/p][p]Excluding the category costs a certain amount of Core inhibitors. With each additional exclusion, the cost increases.[/p][p]After selecting categories, you can create a Module, where the player can also replace the characteristics with Core inhibitors.[/p][p][/p][p]No need to research the Module further! Module specifications are known immediately.[/p][p]The following items may be sold at auction:[/p]
  • [p]Modules;[/p]
  • [p]Transferable Quasi-destructors;[/p]
  • [p]Module Cores;[/p]
  • [p]Module inhibitors.[/p]
[p][/p][h2]Properties and categories of Modules[/h2]
[p]Add-On groups[/p]
[p]Accuracy[/p]
[p]Vigilant[/p]
[p]Reduces aiming time[/p]
[p]Accuracy[/p]
[p]Sustainable[/p]
[p]Reduces hip-fire spread[/p]
[p]Accuracy[/p]
[p]Summarising[/p]
[p]Reduces spread[/p]
[p]Control[/p]
[p]Vertical[/p]
[p]Reduces recoil[/p]
[p]Control[/p]
[p]Horizontal[/p]
[p]Reduces horizontal recoil[/p]
[p]Control[/p]
[p]Smooth[/p]
[p]Reduces recoil increase[/p]
[p]Speed[/p]
[p]Instant[/p]
[p]Reduces draw time[/p]
[p]Speed[/p]
[p]Focusing[/p]
[p]Increases speed when aiming[/p]
[p]Speed[/p]
[p]Mobile[/p]
[p]Increases speed with weapons[/p]
[p]Convenience[/p]
[p]Comfortable[/p]
[p]Increases ergonomics[/p]
[p]Convenience[/p]
[p]Stable[/p]
[p]Increases stabilisation[/p]
[p]Convenience[/p]
[p]Harmonious[/p]
[p]Reduces sway[/p]
[p]Deviation groups[/p]
[p]Accuracy[/p]
[p]Shaky[/p]
[p]Increases aiming time[/p]
[p]Accuracy[/p]
[p]Unstable[/p]
[p]Increases hip-fire spread[/p]
[p]Accuracy[/p]
[p]Negative[/p]
[p]Increases spread[/p]
[p]Control[/p]
[p]Outgoing[/p]
[p]Increases recoil[/p]
[p]Control[/p]
[p]Shifting[/p]
[p]Increases horizontal recoil[/p]
[p]Control[/p]
[p]Sharp[/p]
[p]Increases recoil increase[/p]
[p]Speed[/p]
[p]Inert[/p]
[p]Increases draw time[/p]
[p]Speed[/p]
[p]Slow[/p]
[p]Reduces speed when aiming[/p]
[p]Speed[/p]
[p]Sluggish[/p]
[p]Reduces speed with weapon[/p]
[p]Convenience[/p]
[p]Uncomfortable[/p]
[p]Reduces ergonomics[/p]
[p]Convenience[/p]
[p]Unstable[/p]
[p]Reduces stabilisation[/p]
[p]Convenience[/p]
[p]Lufting[/p]
[p]Increases sway[/p]
[p]Concept groups[/p]
[p]Accuracy[/p]
[p]Regulator[/p]
[p]Significantly reduces recoil increase up to the point of recoil vector change[/p]
[p]Accuracy[/p]
[p]Shooter[/p]
[p]Reduces aiming time[/p]
[p]Accuracy[/p]
[p]Projector[/p]
[p]Reduces hip-fire spread[/p]
[p]Accuracy[/p]
[p]Controller[/p]
[p]Reduces spread[/p]
[p]Control[/p]
[p]Holder[/p]
[p]Reduces recoil[/p]
[p]Control[/p]
[p]Fixator[/p]
[p]Reduces horizontal recoil[/p]
[p]Control[/p]
[p]Sedator[/p]
[p]Reduces recoil increase[/p]
[p]Anomaly[/p]
[p]Supressor[/p]
[p]Increases minimum damage in exchange for maximum damage[/p]
[p]Anomaly[/p]
[p]Decompressor[/p]
[p]Increases maximum damage in exchange for minimum damage[/p]
[p]Anomaly[/p]
[p]Executioner[/p]
[p]Increases limb damage[/p]
[p]Anomaly[/p]
[p]Punch[/p]
[p]Increases movement speed after killing an enemy[/p]
[p]Anomaly[/p]
[p]Aggressor[/p]
[p]Enhances healing after killing an enemy[/p]
[p]Anomaly[/p]
[p]Destroyer[/p]
[p]Reduces recoil after killing an enemy[/p]
[p]Speed[/p]
[p]Extractor[/p]
[p]Reduces draw time[/p]
[p]Speed[/p]
[p]Operator[/p]
[p]Increases speed when aiming[/p]
[p]Speed[/p]
[p]Slider[/p]
[p]Increases speed with weapon[/p]
[p]Convenience[/p]
[p]Thermos[/p]
[p]Increases damage to first shots[/p]
[p]Convenience[/p]
[p]Finisher[/p]
[p]Increases damage to last shots[/p]
[p]Convenience[/p]
[p]Biostabiliser[/p]
[p]Increases ergonomics[/p]
[p]Convenience[/p]
[p]Silencer[/p]
[p]Increases stabilisation[/p]
[p]Convenience[/p]
[p]Variator[/p]
[p]Reduces sway[/p]
[p]Impactor [/p]
[p]Hunter[/p]
[p]Deals additional damage for each missing % of the target's health[/p]
[p]Impactor [/p]
[p]Perforator[/p]
[p]Increases damage to plates[/p]
[p]Impactor [/p]
[p]Sniper[/p]
[p]Increases damage to the head and limbs in exchange for reduced damage to plates[/p]
[p][/p][h2]Installing the Module on a Weapon[/h2][p]A slot has been added to the weapon modification menu where you can install a Module.[/p][p][/p][p]The Module is personalised upon installation and becomes transferable when removed from the weapon.[/p][p]Only one Module can be installed on each weapon.[/p][p][/p][h2]Removal and disassembly of Modules[/h2][p]There are two ways to remove the Module from the weapon:[/p]
  • [p]Removal and destruction of the Module;[/p]
  • [p]Removing the Module without destroying it — requires a Quasi-destructor.[/p]
[p][/p][p]Modules that are not installed on weapons can be disassembled at the Noomachine. When disassembling a Module, a certain number of Core inhibitors are issued. Clicking on the replenishment button will open a tab where you can disassemble Modules into Core inhibitors.[/p][p][/p][p]When you click on the restore Modules button, you will be taken to a window where the Modules you have disassembled are stored, if you want to buy them back at a markup that depends on the quality of the Module. Please note that the Module can be restored within one day, otherwise it will disappear forever.[/p][p][/p][p]Destroyed and sold Modules cannot be restored.[/p][p]If the Module was installed on a weapon that is subsequently used in barter, it will automatically be transferred to the new weapon. [/p][p][/p][h2]Challenges[/h2][p]Added challenges for the Operations episode:[/p]
[p]Complete Operation Big Clean Up[/p]
[p]1 000 SP points[/p]
[p]Complete Operation Focusing[/p]
[p]1 000 SP points[/p]
[p]Complete Operation Big Clean Up at 5 Clearance [/p]
[p]1 000 SP points
100 Module inhibitors[/p]
[p]Complete Operation Focusing at 5 Clearance [/p]
[p]1 000 SP points
100 Module inhibitors[/p]
[p]Complete Operation Big Clean Up in less than 12 minutes[/p]
[p]2 000 SP points[/p]
[p]Complete Operation Focusing in less than 12 minutes[/p]
[p]2 000 SP points[/p]
[p]Complete Operation Breach quest[/p]
[p]2 000 SP points[/p]
[p]Eliminate 10 000 Murmur fighters[/p]
[p]3 000 SP points[/p]
[p][/p][h2]Specific objectives of Operations[/h2][p]While playing Operations, players can complete Specific objectives and receive unique rewards:[/p]
[p]Complete Operation Big Clean Up at 6 Clearance[/p]
[p]Big Clean Up background[/p]
[p]Complete Operation Focusing at 6 Clearance[/p]
[p]Focusing background[/p]
[p]Complete Operation Big Clean Up at 9 Clearance[/p]
[p]Big Clean Up pattern 500 Module inhibitors[/p]
[p]Complete Operation Focusing at 9 Clearance[/p]
[p]Focusing pattern 500 Module inhibitors[/p]
[p]Complete Operation Big Clean Up at 15 Clearance[/p]
[p]Big Clean Up sticker Quasi-destructor[/p]
[p]Complete Operation Focusing at 15 Clearance[/p]
[p]Focusing sticker Quasi-destructor[/p]
[p]Complete any Operation at 25 Clearance[/p]
[p]Observer style for Longevity and Saturn Jumpsuit[/p]
[p][/p][h2]Season Pass tasks[/h2][p]Added the following tasks:[/p]
[p]Successful completion of any Operation[/p]
[p]Elimination of enemies [/p]
[p]Elimination of elite enemies [/p]
[p]Successful completion of the Operation with a 6 Clearance or more[/p]
[p]Successful completion of the Operation with a 9 Clearance or more[/p]
[p]Successful completion of the Operation with a 15 Clearance or more[/p]
[p]Completing the Operation while playing as the Assault Trooper class[/p]
[p]Completing the Operation while playing as the Operative class[/p]
[p]Completing the Operation while playing as the Support class[/p]
[p][/p][h2]Further development[/h2][p]The Operations created by our team are just the beginning, so your feedback is especially important to us right now. It is with your help that we will be able to determine where to go next in developing the mode. We will not stop and will continue to improve Operations, eliminating all controversial issues based on your feedback — and these are not just words![/p][p][/p][h2]Dead Time[/h2][p]Dead Time mode becomes unavailable with the release of Operations.[/p][p]Later, we may bring this mode back as a permanent or temporary activity.[/p][p][/p][h2]New sets in the shop[/h2][p]Sets with Inhibitors have been added to the in-game shop. This is an excellent opportunity to experiment with creating modules faster than many others, for yourself, for friends, or for buyers at auction.[/p]
[p]Quantity[/p]
[p]Price in stalcoins[/p]
[p]Personal[/p]
[p]Transferable[/p]
[p]Inhibitors x1 000[/p]
[p]349[/p]
[p]399[/p]
[p]Inhibitors x2 500[/p]
[p]849[/p]
[p]949[/p]
[p]Inhibitors x6 000[/p]
[p]1749[/p]
[p]1999[/p]
[p] [/p]
[p]Quantity[/p]
[p]Price in season currency[/p]
[p]Personal[/p]
[p]Inhibitors x1 000[/p]
[p]7 500[/p]
[p]Inhibitors x2 500[/p]
[p]18 000[/p]
[p]Inhibitors x6 000[/p]
[p]35 000[/p]
[p]The shop also now offers the Final Season Pack, which will allow you to reach your desired Season Pass level much faster and extend your premium status so that it doesn't expire at the most crucial moment. And combat camouflage won't be superfluous either.

The pack includes:[/p]
  • [p]50 000 Season Pass points;[/p]
  • [p]30 days Premium;[/p]
  • [p]Artwork Paint for weapon;[/p]
  • [p]Artwork Paint for armour.[/p]
[p] [/p][h2]New achievements[/h2][p]Added achievements related to Operations:[/p]
[p]Dungeon delver[/p]
[p]Complete any Operation[/p]
[p]LIFT operator[/p]
[p]Complete 50 Operations[/p]
[p]Senior LIFT operator[/p]
[p]Complete 100 Operations[/p]
[p]Mower[/p]
[p]Complete 1 000 Operations[/p]
[p]Hold the door![/p]
[p]Capture L.I.F.T.[/p]
[p]Damn, you Rat![/p]
[p]Kill Ratcatcher at Clearance 15 or higher and complete Operation Big Clean Up[/p]
[p]Riders on the Storm[/p]
[p]Kill Storm at Clearance 15 or higher and complete Operation Focusing[/p]
[p][/p]
Changes to South daily and weekly tasks
[p]The rewards and the principle of issuing daily and weekly tasks on the Bar's Contract provider have been updated.[/p][p]New tasks have also been added, and some old daily orders have been changed.[/p][p][/p][h2]Change to non-premium daily tasks[/h2][p]The barter reward on the contract provider in the Bar is no longer repeated for multiple daily orders. Clearance to more advanced barter resources opens up as the Bar's reputation level increases. The reputation level requirements for opening daily and weekly non-premium quests have been changed:[/p]
[p]Daily order[/p]
[p]Reputation level for unlocking[/p]
[p]Reward[/p]
[p]№1[/p]
[p]1[/p]
[p]Sprig of Chernobyl Chamomile x25[/p]
[p]№2[/p]
[p]1[/p]
[p]Pickle x25[/p]
[p]№3[/p]
[p]2[/p]
[p]Remains of a Radio Transmitter x12[/p]
[p]x12[/p]
[p]2[/p]
[p]Alpha Data Fragment x8[/p]
[p]№5[/p]
[p]3[/p]
[p]Northern Moss x35[/p]
[p]№6[/p]
[p]3[/p]
[p]Dopestone x35[/p]
[p]№7[/p]
[p]4[/p]
[p]Remains of Batteries x16[/p]
[p]№8[/p]
[p]4[/p]
[p]Beta Data Fragment x10[/p]
[p]The amount of in-game currency and reputation awarded for daily quests has also been revised. The new reward more accurately reflects the complexity of daily tasks in relation to each other.[/p][p]New daily orders have been added. The contents of some old daily tasks have been changed.[/p][p][/p][h2]Change in non-premium weekly tasks[/h2][p]The non-premium weekly general order has been replaced by two weekly orders, which may appear simultaneously.[/p][p]Before:[/p]
[p]Weekly order[/p]
[p]Reward[/p]
[p]№1[/p]
[p]Beta Data Fragment x16[/p]
[p]Now:[/p]
[p]Weekly order[/p]
[p]Reward[/p]
[p]№1[/p]
[p]Intermediate rewards:[/p][p]Sprig of Chernobyl Chamomile x30[/p][p]Pickle x75[/p][p]Alpha Data Fragment x8[/p][p]Remains of a Radio Transmitter x35[/p][p]Reward for completing the task:[/p][p]Sprig of Chernobyl Chamomile x40[/p]
[p]№2[/p]
[p]Intermediate rewards:[/p][p]Northern Moss x65[/p][p]Dopestone x35[/p][p]Beta Data Fragment x10[/p][p]Remains of Batteries x20[/p][p]Reward for completing the task:[/p][p]Northern Moss x40[/p]
[p][/p][h2]Change in rewards for premium contracts[/h2][p]Copper wire has been removed from the list of possible barter rewards for daily and weekly premium contracts on the Bar's Contract provider.[/p][p]The number of barter resources available for selection for completing daily premium contracts has been changed.[/p]
[p]Resource[/p]
[p]Previous quantity[/p]
[p]New quantity[/p]
[p]Sprig of Chernobyl Chamomile[/p]
[p]16[/p]
[p]25[/p]
[p]Pickle[/p]
[p]16[/p]
[p]25[/p]
[p]Remains of a Radio Transmitter[/p]
[p]7[/p]
[p]12[/p]
[p]Alpha Data Fragment[/p]
[p]6[/p]
[p]8[/p]
[p]Northern Moss[/p]
[p]16[/p]
[p]35[/p]
[p]Dopestone[/p]
[p]16[/p]
[p]35[/p]
[p]Remains of Batteries[/p]
[p]7[/p]
[p]16[/p]
[p]Beta Data Fragment[/p]
[p]6[/p]
[p]10[/p]
[p]Weekly premium contracts have been replaced with a single contract: Complete 10 daily orders in Bar.[/p][p]The number of barter resources available for selection upon completion of a weekly premium contract has been changed:[/p]
[p]Resource[/p]
[p]Previous quantity[/p]
[p]New quantity[/p]
[p]Sprig of Chernobyl Chamomile[/p]
[p]46[/p]
[p]No changes[/p]
[p]Pickle[/p]
[p]46[/p]
[p]No changes[/p]
[p]Alpha Data Fragment[/p]
[p]24[/p]
[p]No changes[/p]
[p]Remains of a Radio Transmitter[/p]
[p]20[/p]
[p]No changes[/p]
[p]Northern Moss[/p]
[p]46[/p]
[p]60[/p]
[p]Dopestone[/p]
[p]46[/p]
[p]60[/p]
[p]Beta Data Fragment[/p]
[p]24[/p]
[p]30[/p]
[p]Remains of Batteries[/p]
[p]20[/p]
[p]25[/p]
[p]The cash reward was also adjusted.[/p][p][/p]
Arsenal's economic updates
[p]Arsenal's economy required rework and balancing adjustments, so the following changes were made: [/p]
  • [p]The weight of the resource box has been reduced from 15 kg to 7.5 kg.[/p]
  • [p]Changed the amount of reputation a player receives when selling a resource crate to the Arsenal:[/p]
[p]Crate type[/p]
[p]Previous price[/p]
[p]New price[/p]
[p]Does not drop upon death[/p]
[p]80[/p]
[p]110[/p]
[p]Drops upon death[/p]
[p]135[/p]
[p]150[/p]
  • [p]Some resources have received a new sale value for Arsenal:[/p]
[p]Item[/p]
[p]Previous price[/p]
[p]New price[/p]
[p]Protoartefact[/p]
[p]5[/p]
[p]4[/p]
[p]Common Artefact Fragment[/p]
[p]1[/p]
[p]2[/p]
[p]Large Artefact Fragment[/p]
[p]2[/p]
[p]3[/p]
[p]Expensive Cigarettes[/p]
[p]6[/p]
[p]5[/p]
[p]Remains of Murmur devices[/p]
[p]100[/p]
[p]95[/p]
[p]Filter[/p]
[p]10[/p]
[p]12[/p]
[p]Copper Coil[/p]
[p]5[/p]
[p]10[/p]
[p]PDA spare parts[/p]
[p]16[/p]
[p]18[/p]
[p]Graft of Glowing Skin[/p]
[p]10[/p]
[p]15[/p]
[p]Flowering Red Fern[/p]
[p]6[/p]
[p]12[/p]
[p]Portable Quantum Generator[/p]
[p]30[/p]
[p]50[/p]
[p]Jewellery[/p]
[p]55[/p]
[p]65[/p]
[p]Crate with parts[/p]
[p]3[/p]
[p]6[/p]
[p]Strong Skitter's hand[/p]
[p]5[/p]
[p]9[/p]
[p]Flowering Bitterleaf[/p]
[p]65[/p]
[p]85[/p]
  • [p]Changed some offers to buy resource crates:[/p]
[p]Crate type[/p]
[p]Item[/p]
[p]Previous price[/p]
[p]New price[/p]
[p]Does not drop upon death[/p]
[p]Operational Booster[/p]
[p]3[/p]
[p]2[/p]
[p]Neurodegenerant[/p]
[p]15[/p]
[p]14[/p]
[p]Advanced Electrode[/p]
[p]9[/p]
[p]10[/p]
[p]Drops upon death[/p]
[p]Pack of Bolts[/p]
[p]9[/p]
[p]10[/p]
[p]Alpha Group Tracker[/p]
[p]16[/p]
[p]15[/p]
[p]Beta Group Tracker[/p]
[p]16[/p]
[p]15[/p]
[p]Gamma Group Tracker[/p]
[p]16[/p]
[p]15[/p]
[p]Mutated Enzymes[/p]
[p]10[/p]
[p]9[/p]
[p]Electric Motor[/p]
[p]19[/p]
[p]15[/p]
[p]Hellroot[/p]
[p]45[/p]
[p]50[/p]
[p]Scarlet Minerals[/p]
[p]130[/p]
[p]140[/p]
[p]Purple Minerals[/p]
[p]300[/p]
[p]330[/p]
[p][/p]
Session Battle edits
  • [p]The maximum match duration and match duration for receiving the maximum reward on large Session Battle maps have been reduced by 5 minutes.[/p]
  • [p]The required duration of holding a point on the Prison map has been reduced from 10 to 8 minutes;[/p]
  • [p]Now only one large Session Battles map is active at a time.
    The map changes every 15 minutes in the following order: Streets of Pripyat — Burrow — Collapse — Colosseum.[/p]
  • [p]Increased the number of points required to receive the maximum personal reward on large maps and the Prison map by 1.5 times;[/p]
  • [p]Increased total amount of rewards distributed:
    1) On large maps by 30%;
    2) On the Prison map by two times.[/p]
  • [p]The maximum number of players on the Prison map has been reduced from 30 to 24. The number of players required to complete the warm-up has been increased from 10 to 12.[/p]
  • [p]The forced end time when capturing all five points on large maps has been increased from 2 to 3 minutes.[/p]
[p][/p]
Season pass tasks
[p]Tasks will no longer repeat upon rerolls until all available ones have been offered and a new cycle begins.[/p][p][/p]
Balance changes
[p][/p][h2]Movement speed adjustments[/h2][p]Reworked 50% of all movement speed bonuses from consumables and artefacts into a new stat — Running speed.[/p][p][/p][p]Unlike general Movement speed, which affects all character motions, Running speed only affects sprinting.[/p][p]For example: if a character has +10% bonus Movement speed and +10% Running speed, the total Running speed bonus will be 20%, while other movements will only receive +10%.[/p][p][/p][h3]Artefacts and consumables[/h3]
[p]Retina[/p]
[p]Movement speed: 2 → 1%[/p]
  • [p]Added Running speed: 1.35%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.7% → 0.35%[/p]
[p]Dark Viburnum[/p]
[p]Movement speed: 2.3% → 1.15%[/p]
  • [p]Added Running speed: 1.55%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.8% → 0.4%[/p]
[p]Raisin[/p]
[p]Movement speed: 2.3% → 1.6%[/p]
  • [p]Added Running speed: 2.15%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 1.1% → 0.55%[/p]
[p]Bubblegum[/p]
[p]Movement speed: -3.7% → -1.85%[/p]
  • [p]Added Running speed: -1.85%[/p]
[p]Embryo[/p]
[p]Added Running speed: 0.35%[/p][p]Additional properties:[/p]
  • [p]Movement speed: 0.7% → 0.35%[/p]
[p]Rattle[/p]
[p]Movement speed: 1% → 0.5%[/p]
  • [p]Added Running speed: 0.7%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.4% → 0.2%[/p]
[p]Burr[/p]
[p]Movement speed: 0.7% → 0.35%[/p]
  • [p]Added Running speed: 0.5%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.3% → 0.15%[/p]
[p] Comet[/p]
[p]Movement speed: 1.2% → 0.6%[/p]
  • [p]Added Running speed: 0.8%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.4% → 0.2%[/p]
[p] Battery[/p]
[p]Movement speed: 1.7% → 0.85%[/p]
  • [p]Added Running speed: 1.15%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.6% → 0.3%[/p]
[p] Sticky Burr[/p]
[p]Movement speed: 0.8% → 0.4%[/p]
  • [p]Added Running speed: 0.55%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.3% → 0.15%[/p]
[p]Stress fest[/p]
[p]Movement speed: 1.4% → 0.7%[/p]
  • [p]Added Running speed: 0.95%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.5% → 0.25%[/p]
[p]Kettlebell[/p]
[p]Movement speed: 1.1% → 0.55%[/p]
  • [p]Added Running speed: 0.75%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.4% → 0.2%[/p]
[p]Ice Hedgehog[/p]
[p]Movement speed: 2% → 1%[/p]
  • [p]Added Running speed: 1.35%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.7% → 0.35%[/p]
[p]Golden Prima[/p]
[p]Movement speed: 1.4% → 0.7%[/p]
  • [p]Added Running speed: 0.95%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.5% → 0.25%[/p]
[p]Spiral[/p]
[p]Movement speed: 2% → 1%[/p]
  • [p]Added Running speed: 1.35%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.7% → 0.35%[/p]
[p]Polyhedron[/p]
[p]Added Running speed: 0.75%[/p]
  • [p]Triggers when: 82 → 90[/p]
  • [p]Reload: 30–18 s → 30–24 s[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 1.5% → 0.75%[/p]
[p]Snake Eye[/p]
[p]Movement speed: 1.5% → 0.75%[/p]
  • [p]Added Running speed: 1%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.5% → 0.25%[/p]
[p] Radiator[/p]
[p]Movement speed: 1% → 0.5%[/p]
  • [p]Added Running speed: 0.7%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.4% → 0.2%[/p]
[p]Amberite[/p]
[p]Added Running speed: 0.6%[/p][p]Additional properties:[/p]
  • [p]Movement speed: 1.2% → 0.6%[/p]
[p]Helium[/p]
[p]Movement speed: 2.2% → 1.1%[/p]
  • [p]Added Running speed: 1.5%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.8% → 0.4%[/p]
[p]Whirlwind[/p]
[p]Movement speed: 2.2% → 1.1%[/p]
  • [p]Added Running speed: 1.5%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.8% → 0.4%[/p]
[p]Eye of the Storm[/p]
[p]Movement speed: 1.5% → 0.75%[/p]
  • [p]Added Running speed: 1%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.5% → 0.25%[/p]
[p]Bracelet[/p]
[p]Movement speed: 2.4% → 1.2%[/p]
  • [p]Added Running speed: 1.6%[/p]
[p]Additional properties:[/p]
  • [p]Movement speed: 0.8% → 0.4%[/p]
[p] Children's Champagne[/p]
[p]Movement speed: 2.8% → 1.4%[/p]
  • [p]Added Running speed: 1.4%[/p]
[p]Base Wine[/p]
[p]Movement speed: 2.9% → 1.4%[/p]
  • [p]Added Running speed: 1.4%[/p]
[p]Wine with Sediment[/p]
[p]Movement speed: 3.9% → 1.95%[/p]
  • [p]Added Running speed: 1.95%[/p]
[p]Sparkling Champagne[/p]
[p]Movement speed: 3.3% → 1.65%[/p]
  • [p]Added Running speed: 1.65%[/p]
[p]Apple Cider[/p]
[p]Movement speed: 3.9% → 1.95%[/p]
  • [p]Added Running speed: 1.95%[/p]
[p]Anomalous Champagne[/p]
[p]Movement speed: 3.8% → 1.9%[/p]
  • [p]Added Running speed: 1.9%[/p]
[p]Soviet Champagne[/p]
[p]Movement speed: 3.3% → 1.65%[/p]
  • [p]Added Running speed: 1.65%[/p]
[p]Crooked Claw Vodka[/p]
[p]Movement speed: 3.3% → 1.65%[/p]
  • [p]Added Running speed: 1.65%[/p]
[p]Altered Cider[/p]
[p]Movement speed: 4.8% → 2.4%[/p]
  • [p]Added Running speed: 2.4%[/p]
[p]Jolly Lemonade[/p]
[p]Movement speed: 3.3% → 1.65%[/p]
  • [p]Added Running speed: 1.65%[/p]
[p]Brine[/p]
[p]Movement speed: 3.3% → 1.65%[/p]
  • [p]Added Running speed: 1.65%[/p]
[p]Tinfoil Hat[/p]
[p]Movement speed: 3.8% → 1.9%[/p]
  • [p]Added Running speed: 1.9%[/p]
[p]Subtropics[/p]
[p]Movement speed: 3.8% → 1.9%[/p]
  • [p]Added Running speed: 1.9%[/p]
[p]Frosty Vodka[/p]
[p]Movement speed: 3.8% → 1.9%[/p]
  • [p]Added Running speed: 1.9%[/p]
[p]Lingonberry speed[/p]
[p]Movement speed: 4.6% → 2.3%[/p]
  • [p]Added Running speed: 2.3%[/p]
[p]Geyser Vodka[/p]
[p]Movement speed: 3.8% → 1.9%[/p]
  • [p]Added Running speed: 1.9%[/p]
[p]Unforgettable Cocktail[/p]
[p]Movement speed: 5.4% → 2.7%[/p]
  • [p]Added Running speed: 2.7%[/p]
[p]Alcobull[/p]
[p]Movement speed: 3.8% → 1.9%[/p]
  • [p]Added Running speed: 1.9%[/p]
[p]Holiday Punch[/p]
[p]Movement speed: 4.2% → 2.1%[/p]
  • [p]Added Running speed: 2.1%[/p]
[p]Ice Cream Cone[/p]
[p]Movement speed: 1.4% → 0.7%[/p]
  • [p]Added Running speed: 0.7%[/p]
[p]Condensed Milk[/p]
[p]Movement speed: 0.7% → 0.35%[/p]
  • [p]Added Running speed: 0.35%[/p]
[p]Ice Cream[/p]
[p]Movement speed: 1.7% → 0.85%[/p]
  • [p]Added Running speed: 0.85%[/p]
[p]Jiden EXTRA Energy Drink[/p]
[p]Movement speed: 2% → 1%[/p]
  • [p]Added Running speed: 1%[/p]
[p]Chocolate Ice Cream[/p]
[p]Movement speed: 1.8% → 0.9%[/p]
  • [p]Added Running speed: 0.9%[/p]
[p]Battery Energy drink[/p]
[p]Movement speed: 2.3% → 1.15%[/p]
  • [p]Added Running speed: 1.15%[/p]
[p]ATLAS Anabolic Steroid[/p]
[p]Movement speed: 1.7% → 0.85%[/p]
  • [p]Added Running speed: 0.85%[/p]
[p]Popsicle[/p]
[p]Movement speed: 2.4% → 1.2%[/p]
  • [p]Added Running speed: 1.2%[/p]
[p]STARK Anabolic Steroid[/p]
[p]Movement speed: 1.9% → 0.95%[/p]
  • [p]Added Running speed: 0.95%[/p]
[p]SALT Anabolic Steroid[/p]
[p]Movement speed: 2.3% → 1.15%[/p]
  • [p]Added Running speed: 1.15%[/p]
[p]Grog[/p]
[p]Movement speed: 2.7% → 1.35%[/p]
  • [p]Added Running speed: 1.35%[/p]
[p]Strength stimulator[/p]
[p]Movement speed: 1.1% → 0.55%[/p]
  • [p]Added Running speed: 0.55%[/p]
[p]Desperol[/p]
[p]Movement speed: 2.5% → 1.25%[/p]
  • [p]Added Running speed: 1.25%[/p]
[p]Sweettooth Pulp[/p]
[p]Movement speed: 2.7% → 1.35%[/p]
  • [p]Added Running speed: 1.35%[/p]
[p]Epinephrine[/p]
[p]Movement speed: 3% → 1.5%[/p]
  • [p]Added Running speed: 1.5%[/p]
[p]Cubemelon Pulp[/p]
[p]Movement speed: 3.2% → 1.6%[/p]
  • [p]Added Running speed: 1.6%[/p]
[p]Pain Killer[/p]
[p]Movement speed: 5 % → 2.5%[/p]
  • [p]Added Running speed: 2.5%[/p]
[p][/p]
Overweight system changes
[p]Overweight stages now have distinct penalties: [/p]
[p]Green[/p]
[p]Speed -15% [/p]
  • [p]Stamina consumption ×3[/p]
[p]Yellow[/p]
[p]Speed -30% [/p]
  • [p]Stamina consumption ×4[/p]
[p]Orange[/p]
[p]Speed -45% [/p]
  • [p]Stamina consumption ×5[/p]
[p]Red[/p]
[p]Speed -60% [/p]
  • [p]Stamina consumption ×5[/p]
  • [p]Running restriction[/p]
[p]Running is disabled only at the final stage. [/p][p][/p]
Compensations 
[p]For one month, compensation will be available for artefacts affected by the reaction changes from the patch notes of 15.10.2025. Only artefacts whose reaction properties were significant are eligible.
If an artefact is eligible, a small star will appear on its icon.
Compensation is fully optional: you can accept or decline it.[/p][p]List of eligible artefacts: [/p]
  • [p]Leaded Glass;[/p]
  • [p]Embryo;[/p]
  • [p]Sponge;[/p]
  • [p]Lollipop;[/p]
  • [p]Wolf Tears;[/p]
  • [p]Swamp Rot;[/p]
  • [p]Battery;[/p]
  • [p]White Rose;[/p]
  • [p]Disintegrator;[/p]
  • [p]Inkwell;[/p]
  • [p]Fahrenheit;[/p]
  • [p]Chicken God;[/p]
  • [p]Steel Hedgehog;[/p]
  • [p]Dumbbell;[/p]
  • [p]Scrubber;[/p]
  • [p]Gum;[/p]
  • [p]Radiator;[/p]
  • [p]Sun;[/p]
  • [p]Mirror;[/p]
  • [p]Whirlwind;[/p]
  • [p]Heel.[/p]
[p][/p]
Weapons
[p]Revised the value of certain quest rewards to make them more relevant. Previously, these items were often received when the player already had equal or better equipment, making the quest items useless. [/p]
[p]Caracal[/p]
[p]Stats increased, and now match the barter SVD.[/p]
[p]Kutuzov's Val[/p]
[p]Rank: Stalker → Veteran [/p]
  • [p]Damage: 27.5 → 34.5[/p]
  • [p]Minimum damage: 15.5 → 19.4[/p]
[p]Seer's Abakan[/p]
[p]Stats increased, and now match the barter AN-94M Abakan.[/p]
[p]Varg's AKS-74U[/p]
  • [p]Handmade AKS-74U[/p]
  • [p]Tactical AKS-74U[/p]
[p]Rank: Picklock → Newbie [/p]
  • [p]Damage: 17.2 → 19.3[/p]
  • [p]Minimum damage: 12 → 13.6[/p]
[p]Gramps' TOZ[/p]
[p]Damage: 152 → 188[/p]
  • [p]Minimum damage: 53.2 → 65.8[/p]
[p]Hunter's Mossberg[/p]
[p]Rank: Newbie → Stalker[/p]
  • [p]Damage: 129 → 173[/p]
  • [p]Minimum damage: 45.2 → 60.6[/p]
[p]Jan's Murka[/p]
[p]Stats increased, and now match the barter MP-153.[/p]
[p]Hystrix's RPD[/p]
  • [p]Firebrand's RPD[/p]
[p]Stats increased, and now match the barter RPD.[/p]
[p][/p]
Shotguns
[p]KS-12 Komrad[/p]
[p]Added automatic fire mode.[/p]
[p][/p]
Other
  • [p]Added the ability to unpack large items using CTRL+RMB.[/p]
[p][/p]
  • [p]Fixed the low render distance of the Veil smoke grenade effect.[/p]
  • [p]On player death, a timer is applied to their backpack, and only the following players can loot during that period:[/p]
  1. [p]The killer;[/p]
  2. [p]Members of the killer’s squad;[/p]
  3. [p]Members of the victim’s squad.
    Exceptions: deaths in wild zones, deaths via “Surrender” button, or from “Strange Pain”. In such cases, timer is not applied.[/p]
  • [p]Crimson case can now be turned into a hideout decoration, added a new context menu option.[/p]
  • [p]Updated model of EoTech Collimator Sight.[/p]
  • [p]Updated base paint masks for Hounds and Investigator Exoskeleton.[/p]
  • [p]Updated models for Diversion Knife, Survival SP8 Ontario Machete, Hunter’s Machete.[/p]
  • [p]Updated list of items which can be added to trade packs in merchant's assortment on faction bases.[/p]
  • [p]Updated firing sounds for OTs-14 Groza and OTs-14M Surge.[/p]
  • [p]Increased draw speed for primary and secondary weapons after climbing onto ledges.[/p]
  • [p]Weapon visual effects no longer remain on screen while hanging from a ledge.[/p]
  • [p]Adjusted voice chat volume thresholds.[/p]
  • [p]Fixed auto-scrolling in personal storage when taking an item with any filter enabled.[/p]
  • [p]Fixed interaction window closing with NPC when opening personal storage from their interface.[/p]
  • [p]Added an option in settings to disable hit markers.[/p]
  • [p]Styles and motifs are now “Bind on use” by default, except those already marked as “Bound” or “Bind on receive”). Already equipped non-bound skins will become bound after re-equipping.[/p]
  • [p]Slightly increased the area of Mercenary Camp and Rise Base.[/p]
  • [p]Updated models of Arc and Navigator Jumpsuits.[/p]
  • [p]Fixed disappearing weapons caused by incorrect grenade throws.[/p]
  • [p]Fixed multiple naming inconsistency bugs.[/p]
  • [p]Fixed multiple translation inconsistency bugs across all languages.[/p]
  • [p]Fixed the translation of several legacy items.[/p]
  • [p]Updated Spanish localisation. Southern quests, side quests, weekly and daily quests have been fully translated.
    [/p]