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STALCRAFT: X News

Season Pass farming boost!

[p][/p][p]This weekend, the Zone once again opens the hunt for experience and rewards.[/p]
[p]From October 18, 05:00 (regional time) to October 20, 05:00 (regional time), completing daily tasks and using Overdrives will grant 50% more Season Pass points.[/p]
[p]πŸ’€ Farm fast… before something decides to farm you.[/p]

Reminder: Storytelling contest in STALCRAFT: X

Many have already submitted their chilling creations and are now waiting to see who will earn the grim honor. Don’t miss your chance to showcase your talent and conquer the dark side of the Zone!

For details on the submission guidelines, rules, and prizes, please refer to the full article.

Horrors of the Zone β€” second Season Pack


Oh, the merchants barely made it through the creepy dolls, screaming statues, and crowds of puppets. But the goods have been delivered β€” now you can face the horrors of the Zone staying stylish.

The pack includes:
β€’ 40 Mysterious Loot crates;
β€’ Elimination armour paint;
β€’ Elimination weapon paint;
β€’ 50 000 Season Points.

❕The pack can be purchased ONLY ONCE per character.

Start of OTS Modules

[p]Each open test brings Operations closer to release. This time, we are testing a new mechanic β€” Modules. It is the main reward for completing Operations and represents a modification to the internal structure of the weapon, available for installation after upgrading it to level 15.[/p][p]This article will tell you how this testing stage will proceed and how to interact with the Modules.[/p][p][/p][h2]What is OTS?[/h2][p]For those hearing about this for the first time: OTS is an Open Test Server. Here you can access early versions of major updates. Your role is to share feedback to help us identify and fix issues before the final release.[/p][p]On the OTS, your character will have the gear they had when they got on the test list.
If you are on the list, a letter will be sent to the email address of your last active character with notification of access to the OTS.[/p][p][/p][h2]Holding dates[/h2][p]The OTS will start on October 15 and will last until October 17 inclusive. [/p][p]Note! This is a test server. It may stop or restart to implement changes.[/p][p][/p][h2]What do we expect from this OTS?[/h2][p]Now we would like to know your opinion about the Modules. To make them interesting and valuable, we rely on your feedback![/p][p]We ask for your understanding regarding any flaws. We will continuously make improvements and adjustments based on the test results.[/p][p][/p][h2]Testing participants[/h2][p]All active players from global regions whose gear level corresponds to the Master rank have been granted access to the test.[/p][p]Please note that if additional Module tests are held in the future, players who have already participated will not be able to join again.[/p][p][/p][h2]OTS for GLOBAL is open again![/h2][p]Players from the GLOBAL region, as well as those playing via Steam, can now participate in testing.[/p][p]A single server will be open for the GLOBAL region β€” combining EU, NA, and SEA. Unfortunately, players from NA and SEA may experience higher ping.[/p]
[p]GLOBAL regions can access OTS only through Steam![/p]
[p]Important!Β [/p][p]In Steam, the option to download the beta version is available to everyone β€” even those not included in the participant list.[/p][p]To start testing Modules via Steam, you’ll need to opt into the available beta version in the settings.[/p][p][/p][h2]How Modules testing works[/h2][p]Modules are granted for completed matches in Session Battles β€” only within the OTS. Overall, Modules are planned to serve as rewards in the upcoming Operations mode.[/p][p]Only one Session Battle mode is available:[/p]
  • [p]Mode: 20v20 players;[/p]
  • [p]Map: Colosseum.[/p]
[p]You can access it via Menu β†’ Session Battles β†’ Colosseum.[/p][p][/p][p]When you log into the game, you receive 5 000 Core Inhibitors and 5 special-quality Module Cores.[/p][p]Upon completing a match in Session Battles, you receive: 1 000 Core Inhibitors, 1 Module Core of random quality and 1 Quasi-destructor.[/p][p]Core Inhibitors β€” a currency used to adjust the properties of a created Module.[/p][p]Quasi-destructor β€” an item used to extract and unbind a Module installed on a weapon.[/p][p]Module Core β€” an item required to create a Module at the Noomachine (Module crafting table). [/p][p][/p][p]During the OTS, the Noomachine is available only in the Bar. After the release of Operations and Modules, it will also appear at faction bases in the North.[/p][p][/p][h2]OTS Modules[/h2][p][/p][p]Modules consist of three components:[/p]
  • [p]Add-on β€” a positive base property that affects weapon characteristics by percentage.[/p]
  • [p]Concept β€” a positive base property that affects weapon characteristics by percentage, or grants a special effect.[/p]
  • [p]Deviation β€” a negative base property that affects weapon characteristics by percentage.[/p]
[p]The strength of both positive and negative effects depends on the Module’s quality.[/p][p][/p][h2]Module properties and categories[/h2][p]All Module properties belong to specific categories. [/p][h3]Add-on[/h3]
[p]Name[/p]
[p]Description[/p]
[p]Category[/p]
[p]Corrective[/p]
[p]Reduces hip-fire spread[/p]
[p]Accuracy[/p]
[p]Coherent[/p]
[p]Reduces spread[/p]
[p]Accuracy[/p]
[p]Focative[/p]
[p]Reduces aiming time[/p]
[p]Accuracy[/p]
[p]Compensatory[/p]
[p]Reduces recoil[/p]
[p]Control[/p]
[p]Lateral[/p]
[p]Reduces horizontal recoil[/p]
[p]Control[/p]
[p]Gradient[/p]
[p]Reduces recoil increase[/p]
[p]Control[/p]
[p]Expressive[/p]
[p]Reduces draw time[/p]
[p]Speed[/p]
[p]Optical[/p]
[p]Increases speed while aiming[/p]
[p]Speed[/p]
[p]Locomotor[/p]
[p]Increases speed with a weapon[/p]
[p]Speed[/p]
[p]Anthropoadaptive[/p]
[p]Increases weapon ergonomics[/p]
[p]Convenience[/p]
[p]Equilibrational[/p]
[p]Increases stabilization[/p]
[p]Convenience[/p]
[p]Harmonious[/p]
[p]Reduces sway[/p]
[p]Convenience[/p]
[p][/p][h3]Concept[/h3]
[p]Name[/p]
[p]Description[/p]
[p]Category[/p]
[p]Projector[/p]
[p]Reduces hip-fire spread[/p]
[p]Accuracy[/p]
[p]Dispenser[/p]
[p]Reduces spread[/p]
[p]Accuracy[/p]
[p]Formatter[/p]
[p]Reduces aiming time[/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]Deviator[/p]
[p]Reduces recoil[/p]
[p]Control[/p]
[p]Stabilizer[/p]
[p]Reduces horizontal recoil[/p]
[p]Control[/p]
[p]Actuator[/p]
[p]Reduces recoil increase[/p]
[p]Control[/p]
[p]Extractor[/p]
[p]Reduces draw time[/p]
[p]Speed[/p]
[p]Focuser[/p]
[p]Increases aiming time[/p]
[p]Speed[/p]
[p]Translocator[/p]
[p]Increases speed while aiming[/p]
[p]Speed[/p]
[p]Biostabilizer[/p]
[p]Increases weapon ergonomics[/p]
[p]Convenience[/p]
[p]Damper[/p]
[p]Increases stabilization[/p]
[p]Convenience[/p]
[p]Variator[/p]
[p]Reduces sway[/p]
[p]Convenience[/p]
[p]Remnant[/p]
[p]Increases the damage to the last 5 shots in the magazine[/p]
[p]Convenience[/p]
[p]Warmer[/p]
[p]Increases the damage to the first 5 shots in the magazine[/p]
[p]Convenience[/p]
[p]Frenzier[/p]
[p]Increases the damage for each missing percentage of the target's health
Increases recoil and horizontal recoil[/p]
[p]Impactor[/p]
[p]Pressor[/p]
[p]Increases damage to plate durability[/p]
[p]Impactor[/p]
[p]Targeter[/p]
[p]Increases head damage
Increases limb damage
Reduces plate durability damage[/p]
[p]Impactor[/p]
[p]Deformer[/p]
[p]Increases minimum damage, decreases maximum damage[/p]
[p]Anomaly[/p]
[p]Decompressor[/p]
[p]Increases maximum damage, decreases minimum damage[/p]
[p]Anomaly[/p]
[p]Decompressor[/p]
[p]Increases limb damage[/p]
[p]Anomaly[/p]
[p]Piercer[/p]
[p]After killing an enemy, increases speed for 7.5 seconds[/p]
[p]Anomaly[/p]
[p]Aggressor[/p]
[p]After killing an enemy, increases healing effectiveness and grants healing for 7.5 seconds[/p]
[p]Anomaly[/p]
[p]Attractor[/p]
[p]After killing an enemy, decreases recoil for 7.5 seconds[/p]
[p]Anomaly[/p]
[p][/p][h3]Deviation[/h3]
[p]Name[/p]
[p]Description[/p]
[p]Category[/p]
[p]Dispersive[/p]
[p]Increases hip-fire spread[/p]
[p]Accuracy[/p]
[p]Divergent[/p]
[p]Increases spread[/p]
[p]Accuracy[/p]
[p]Lamellar[/p]
[p]Increases aiming time[/p]
[p]Accuracy[/p]
[p]Reactive[/p]
[p]Increases recoil[/p]
[p]Control[/p]
[p]Torsional[/p]
[p]Increases horizontal recoil[/p]
[p]Control[/p]
[p]Cumulative[/p]
[p]Increases recoil increase[/p]
[p]Control[/p]
[p]Inert[/p]
[p]Increases draw time[/p]
[p]Speed[/p]
[p]Antivisual[/p]
[p]Decreases aiming time[/p]
[p]Speed[/p]
[p]Stratified[/p]
[p]Decreases speed with weapon[/p]
[p]Speed[/p]
[p]Uncomfortable[/p]
[p]Decreases weapon ergonomics[/p]
[p]Convenience[/p]
[p]Oscillative[/p]
[p]Decreases stabilisation[/p]
[p]Convenience[/p]
[p]Impulsive[/p]
[p]Increases sway[/p]
[p]Convenience[/p]
[p][/p][h2]Module quality[/h2][p]A Module’s quality is determined by the highest-quality component among its properties.[/p][p]For example, if a Module has special Add-on and Concept, but a rare Deviation, the overall quality of the Module will be rare.[/p][p]Possible quality tiers: [/p]
[p]Quality[/p]
[p]Common[/p]
[p]Uncommon[/p]
[p]Special[/p]
[p]Rare[/p]
[p]Exclusive[/p]
[p]Legendary[/p]
[p][/p]
How to create a Module
[p]After obtaining a Module Core, take it to the Noomachine to create a Module.[/p][p][/p][p]Modules are created without spending extra resources.[/p][p]But to make the process less random, you can use Core Inhibitors β€” a special resource.[/p][p]It lets you influence the Module’s properties.[/p][p][/p][p]When creating a Module for the first time, you cannot choose which property categories to exclude.[/p][p]On subsequent creations, you can exclude categories that appeared previously.[/p][p]Categories for Add-on, Concept, and Deviation unlock gradually. Once you have crafted a Module with certain properties, that category becomes available for selection.[/p][p]Excluding a category costs Core Inhibitors. The cost increases with each additional exclusion.[/p][p]Once the categories are set, you can create the Module.[/p][p][/p][p]You can either accept the created Module or reroll selected characteristics using additional Core Inhibitors.[/p][p]Modules do not need to be researched! All properties are revealed immediately.[/p][p][/p][h2]Installing Modules[/h2][p]Weapons with upgrade level 15 unlock a new Module slot in the modification menu.[/p][p]
[/p][p]Once installed, the Module becomes bound.[/p][p]Each weapon can have only one Module slot.[/p][p][/p][h2]Removing and disassembling Modules[/h2][p]Modules can be removed in two ways:[/p]
  • [p]Remove and destroy the Module.[/p]
  • [p]Remove without destroying β€” requires a Quasi-destructor.[/p]
[p][/p][p]Uninstalled Modules can be disassembled at the Noomachine.[/p][p]Disassembling returns a certain amount of Core Inhibitors.[/p][p]Modules disassembled at the Noomachine can be restored by spending the number of Core Inhibitors received during disassembly plus 50%.[/p][p]Destroyed, sold, or equipped Modules cannot be restored! Only Modules disassembled through the Noomachine are eligible for restoration.[/p][p]When bartering, a Module will automatically be installed on the newly obtained weapon.[/p][p][/p][h2]Auction[/h2][p]You can sell the following on the Auction:[/p]
  • [p]Created Modules;[/p]
  • [p]Transferable Quasi-destructors;[/p]
  • [p]Module Cores.[/p]
[p][/p][h2]OTS challenges and rewardsΒ [/h2][p]To receive rewards, you need to complete tasks in the Modules OTS tab of the Event Hub. You can access this section through a special interaction button in the game menu. [/p][p][/p][p]Rewards for successfully completed challenges will be sent to the main server and credited to the corresponding characters within 30 business days after the OTS concludes.[/p]
[p]Challenge[/p]
[p]Reward[/p]
[p]Create 10 weapon Modules of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts Β [/p]
[p]Create 15 weapon Modules of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p][p]15 Morphines[/p]
[p]Create 20 weapon Modules of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p][p]10 Alcobulls[/p]
[p]Kill 100 players with a weapon equipped with a Module of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p]
[p]Kill 10 players with a pistol equipped with a Module of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p]
[p]Kill 30 players with a sniper rifle equipped with a Module of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p]
[p]Kill 30 players with a shotgun equipped with a Module of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p]
[p]Kill 30 players with an SMG equipped with a Module of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p]
[p]Kill 30 players with an assault rifle equipped with a Module of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p]
[p]Kill 30 players with a machine gun equipped with a Module of any quality[/p]
[p]10 Advanced Tools[/p][p]20 Advanced Spare Parts[/p]
[p][/p][h2]Conclusion[/h2][p]Thank you for your feedback on previous testing waves. We hope to receive just as much feedback this time.[/p][p]We believe that your feedback will help make Modules a valuable reward! A thread where you can leave feedback will appear shortly.[/p][p]We would also like to remind you that all bugs and flaws must be reported to the Support Service.[/p][p]
Sincerely,
EXBO Team[/p][p]
[/p]

Patch Notes [15.10.2025]

[p][/p][p]People eventually get used to all the strange and incomprehensible things in the Zone. Β Even the crawling toys that emit a nasty screech have stopped being novel, though they still induce fear, especially when encountered alone. What awaits us next? Will the Zone reveal more secrets from the stalkers' eerie campfire tales? We'll find out soon enough, but for now, let's familiarize ourselves with the new shipments from the Mainland.[/p][p]In this patch, you can expect:[/p]
  • [p]Barter update featuring a new shotgun branch;[/p]
  • [p]Display of equipped weapons on the character;[/p]
  • [p]New season motif;[/p]
  • [p]Balance adjustments for hip-fire spread, stopping power, reactions, and new adjustments to weapons and armour;[/p]
  • [p]Other changes, including sound updates, tracer rework, and the long-awaited side rails for the AK-15![/p]
[h2]Barter updates[/h2][p]The shotgun branch has been completely redesigned: its final, master version is now the Franchi SPAS-15 shotgun.[/p]
[p]New weapon[/p]
[p]Details[/p]
[p]Winchester 1887[/p]
[p][/p]
[p]Mossberg 500[/p]
[p][/p]
[p]Franchi SPAS-15[/p]
[p][/p]
[p]Shotguns previously available in barter have been updated with new characteristics.[/p]
[p]Weapon[/p]
[p]Changes[/p]
[p]Shorty 590[/p]
[p]Damage: 116 β†’ 109[/p]
  • [p]Minimum damage: 40.6 β†’ 38.3[/p]
  • [p]Recoil: 5Β° β†’ 8Β°[/p]
  • [p]Horizontal recoil: 1Β° β†’ 2Β°[/p]
  • [p]Damage multiplier to mutants: 1.85 β†’ 2[/p]
[p]Mossberg 590A1[/p]
[p]Rank: Newbie β†’ Stalker[/p]
  • [p]Damage: 129 β†’ 158[/p]
  • [p]Minimum damage: 45.2 β†’ 55.5[/p]
  • [p]Minimum damage distance: 55 β†’ 56[/p]
  • [p]Recoil: 7Β° β†’ 8Β°[/p]
[p]M1014[/p]
[p]Rank: Stalker β†’ Veteran[/p]
  • [p]Damage: 145 β†’ 167.5[/p]
  • [p]Minimum damage: 43.5 β†’ 73.5[/p]
  • [p]Maximum damage distance: 8 β†’ 7[/p]
  • [p]Recoil: 4.8Β° β†’ 7Β°[/p]
  • [p]Damage multiplier to mutants: 1.75 β†’ 1.85[/p]
[p]Franchi SPAS-12[/p]
[p]Rank: Stalker β†’ Veteran[/p]
  • [p]Damage: 140 β†’ 199[/p]
  • [p]Minimum damage: 42 β†’ 87.5[/p]
  • [p]Minimum damage distance: 52 β†’ 55[/p]
  • [p]Recoil: 4.5Β° β†’ 8Β°[/p]
  • [p]Horizontal recoil: 1Β° β†’ 1.5Β°[/p]
[p]Due to the weapons rearrangement in the barter tree, the following item replacements have been made for players:[/p]
  • [p]Mossberg 590A1 β†’ Mossberg 500;[/p]
  • [p]Franchi SPAS-12 β†’ Mossberg 590A1.[/p]
[p]The display of barter branches of modules has been adjusted, grips have been moved to a separate category.[/p][p][/p][h2]New season motif[/h2][p]A new season motif, Doghunter, has appeared in the shop for the SPAS-15 shotgun branch.[/p][p][/p][h2]Balance adjustments[/h2][p][/p][h3]Hip-fire spread adjustments[/h3][p]In order to increase the importance of aimed shooting, the following changes to spread have been introduced:[/p]
  • [p]Machine Guns: 3Β° β†’ 3.25Β°[/p]
  • [p]Assault rifles: 2.7Β° β†’ 3Β°[/p]
  • [p]Shotguns and SMGs: 2.4Β° β†’ 2.75Β°[/p]
  • [p]Pistols: 2Β° β†’ 2.25Β°[/p]
[p]The spread multiplier and hip fire spread multiplier for all weapons except flamethrowers is now 1.5.[/p][p][/p][h3]Stopping power changes[/h3]
[p]All ammunition with stopping power 30[/p]
[p]Stopping power: 30 β†’ 35[/p]
[p]All ammunition with stopping power 40[/p]
[p]Stopping power: 40 β†’ 45[/p]
[p]The stopping power of 5.45, 5.56 and 7.62 mm calibre rounds proved too weak to have a noticeable effect, especially when compared to 9 mm and 12 mm ammunition. In this regard, these ammunition types have been slightly reinforced.[/p][p][/p][h3]Burn changesΒ [/h3][p]The penalty for healing effectiveness from burn has been increased from -50% to -75%.
Now all incendiary ammunition inflicts Burning on first hit, but the average amount of burning per unit of time has not changed, as the burning input per unit of damage has been reduced.[/p]
[p]All incendiary ammunition[/p]
[p]Burning: 35% β†’ 100%[/p][p]Bleeding: -45% β†’ -100%[/p]
[p]Due to their poor performance and the prevalence of burn reactions, incendiary ammunition was ineffective and unpopular.
Burn penalties have been increased, and reaction power has been reduced.Β [/p][p][/p][h3]Reaction changes[/h3][p]Reactions to damage types were simultaneously useless due to their situational nature and overly powerful due to their potential to temporarily increase vitality under certain circumstances. All reactions to damage types on artefacts have been weakened and now provide less significant bonuses. In return, the affected artefacts received other full-fledged characteristics or enhancements to their existing ones.[/p][p]Duration of effect: 15 sec. β†’ 20 sec.Β [/p][p]Hoop, Colophony and Gills were also additionally enhanced.[/p]
[p]Frost[/p]
[p]Added Reaction to laceration: 0.9%[/p][p]Additional properties:[/p]
  • [p]Reaction to laceration: 2% β†’ Stamina: 9.7%[/p]
[p]Leaded Glass[/p]
[p]Added Regeneration: 1.5%[/p]
  • [p]Reaction to burns: 1.6% β†’ 0.5%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to burns: 0.6% β†’ Regeneration: 0.5%[/p]
[p]Embryo[/p]
[p]Reaction to chemical burns: 2.4% β†’ 0.7%[/p]
  • [p]Added Bleeding: -0.7[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 1.4% β†’ Bleeding: -0.3[/p]
  • [p]Reaction to chemical burns: 0.8% β†’ Speed: 0.7%[/p]
[p]Lard[/p]
[p]Added Reaction to chemical burns: 1.1%[/p][p]Additional properties:[/p]
  • [p]Reaction to chemical burns: 2.5% β†’ Stamina: 9.7%[/p]
[p]Sponge[/p]
[p]Added Explosion protection: 9.6[/p]
  • [p]Reaction to laceration: 2.9% β†’ 0.9%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 1% β†’ Explosion protection: 3.2[/p]
[p]Spectral Crystal[/p]
[p]Added Reaction to electricity: 0.9%[/p][p]Additional properties:[/p]
  • [p]Reaction to electricity: 2%Β β†’Β Resistance to electricity: 7.3[/p]
[p]Lollipop[/p]
[p]Added Laceration protection: 6.1[/p]
  • [p]Reaction to laceration: 1.4% β†’ 0.6%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 0.5% β†’ Laceration protection: 2.1[/p]
[p]Acid Crystal[/p]
[p]Added Reaction to chemical burns: 0.9%[/p][p]Additional properties:[/p]
  • [p]Reaction to chemical burns: 2% β†’ Protection to chemical burns: 7.3%[/p]
[p]Wolf Tears[/p]
[p]Reaction to burns: 1.6% β†’ 0.5%[/p]
  • [p]Added Stamina: 9.3%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to burns: 0.6% β†’ Stamina: 3.1%[/p]
[p]Red Crystal[/p]
[p]Added Reaction to burns: 0.6%[/p][p]Additional properties:[/p]
  • [p]Reaction to burns: 1.4% β†’ Resistance to fire: 7.3%[/p]
[p]Swamp Rot[/p]
[p]Reaction to chemical burns: 2.7% β†’ 0.9%[/p]
  • [p]Added Stamina regeneration: 2.4%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to chemical burns: 0.9% β†’ Stamina regeneration: 0.8%[/p]
[p]Battery[/p]
[p]Reaction to electricity: 2.9% β†’ 1.3%[/p]
  • [p]Added Stamina: 11.4%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to electricity: 1% β†’ Resistance to electricity: 10.7[/p]
  • [p]Stamina: 11.4% β†’ 3.8%[/p]
[p]White Rose[/p]
[p]Reaction to electricity: 1.9% β†’ 0.9%[/p]
  • [p]Added Stamina: 7.6%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to electricity: 0.7% β†’ Stamina: 2.6%[/p]
[p]Disintegrator[/p]
[p]Reaction to electricity: 2.2% β†’ 1%[/p]
  • [p]Added Stamina regeneration: 1.9%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to electricity: 0.8% β†’ Resistance to electricity: 8.1[/p]
  • [p]Stamina regeneration: 1.9% β†’ 0.7%[/p]
[p]Kettlebell[/p]
[p]Added Reaction to burns: 0.8%[/p][p]Additional properties:[/p]
  • [p]Reaction to burns: 1.8% β†’ Resistance to fire: 9.7[/p]
[p]Ilyich Lamp[/p]
[p]Added Reaction to electricity: 1.2%[/p][p]Additional properties:[/p]
  • [p]Reaction to electricity: 2.6% β†’ Resistance to electricity: 9.7[/p]
[p]Hedgehog[/p]
[p]Added Reaction to laceration: 1%[/p][p]Additional properties:[/p]
  • [p]Reaction to laceration: 2.2% β†’ Laceration protection: 9.7[/p]
[p]Lemna[/p]
[p]Added Reaction to chemical burns: 1.2%[/p][p]Additional properties:[/p]
  • [p]Reaction to chemical burns: 2.6% β†’ Chemical burn protection: 9.7[/p]
[p]Inkwell[/p]
[p]Reaction to laceration: 2.7 β†’ 1.2%[/p]
  • [p]Added Laceration protection: 12.2[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 0.9% β†’ Laceration protection: 4.1[/p]
[p]Fahrenheit[/p]
[p]Reaction to laceration: 2.2% β†’ 1%[/p]
  • [p]Added Stamina: 10.4%[/p]
[p]Additional properties:[/p]
  • [p]Stamina: 10.4% β†’ 3.5%[/p]
  • [p]Reaction to laceration: 0.8% β†’ Regeneration: 1.6%[/p]
[p]Chicken God[/p]
[p]Reaction to electricity: 4.7% β†’ 1%[/p]
  • [p]Reaction to burns: 4.7% β†’ 1%[/p]
  • [p]Reaction to chemical burns: 4.7% β†’ 1%[/p]
  • [p]Added Reaction to laceration: 1%[/p]
  • [p]Added Vitality: 1.7%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 2.7% β†’ Vitality: 0.6%[/p]
[p]Steel Hedgehog[/p]
[p]Reaction to laceration: 3% β†’ 1.3%[/p]
  • [p]Added Stamina: 14.6%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 1% β†’ Laceration protection: 13.7[/p]
  • [p]Stamina: 14.6% β†’ 4.9%[/p]
[p]Dumbbell[/p]
[p]Reaction to laceration: 4.3% β†’ 1.3%[/p]
  • [p]Added Laceration protection: 19.5[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 1.5% β†’ Laceration protection: 6.5[/p]
[p]Scrubber[/p]
[p]Reaction to laceration: 2.9% β†’ 0.9%[/p]
  • [p]Added Stamina regeneration: 3.1%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 1% β†’ Stamina regeneration: 1.1%[/p]
[p]Gum[/p]
[p]Reaction to chemical burns: 3.5% β†’ 1.1%[/p]
  • [p]Added Bleeding: -1.1[/p]
[p]Additional properties:[/p]
  • [p]Reaction to chemical burns: 1.2% β†’ Bleeding: -0.4[/p]
[p]Radiator[/p]
[p]Reaction to burns: 2.4% β†’ 0.8%[/p]
  • [p]Added Burning: -0.3[/p]
[p]Additional properties:[/p]
  • [p]Reaction to burns: 0.8% β†’ Burning: -0.1[/p]
[p]Transformer[/p]
[p]Added Reaction to electricity: 1.1%[/p]
[p]Sun[/p]
[p]Reaction to burns: 2.5% β†’ 1.1%[/p]
  • [p]Bleeding Protection: 3.7% β†’ 8.5%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to burns: 0.9% β†’ Bleeding Protection: 2.9%[/p]
[p]Mirror[/p]
[p]Reaction to electricity: 3.7% β†’ 1.6%[/p]
  • [p]Added Resistance to electricity: 13.7[/p]
[p]Additional properties:[/p]
  • [p]Reaction to electricity: 1.3% β†’ Resistance to electricity: 4.6[/p]
[p]Whirlwind[/p]
[p]Reaction to burns: 2.5% β†’ 1.1%[/p]
  • [p]Added Resistance to electricity: 13.7[/p]
[p]Additional properties:[/p]
  • [p]Resistance to electricity: 13.7 β†’ 4.6[/p]
  • [p]Reaction to burns: 0.9% β†’ Burning: -0.3[/p]
[p]Heel[/p]
[p]Reaction to laceration: 4% β†’ Explosion protection: 13.4[/p]
  • [p]Added Reaction to burns: 1.5%[/p]
[p]Additional properties:[/p]
  • [p]Reaction to laceration: 1.4% β†’ Explosion protection: 4.5[/p]
  • [p]Reaction to burns: 3.3% β†’ Laceration protection: 18.2[/p]
[p]Inside Out Rose[/p]
[p]Added Reaction to burns: 1.5%[/p][p]Additional properties:[/p]
  • [p]Reaction to burns: 3.3% β†’ Stamina regeneration: 4.3%[/p]
[p]Hoop[/p]
[p]Stamina: 14.6% β†’ Bullet resistance: 9.1[/p][p]Additional properties:[/p]
  • [p]Bullet resistance: 9.1 β†’ 3.1[/p]
  • [p]Stamina: 4.9% β†’ 14.6%[/p]
[p]Colophony[/p]
[p]Stamina regeneration: 2.9% β†’ 1.3%Β [/p]
  • [p]Added Carry weight: 8.7[/p]
[p]Additional properties:[/p]
  • [p]Carry weight: 8.7 β†’ 2.9[/p]
  • [p]Stamina regeneration: 1% β†’ Vitality: 1.2%[/p]
[p]Gills[/p]
[p]Added Bleeding Protection: 3.7%[/p]
[p][/p][h3]SEP Round changesΒ [/h3]
[p]Round[/p]
[p]Laceration damage[/p]
[p]Bleeding[/p]
[p]9 mm SEP[/p]
[p]20% β†’ 16%[/p]
[p]15% β†’ 20%[/p]
[p]10 mm SEP[/p]
[p]20% β†’ 16%[/p]
[p]15% β†’ 20%[/p]
[p]5.45 mm SEP[/p]
[p]20% β†’ 17%[/p]
[p]15% β†’ 20%[/p]
[p]5.56 mm SEP[/p]
[p]20% β†’ 17%[/p]
[p]15% β†’ 20%[/p]
[p]7.62 mm SEP[/p]
[p]22.5% β†’ 19%[/p]
[p]15% β†’ 20%[/p]
[p]9Γ—39 mm SEP[/p]
[p]23% β†’ 20%[/p]
[p]15% β†’ 20%[/p]
[p]SEP rounds were excessively effective against scientist and combo armour. With the new stats, they are now roughly equal to SBP rounds against combo armour, stronger against scientist armour, and weaker against combat armour.[/p][p][/p][h3]Armour adjustmentsΒ [/h3][p]Reworked the stats of faction scientist suits β€” their previous versions were inferior to Saturn in most situations, offering almost no meaningful advantages.[/p][p]Super-heavy suits have been slightly buffed to allow fairer competition with more mobile armour types.[/p]
[p]SBA TANK[/p]
[p]Stability: 35% β†’ 45%[/p]
[p]Apostle Super-Heavy Armored Suit[/p]
[p]Stability: 40% β†’ 50%[/p]
  • [p]Bullet resistance: 300 β†’ 310[/p]
[p]Reiter Super-Heavy Armored Suit[/p]
[p]Stability: 40% β†’ 50%[/p]
  • [p]Bullet resistance: 300 β†’ 310[/p]
[p]Chieftain Super-Heavy Armored Suit[/p]
[p]Stability: 40% β†’ 50%[/p]
  • [p]Bullet resistance: 300 β†’ 310[/p]
[p]Granite Super-Heavy Armored Suit[/p]
[p]Stability: 40% β†’ 50%[/p]
  • [p]Bullet resistance: 300 β†’ 310[/p]
[p]Bear Exoskeleton[/p]
[p]Stability: 40% β†’ 50%[/p]
[p]Peresvet Jumpsuit[/p]
[p]Bullet resistance: 191 β†’Β 209[/p]
  • [p]Laceration protection: 104 β†’Β 144[/p]
  • [p]Resistance to electricity: 500 β†’ 900[/p]
  • [p]Resistance to fire: 500 β†’ 900[/p]
  • [p]Resistance to chemicals: 500 β†’ 900[/p]
  • [p]Psy-emission protection: 385 β†’ 400[/p]
  • [p]Movement speed: -3%Β β†’ -5%[/p]
[p]Orion Jumpsuit[/p]
[p]Bullet resistance: 176 β†’Β 192[/p]
  • [p]Laceration protection: 104 β†’Β 144[/p]
  • [p]Resistance to electricity: 500 β†’ 900[/p]
  • [p]Resistance to fire: 500 β†’ 900[/p]
  • [p]Resistance to chemicals: 500 β†’ 900[/p]
  • [p]Psy-emission protection: 385 β†’ 400[/p]
  • [p]Movement speed: 0%Β β†’ -2%[/p]
[p]Arc Jumpsuit[/p]
[p]Bullet resistance: 181 β†’Β 203[/p]
  • [p]Laceration protection: 104 β†’Β 164[/p]
  • [p]Resistance to electricity: 500 β†’ 900[/p]
  • [p]Resistance to fire: 500 β†’ 900[/p]
  • [p]Resistance to chemicals: 500 β†’ 900[/p]
  • [p]Psy-emission protection: 385 β†’ 400[/p]
  • [p]Movement speed: -2%Β β†’ -4%[/p]
[p]Navigator Jumpsuit[/p]
[p]Bullet resistance: 181 β†’Β 198[/p]
  • [p]Explosion protection: 109 β†’ 120[/p]
  • [p]Laceration protection: 104 β†’Β 144[/p]
  • [p]Resistance to electricity: 500 β†’ 900[/p]
  • [p]Resistance to fire: 500 β†’ 900[/p]
  • [p]Resistance to chemicals: 500 β†’ 900[/p]
  • [p]Psy-emission protection: 385 β†’ 400[/p]
  • [p]Movement speed: -1%Β β†’ -3%[/p]
[p]
[/p][h3]Container adjustmentsΒ [/h3]
[p]Sheaf Container[/p]
[p]Effectiveness: 100% β†’ 97%[/p]
[p][/p][h3]Weapon changesΒ [/h3]
[p]PP-2000 Anchor[/p]
[p]Rank: Stalker β†’ NewbieΒ [/p]
  • [p]Damage: 27 β†’ 21.8[/p]
  • [p]Minimum damage: 17.3 β†’ 14[/p]
[p]Varyag's Gift[/p]
[p]Rank: Veteran β†’ Stalker[/p]
  • [p]Damage: 35.8 β†’ 30[/p]
  • [p]Minimum damage: 30.4 β†’ 25.5[/p]
  • [p]Maximum distance: 135 β†’ 125[/p]
[p]Reworked the value of obtaining Varyag’s Gift and PP-2000 Anchor. Their previous stats no longer matched the stage of progression where this weapon becomes available.
All players who already owned these weapons have received new, fully upgraded barter versions with the same improvement level and preserved upgrade chance.[/p]
[p]Before[/p]
[p]After[/p]
[p]PP-2000 Anchor[/p]
[p]PP-2000 Anchor (with new stats)[/p]
  • [p]PP-2000[/p]
[p]Varyag’s Gift[/p]
[p]Varyag’s Gift (with new stats)[/p]
  • [p]L85A1[/p]
[p][/p][h3]ShotgunsΒ [/h3][p]The following changes have been made to all shotguns except the KS-23 and Cobray Terminator:Β [/p]
  • [p]Limb damage increased to x1;Β [/p]
  • [p]Head damage reduced to x1;[/p]
  • [p]Increased damage multiplier to mutants to compensate for reduced maximum damage per headshot.[/p]
[p]Now, players with other types of weapons and good headshot accuracy will have a better chance against shotguns at close range.[/p]
[p]KS-12 Komrad[/p]
[p]Damage: 150 β†’ 155[/p]
  • [p]Minimum damage: 60 β†’ 70[/p]
  • [p]Maximum damage distance: 4 β†’ 5[/p]
  • [p]Minimum damage distance: 40 β†’ 44[/p]
  • [p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.6 β†’ 2.1[/p]
[p]AA-12[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.5 β†’ 1.9[/p]
[p]Pancor Jackhammer[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.45 β†’ 1.85[/p]
  • [p]Minimum damage distance: 20 β†’ 18[/p]
[p]Derya MK-12 AS-103S[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.65 β†’ 2.1[/p]
[p]Chiappa Triple Crown[/p]
[p]Removed 2% speed penalty[/p]
  • [p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2.25 β†’ 2.8[/p]
[p]MTs-255[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.9 β†’ 2.4[/p]
[p]RMB-93[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.85 β†’ 2.3[/p]
[p]SIX12[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.75 β†’ 1[/p]
  • [p]Damage to mutant: 1.6 β†’ 2[/p]
[p]Protecta[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.85 β†’ 2.3[/p]
[p]OTs-62[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]Grizzly 8.5[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.75 β†’ 2.2[/p]
[p]M1014 Breacher[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]Reaper[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]Saiga-12K[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.5 β†’ 1.9[/p]
[p]МР-153[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.75 β†’ 2.2[/p]
[p]Ripper[/p]
[p]Damage to mutant: 1.65 β†’ 2.05[/p]
[p]M1014[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.85 β†’ 2.3[/p]
[p]Cryolator[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]Franchi SPAS-12[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.75 β†’ 2.2[/p]
[p]МР-133[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]TOZ-34[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2.25 β†’ 2.8[/p]
[p]BM-16[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]BM-16 Sawed-Off[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]Franchi SPAS-15[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.75 β†’ 2.2[/p]
[p]Mossberg 590A1[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.85 β†’ 2.3[/p]
[p]Mossberg 500[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.85 β†’ 2.3[/p]
[p]Shorty 590[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 2 β†’ 2.5[/p]
[p]Winchester 1911[/p]
[p]Headshot damage: 1.25 β†’ 1[/p]
  • [p]Limb damage: 0.8 β†’ 1[/p]
  • [p]Damage to mutant: 1.85 β†’ 2.3[/p]
[p][/p][h3]Machine GunsΒ [/h3]
[p]6P62 Little Boy[/p]
[p]Minimum damage: 55 β†’ 60[/p]
  • [p]Spread: 0.44Β° β†’ 0.39Β°[/p]
  • [p]Horizontal recoil goes exclusively to the right[/p]
[p]PKP Pecheneg[/p]
[p]Damage: 49 β†’ 49.5[/p]
  • [p]Spread: 0.45Β° β†’ 0.4Β°[/p]
[p]Worn PKP[/p]
[p]Damage: 43 β†’ 43.5[/p]
  • [p]Spread: 0.45Β° β†’ 0.4Β°[/p]
[p]MG 3[/p]
[p]Damage: 30.5 β†’ 31[/p]
  • [p]Minimum damage: 22 β†’ 23[/p]
  • [p]Magazine capacity: 80 β†’ 100[/p]
  • [p]Overheat limit: 120 β†’ 150[/p]
[p]RPL-20[/p]
[p]Damage: 48 β†’ 48.5[/p]
[p][/p][h3]Rifles[/h3]
[p]LR-300[/p]
[p]Damage: 38.3 β†’ 38.5[/p]
  • [p]Minimum damage: 22.8 β†’ 23[/p]
[p]Legacy SCAR-L[/p]
[p]Damage: 51.8 β†’ 52.5[/p]
[p]ASM Serval[/p]
[p]Damage: 43 β†’ 42.5[/p]
  • [p]Recoil: 0.48Β° β†’ 0.56Β°[/p]
  • [p]Horizontal recoil: 0.1Β° β†’ 0.11Β°[/p]
[p]FN F2000 Tactical[/p]
[p]Minimum damage: 30.5 β†’ 31.5[/p]
[p]FN F2000[/p]
[p]Damage: 34.1 β†’ 34.2[/p]
  • [p]Minimum damage: 26.5 β†’ 27.5[/p]
[p]HK G36C[/p]
[p]Minimum damage: 30 β†’ 31[/p]
[p]QBZ-191 Thunderbird[/p]
[p]Minimum damage: 31.8 β†’ 33[/p]
[p]Arsenal AUG A3[/p]
[p]Minimum damage: 34.2 β†’ 35[/p]
[p]Steyr AUG A3[/p]
[p]Minimum damage: 30 β†’ 31[/p]
[p]IWI Tavor X95[/p]
[p]Minimum damage: 27.8 β†’ 28.5[/p]
[p]Arsenal X95[/p]
[p]Minimum damage: 29 β†’ 30[/p]
[p]HK XM8S[/p]
[p]Minimum damage: 34.2 β†’ 35[/p]
[p]HK XM8[/p]
[p]Damage: 42 β†’ 42.2[/p]
  • [p]Minimum damage: 32.7 β†’ 34.2[/p]
[p]Arsenal XM8[/p]
[p]Minimum damage: 34.2 β†’ 35[/p]
[p]Arsenal Rune[/p]
[p]Minimum damage: 36.8 β†’ 38.4[/p]
[p]Rune[/p]
[p]Damage: 43.2 β†’ 43.5[/p]
  • [p]Minimum damage: 33.7 β†’ 35.2Β [/p]
[p]TKB-0146M[/p]
[p]Minimum damage: 33 β†’ 34[/p]
[p]Arsenal FN SCAR-H[/p]
[p]Minimum damage: 39.5 β†’ 40.5[/p]
[p]FN SCAR-H[/p]
[p]Minimum damage: 38 β†’ 39[/p]
[p]Arsenal HK417[/p]
[p]Minimum damage: 41.5 β†’ 42.5[/p]
[p]HK417[/p]
[p]Minimum damage: 40 β†’ 41[/p]
[p]Arsenal FN FAL[/p]
[p]Minimum damage: 36 β†’ 36.5[/p]
[p]FN FAL[/p]
[p]Minimum damage: 34.5 β†’ 35[/p]
[p]Old FN FAL[/p]
[p]Minimum damage: 31.8 β†’ 32.3[/p]
[p]Arsenal АК-308[/p]
[p]Minimum damage: 34.5 β†’ 35.5[/p]
[p]АК-308[/p]
[p]Minimum damage: 33 β†’ 34[/p]
[p][/p][h3]Sniper RiflesΒ [/h3]
[p]Wave[/p]
[p]Damage: 93 β†’ 81.3[/p]
  • [p]Minimum damage: 89 β†’ 67.2[/p]
  • [p]Maximum damage distance: 30 β†’ 20[/p]
  • [p]Minimum damage distance: 80 β†’ 60[/p]
  • [p]Rate of fire: 240 β†’ 350[/p]
  • [p]Recoil: 1.1Β° β†’ 0.9Β°[/p]
  • [p]Horizontal recoil: 0.24Β° β†’ 0.12Β°[/p]
  • [p]Added 2% Recoil increase from the third shot[/p]
  • [p]Ergonomics: 100% β†’ 110%[/p]
  • [p]Improved base stabilisation[/p]
  • [p]Burst rate of fire: 800 β†’ 600[/p]
  • [p]Burst delay: 0.3 sec β†’ 0.2 sec[/p]
  • [p]Rounds fired per burst: 2 β†’ 3[/p]
[p]Arsenal Wave[/p]
[p]Damage: 97 β†’ 85[/p]
  • [p]Minimum damage: 92.5 β†’ 70[/p]
  • [p]Maximum damage distance: 30 β†’ 20[/p]
  • [p]Minimum damage distance: 80 β†’ 60[/p]
  • [p]Rate of fire: 240 β†’ 350[/p]
  • [p]Recoil: 1.1Β° β†’ 0.9Β°[/p]
  • [p]Horizontal recoil: 0.24Β° β†’ 0.12Β°[/p]
  • [p]Added 2% Recoil increase from the third shot[/p]
  • [p]Ergonomics: 100% β†’ 110%[/p]
  • [p]Improved base stabilisation[/p]
  • [p]Burst rate of fire: 800 β†’ 600[/p]
  • [p]Burst delay: 0.3 sec β†’ 0.2 sec[/p]
  • [p]Rounds fired per burst: 2 β†’ 3[/p]
[p][/p][h3]Pistols[/h3]
  • [p]Heavy pistols reworked: their accuracy and overall effectiveness at range have been increased, at the cost of a significant drop in comfort.[/p]
  • [p]Veteran-rank pistols and below received a minor buff.[/p]
[p]Extended Barrel D-Eagle[/p]
[p]Extended Barrel D-Eagle has been split into two separate attachments: Extended Barrel D-Eagle VII (Veteran rank and current stats) and Extended Barrel D-Eagle XIX (Master rank and improved stats)[/p]
[p][/p]
[p][/p]
[p]Extended Barrel D-Eagle VII fits Desert Eagle Mark VII and Twitch Eagle, while Extended Barrel D-Eagle XIX fits Desert Eagle Mark XIX and Big Bill.[/p][p]Both versions, when installed, also increase the number of compatible sights that can be mounted on the weapon.[/p][p]All owners of the Extended Barrel D-Eagle have automatically received the Master rank Extended Barrel D-Eagle XIX.[/p][p]You can obtain both attachments in the Muzzles and Silencers tab in the barter menu.[/p][p][/p]
[p]Desert Eagle Mark XIX[/p]
[p]Damage: 121.9 β†’ 125[/p]
  • [p]Minimum damage: 72.1 β†’ 72.5[/p]
  • [p]Maximum distance: 70 β†’ 80[/p]
  • [p]Minimum damage distance: 25 β†’ 40[/p]
  • [p]Spread: 0.6Β° β†’ 0.44Β°[/p]
  • [p]Recoil: 1.12Β° β†’ 3.25Β°[/p]
  • [p]The horizontal recoil now goes exclusively to the left[/p]
  • [p]Magazine capacity: 9 β†’ 8[/p]
  • [p]Removed the ability to install any muzzle device other than the Extended Barrel D-Eagle XIX[/p]
  • [p]Expanded the list of compatible foregrips (for example, it can now mount RK-series foregrips)[/p]
  • [p]Added the ability to install large LDs[/p]
[p]Big Bill[/p]
[p]Damage: 121.9 β†’ 125[/p]
  • [p]Minimum damage: 72.1 β†’ 72.5[/p]
  • [p]Maximum distance: 80 β†’ 85[/p]
  • [p]Minimum damage distance: 28 β†’ 41[/p]
  • [p]Spread: 0.6Β° β†’ 0.44Β°[/p]
  • [p]Recoil: 1.44Β° β†’ 3.75Β°[/p]
  • [p]The horizontal recoil now goes exclusively to the left[/p]
  • [p]Magazine capacity: 8 β†’ 7[/p]
  • [p]Removed the ability to install any muzzle device other than the Extended Barrel D-Eagle XIX[/p]
  • [p]Expanded the list of compatible foregrips (for example, it can now mount RK-series foregrips)[/p]
  • [p]Added the ability to install large LDs[/p]
[p]Twitch Eagle[/p]
[p]Damage: 78.5 β†’ 80[/p]
  • [p]Minimum damage: 46.5 β†’ 46.8[/p]
  • [p]Maximum distance: 70 β†’ 80[/p]
  • [p]Minimum damage distance: 25 β†’ 38[/p]
  • [p]Spread: 0.6Β° β†’ 0.44Β°[/p]
  • [p]Recoil: 1.12Β° β†’ 3.25Β°[/p]
  • [p]The horizontal recoil now goes exclusively to the left[/p]
  • [p]Magazine capacity: 9 β†’ 8[/p]
[p]Removed the ability to install any muzzle device other than the Extended Barrel D-Eagle VII[/p]
[p]Desert Eagle Mark VII[/p]
[p]Damage: 106.6 β†’ 109[/p]
  • [p]Minimum damage: 63.2 β†’ 63.5[/p]
  • [p]Minimum damage distance: 25 β†’ 38[/p]
  • [p]Maximum distance: 70 β†’ 80[/p]
  • [p]Spread: 0.6Β° β†’ 0.44Β°[/p]
  • [p]Recoil: 1.12Β° β†’ 3.25Β°[/p]
  • [p]The horizontal recoil now goes exclusively to the left[/p]
  • [p]Magazine capacity: 9 β†’ 8[/p]
  • [p]Removed the ability to install any muzzle device other than the Extended Barrel D-Eagle VII[/p]
[p]RSh-12[/p]
[p]Damage: 156 β†’ 160[/p]
  • [p]Minimum damage: 107 β†’ 103.5[/p]
  • [p]Maximum damage distance: 5 β†’ 4[/p]
  • [p]Minimum damage distance: 18 β†’ 46[/p]
  • [p]Spread: 0.6Β° β†’ 0.42Β°[/p]
  • [p]Recoil: 1.44Β° β†’ 5Β°[/p]
  • [p]Horizontal recoil: 0.5Β° Β β†’ 1Β°[/p]
  • [p]Added 10% recoil increase after the first shot[/p]
  • [p]Reload speed: 2.4 sec β†’ 2.5 sec[/p]
[p]R-92[/p]
[p]Damage: 63 β†’ 56[/p]
  • [p]Minimum damage: 43.2 β†’ 35.2[/p]
  • [p]Minimum damage distance: 18 β†’ 34[/p]
  • [p]Rate of fire: 150 β†’ 200[/p]
[p]PM and Rust Makarov[/p]
[p]Damage: 27.8 β†’ 30.4[/p]
  • [p]Minimum damage: 19 β†’ 19.5[/p]
[p]PB[/p]
[p]Damage: 29 β†’ 31.8[/p]
  • [p]Minimum damage: 19.9 β†’ 20.4[/p]
  • [p]Recoil: 0.8Β° β†’ 0.63Β°[/p]
  • [p]Removed the ability to install any muzzle device other than PB silencer[/p]
[p]TT[/p]
[p]Damage: 41 β†’ 43[/p]
  • [p]Minimum damage: 28.1 β†’ 29[/p]
[p]Eternal Novice's PM[/p]
[p]Damage: 46.2 β†’ 49[/p]
  • [p]Minimum damage: 28.3 β†’ 30[/p]
[p]Mauser C96[/p]
[p]Damage: 39.5 β†’ 42[/p]
[p]PMM[/p]
[p]Damage: 42.6 β†’ 45.2[/p]
  • [p]Minimum damage: 25.6 β†’ 29[/p]
[p]Bee[/p]
[p]Minimum damage: 29.4 β†’ 31[/p]
[p]DreamΒ [/p]
[p]Minimum damage: 40.4 β†’ 43[/p]
[p]Fort-12[/p]
[p]Damage: 46.8 β†’ 49[/p]
  • [p]Minimum damage: 32.1 β†’ 33[/p]
[p]Walther P99[/p]
[p]Damage: 44.4 β†’ 47[/p]
  • [p]Minimum damage: 27.2 β†’ 30[/p]
[p]Browning Hi-Power[/p]
[p]Damage: 49.5 β†’ 51.1[/p]
[p]APS[/p]
[p]Damage: 29.8 β†’ 32.5[/p]
  • [p]Minimum damage: 17.5 β†’ 18[/p]
[p]Glock 18C Twitch[/p]
[p]Damage: 32 β†’ 33[/p]
  • [p]Minimum damage: 20.2 β†’ 25[/p]
  • [p]Minimum damage distance: 30 β†’ 34[/p]
[p]Highest Power[/p]
[p]Damage: 65 β†’ 67[/p]
[p]Beretta 92FS[/p]
[p]Damage: 56.3 β†’ 58[/p]
  • [p]Minimum damage: 36.6 β†’ 38[/p]
[p]SW1911[/p]
[p]Minimum damage distance: 20 β†’ 30[/p]
[p]SR-1 Gyurza[/p]
[p]Damage: 59.8 β†’ 64[/p]
  • [p]Minimum damage: 40.2 β†’ 40.5[/p]
[p]Glock 18C[/p]
[p]Damage: 31.1 β†’ 31.4[/p]
  • [p]Minimum damage: 19.8 β†’ 19[/p]
  • [p]Rate of fire: 800 β†’ 900[/p]
[p]Tec-DC9[/p]
[p]Damage: 54 β†’ 60[/p]
  • [p]Minimum damage: 38.5 β†’ 39[/p]
[p]Smesson[/p]
[p]Minimum damage distance: 24 β†’ 31[/p]
[p]SR-1-10[/p]
[p]Damage: 74.5 β†’ 75[/p]
[p]Glock 17[/p]
[p]Damage: 64.7 β†’ 65.5[/p]
  • [p]Minimum damage: 37.7 β†’ 40.5[/p]
[p]Beretta 93R[/p]
[p]Damage: 46.5 β†’ 49[/p]
  • [p]Minimum damage: 30.6 β†’ 35[/p]
[p]Worn Colt Python[/p]
[p]Minimum damage: 88 β†’ 85.3[/p]
  • [p]Distance: 70 β†’ 80[/p]
  • [p]Minimum damage distance: 18 β†’ 40[/p]
  • [p]Spread: 0.6Β° β†’ 0.5Β°[/p]
  • [p]Recoil: 1.44Β° β†’ 3.44Β°[/p]
[p]МР-412[/p]
[p]Minimum damage: 82.5 β†’ 85[/p]
  • [p]Distance: 70 β†’ 80[/p]
  • [p]Minimum damage distance: 16 β†’ 36[/p]
  • [p]Spread: 0.6Β° β†’ 0.52° [/p]
  • [p]Recoil: 1.2Β° β†’ 3.7Β°[/p]
[p]Cobra two-tone[/p]
[p]Damage: 124 β†’ 133[/p]
  • [p]Minimum damage: 93 β†’ 85[/p]
  • [p]Distance: 65 β†’ 75[/p]
  • [p]Minimum damage: 17 β†’ 34[/p]
  • [p]Spread: 0.72Β° β†’ 0.62Β°[/p]
  • [p]Recoil: 1.6Β° β†’ 3.6Β°[/p]
[p]Colt Python[/p]
[p]Minimum damage: 105.1 β†’ 101.7[/p]
  • [p]Distance: 70 β†’ 80[/p]
  • [p]Minimum damage distance: 18 β†’ 40[/p]
  • [p]Spread: 0.6Β° β†’ 0.5Β°[/p]
  • [p]Recoil: 1.44Β° β†’ 3.44Β°[/p]
[p][/p][h3]Submachine guns[/h3]
[p]Scorpion EVO III[/p]
[p]Increased the number of available grip attachments[/p]
[p][/p][h3]Consumables[/h3]
[p]Anomalous Champagne[/p]
[p]Fixed incorrect rank display: Stalker β†’ Veteran[/p]
  • [p]Effect priority: 6 β†’ 7[/p]
  • [p]Speed: 4.5% β†’ 3.8%[/p]
  • [p]Stamina: 36.8% β†’ 43.3%[/p]
[p]Soviet Champagne[/p]
[p]Stamina: 39.3% β†’ Carry weight: 26.3[/p]
[p]Ice Cream Cone[/p]
[p]Stamina: 29.3% β†’ 11.7%[/p]
  • [p]Stamina regeneration: 3% β†’ 3.5%[/p]
  • [p]Added speed: 1.4%[/p]
[p]Ice Cream[/p]
[p]Stamina: 34.7% β†’ 13.9%[/p]
  • [p]Stamina renegeration: 3.5% β†’ 4.2%[/p]
  • [p]Added speed: 1.7%[/p]
[p]Chocolate Ice Cream[/p]
[p]Stamina: 37.3% β†’ 14.9%[/p]
  • [p]Stamina regeneration: 3.8% β†’ 4.5%[/p]
  • [p]Added Speed: 1.8%[/p]
[p]Condensed Milk[/p]
[p]Added Speed: 0.7%[/p]
[h2]Other changes[/h2]
  • [p]Added displaying of equipped weapon on character.[/p][p][/p]
  • [p]Adjusted light reflections on weapons. [/p]
  • [p]Added side rails to the AK-15.[/p]
  • [p]Updated bullet tracer visuals, they now display the actual shot trajectory without simulating bullet flight.[/p]
  • [p]Fixed an issue where an eruption could result in a reduced number of artefact spawns.[/p]
  • [p]Updated the model and animations for the Desert Eagle Mark VII and Twitch Eagle.[/p]
  • [p]Updated the models for the KZS-1, KZS-2 and their β€œU” variants.[/p]
  • [p]Updated the models of ergonomic magazines obtained through barter tree.[/p]
  • [p]Updated first and third-person firing sounds for the SVCh, XM8, A-545, Scorpion EVO III, Kriss Vector, AK-308, FN SCAR-H, Legacy SCAR-L, QBZ-191, and QBU-191.[/p]
  • [p]Updated the models for the SUSAT and DOTSAT sights.[/p]
  • [p]Premium time will now be frozen during maintenance.[/p]
  • [p]Updated the model for the Browning Hi‑Power pistol.[/p]
  • [p]Fixed extended aiming time on the AK-308 after exiting sprint mode.[/p]
  • [p]Added stamina regeneration climbing ladders.[/p]
  • [p]Changed the loadouts of certain entities in the North (faction patrols, zombies).[/p]
  • [p]Updated the character creation menu.[/p]
  • [p]Fixed multiple translation inconsistency bugs across all languages.[/p]
  • [p]Corrected several minor localization bugs in all languages.[/p]