Patch Notes [03.06.2026]
Over the past year, the weather has remained largely unchanged, but new winds have begun to blow, bringing change to the Zone. Down South, everyone’s talking about the new contingent of foreign troops. Meanwhile, all the factions in Forge are keeping a wary eye on the SSPP and its new representatives, with a sense of unease as they recall last summer. Dark clouds are gathering over the CEZ, and every stalker is wondering whether the fragile balance achieved after the Defence of the Perimeter can be maintained.ContentAnticyclone seasonEconomic changes to Act and SeasonRevitalization of The SwampsGuide update3D facesBalance adjustmentsSession battles adjustmentsIn-game shop updateOther changes and fixesAnticyclone seasonSummer weatherAs time goes by, the weather changes too, bringing with it a sun that beats down on your head.In the game, you will see the following updated weather phenomena:• Clear weather; • Cloudy weather; • Overcast weather; • Heavy rain.Season awardsThe following key rewards are available this season:Tec-DC9;Steyr AUG A3 9mm XS;Brigand Armored Suit;Special Case Tokens;Trail of War skin;Tactical Binoculars charm;Act III Tickets;Removal paint container;Tamagotchi charm;Typhoon charm;Anticyclone customisation set.AAC Honey Badger assault rifle is a unique reward for reaching level 500.Special caseSpecial case contents have been updated. Now you can use it to get:KS-12 Komrad;Albatross Interceptor;Bear’s Den-6 Container;Cheytac M300;AK-308.Economic changes to Act and SeasonIn Act III, the Ticket system will undergo changes, and economic adjustments will be made to the Season Pass.Changes to the Act III Ticket systemLegendary gear in the shopRemoved the offer to purchase the legendary gear for 6 500 Tickets.You can obtain legendary gear by collecting 6-8 parts, barter resources and rubles.Changes to the barter recipes for Legendary gearBeforeNowNumber of pieces of gearRublesSubstanceRed FernRemains of a Psy-TrackerGamma Data FragmentQuantum BatteryAnomalous Serum180-----02730kk55004500350020002500253660kk11000900070004000500050AfterNowNumber of pieces of gearRublesSubstanceRed FernRemains of a Psy-TrackerGamma Data FragmentQuantum BatteryAnomalous Serum1815kk-----252750kk400030002500200020007536100kk80006000500040004000150Sources of TicketsSeason Pass is still the main source of income. Removed the element of chance in the form of Caskets. Players will now receive 2000 Tickets per season for completing 400 levels whilst holding an active Season Pass. Consequently, you can earn 8000 Tickets for the entire Act. However, this Act will also feature various activities where you can earn extra Tickets.Activities will be divided into two types:For anyone interested, with simpler gameplay but fewer Tickets. They take place in autumn and spring.For those who aren't looking for the easy way out, with plenty of Tickets. They take place in winter and summer.The first event of this kind is already planned for this autumn!Exchange of parts for legendary gearYou can now trade parts of legendary gear that appeared in the same Act. You can now exchange legendary gear pieces obtained in the same Act. To do so, right-click the piece and select Transofrm. For example:Parts of the armour Albatross Heavy Assault Armored Exoskeleton suit and parts of the Gauss rifle can be swapped for one another.Parts of the Chitin backpack and parts of the ZIVCAS M2-C armour suit are replaceable.In other words, you can swap one item for another from the same Act in which the gear first appeared in the Ticket Shop.Ticket shopIn Act III, we will return master items in exchange for Act I Tickets, and we will also keep the offers from Act II.In addition, new items will be added to the shop’s range during the Act.Consequently, the range of products available at the Ticket shop will not change, but will simply be expanded to include new items.Changes in prices of Ticket shopIn Act III, a new pricing policy for master gear will be applied using Tickets:Containers will not change in price and will cost 1500;Melee weapons — 1000;Sights — 500.Selling gear for a third of its costAdded the ability to sell master gear to the Fence for Tickets at a third of its full price.An item can only be returned within the Act in which it was purchased.New legendary pistolThe latest addition to the Act III Ticket shop is the legendary CR-72.It can be obtained the same way as other legendary gear for Act Tickets, using 6/7/8 parts along with barter and rubles.Attention!The current Act Tickets system will not change significantly throughout the Act. However, new offers with Master rank gear may still be added to Act Ticket shop.Changes that do not affect the total amount of Tickets received per season, store prices, or the overall game economy (such as redistributing the amount of Act Tickets across Season Pass levels) are also possible.Act Tickets policy may change between Acts, including changes to prices, total amount, and distribution of Tickets, as
Over the past year, the weather has remained largely unchanged, but new winds have begun to blow, bringing change to the Zone. Down South, everyone’s talking about the new contingent of foreign troops. Meanwhile, all the factions in Forge are keeping a wary eye on the SSPP and its new representatives, with a sense of unease as they recall last summer. Dark clouds are gathering over the CEZ, and every stalker is wondering whether the fragile balance achieved after the Defence of the Perimeter can be maintained.
Anticyclone season
Economic changes to Act and Season
Revitalization of The Swamps
Guide update
3D faces
Balance adjustments
Session battles adjustments
In-game shop update
Other changes and fixes
As time goes by, the weather changes too, bringing with it a sun that beats down on your head.
In the game, you will see the following updated weather phenomena:
• Clear weather;
• Cloudy weather;
• Overcast weather;
• Heavy rain.



The following key rewards are available this season:
Tec-DC9;
Steyr AUG A3 9mm XS;
Brigand Armored Suit;
Special Case Tokens;
Trail of War skin;
Tactical Binoculars charm;
Act III Tickets;
Removal paint container;
Tamagotchi charm;
Typhoon charm;
Anticyclone customisation set.
AAC Honey Badger assault rifle is a unique reward for reaching level 500.

Special case contents have been updated. Now you can use it to get:
KS-12 Komrad;
Albatross Interceptor;
Bear’s Den-6 Container;
Cheytac M300;
AK-308.

In Act III, the Ticket system will undergo changes, and economic adjustments will be made to the Season Pass.
Removed the offer to purchase the legendary gear for 6 500 Tickets.
You can obtain legendary gear by collecting 6-8 parts, barter resources and rubles.
Now
Number of pieces of gear
Rubles
Substance
Red Fern
Remains of a Psy-Tracker
Gamma Data Fragment
Quantum Battery
Anomalous Serum
1
8
0
-
-
-
-
-
0
2
7
30kk
5500
4500
3500
2000
2500
25
3
6
60kk
11000
9000
7000
4000
5000
50
Now
Number of pieces of gear
Rubles
Substance
Red Fern
Remains of a Psy-Tracker
Gamma Data Fragment
Quantum Battery
Anomalous Serum
1
8
15kk
-
-
-
-
-
25
2
7
50kk
4000
3000
2500
2000
2000
75
3
6
100kk
8000
6000
5000
4000
4000
150
Season Pass is still the main source of income. Removed the element of chance in the form of Caskets. Players will now receive 2000 Tickets per season for completing 400 levels whilst holding an active Season Pass. Consequently, you can earn 8000 Tickets for the entire Act. However, this Act will also feature various activities where you can earn extra Tickets.
Activities will be divided into two types:
For anyone interested, with simpler gameplay but fewer Tickets. They take place in autumn and spring.
For those who aren't looking for the easy way out, with plenty of Tickets. They take place in winter and summer.
The first event of this kind is already planned for this autumn!
You can now trade parts of legendary gear that appeared in the same Act. You can now exchange legendary gear pieces obtained in the same Act. To do so, right-click the piece and select Transofrm.

For example:
Parts of the armour Albatross Heavy Assault Armored Exoskeleton suit and parts of the Gauss rifle can be swapped for one another.
Parts of the Chitin backpack and parts of the ZIVCAS M2-C armour suit are replaceable.
In other words, you can swap one item for another from the same Act in which the gear first appeared in the Ticket Shop.
In Act III, we will return master items in exchange for Act I Tickets, and we will also keep the offers from Act II.
In addition, new items will be added to the shop’s range during the Act.
Consequently, the range of products available at the Ticket shop will not change, but will simply be expanded to include new items.
In Act III, a new pricing policy for master gear will be applied using Tickets:
Containers will not change in price and will cost 1500;
Melee weapons — 1000;
Sights — 500.
Added the ability to sell master gear to the Fence for Tickets at a third of its full price.
An item can only be returned within the Act in which it was purchased.
The latest addition to the Act III Ticket shop is the legendary CR-72.
It can be obtained the same way as other legendary gear for Act Tickets, using 6/7/8 parts along with barter and rubles.
The current Act Tickets system will not change significantly throughout the Act. However, new offers with Master rank gear may still be added to Act Ticket shop.
Changes that do not affect the total amount of Tickets received per season, store prices, or the overall game economy (such as redistributing the amount of Act Tickets across Season Pass levels) are also possible.
Act Tickets policy may change between Acts, including changes to prices, total amount, and distribution of Tickets, as Tickets are an economic entity specific to a particular Act and do not carry over between them.
Any gear part from previous seasons can now be purchased A part price is now 200 Act Tickets
The gear parts container now holds parts from previous seasons Price: 100 → 150 Tickets
Previously it was possible to obtain 4 gear parts: from Special to Legendary quality. Now, crafting a season gear requires 5 Red parts instead of 4 different.
Some of the parts will be compensated:
1 Red part -> 2 Red parts;
1 Golden part -> 3 Red parts
Purple and blue parts will not fall under compensation. It is possible to sell the parts to the Fence NPC within a month.
Special Case Token is now obtained at level 460 of the Season Pass, instead of 200 as it was previously.
Same amount of Act Tickets can be received at 100, 200, 300, and 400 levels accordingly. At the same time, a fixed amount of Act Tickets is obtained in the paid Season Pass version.
Item
Before
Now
Anomalous Serum
1000
3000
Advanced Tools
600
1500
Advanced Spare Parts
600
1500
Standard Tools
400
1000
Standard Spare Parts
400
1000
Cheap Tools
200
500
Cheap Spare Parts
200
500
Unstable Anomalous Battery
250
750
Pack of Armour Components (Master)
100
1000
Pack of Weapon Components (Master)
100
1000
Added a possibility to sell all Special/Advanced cases items to Zen
Special cases currency price: 15 000 → 25 000
Name
Before
Now
Fog Hunter Heavy Armored Suit
4500
8000
Improved Hazmat Suit
250
2500
Altyn Set
2000
4000
MIS-100 Garnet
2000
4000
MIS-102 Zircon
2500
4000
CD-3a Armored Suit
1250
4000
Albatross Scout Armored Exoskeleton
7500
8000
CD-3b Armored Suit
2500
8000
Altyn-T Heavy Set
1500
8000
Magnet Jumpsuit
2000
8000
Tonga Jumpsuit
4500
8000
Blizzard Walker Heavy Armored Suit
7500
8000
Albatross Infiltrator Armored Exoskeleton
5000
8000
CD-4 Armored Suit
25000
16000
Bulat-M Armored Suit
4500
8000
Lynx Armored Suit
2000
4000
NATO Handmade Compensator
7500
4000
Domestic Handmade Compensator
7500
4000
FA556 Mini Silencer
7500
4000
Salvo 12 Silencer
7500
4000
Handmade Tapered Grip
7500
4000
5.56 NATO Drum Magazine, Khaki
20000
8000
5.56 NATO Drum Magazine, Black
10000
8000
AA-12 Drum Magazine
10000
8000
7.62 NATO PMAG Magazine, Khaki
20000
8000
7.62 NATO PMAG Magazine, Black
10000
8000
5.56 NATO EMAG Drum Magazine
20000
8000
Ergonomic magazine 7.62 NATO
10000
8000
Ergonomic magazine 5.56
10000
8000
5.45 Drum Magazine
10000
8000
5.45 Drum Magazine in a Pouch
10000
8000
AK-308 Extended Magazine
10000
8000
7.62x39 Drum Magazine
10000
8000
Ergonomic magazine 7.62x39
10000
8000
Ergonomic magazine 5.45
20000
8000
Ergonomic magazine 12.7
10000
8000
Ergonomic magazine 9x39
10000
8000
Handmade LD
7500
4000
OKP-7 Collimator Sight
7500
4000
Barska Collimator Sight
9000
4000
PK-01(T) Collimator Sight
5000
4000
PK-01(T/Z) Collimator Sight
5000
4000
DM Collimator Sight
5000
4000
Panorama Collimator Sight
7500
4000
Walther Collimator Sight
5000
4000
Sig Sauer Optical Sight
7500
4000
Acecare Optical Sight
5000
4000
HK MP7
25000
12000
HK UMP9
2000
3000
IMI Mini Uzi
250
3000
IMI Micro Uzi
1000
2000
HK MP5K
250
3000
Ingram MAC-10
250
2000
SOK-94
2000
3000
AK-105
2000
3000
FN SCAR-L
2000
3000
RPK
10000
6000
OTs-14M Hurricane
2500
6000
SV-98
2500
6000
M1014
25000
6000
M249 SAW
5000
6000
9А-91
2500
6000
VSK-94
15000
12000
Steyr AUG 9 mm
2500
6000
МР-412
2500
4000
HK416
10000
6000
RPK-16
10000
6000
TKB-0146M
5000
6000
MTs-116M
10000
6000
Grizzly 8.5
3000
4000
Steyr AUG A2
2500
6000
Steyr AUG A3
10000
6000
AK-12
5000
6000
SIG SG 550 Sniper
2500
6000
FN FAL
20000
12000
FN SCAR-H
15000
12000
HK PSG1
2500
6000
HK417
20000
12000
AK-308
20000
12000
IWI Tavor X95
15000
12000
RMB-93
5000
6000
Chiappa Triple Crown
5000
6000
OTs-62
2500
4000
MTs-255
5000
6000
M1014 Breacher
2500
4000
Gerber Downrange Tomahawk
10000
8000
Jagdkommando
10000
8000
Tanto with a Ring
2500
4000
M48 Tomahawk
3500
4000
Aluminum Club
3000
4000
UVSR
3500
4000
NR-43
1000
2000
Steyr Scout
250
3000
Alpine TPG-1
7500
6000
Albatross Interceptor Armored Exoskeleton
25000
16000
Derya MK-12 AS-103S
15000
12000
Cheytac M300
15000
12000
QBU-191
25000
12000
Ganymede Jumpsuit
25000
16000
CRAW-6 Container
25000
12000
KS-12 Komrad
25000
12000
SMC Container
20000
12000
Berloga-6
20000
12000
Freezer Container
20000
12000
SVCh
15000
12000
Soviet Travel Backpack
1000
6000
M4 LB
2500
6000
ALK-22 Dragonfly
3000
6000
Old FN FAL
3000
6000
Brigand Armored Suit
3000
8000
Phantom Hunter Armored Suit
3000
8000
Ratcatcher Exoarmor
3000
8000
Aborigine Exoskeleton
3000
8000
Grenadier Exoskeleton
3000
8000
Bear Exoskeleton
3000
8000
Cobra Two-Tone
1500
4000
SR-1-10
1500
4000
REAPER Jumpsuit
1500
4000
Bone Grip
1000
4000
Trijicon AccuPoint Hunters Sight
1000
4000
Pipe Grip
1000
4000
IU-2 Container
3000
6000
Marathon bag
3000
6000
Forgotten Grenadier
3000
2500
Gladius
1000
4000
Fluorite
1000
4000
Endgame
1000
4000
Nail Bat
1000
4000
Slavs Battle axe
1000
4000
Razor
1000
4000
Corrosive Saw
1000
4000
Acid Razor
1000
4000
Icy Kurkri
1000
4000
Ice PickFrozen Ice Pick
1000
4000
Fire Razor
1000
4000
Military Stalkers’ Cleaver
1000
4000
ZIVCAS Zeus-77
1000
4000
SMG Nut
3000
6000
Steyr AUG A3 9mm XS
3000
6000
Jagdtasche
2500
6000
FG-42 Whip
3000
6000
Learn more about the reasons behind Tickets changes in our article.
NPCs at Ataman's HQ and the boathouse have finally come to life — they got their own unique animations. Stalkers no longer stand around like statues — they look around, shift their weight, chat with one another, and go about their daily routines. The Zone feels more alive now because movement is life.







And this is only the beginning. Over time, we'll add high-quality animations to other locations as well, making NPCs throughout the Zone feel truly alive.
The in-game Guide was fully reworked. Let's take a closer look at what's changed.
You can find the new Guide in the upper-right corner of the ESC menu.

Information about game mechanics has been consolidated under the Instructions section, while items have been moved to the Codex tab.
This makes finding the information faster and more convenient.


Besides browsing categories, you can now use the search bar to quickly find relevant information.


An automatic recommendation system for related articles has also been added, helping you explore topics in detail.
Articles are recommended based on the number of matching tags. For example, if you explore about progression and open an article on weapon upgrade, the system will suggest other articles tagged with “Character progression”. This allows you to seamlessly navigate to the Researcher article and learn more about artifact builds.

Items can now be examined directly in the Guide: view them from all angles and access almost all available information without opening external windows.

If you come across an unfamiliar characteristic or term in the Guide, you can hover over it and get a brief explanation.
And if you would like to learn more, just left-click to go to the page with full information.
In the item's characteristics list, you can hover over unfamiliar terms to get a short definition from the Guide or head straight to the corresponding article.


2D faces are a vestige of the past that no longer fit our current vision for the game's visual. It's time to move on and open the new chapter of STALCRAFT: X visuals.
All skins have received unique 3D models, giving characters more individuality.
As part of the first iteration, lip-sync has also been implemented — now NPC dialogue lines are accompanied by synchronized speech animation, making interaction with the world even more lively.
Now skins differ not only by its textures, but by its silhouette as well.

Unfortunately, in progress of development some skins have undergone changes. For example, the Gift Snatcher has changed his appearance — from mutant his became in balaclava.
Try to find other changes like this!


It's just first iteration, and then there are several more stages of development:
Lip-sync for NPC's replicas in open world;
Characters emotions (playable and NPC);
Possibility to wear balaclavas on all skins (not soon);
Voluminous models of accessories — about that in details below;
And other upgrades that are so early talking about.
Unfortunately, due to the inability to remove visors and helmets, 3D accessory support on skins is temporarily unavailable.
For example, the Corporat skin will currently appear as a character wearing a balaclava without glasses.


As soon as it becomes possible to remove the suits' helmets, we will immediately start working on a 3D accessory system for skins.
Write your thoughts, and we will monitor the feedback and make changes as needed.
SIG MPX submachine gun has received master rank and has been added to the barter as a continuation of HK MP5.

You can also obtain the drum for it through barter using the X-5 drum.

Due to the upgrade, the following have been changed:
SIG MPX
Rank: Veteran → Master
Increased durability and repair costs
Damage: 34.4 → 39.3
Minimum damage: 18.9 → 21.3
Removed from the basic specification: the drum magazine
The following grenades have been removed from access: Frost, Snowstorm, Sickness, Tarmac, Paralyzer, Barrier. Removed recipes in the Hideout, drop rates from safes, and so on.
Stinky grenade now combines poisoning and slowing effects (the former functionality of the removed Tarmac grenade), but applies these effects more slowly than these grenades did previously.
All grenades in the Damage category have been reclassified as Obstacle. They now share the same category as the Stinky. Stinky takes top priority: it will cover the effects of Napalm or Hot Jack.
Napalm (and all other grenades that produce a similar visual effect), Plantain and Stinky now have different visual effects for enemies and allies.
Grenade
Ally effect
Enemy effect
Plantain


Napalm


Stinky


Following the removal of grenades, the following item replacements have been made for players
Before
Now
Ratio
Crate of Snowstorm Grenades
Crate of Napalm Grenades
x2
Crate of Sickness Grenades
Crate of Napalm Grenades
х2
Crate of Tarmac Grenades
Crate of Stinky Grenades
х1
Snowstorm
Napalm
х2
Sickness
Napalm
х2
Tarmac
Stinky
х1
Frost Crate
Hot Jack Crate
х1
Frost
Hot Jack
х1
Paralyzer Crate
Crate of Stinky Grenades
х1
Paralyzer
Stinky
х1
All Stabilization values (for attachments and built into weapons) have been halved. Stabilisation from anomalous modules is not affected by this weakening.
Improved many properties of the anomalous modules
Weakened Regulator
Changed characteristics of the Aggressor property
Property
Previous characteristics
New characteristics
Comfortable
Ergonomics: \[2.908%. 11.633%]
Ergonomics: \[4.362%. 17.45%]
Biostabilizer
Ergonomics: \[2.908%. 11.633%]
Ergonomics: \[4.362%. 17.45%]
Discomfortable
Ergonomics: \[-11.633%. -2.908%]
Ergonomics: \[-17.45%. -4.362%]
Vertical
Vertical recoil: \[-2.181%. -8.725%]
Vertical recoil: \[-3.272%. -13.087%]
Holder
Vertical recoil: \[-2.181%. -8.725%]
Vertical recoil: \[-3.272%. -13.087%]
Receding
Vertical recoil: \[8.725%. 2.181%]
Vertical recoil: \[13.087%. 3.272%]
Horizontal
Horizontal recoil: \[-2.181%. -8.725%]
Horizontal recoil: \[-3.272%. -13.087%]
Fixator
Horizontal recoil: \[-2.181%. -8.725%]
Horizontal recoil: \[-3.272. -13.087]
Shifting
Horizontal recoil: \[8.725%. 2.181%]
Horizontal recoil: \[13.087. 3.272]
Harmonious
Sway: \[-3.635%. -14.542%]
Sway: \[-5.453. -21.812]
Variator
Sway: \[-3.635%. -14.542%]
Sway: \[-5.453. -21.812]
Shaky
Sway: \[14.542%. 3.635%]
Sway: \[43.625. 10.906]
Steady
Hip-fire spread: \[-1.818%. -7.271%]
Hip-fire spread: \[-2.727. -10.906]
Projector
Hip-fire spread: \[-1.818%. -7.271%]
Hip-fire spread: \[-2.727. -10.906]
Unsteady
Hip-fire spread: \[7.271%. 1.818%]
Hip-fire spread: \[10.906. 2.727]
Smooth
Recoil increase: \[-2.908%. -11.633%]
Recoil increase: \[-4,362. -17.45]
Sedator
Recoil increase: \[-2.908%. -11.633%]
Recoil increase: \[-4,362. -17.45]
Sharp
Recoil increase: \[11.633%. 2.908%]
Recoil increase: \[17.45. 4.362]
Summing
Spread: \[-1.818%. -7.271%]
Spread: \[-2.727. -10.906]
Controller
Spread: \[-1.818%. -7.271%]
Spread: \[-2.727. -10.906]
Denying
Spread: \[7.271%. 1.818%]
Spread: \[10.906. 2.727]
Compressor
Damage: \[0.982%. 3.926%]
Minimum damage: \[-0.982%. -3.926%]
Damage: \[1.227. 4.908]
Minimum damage: \[-1.227. -4.908]
Decompressor
Damage: \[-0.982%. -3.926%]
Minimum damage: \[0.982%. 3.926%]
Damage: \[-1.227. -4.908]
Minimum damage: \[1.227. 4.908]
Breacher
Duration: 10 sec
Speed: \[3.17%. 12.68%] Stamina regeneration: \[3.345%. 13.378%]
Duration: 15 sec
Speed: \[3.49%. 13.96%]
Aggressor
Duration: 10 sec
Healing effectiveness: \[9.132%. 36.528%] Healing: \[0.378%. 1.512%]
Duration: 15 sec
Regeneration: \[3.635%. 14.542%]
Aggressor's effectiveness no longer depends on the character's Healing effectiveness. Base healing during fight has been increased without the additional Healing effectiveness, but reduced when Healing effectiveness reaches high levels.
Since the effect is now Regeneration, the amount of healing received will increase significantly after 5 seconds without taking any damage.
Blighter
Duration: 10 sec
Damage: \[-8.725%. -34.9%]
Reload time: \[-2.908%. -11.633%]
Duration: 15 sec
Damage: \[-10.906%. -43.625%]
Reload time: \[-3.635%. -14.542%]
Hunter
Vertical recoil: \[2.181%. 8.725%]
Horizontal recoil: \[2.181%. 8.725%]
Damage: \[0.025%. 0.102%]
Vertical recoil: \[2.181%. 8.725%]
Horizontal recoil: \[2.181%. 8.725%]
Damage: \[0.032%. 0.127%]
Perforator
Plate durability damage: \[14.542%. 58.166%]
Plate durability damage: \[18.177%. 72.708%]
Sniper
Plate durability damage: \[-14.542%. -58.166%]
Headshot damage: \[0.982%. 3.926%]
Limb damage: \[6.18%. 24.721%]
Plate durability damage: \[-18.177%. -72.708%]
Headshot damage: \[1.227%. 4.908%]
Limb damage: \[6.18%. 24.721%]
Regulator
Recoil buildup: \[-58.166%. -232.665%]
Recoil buildup: \[-16.359%. -65.437%]
Regulator was too effective and, for many weapons, the only viable option, as it completely eliminated recoil. As the weapon’s effectiveness at range increased, its impact would have grown even more significant, which is why it was nerfed. It is still possible to completely eliminate or even reverse the recoil increase, but this will require the use of a high-quality module and weapon attachments that reduce recoil.
Thermos
Damage: \[1.178%. 4.711%]
Damage: \[1.472%. 5.889%]
Finisher
Damage: \[1.178%. 4.711%]
Damage: \[1.472%. 5.889%]
Beastslayer branch received almost record-breaking stopping power protection. Combined with its laceration protection (which reduces incoming stopping power), the Beastslayers durability will allow it to withstand slowing effects more effectively than the SBA TANK, losing only to super-heavy armour suits.
Trapper Suit
Added Stability: 5%
Vorsa Armored Suit
Added Stability: 15%
Osh Heavy Armored Suit
Added Stability: 25%
Jaeger Exoarmor
Added Stability: 25%
Beast Slayer Exoarmor
Added Stability: 40%
Faction combat suits have received a slight boost to their durability to make them more competitive compared to similar items
Prometheus Armored Suit
Ronin Armored Suit
Templar Armored Suit
Vanguard Armored Suit
Added Stability: 15%
Super-heavy armour suits have been averaged and now resemble more of a natural progression of the Centurion concept Excessive penalties to speed and bullet resistance made them a nuisance for both enemies and the owner, depending on the situation. They have become more mobile.
SBA TANK
Bullet resistance: 285 → 272
Speed: -10% → -8%
Bear Exoskeleton
Bullet resistance: 207 → 197
Speed: -10% → -8%
Apostle Super-Heavy Armored Suit
Reiter Super-Heavy Armored Suit
Chieftain Super-Heavy Armored Suit
Granite Super-Heavy Armored Suit
Bullet resistance: 310 → 282
Speed: -15% → -10%
ZIVCAS M2-T
Bullet resistance: 347 → 317
Speed: -15% → -10%
Yorsh and Spanner had rather poor parameters for their level and were of little use compared to their analogues, so they were upgraded.
Yorsh Protective Armored Suit
Bullet resistance: 177 → 190
Laceration protection: 230 → 240
RAPS Spanner
Bullet resistance: 161 → 183
Laceration protection
Speed: -6% → -5%
Psy-Emission protection: 240 → 260
Improved armour suits, which previously suffered significantly in gunfights due to their speed penalty
Rigel Jumpsuit
Added Stability: 20%
Speed: -5% → -4%
Antares Exoarmor
Speed: -8% → -7%
Stability: 10% → 35%
RAPS AH-6 Nomad
Speed: -4% → -3%
RAPS AH-5 Pilgrim
Speed: -4% → -3%
RAPS AH-4 Raider
Speed: -2.5% → -2%
Blizzard Walker
Speed: -5% → -2%
Bullet resistance: 187 → 194
Explosion protection: 152 → 161
Laceration protection: 187 → 195
Stamina: -15% → -10%
Fog Hunter Heavy Armored Suit
Bullet resistance: 163 → 169
Explosion protection: 143 → 161
Laceration protection: 170 → 179
Altyn Set
Speed: -5% → -2%
Altyn-T Heavy Set
Rank: Veteran → Stalker (fixed erroneously inflated rank, the issue only affected the visual display of the rank)
Speed: -5% → -2%
Expedition Suit
Bullet resistance: 118 → 120
Speed: -1.5% → -1%
Weakened the following properties for most artefacts and consumables:
Regeneration
Healing
Healing Effectiveness
Stability
Bleeding protection
Added adjustments to artefacts that were too weak or too strong
Artefact changes
Artefact
Changes
Devs notes
Bubblegum
Speed: -1.85% → -1.5%
Running speed: -1.85% → -1.5%
Added Reaction to laceration: 1.9
Despite a good win rate in PvP, the success rate of raids drops significantly due to a severe speed debuff.
Raisin
Added Stability: 2.6%
We had the choice between simply reducing the vitality debuff or emphasising the artefact’s “glass cannon” status. We chose the latter.
Larva
Stamina: 18.5% → 13%
Healing Effectiveness: 7.2% → 8.7%
Bonus propertiesStamina: 6.2% → 4.4%
Healing Effectiveness: 2.4% → 2.9%
Healing Effectiveness moved to Main property
Mug
Added Carry weight: 3.8
Bonus properties
Regeneration: 1.9% → 1.4%
Viburnum Branch
Added Bleeding: -0.4
Healing Effectiveness: 12.8% → 10.9%
Bonus propertiesHealing Effectiveness: 4.3% → 3.7%
Bracelet
Added Vitality: 0.5%
Although this artefact is one of the most popular, it falls short in terms of effectiveness compared to other Tier 5 items, including those that boost speed
Prism
No changes
Despite the general nerf to stability, this artefact's property remained unchanged, as its effectiveness had fallen slightly behind that of other Tier 5 artefacts
Fossil
Healing: 0.5% → 0.4%
Dark Viburnum
Regeneration: 4.4% → 3.3%
Bonus properties
Regeneration: 1.5% → 1.1%
Black Hole
Bonus properties
Regeneration: 2.3% → 1.8%
Overall protection against bleeding has dropped significantly, whilst the debuff on Whole remains unchanged, further weakening it.
Timber
Bonus properties
Regeneration: 1.9% → 1.4%
Snares
Bonus properties
Regeneration: 1.9% → 1.4%
Rubik
Bonus properties
Regeneration: 1.9% → 1.4%
Healing Effectiveness: 7.2% → 6.1%
Bleeding Protection: 7.6% → 3.4%
Cycle
Bonus properties
Regeneration: 1.6% → 1.2%
Magma
Stability: 6.1% → 4.9%
Bonus properties
Stability: 2.1% → 1.7%
Opal
Bonus properties
Stability: 8.1% → 6.5%
Cone
Bonus properties
Healing Effectiveness: 6% → 5.1%
Coil
Bonus properties
Bleeding Protection: 7.1% → 4.3%
Link
Bonus properties
Regeneration: 2.3% → 1.8%
Flicker
Regeneration: 1.9% → 1.4%
Bonus properties
Regeneration: 0.7% → 0.5%
Tiny key
Removed Bleeding Protection: -18.8%
Too strong and unpleasant debuff, for niche properties granted by the artefact
Bismuth
Removed Stamina: -32%
Regeneration: 2.8% → 2.1%
Bonus propertiesRegeneration: 1% → 0.7%
Similar to Tiny key
Inside Out Rose
Healing Effectiveness: -17.7% → -17%
Removed Reaction to burns: 1.5%
Stability: 10.4% → 8.4%
Bonus propertiesStability: 3.5% → 2.8%
Stability, when included as a Main property, significantly boosted the power of this artefact — so much so that we even had to remove the compensatory property (even taking into account the general nerf to Stability).
Steel Hedgehog
Added Healing Effectiveness: 3%
This artefact performs well when used on its own in a build, but falls slightly short of other T4 artefacts when stacked with itself.
Dumbbell
Added Carry weight: 9.8
Added Running speed: 0.75%
Healing Effectiveness: 11.5% → 9.8%
Bonus propertiesRemoved Carry weight: 9.8
Added Speed: 0.75%
Healing Effectiveness: 3.9% → 3.3%
Although the artefact isn’t the best choice for pure PvP, it has a very positive impact on the success of a raid. We wanted to emphasise this aspect even more and make it more appealing to players
Snake Eye
Added Healing Effectiveness: -4.5%
Too strong when combined with itself
Gum
Added Bullet resistance: 2.6
Regeneration: 1.4% → 1.1%
Bonus propertiesRegeneration: 0.5% → 0.4%
Shard
Added Regeneration: 0.7%
Healing Effectiveness: 8.1% → 6.9%
Bonus propertiesHealing Effectiveness: 2.7% → 2.3%
It feels surprisingly good, but it will suffer somewhat due to the reduced healing, so to compensate, we’ve added EVEN MORE HEALING to emphasise this particular feature.
Heel
Added Bullet resistance: 5.2
Healing Effectiveness: 15.3% → 13%
Bonus propertiesHealing Effectiveness: 5.1% → 4.4%
It will suffer greatly due to the reduction in healing, and it was already rather weak to begin with
Gills
Regeneration: 3% → 2.3%
Bonus properties
Regeneration: 1% → 0.8%
The bleeding protection has been increased to compensate for the overall reduction in this property. As a result, the bleeding protection for this artefact remains unchanged
Hoop
Regeneration: 3% → 2.3%
Bonus properties
Regeneration: 1% → 0.8%
Sun
Regeneration: 2.1% → 1.6%
Bonus properties
Regeneration: 0.7% → 0.6%
Bleeding Protection: 6.4% → 3.9%
Helium
Regeneration: 2.1% → 1.6%
Stability: 2.4% → 1.9%
Bonus propertiesRegeneration: 0.7% → 0.6%
Scrubber
Healing Effectiveness: 5.4% → 4.6%
Bonus properties
Healing Effectiveness: 1.8% → 1.6%
Egg
Bonus properties
Bleeding Protection: 11.4% → 5.1%
Inkwell
Ramoved Laceration protection: 12.2
Added Vitality: 1.2%
Regeneration: 2.7% → 2%
Bonus propertiesLaceration protection: 4.1 → 12.2
Vitality: 1.2% → 0.4%
Regeneration: 0.9% → 0.7%
Vitality moved from Special to Additional property to increase the artefact’s effectiveness
Crystal of Inside Out
Removed Reaction to laceration: -5.9%
Far too nasty and powerful debuff
Tallow
Removed Reaction to electricity: -7.3%
Regeneration: 1.9% → 1.4%
Healing Effectiveness: 10.2% → 8.7%
Bonus propertiesRegeneration: 0.7% → 0.5%
Healing Effectiveness: 3.4% → 2.9%
Similar to Crystal of Inside Out
Firebird
Added Bleeding Protection: 1.5%
Regeneration: 1.9% → 1.4%
Healing Effectiveness: 10.2% → 8.7%
Bonus propertiesRegeneration: 0.7% → 0.5%
Healing Effectiveness: 3.4% → 2.9%
Spiral
Added Vitality: -0.5%
Bonus properties
Healing Effectiveness: 7.2% → 6.1%
It’s a bit too powerful as a high-speed T3 artefact, but we didn’t want to take away its core stats, so we’ve given it a slight nerf.
Stress fest
Added Bullet resistance: -2
Healing Effectiveness: 10.2% → 8.7%
Bonus propertiesHealing Effectiveness: 3.4% → 2.9%
Similar to Spiral
Dark Crystal
Stamina regeneration: 2.3% → 1.5%
Added Vitality: 1%
Regeneration: 2.2% → 1.6%
Bonus propertiesVitality: 1% → 0.4%
Regeneration: 0.8% → 0.6%
Vitality moved from Special to Additional to improve the artefact’s effectiveness
Cryogen
Carry weight: 5.8 → 8.3
Stamina regeneration: 2.7% → 1.9%
Bonus propertiesStamina regeneration: 0.9% → 0.7%
Carry weight: 2 → 2.8
Disintegrator
Added Running speed: 0.45%
Bonus properties
Removed Resistance to electricity: 8.1
Added Speed: 0.45%
Snail
Added Bleeding: -0.3
Regeneration: 1.3% → 1%
Bonus propertiesRegeneration: 0.5% → 0.4%
Bleeding Protection: 5.1% → 2.3%
Colophony
Regeneration: 2.7% → 2%
Bonus properties
Regeneration: 0.9% → 0.7%
Proto-Onion
Healing Effectiveness: 4.8% → 4.1%
Bonus properties
Regeneration: 1.3% → 1%
Healing Effectiveness: 1.6% → 1.4%
Fahrenheit
Bonus properties
Regeneration: 1.5% → 1.2%
Candlelight
Added Bullet resistance: 2.1
Regeneration: 1.1% → 0.9%
Bonus propertiesRegeneration: 0.4% → 0.3%
Swamp Rot
Added Vitality: 0.3%
Healing Effectiveness: 4.2% → 3.6%
Bonus propertiesHealing Effectiveness: 1.4% → 1.2%
Heart
Added Healing: 0.2%
Regeneration: 2.3% → 1.8%
Bonus propertiesRegeneration: 0.8% → 0.6%
Healing Effectiveness: 6.3% → 5.4%
It was a dead artefact and will be significantly affected by the changes to healing effectiveness, so we’ve added a strong compensatory parameter to emphasise the artefact’s intended purpose.
Comet
Added Carry weight: 3.3
To make it stand out a bit more from the Battery
Veiner
Bullet resistance: 8.1 → 5.7
Carry weight: 6.1 → 8.7
Bonus propertiesBullet resistance: 2.7 → 1.9
Carry weight: 2,1 → 2,9
Too strong T2 artefact. Bullet resistance moved from Main to Additional
Shrimp
Added Vitality: -0.5%
It was too powerful, but we didn't want to reduce or remove its core abilities, so we've made a slight nerf to its vitality
Frost
Added Bullet resistance: 2.6
Healing Effectiveness: 5.4% → 4.6%
Bonus propertiesHealing Effectiveness: 1.8% → 1.6%
Sponge
Added Carry weight: 2.8
Bonus properties
Regeneration: 1.4% → 1.1%
Crust
Added Bullet resistance: 2.6
Regeneration: 2% → 1.5%
Bonus propertiesRegeneration: 0.7% → 0.5%
Bleeding Protection: 5.7% → 2.6%
Berry
Bleeding: -1.1 → -0.6
Vitality: 0.9% → 1.3%
Bonus propertiesBleeding: -0.4 → -0.2
Vitality: 0.3% → 0.5%
Regeneration: 1.4% → 1.1%
Vitality moved to Main properties from Additional
Lard
Reaction to chemical burns: 1.1%
Added Vitality: 0.4%
Regeneration: 2% → 1.5%
Healing Effectiveness: 5.4% → 4.6%
Bonus propertiesRegeneration: 0.7% → 0.5%
Healing Effectiveness: 1.8% → 1.6%
Instead of a situational response, they achieved a sustained improvement in vitality
Phlegm
Added Speed: 0.25%
Added Running speed: 0.25%
Healing Effectiveness: 7.7% → 6.5%
Bleeding Protection: 5.7% → 2.6%
Bonus propertiesHealing Effectiveness: 2.6% → 2.2%
Bleeding Protection: 1.9% → 0.9%
Onion
Bullet resistance: 7 → 4.9
Stamina: 7.8% → 11.1%
Bonus propertiesBullet resistance: 2.4 → 1.7
Stamina: 2.6% → 3.7%
Bleeding Protection: 4.6% → 2.1%
Just like Veiner, but t1
Leaded Glass
Regeneration: 1.4% → 1%
Bonus properties
Regeneration: 0.5% → 0.4%
Acid Crystal
Regeneration: 1.2% → 0.9%
Bonus properties
Regeneration: 0.4% → 0.3%
Consumables adjustments
Consumable
Changes
Hemostat
Regeneration: 0.7% → 0.6%
Bleeding Protection: 5.7% → 3.4%
Astrixin
Bleeding Protection: 9.1% → 5.4%
Regeneration: 1.2% → 0.9%
Biopatch
Regeneration: 1.3% → 1%
Bleeding Protection: 10.2% → 6.1%
Healing Effectiveness: 5.1% → 4.4%
Juice
Regeneration: 2.7% → 2%
Children’s Champagne
Regeneration: 3.2% → 2.4%
Tirage Liqueur
Healing Effectiveness: 10.7% → 9.1%
Wine with Sediment
Regeneration: 3.3% → 2.4%
Sparkling Champagne
Healing Effectiveness: 14.9% → 12.6%
Soviet Champagne
Regeneration: 4.7% → 3.5%
Crooked Claw Vodka
Healing Effectiveness: 18.3% → 15.6%
Tinfoil Hat
Healing Effectiveness: 11.3% → 9.6%
Subtropics
Healing Effectiveness: 11.3% → 9.6%
Frosty Vodka
Regeneration: 5.3% → 4%
Lingonberry Vodka
Healing Effectiveness: 20.6% → 17.5%
Geyser Vodka
Healing Effectiveness: 20.6% → 17.5%
Regeneration: 4.5 → 3.4
Unforgettable Cocktail
Regeneration: 3.7% → 2.8%
Fried Boar Meat
Regeneration: 2.7% → 2%
Pureed Vegetables
Healing Effectiveness: 10.3% → 8.8%
Red Caviar
Healing Effectiveness: 10.7% → 9.1%
Octopus Fresh Salad
Regeneration: 3.2% → 2.4%
Exceptional Beauty
Regeneration: 2.8% → 2.1%
Combat Peas
Healing Effectiveness: 12.6% → 10.7%
Ground Boar Meat
Regeneration: 3.2% → 2.4%
Fish Preserves
Healing Effectiveness: 13.7% → 11.7%
Sausage Slices
Regeneration: 3% → 2.3%
Caviar Sandwich
Healing Effectiveness: 11.7% → 9.9%
Salami Sandwich (white bread)
Healing Effectiveness: 11.7% → 9.9%
Regeneration: 3.5% → 2.7%
Salami Sandwich (black bread)
Healing Effectiveness: 13.7% → 11.7%
Regeneration: 3% → 2.3%
“Happy New Year!” Beans
Regeneration: 3.5% → 2.7%
Sprats
Regeneration: 3.3% → 2.4%
Excellent Canned Meat
Healing Effectiveness: 14.9% → 12.6%
Doggie Delight Pâté
Healing Effectiveness: 13.6% → 11.6%
Christmas Beans
Regeneration
Hoof to the Face Meat Jelly
Regeneration: 4.4% → 3.3%
Last Year’s Peas
Regeneration: 4.4% → 3.3%
Mutant Roast
Healing Effectiveness: 14.6% → 12.4%
Bean soup
Healing Effectiveness: 17.2% → 14.6%
Regeneration: 3.8% → 2.8%
Navy-Style Pasta
Healing Effectiveness: 14.6% → 12.4%
Sweet December Corn
Regeneration: 4% → 3%
Saep
Healing Effectiveness: 13.6% → 11.6%
Domestic MRE
Regeneration: 4.3% → 3.2%
Aspic
Regeneration: 4.3% → 3.2%
Healing Effectiveness: 19.4% → 16.5%
Solyanka
Regeneration: 4.5% → 3.4%
Healing Effectiveness: 20.6% → 17.5%
Garlic Soup
Healing Effectiveness: 14.4% → 12.3%
Regeneration: 5.3% → 4%
Pea Soup
Regeneration: 4.5% → 3.4%
Nobleman’s Catfish Stew
Regeneration: 3.7% → 2.8%
Breakfast of Champions
Healing Effectiveness: 17.5% → 14.9%
Regeneration: 3.7% → 2.8%
Clarinol
Healing Effectiveness: 15.4% → 13.1%
Spiritfruit Pulp
Regeneration: 4.8% → 3.6%
Morphine
Bleeding Protection: 14.7% → 8.8%
Healing Effectiveness: 18.5% → 15.8%
Epinephrine
Healing Effectiveness: 18.5% → 15.8%
Cubemelon Pulp
Regeneration: 5% → 3.8%
Anomalous Mandarin
Healing Effectiveness: 19.6 → 16.6%
Ozverin
Regeneration: 5% → 3.8%
Lemongrass Pulp
Bleeding protection: 16.3% → 9.8%
Healing Effectiveness: 20.6% → 17.5%
Pain Killer
Stability: 14% → 11.2%
Containers changes
Overton Container
Healing Effectiveness: 33.3% → 28.3%
Increased 5 mm and 7 mm Round stopping power by 5
Increased 10 mm Round stopping power to the 5 mm and 7 mm Round amount
5.56 Heating Rounds
Fire damage: 10% → 8.75%
Heating rounds effectiveness against Combat armour was comparable to SBP rounds against Combo armour (while being significantly inferior against Combo and Scientist armour), and it additionally applied burning to the target.
This made the round too powerful and versatile against Combat armour, and as a result it was slightly nerfed (it remains the strongest against Combat armour).
Increased effectiveness at long and medium distances for Machine Guns, Assault Rifles, and Submachine Guns
Removed damage reduction from most of the sniper rifles Changed maximum and minimum damage distances to ensure correct functionality of Compressor and Decompressor modules
Removed plate penetration for CR-380
Moved PTRD-M from Other Weapons category to Sniper Rifles
Changed HK PSG and SOK-94 characteristics to more correct and convenient
Increased Premium SIX12 and Premium Micro UZI to top-tier barter gear level
All weapons
Base holster time
0.15 → 0.25
All Flamethrowers, Frostthrowers
Impact zone now does not increase while jumping
Hit counter reset time: 5 sec → 3 sec
Shotguns
Premium SIX12 SD and SIX12 Pioneers of the North
Damage: 190 → 206
Minimum damage: 57 → 61.8
Damage to mutants: 2 → 2.25
Increased repair price
Added master-rank laser attachment in default characteristics set
AEK-965
Damage: 360 → 288
Minimum damage: 192 → 153.6
Headshot damage: 1 → 1.25
Sniper Rifles
All 7.62 bolt-action rifles and Gauss Rifle
Stopping power decreased by 5 (combined with the change to the ammo's stopping power, the overall number remains unchanged)
PTRD-M and PTRD-M (A)
Reduced delay before reload
Speed during aiming: -60% → -70%
Worn SVT-40
Minimum damage: 39.6 → 41.1
SКТ-40
Minimum damage: 46.9 → 47.6
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
SVT-40
Minimum damage: 57.6 → 58.5
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
AVT-40
Damage: 59.4 → 67.5
Minimum damage: 47.3 → 67.5
Rate of fire: 300 → 200
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
Worn SVD
Minimum damage: 57.9 → 59.8
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
SVD
Minimum damage: 68.1 → 69.2
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
HK PSG1
Damage: 100.1 → 86
Minimum damage: 89.7 → 86
Rate of fire: 100 → 170
Maximum distance: 30 → 40
Minimum damage: 120 → 80
Vertical recoil: 1.9 → 1.6
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
SVU
Minimum damage: 72.8 → 76.6
Maximum damage distance: 30 → 40
Speed: -3 → -4
Holster time: 0.15 → 0.3
SVD-S
Minimum damage: 80.9 → 82.1
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
SVCh
Minimum damage: 73.8 → 78.1
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
SVCh (A)
Minimum damage: 76.8 → 81.3
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
SVD-M
Minimum damage: 92.4 → 93.8
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
WA2000
Minimum damage: 107.1 → 111.6
Maximum damage distance: 30 → 40
Minimum damage distance: 90 → 80
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
CR-380
Maximum damage distance: 250 → 40
Minimum damage distance: 250 → 80
Speed: -4 → -6
Speed during aiming: -40 → -50
Removed plate penetration
Worn SKS
Minimum damage: 24.4 → 25
Maximum distance: 30 → 40
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
SKS
Minimum damage: 32.1 → 33.3
Maximum damage distance: 30 → 40
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
SKS-T
Minimum damage: 39.5 → 41
Maximum damage distance: 30 → 40
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
SOK-94
Damage: 36.6 → 56.5
Minimum damage: 34.5 → 56.5
Maximum damage distance: 30 → 40
Rate of fire: 360 → 200
Overheat limit: 36 → 26
Speed: -3 → -5
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.4
M1A
Minimum damage: 37.7 → 39.7
Maximum damage distance: 30 → 40
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
M1A FA
Minimum damage: 45 → 47.2
Maximum damage distance: 30 → 40
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
FG-42 Whip
Maximum damage distance: 30 → 40
Vertical recoil: 0.9 → 0.7
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
Wave
Maximum damage distance: 20 → 40
Minimum damage distance: 60 → 80
Speed: -3 → -4
Holster time: 0.15 → 0.3
VSK-94
Damage: 44 → 44.5
Hip-fire spread: 4 → 3
Holster time: 0.15 → 0.3
VSK-94 (A)
Damage: 46 → 46.5
Hip-fire spread: 4 → 3
Holster time: 0.15 → 0.3
QBU-191
Minimum damage distance: 75 → 80
Holster time: 0.15 → 0.3
Mk 14 EBR
Damage: 56 → 55
Minimum damage: 53.5 → 55
Maximum damage distance: 30 → 40
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
Overheat limit: 36 → 41
VSS Vintorez
Damage: 34.5 → 35.5
Hip-fire spread: 4 → 3
Minimum damage distance: 70 → 80
Holster time: 0.15 → 0.3
VSS-M Vintorez
Damage: 39.2 → 40
Hip-fire spread: 4 → 3
Minimum damage distance: 70 → 80
Holster time: 0.15 → 0.3
FN SCAR SSR
Minimum damage: 68 → 70.5
Maximum damage distance: 30 → 40
Speed: -3 → -4
Speed during aiming: -30 → -40
Holster time: 0.15 → 0.3
Machine Guns
DP
Minimum damage: 25 → 27.5
Maximum damage distance: 13 → 23
Minimum damage distance: 58 → 78
Spread: 0.5 → 0.45
Speed: -6 → -5
Worn L86A1
Minimum damage: 19.5 → 21.5
Maximum damage distance: 12 → 22
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Speed: -5 → -4
L86A1
Minimum damage: 23.2 → 25.5
Maximum damage distance: 12 → 22
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Speed: -5 → -4
Bren
Minimum damage: 28 → 30.8
Maximum damage distance: 14 → 24
Minimum damage distance: 58 → 78
Spread: 0.43 → 0.38
RPK-74
Minimum damage: 25.4 → 27.9
Maximum damage distance: 12 → 22
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -5 → -4
RPD
Minimum damage: 24.1 → 26.5
Maximum damage distance: 14 → 24
Minimum damage distance: 58 → 78
Spread: 0.45 → 0.4
Speed: -6 → -5
M249 SAW
Minimum damage: 23.9 → 26.3
Maximum damage distance: 12 → 22
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Speed: -5 → -4
RPK
Minimum damage: 28.4 → 31.2
Maximum damage distance: 14 → 24
Minimum damage distance: 59 → 79
Spread: 0.45 → 0.4
Speed: -6 → -5
RPK-16
Minimum damage: 25.4 → 27.9
Maximum damage distance: 12 → 22
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -5 → -4
MG-34
Minimum damage: 18 → 19.8
Maximum damage distance: 14 → 18
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Vertical recoil: 0.94 → 1
Speed: -6 → -5
RPL-20
Minimum damage: 30.8 → 33.9
Maximum damage distance: 10 → 20
Minimum damage distance: 54 → 74
Spread: 0.45 → 0.4
Speed: -5 → -4
6P62 Little Boy
Maximum damage distance: 14 → 24
Minimum damage distance: 60 → 80
Spread: 0.39 → 0.34
Worn PKP
Minimum damage: 28.3 → 31.1
Maximum damage distance: 15 → 25
Minimum damage distance: 60 → 80
Spread: 0.4 → 0.35
Speed: -6 → -5
PKP Pecheneg
Minimum damage: 32.1 → 35.3
Maximum damage distance: 15 → 25
Minimum damage distance: 60 → 80
Spread: 0.4 → 0.35
Speed: -6 → -5
M60
Minimum damage: 36.5 → 40.2
Maximum damage distance: 14 → 24
Minimum damage distance: 60 → 80
Spread: 0.4 → 0.35
Speed: -6 → -5
DSA RPD
Minimum damage: 27.2 → 29.9
Maximum damage distance: 12 → 22
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Speed: -6 → -5
MG 3
Minimum damage: 20.5 → 22.6
Maximum damage distance: 14 → 18
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Vertical recoil: 0.84 → 0.9
Speed: -6 → -5
Submachine Guns
Walther MPK
Maximum damage distance: 8 → 16
Minimum damage distance: 40 → 50
Vz.68 Scorpion
Maximum damage distance: 8 → 14
Minimum damage distance: 38 → 46
PP-91 KEDR
Maximum damage distance: 5 → 9
Minimum damage distance: 32 → 42
Gepard
Maximum damage distance: 5 → 9
Minimum damage distance: 32 → 42
IMI Uzi
Maximum damage distance: 8 → 14
Minimum damage distance: 36 → 46
PPSh
Maximum damage distance: 8 → 14
Minimum damage distance: 40 → 50
HK MP5K
Maximum damage distance: 8 → 14
Minimum damage distance: 36 → 46
Ingram MAC-10
Maximum damage distance: 5 → 9
Minimum damage distance: 32 → 42
IMI Mini Uzi
Maximum damage distance: 5 → 9
Minimum damage distance: 32 → 42
AEK-919K Kashtan
Maximum damage distance: 5 → 9
Minimum damage distance: 33 → 43
Spectre M4
Maximum damage distance: 8 → 14
Minimum damage distance: 38 → 48
PP-2000
Maximum damage distance: 8 → 16
Minimum damage distance: 40 → 50
HK UMP9
Maximum damage distance: 8 → 16
Minimum damage distance: 40 → 50
IMI Micro UZI
Maximum damage distance: 5 → 9
Minimum damage distance: 32 → 42
Tsunami
Maximum damage distance: 5 → 9
Minimum damage distance: 32 → 42
PP-19-01 Vityaz
Maximum damage distance: 6 → 10
Minimum damage distance: 34 → 44
HK UMP45
Maximum damage distance: 8 → 14
Minimum damage distance: 40 → 50
SR-2M Veresk
Maximum damage distance: 8 → 16
Minimum damage distance: 40 → 50
PP-19 Bizon-2-01
Maximum damage distance: 8 → 16
Minimum damage distance: 44 → 54
Steyr AUG 9mm
Maximum damage distance: 8 → 16
Minimum damage distance: 42 → 52
Frog
Maximum damage distance: 8 → 16
Minimum damage distance: 44 → 54
SMG Nut
Maximum damage distance: 8 → 14
Minimum damage distance: 38 → 48
SR-3 Vikhr
Maximum damage distance: 8 → 16
Minimum damage distance: 40 → 50
SIG MPX
Maximum damage distance: 5 → 9
Minimum damage distance: 34 → 44
Vityaz-SN
Maximum damage distance: 6 → 10
Minimum damage distance: 34 → 44
Steyr AUG A3 9mm XS
Maximum damage distance: 8 → 16
Minimum damage distance: 42 → 52
FN P90
Maximum damage distance: 8 → 16
Minimum damage distance: 42 → 52
HK MP5
Maximum damage distance: 8 → 14
Minimum damage distance: 36 → 46
Beretta Mx4 Storm
Maximum damage distance: 8 → 14
Minimum damage distance: 37 → 47
PPK-20
Maximum damage distance: 6 → 10
Minimum damage distance: 34 → 44
TDI Kriss Vector
Maximum damage distance: 6 → 12
Minimum damage distance: 33 → 43
Scorpion EVO III
Maximum damage distance: 8 → 14
Minimum damage distance: 36 → 46
HK MP7A2
Maximum damage distance: 7 → 13
Minimum damage distance: 41 → 51
SR-3M
Maximum damage distance: 8 → 16
Minimum damage distance: 40 → 50
Premium Micro Uzi
Maximum damage distance: 5 → 9
Minimum damage distance: 32 → 42
Rate of fire: 1200 → 1100
Damage: 24.9 → 29.4
Minimum damage: 14.3 → 18
Increased durability and repair price
Added master-rank laser attachment in default characteristics set
Assault Rifles
PSA PA 10 Beat
Minimum damage: 25 → 27.5
Maximum damage distance: 6 → 16
Minimum damage distance: 58 → 78
Spread: 0.33 → 0.28
Movement Speed: -3 → -2
Speed during aiming: -25 → -20
PSA PA 10 Rhythm
Minimum damage: 29.7 → 32.7
Maximum damage distance: 6 → 16
Minimum damage distance: 60 → 80
Spread: 0.33 → 0.28
Movement Speed: -3 → -2
Speed during aiming: -25 → -20
STG-44
Minimum damage: 25 → 27.5
Maximum damage distance: 17 → 27
Minimum damage distance: 60 → 80
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Worn HK G3A1
Minimum damage: 26.3 → 28.9
HK G3A1
Minimum damage: 31 → 34.1
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Old FN FAL
Minimum damage: 31.5 → 34.7
Maximum damage distance: 14 → 24
Minimum damage distance: 60 → 80
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
DSA 58
Minimum damage: 27.8 → 30.6
Maximum damage distance: 15 → 25
Minimum damage distance: 60 → 80
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
DSA 58 (А)
Minimum damage: 29 → 31.9
Maximum damage distance: 15 → 25
Minimum damage distance: 60 → 80
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AK-308
Minimum damage: 32.6 → 35.9
Maximum damage distance: 16 → 26
Minimum damage distance: 61 → 81
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AK-308 (A)
Minimum damage: 34 → 37.4
Maximum damage distance: 16 → 26
Minimum damage distance: 61 → 81
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
FN SCAR-H
Minimum damage: 36.2 → 39.8
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
FN SCAR-H (A)
Minimum damage: 37.7 → 41.5
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
HK417
Minimum damage: 37.9 → 41.7
Maximum damage distance: 20 → 30
Minimum damage distance: 68 → 88
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
HK417 (A)
Minimum damage: 39.5 → 43.5
Maximum damage distance: 20 → 30
Minimum damage distance: 68 → 88
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
FN FAL
Minimum damage: 34.1 → 37.5
Maximum damage distance: 16 → 26
Minimum damage distance: 60 → 80
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
FN FAL (A)
Minimum damage: 35.5 → 39.1
Maximum damage distance: 16 → 26
Minimum damage distance: 60 → 80
Spread: 0.45 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
PSA 20 STR Pulse
Minimum damage: 33.9 → 37.3
Maximum damage distance: 6 → 16
Minimum damage distance: 60 → 80
Spread: 0.33 → 0.28
Movement speed: -3 → -2
Speed during aiming: -25 → -20
SA-58 CTC
Minimum damage: 30.5 → 33.6
Maximum damage distance: 14 → 24
Minimum damage distance: 62 → 82
Spread: 0.4 → 0.35
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AKS-74U
Minimum damage: 10.7 → 11.8
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed during aiming: -25 → -20
Varg's AKS-74U
Handmade AKS-74U
Tactical AKS-74U
Minimum damage: 12.2 → 13.4
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed during aiming: -25 → -20
M16A1
Minimum damage: 15.2 → 16.7
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.42 → 0.37
Movement speed: -3 → -2
Speed during aiming: -25 → -20
M16A2
Minimum damage: 17.3 → 19
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.42 → 0.37
Movement speed: -3 → -2
Speed during aiming: -25 → -20
M16A3
Minimum damage: 14.3 → 15.7
Maximum damage distance: 20 → 30
Minimum damage distance: 60 → 80
Spread: 0.42 → 0.37
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AKS-74
Minimum damage: 14.7 → 16.2
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AK-74M
Minimum damage: 16.1 → 17.7
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Kbk wz. 88 Tantal
Minimum damage: 15.9 → 17.5
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AKM
Minimum damage: 20.8 → 22.9
Maximum damage distance: 12 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
M4A1
Minimum damage: 16.8 → 18.5
Maximum damage distance: 12 → 20
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Military Issued SCAR-L
Minimum damage: 13.3 → 14.6
Maximum damage distance: 12 → 20
Minimum damage distance: 56 → 76
Spread: 0.45 → 0.41
Movement speed: -3 → -2
Speed during aiming: -25 → -20
FN SCAR-L
Minimum damage: 20.6 → 22.7
Maximum damage distance: 12 → 20
Minimum damage distance: 56 → 76
Spread: 0.46 → 0.41
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AK-105
Minimum damage: 19.4 → 21.3
Maximum damage distance: 10 → 18
Minimum damage distance: 54 → 74
Spread: 0.47 → 0.42
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AKS-9 Stoat
Minimum damage: 18.6 → 20.5
Maximum damage distance: 8 → 14
Minimum damage distance: 44 → 64
Spread: 0.47 → 0.42
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Worn SIG SG 550
Minimum damage: 20.7 → 22.8
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.43 → 0.38
Movement speed: -3 → -2
Speed during aiming: -25 → -20
SIG SG 550
Minimum damage: 24.7 → 27.2
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.43 → 0.38
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Worn L85A1
Minimum damage: 22.8 → 25.1
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.43 → 0.38
Movement speed: -3 → -2
Speed during aiming: -25 → -20
L85A1
Minimum damage: 27.1 → 29.8
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.43 → 0.38
Movement speed: -3 → -2
Speed during aiming: -25 → -20
OTs-14-A1 Thor
Minimum damage: 21 → 23.1
Maximum damage distance: 12 → 20
Minimum damage distance: 50 → 70
Spread: 0.45 → 0.4
M4A1 CQC
Minimum damage: 20.5 → 22.6
Maximum damage distance: 12 → 20
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AKM Tishina
Minimum damage: 24.8 → 27.3
Maximum damage distance: 12 → 20
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AK-103
Minimum damage: 21.7 → 23.9
Maximum damage distance: 12 → 20
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AN-94 Abakan
Minimum damage: 18.6 → 20.5
Maximum damage distance: 10 → 18
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AN-94M Abakan
Minimum damage: 19.5 → 21.5
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
9A-91
Minimum damage: 20.1 → 22.1
Maximum damage distance: 8 → 14
Minimum damage distance: 42 → 62
Spread: 0.47 → 0.42
Steyr AUG A1
Minimum damage: 23.8 → 26.2
Maximum damage distance: 17 → 27
Minimum damage distance: 61 → 81
Spread: 0.43 → 0.38
Movement speed: -3 → -2
Speed during aiming: -25 → -20
M4 LB
Minimum damage: 28.2 → 31
Maximum damage distance: 17 → 27
Minimum damage distance: 59 → 79
Spread: 0.43 → 0.38
Movement speed: -3 → -2
Speed during aiming: -25 → -20
ALK-22 Dragonfly
Minimum damage: 20.1 → 22.1
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
OTs-14M Hurricane
Minimum damage: 21.3 → 23.4
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Equalizer
Minimum damage: 27.2 → 29.9
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.42 → 0.37
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Rapier
Minimum damage: 35.7 → 39.3
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.43 → 0.38
Movement speed: -3 → -2
Speed during aiming: -25 → -20
AK-9M Coyote
Minimum damage: 22.1 → 24.3
Maximum damage distance: 8 → 14
Minimum damage distance: 44 → 64
Spread: 0.47 → 0.42
Movement speed: -3 → -2
Speed during aiming: -25 → -20
Kutuzov's Val
Minimum damage: 18 → 19.8
Maximum damage distance: 7 → 13
Minimum damage distance: 42 → 62
Spread: 0.47 → 0.42
AS Val
Minimum damage: 21.4 → 23.5
Maximum damage distance: 7 → 13
Minimum damage distance: 42 → 62
Spread: 0.47 → 0.42
HK416
Minimum damage: 22.8 → 25.1
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.44 → 0.39
Speed: -3 → -2
Speed during aiming: -25 → -20
HK416 (A)
Minimum damage: 25.9 → 28.5
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.44 → 0.39
Speed: -3 → -2
Speed during aiming: -25 → -20
AK-12
Minimum damage: 27.2 → 29.9
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
AK-12 (A)
Minimum damage: 30.8 → 33.9
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
АК-203
Minimum damage: 25.7 → 28.3
Maximum damage distance: 13 → 21
Minimum damage distance: 56 → 76
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
OTs-14 Groza
Minimum damage: 24.6 → 27.1
Maximum damage distance: 10 → 18
Minimum damage distance: 58 → 78
Spread: 0.45 → 0.4
AEK-973 Mars
Minimum damage: 22.5 → 24.8
Maximum damage distance: 12 → 20
Minimum damage distance: 54 → 74
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
AEK-971
Minimum damage: 21.1 → 23.2
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
SIG 516
Minimum damage: 24.1 → 26.5
Maximum damage distance: 12 → 20
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
TKB-0146M
Minimum damage: 30.4 → 33.4
Maximum damage distance: 14 → 24
Minimum damage distance: 62 → 82
Spread: 0.43 → 0.38
Speed: -3 → -2
Speed during aiming: -25 → -20
HK G36C
Minimum damage: 27.7 → 30.5
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.42 → 0.37
Speed: -3 → -2
Speed during aiming: -25 → -20
Steyr AUG A3
Minimum damage: 27.7 → 30.5
Maximum damage distance: 18 → 28
Minimum damage distance: 61 → 81
Spread: 0.42 → 0.37
AUG A3 (A)
Minimum damage: 31.3 → 34.4
Maximum damage distance: 18 → 28
Minimum damage distance: 61 → 81
Spread: 0.42 → 0.37
FN F2000
Minimum damage: 24.6 → 27.1
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.43 → 0.38
Speed: -3 → -2
Speed during aiming: -25 → -20
Rune
Minimum damage: 31.4 → 34.5
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.42 → 0.37
Speed: -3 → -2
Speed during aiming: -25 → -20
Rune (A)
Minimum damage: 34.3 → 37.7
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.42 → 0.37
Speed: -3 → -2
Speed during aiming: -25 → -20
HK XM8
Minimum damage: 31.4 → 33.7
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.42 → 0.37
Speed: -3 → -2
Speed during aiming: -25 → -20
XM8 (A)
Minimum damage: 32 → 35.2
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.42 → 0.37
Speed: -3 → -2
Speed during aiming: -25 → -20
HK XM8S
Minimum damage: 32 → 35.2
Maximum damage distance: 18 → 28
Minimum damage distance: 62 → 82
Spread: 0.42 → 0.37
Speed: -3 → -2
Speed during aiming: -25 → -20
IWI Tavor X95
Minimum damage: 25.4 → 27.9
Maximum damage distance: 15 → 25
Minimum damage distance: 60 → 80
Spread: 0.44 → 0.39
Speed: -3 → -2
Speed during aiming: -25 → -20
X95 (A)
Minimum damage: 26.8 → 29.5
Maximum damage distance: 15 → 25
Minimum damage distance: 60 → 80
Spread: 0.44 → 0.39
Speed: -3 → -2
Speed during aiming: -25 → -20
LR-300
Minimum damage: 22.1 → 24.3
Maximum damage distance: 10 → 16
Minimum damage distance: 48 → 68
Spread: 0.46 → 0.41
Speed: -3 → -2
Speed during aiming: -25 → -20
AMB-17
Minimum damage: 26.8 → 29.5
Maximum damage distance: 8 → 14
Minimum damage distance: 42 → 62
Spread: 0.47 → 0.42
OTs-14M Surge
Minimum damage: 24.6 → 27.1
Maximum damage distance: 8 → 14
Minimum damage distance: 44 → 64
Spread: 0.45 → 0.4
ASM Serval
Minimum damage: 22.3 → 24.5
Maximum damage distance: 7 → 13
Minimum damage distance: 42 → 62
Spread: 0.47 → 0.42
QBZ-191 Thunderbird
Minimum damage: 29.5 → 32.5
Maximum damage distance: 16 → 26
Minimum damage distance: 62 → 82
Spread: 0.43 → 0.38
Speed: -3 → -2
Speed during aiming: -25 → -20
FN F2000 Tactical
Minimum damage: 28.1 → 30.9
Maximum damage distance: 18 → 28
Minimum damage distance: 60 → 80
Spread: 0.43 → 0.38
Speed: -3 → -2
Speed during aiming: -25 → -20
Legacy SCAR-L
Minimum damage: 35 → 38.5
Maximum distance: 12 → 20
Minimum damage: 56 → 76
Spread: 0.46 → 0.41
Speed: -3 → -2
Speed during aiming: -25 → -20
MK47 Mutant
Minimum damage: 30.8 → 33.9
Maximum distance: 12 → 20
Minimum damage: 55 → 75
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
АK-15
Minimum damage: 34.7 → 38.2
Maximum distance: 13 → 21
Minimum damage: 56 → 76
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
ASh-12
Minimum damage: 35.3 → 38.8
Maximum distance: 10 → 18
Minimum damage: 60 → 80
Spread: 0.44 → 0.39
Speed: -3 → -2
Speed during aiming: -25 → -20
A-762 Ares
Minimum damage: 26,8 → 29,5
Maximum damage distance: 12 → 20
Minimum damage distance: 54 → 74
Spread: 0.44 → 0.39
Speed: -3 → -2
Speed during aiming: -25 → -20
A-545
Minimum damage: 24.1 → 26.5
Maximum damage distance: 10 → 18
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
АМ-17
Minimum damage: 30.8 → 33.9
Maximum damage distance: 12 → 20
Minimum damage distance: 54 → 74
Spread: 0.45 → 0.4
Speed during aiming: -25 → -20
Beretta ARX-160
Minimum damage: 28.1 → 30.9
Maximum damage distance: 12 → 20
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
KS-1
Minimum damage: 27.7 → 30.5
Maximum damage distance: 12 → 20
Minimum damage distance: 55 → 75
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
FAMAS G2
Minimum damage: 21.4 → 23.5
Maximum damage distance: 12 → 20
Minimum damage distance: 52 → 72
Spread: 0.45 → 0.4
Speed: -3 → -2
Speed during aiming: -25 → -20
The presets for the gear for duels was update.
In duel maps list was added Inferno and Hospital.
Most equipment presets now use armor-piercing ammunition, except for the issued shotguns.
Removed the Hospital Deathmatch, Wormhole, and Pripyat Streets maps, along with their variants.
Session Battles for the Stalker and Veteran ranks are now played on the Colosseum and Collapse maps, rotating every 30 minutes.
Changed team spawn points on the Moria House map.
Removed the capture point on the Hospital, Moria House, Inferno, and Glass maps — victory now requires reaching a fixed kill count. Map rotation has been added for these locations: Hospital and Inferno rotate every 10 minutes, while Moria House and Glass rotate every 15 minutes (the kill limit required for victory is not final and may be adjusted in the future).
Added map rotation for GOST-17 Deathmatch and Glass Deathmatch — now they replace each other every 10 minutes.
Added access to the personal storage inside the mobile camp in Subdivision Battles.
All variants of the Flamethrower and Frostthrower no longer automatically replenish their magazines on kill in Session Battles.
Do you want to get closer to the season's top rewards faster? The chain of special bundles includes Season pass levels, Overdrives, Tactical Stockpile crates, and the Control paint — everything you need for a strong start.

True superiority starts before the first shot is fired. The Tactical superiority style set is designed for those who prefer their gear to look just as dangerous as its owner. If you favour strict tactics over flashy appearance, this set is sure to find a place in your arsenal.

Tank and Melted cosmetics, along with Ship motifs, will be available for purchase until the end of summer.
Changed the chunk loading mechanism. It is no longer possible for an enemy to shoot at you while being outside your loaded chunks. Now the list of chunks that can be visible from your current position is determined by that position and does not depend on your previous movement across the map.
Updated AUG A3 model.

Updated Houndmaster, Trapper, Hunter’s Cloak and Orion Jumpsuit models.





The Drossel's resource box for Arsen can now only be purchased with rubles.
Added reputation limit per day, which can be obtained by donating one type of resource. The limit is approximately 1000 reputation, but each resource has its own quantitative limit.
Arsen also now accepts advanced and standard spare parts and tools on a permanent basis.
Raincoat was deleted from barter. Now its position in the barter is taken by the Cloak-Tent.

Fixed missing texture on F2000.
Removed zeroes from the ZIVCAS M2-C exoskeleton.
All styles for the Desert Eagle are now also available for the Big Bill.
In the death screen, you can now view the name of the equipment without the style/motif.

The weapon no longer increases in height to 3 slots when installing 45-round magazines and the ACOG sight.
Adjusted the spawn of quest сaches in the factional North.
Adjusted the Morse code for tangled signals: you can now distinguish the dungeon signal from others.
Your own pack can now be added to the trash independently of other packs.
All artefact build stats are now applied only after the build is fully equipped.
The Trampoline anomaly now activates the laceration reaction again.
Now, after collecting anomalous crystals or pulp, a collection mark remains in their place for a while – a plant without pulp or branches/stumps without crystals.
Reduced the weight of the Core Inhibitor item from 10g to 1g.
Fixed multiple translation inconsistency bugs across all languages.
Corrected several minor localization bugs in all languages.
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