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

Jun 3, 2026 - 19:51
 1
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.

Content
  • 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

Anticyclone season
Summer weather

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.

Season awards

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

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.

Economic changes to Act and Season

In Act III, the Ticket system will undergo changes, and economic adjustments will be made to the Season Pass.

Changes to the Act III Ticket system
Legendary gear in the shop

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.

Changes to the barter recipes for Legendary gear
Before

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

After

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

Sources of Tickets

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!

Exchange of parts for legendary gear

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.

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.

Changes in prices of Ticket shop

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.

Selling gear for a third of its cost

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.

New legendary pistol

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.

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 Tickets are an economic entity specific to a particular Act and do not carry over between them.

Season shop changes

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

Season gear obtaining changes

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.

Season Pass rewards changes

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.

Season currency consumables changes

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

Special case changes

Added a possibility to sell all Special/Advanced cases items to Zen

Special cases currency price: 15 000 → 25 000

Season currency gear selling changes

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.

Revitalization of The Swamps

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.

Guide update

The in-game Guide was fully reworked. Let's take a closer look at what's changed.

Updated visuals

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.

Information Search

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.

Terms

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.

3D-faces

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.

First iteration

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!

Further plans

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.

Balance adjustments
SIG MPX update

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

Update on anomalous grenades
  • 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

Stabilization adjustments

All Stabilization values (for attachments and built into weapons) have been halved. Stabilisation from anomalous modules is not affected by this weakening.

Anomalous module changes
  • 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%]

Armour adjustments

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%

Artefact and consumable adjustments

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 properties

  • Stamina: 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 properties

  • Healing 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 properties

  • Regeneration: 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 properties

  • Stability: 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 properties

  • Removed 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 properties

  • Regeneration: 0.5% → 0.4%

Shard

Added Regeneration: 0.7%

  • Healing Effectiveness: 8.1% → 6.9%

    Bonus properties

  • Healing 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 properties

  • Healing 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 properties

  • Regeneration: 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 properties

  • Laceration 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 properties

  • Regeneration: 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 properties

  • Regeneration: 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 properties

  • Healing 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 properties

  • Vitality: 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 properties

  • Stamina 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 properties

  • Regeneration: 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 properties

  • Regeneration: 0.4% → 0.3%

Swamp Rot

Added Vitality: 0.3%

  • Healing Effectiveness: 4.2% → 3.6%

    Bonus properties

  • Healing Effectiveness: 1.4% → 1.2%

Heart

Added Healing: 0.2%

  • Regeneration: 2.3% → 1.8%
    Bonus properties

  • Regeneration: 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 properties

  • Bullet 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 properties

  • Healing 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 properties

  • Regeneration: 0.7% → 0.5%

  • Bleeding Protection: 5.7% → 2.6%

Berry

Bleeding: -1.1 → -0.6

  • Vitality: 0.9% → 1.3%

    Bonus properties

  • Bleeding: -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 properties

  • Regeneration: 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 properties

  • Healing Effectiveness: 2.6% → 2.2%

  • Bleeding Protection: 1.9% → 0.9%

Onion

Bullet resistance: 7 → 4.9

  • Stamina: 7.8% → 11.1%

    Bonus properties

  • Bullet 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%

Ammunition changes
  • 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).

Weapon changes
  • 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

Session battles changes
Duels
  • 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.

Session Battles
  • 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.

In-game shop update
Pack chain

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. 

Styles

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.

Other changes and fixes
  • 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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