更新日志 [14.01.2026]

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While snowstorms rage outside, the situation in the Zone is heating up. The stakes are rising, and it’s the perfect time to intervene in the affairs of the Murmur fanatics! To prepare yourself for battle, we recommend familiarizing yourself with the latest balance changes.Contents: Balance changes; Other changes and fixes.Balance changesArtefacts Slightly reduced the power of the Regeneration and Healing Effectiveness stats on artefacts. With the latest increase in the maximum power of artefacts, these stats were having too much of an impact on player survivability in firefights. On average, half of the bonus containers received in the patchnotes was removed. Strengthened Prism, Fossil, Dumbbell, and Raisin These artefacts did not have strong additional properties (or they had too little power), which made them insufficiently relevant compared to their equivalents and even lower-level artefacts. Reworked Black Hole The artefact has had its regeneration reduced in exchange for increased Stamina Improvement and the replacement of the Resistance to fire penalty with a Bleeding Protection. The old characteristics made Black Hole too versatile, but now its regeneration is inferior to the regeneration of artefacts with an emphasis on regeneration of similar levels. Reworked Dark Viburnum As with Black Hole, Dark Viburnum was too powerful in several areas at once: regeneration and speed. Speed was reduced in exchange for increased Stamina regeneration. Heavily reduced the amount of damage absorbed by Polyhedron The ability of the artefact to absorb massive single hits, combined with its other characteristics, made it too powerful, and its widespread use made life excessively difficult for sniper rifles. In exchange for a significant reduction in damage absorption, the reload time has been significantly reduced.[table equalcells="1" colwidth=","][tr][td] Prism[/td][td] Added Stability: 2.6%[/td][/tr][tr][td] Raisin[/td][td] Removed Bullet resistance: -29.7 Added Vitality: -2.7%[/td][/tr][tr][td] Fossil[/td][td] Removed Stamina regeneration: 3.6% Added Periodic healing: 0.5% Bonus properties: Periodic healing: 0.6% → 0.2% Stamina regeneration: 1.2% → 3.6%[/td][/tr][tr][td] Dumbbell[/td][td] Healing Effectiveness: 8.7% → 11.5% Laceration protection: 19.5 → 13.7 Removed Reaction to laceration: 1.3% Added Vitality: 0.6% Bonus properties: Healing Effectiveness: 2.9% → 3.9% Laceration protection: 6.5 → 4.6[/td][/tr][tr][td] Black Hole[/td][td] Removed Regeneration: 3.6% Removed Resistance to fire: -21.7 Added Stamina regeneration: 5.1% Added Bleeding Protection: -2.6% Bonus properties: Regeneration: 1.2% → 2.3% Stamina regeneration: 3.6% → 1.7%[/td][/tr][tr][td] Polyhedron[/td][td] Stamina: 14.6% → 20.8% Added Stamina regeneration: 3.2% Reduces damage by: 78.5 → 45 Reload: 24 sec → 12.5 sec (6.39 sec for the legendary 175% +15) Bonus properties: Stamina regeneration: 3.2% → 1.1% Stamina: 4.9% → 7%[/td][/tr][tr][td] Dark Viburnum[/td][td] Regeneration: 4.8% → 4.4% Running speed: 1.55% → 1.15% Removed Speed: 1.15% Added Stamina regeneration: 4.8% Bonus properties: Regeneration: 1.6% → 1.5% Speed: 0.4% → 1.15% Stamina regeneration: 4.8% → 1.6%[/td][/tr][tr][td] Frost[/td][td] Healing Effectiveness: 5.8% → 5.4% Bonus properties: Healing Effectiveness: 2% → 1.8%[/td][/tr][tr][td] Leaded Glass[/td][td] Regeneration: 1.5% → 1.4%[/td][/tr][tr][td] Berry[/td][td] Bonus properties: Regeneration: 1.5% → 1.4%[/td][/tr][tr][td] Lard[/td][td] Healing Effectiveness: 5.8% → 5.4% Regeneration: 2.2% → 2% Bonus properties: Healing Effectiveness: 2% → 1.8% Regeneration: 0.8% → 0.7%[/td][/tr][tr][td] Sponge[/td][td] Bonus properties: Regeneration: 1.5% → 1.4%[/td][/tr][tr][td] Phlegm[/td][td] Healing Effectiveness: 8.3% → 7.7% Bonus properties: Healing Effectiveness: 2.8% → 2.6%[/td][/tr][tr][td] Crust[/td][td] Regeneration: 2.2% → 2% Bonus properties: Regeneration: 0.8% → 0.7%[/td][/tr][tr][td] Swamp Rot[/td][td] Healing Effectiveness: 4.5% → 4.2% Bonus properties: Healing Effectiveness: 1.5% → 1.4%[/td][/tr][tr][td] Heart[/td][td] Regeneration: 2.5% → 2.3% Bonus properties: Healing Effectiveness: 6.8% → 6.3% Regeneration: 0.9% → 0.8%[/td][/tr][tr][td] Candlelight[/td][td] Regeneration: 1.2% → 1.1%[/td][/tr][tr][td] Stress fest[/td][td] Healing Effectiveness: 11% → 10.2% Bonus properties: Healing Effectiveness: 3.7% → 3.4%[/td][/tr][tr][td] Colophony[/td][td] Regeneration: 2.9% → 2.7% Bonus properties: Regeneration: 1% → 0.9%[/td][/tr][tr][td] Spiral[/td][td] Bonus properties: Healing Effectiveness: 7.7% → 7.2%[/td][/tr][tr][td] Dark Crystal[/td][td] Regeneration: 2.3% → 2.2%[/td][/tr][tr][td] Proto-Onion[/td][td] Healing Effectiveness: 5.2% → 4.8% Bonus properties: Healing Effectiveness: 1.8% → 1.6% Regeneration: 1.4% → 1.3%[/td][/tr][tr][td] Lemna[/td][td] Regeneration: 1.6% → 1.5% Bonus properties: Regeneration: 0.6% → 0.5%[/td][/tr][tr][td] Snail[/td][td] Regeneration: 1.4% → 1.3%[/td][/tr][tr][td] Inkwell[/td][td] Regeneration: 2.9% → 2.7% Bonus properties: Regeneration: 1%→ 0.9%[/td][/tr][tr][td] Firebird[/td][td] Regeneration: 2% → 1.9% Healing Effectiveness: 11% → 10.2% Bonus properties: Healing Effectiveness: 3.7% → 3.4%[/td][/tr][tr][td] Fahrenheit[/td][td] Bonus properties: Regeneration: 1.6% → 1.5%[/td][/tr][tr][td] Gills[/td][td] Regeneration: 3.2% → 3% Bonus properties: Regeneration: 1.1% → 1%[/td][/tr][tr][td] Hoop[/td][td] Regeneration: 3.2% → 3% Bonus properties: Regeneration: 1.1% → 1%[/td][/tr][tr][td] Scrubber[/td][td] Healing Effectiveness: 5.8% → 5.4% Bonus properties: Healing Effectiveness: 2% → 1.8%[/td][/tr][tr][td] Gum[/td][td] Regeneration: 1.5% → 1.4%[/td][/tr][tr][td] Shard[/td][td] Healing Effectiveness: 8.7% → 8.1% Bonus properties: Healing Effectiveness: 2.9% → 2.7%[/td][/tr][tr][td] Helium[/td][td] Regeneration: 2.3% → 2.1% Bonus properties: Regeneration: 0.8% → 0.7%[/td][/tr][tr][td] Heel[/td][td] Healing Effectiveness: 16.5% → 15.3% Bonus properties: Healing Effectiveness: 5.5% → 5.1%[/td][/tr][tr][td] Viburnum Branch[/td][td] Healing Effectiveness: 13.8% → 12.8% Bonus properties: Healing Effectiveness: 4.6% → 4.3%[/td][/tr][tr][td] Rubik[/td][td] Bonus properties: Regeneration: 2% → 1.9% Healing Effectiveness: 7.7% → 7.2%[/td][/tr][tr][td] Tallow[/td][td] Healing Effectiveness: 11% → 10.2% Regeneration: 2% → 1.9% Bonus properties: Healing Effectiveness: 3.7% → 3.4%[/td][/tr][tr][td] Inside Out Rose[/td][td] Healing Effectiveness: -19.1% → -17.7%[/td][/tr][tr][td] Bismuth[/td][td] Regeneration: 3% → 2.8%[/td][/tr][tr][td] Larva[/td][td] Healing Effectiveness: 7.7% → 7.2% Bonus properties: Healing Effectiveness: 2.6% → 2.4%[/td][/tr][tr][td] Mug[/td][td] Bonus properties: Regeneration: 2% → 1.9%[/td][/tr][tr][td] Timber[/td][td] Bonus properties: Regeneration: 2% → 1.9%[/td][/tr][/table] Plates adjustments [table equalcells="1" colwidth=","][tr][td] Experimental plate[/td][td] The plate has been removed from the supply range in Subdivision Battles Upon arrival at the outpost, a fourth-level ceramic plate is now issued[/td][/tr][/table]Shotgun adjustments Shotguns focused on close combat performed poorly everywhere except at close range, but at close range they became a real disaster for enemies. In view of this, and taking into account the weakening of the Polyhedron's damage absorption, their effectiveness in close combat has been reduced.[table equalcells="1" colwidth=","][tr][td] KS-23[/td][td] Damage to mutant: 1.65 → 2.3 Speed: 0 → -3% Damage: 480 → 448 Minimum damage: 200 → 222 Recoil: 20° → 10° Hip-fire spread: 2.75° → 3° Weapon holster time: 0.15 sec → 0.2 sec Slightly increased deceleration of the shooter after firing The threshold for a non-lethal shot to the head at point-blank range has been reduced from 750 to 700 effective bullet protection. KS-23 short barrel Speed: 0 → 1% KS-23 pistol grip Speed: 0 → 2% Hip-fire spread: 0 → 33.3% Aiming time: 0 → -25% Recoil: 0 → 100%[/td][/tr][tr][td] AEK-965[/td][td] Damage to mutant: 1.75 → 1.9 Speed: 0 → -2% Hip-fire spread: 2.75° → 3° Damage: 400 → 384 Minimum damage: 190 → 200 Weapon holster time: 0.15 sec → 0.2 sec Slightly increased deceleration of the shooter after firing The threshold for a non-lethal shot to the head at point-blank range has been reduced from 625 to 600 effective bullet protection.[/td][/tr][tr][td] Pancor Jackhammer[/td][td] Damage: 200 → 180 Damage to mutant: 1.85 → 2.05 Added master-level LD to basic characteristics to compensate for the absence of side/top rails for LD installation. Significantly reduced the threshold for killing from three shots at point-blank range. For example, the Scythian-5 armoured suit previously required 35% additional vitality to survive two point-blank shots, but now 21% or the equivalent in effective bullet resistance. The data is provided for improvement to level 15 and using combat bullets.[/td][/tr][tr][td] SPAS-15[/td][td] Added master-level LD to basic characteristics to compensate for the absence of side/top rails for LD installation.[/td][/tr][/table]Sniper rifle adjustment Bolt-action rifles Reworked bolt-action rifles: bolt-action rifles have become stronger on average, and the high-rate-of-fire subclass has been removed. Now the main difference in the characteristics of bolt-action rifles lies in their damage multipliers: some, such as the VSSK Vykhlop, have high basic damage and do not increase it when shooting at the head, while others, on the contrary, have low damage to the body but higher damage to the head (e.g. McMillan CS5).[table equalcells="1" colwidth=","][tr][td] Mosin’s Carbine[/td][td] Damage: 65.4 → 65 Minimum damage: 65.4 → 65[/td][/tr][tr][td] Mosin’s Rifle[/td][td] Damage: 73.9 → 73 Minimum damage: 73.9 → 73 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] Mauser 98k[/td][td] Damage: 78 → 70 Minimum damage: 78 → 70 Headshot damage: 1.4 → 1.75 Speed: -3% → -4% Speed while aiming: -30% → -40% Spread: 0.1° → 0.08°[/td][/tr][tr][td] Worn Winchester M70[/td][td] Damage: 86.8 → 86 Minimum damage: 86.8 → 86 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] Shaman's Boomstick[/td][td] Damage: 91.1 → 90 Minimum damage: 91.1 → 90 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] Steyr Scout[/td][td] Damage: 68 → 80 Minimum damage: 68 → 80 Spread: 0.09° → 0.08° Rate of fire: 72 → 40 Headshot damage: 1.25 → 1.75[/td][/tr][tr][td] Winchester M70[/td][td] Damage: 108.2 → 108 Minimum damage: 108.2 → 108 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] Worn M40A5[/td][td] Damage: 128.6 → 130 Minimum damage: 128.6 → 130 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] Alpine TPG-1[/td][td] Damage: 133.9 → 173 Minimum damage: 133.9 → 173 Speed: -3% → -4% Speed while aiming: -30% → -40% Headshot damage: 1.4 → 1[/td][/tr][tr][td] SV-98[/td][td] Damage: 128 → 135 Minimum damage: 128 → 135 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] MTs-116M[/td][td] Damage: 110 → 131 Minimum damage: 110 → 131 Spread: 0.12° → 0.08° Rate of fire: 72 → 40 Speed: -3% → -4% Speed while aiming: -30% → -40% Headshot damage: 1.25 → 1.75[/td][/tr][tr][td] M40A5[/td][td] Damage: 146.8 → 156 Minimum damage: 146.8 → 156 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] MTs-558[/td][td] Damage: 113 → 202 Minimum damage: 113 → 202 Spread: 0.1° → 0.07° Recoil: 2.4° → 3.1° Rate of fire: 72 → 40 Speed: -3% → -4% Speed while aiming: -30% → -40% Headshot damage: 1.25 → 1 Stopping power: 100 → 110 Magazine capacity: 6 → 5[/td][/tr][tr][td] Cheytac M300[/td][td] Damage: 170 → 196 Minimum damage: 170 → 196 Rate of fire: 37 → 40 Speed while aiming: -30% → -40% Headshot damage: 1.4 → 1.15[/td][/tr][tr][td] Cheytac M300 (A)[/td][td] Damage: 177.5 → 205 Minimum damage: 177.5 → 205 Rate of fire: 37 → 40 Speed while aiming: -30% → -40% Headshot damage: 1.4 → 1.15[/td][/tr][tr][td] Karbach OTL-03[/td][td] Damage: 124 → 170 Minimum damage: 136 → 170 Rate of fire: 72 → 40 Spread: 0.1° → 0.07° Headshot damage: 1.25 → 1.5 Stopping power: 100 → 110[/td][/tr][tr][td] VSSK Vykhlop[/td][td] Damage: 130 → 233 Minimum damage: 130 → 233 Rate of fire: 72 → 40 Spread: 0.1° → 0.06° Headshot damage: 1.25 → 1 Speed: -3% → -4% Speed while aiming: -30% → -40% Stopping power: 100 → 110 Magazine capacity: 6 → 5 Recoil: 2.7° → 3° Horizontal recoil: 0.9° → 1°[/td][/tr][tr][td] McMillan CS5[/td][td] Damage: 162.9 → 150 Minimum damage: 162.9 → 150 Recoil: 2.56° → 3° Headshot damage: 1.4 → 1.75[/td][/tr][tr][td] L96A1[/td][td] Damage: 168.2 → 179 Minimum damage: 168.2 → 179 Speed: -3% → -4% Speed while aiming: -30% → -40%[/td][/tr][tr][td] Gauss Rifle[/td][td] Damage: 180 → 247 Minimum damage: 180 → 247 Recoil: 3° → 0.05° Horizontal recoil: 0.2° → 0.05° 30% armour-penetration removed Damage to plates durability: 0.5 → 1 Aiming time: -30% → -40%[/td][/tr][/table] Semi-automatic and automatic sniper rifles adjustments[table equalcells="1" colwidth=","][tr][td] WA2000[/td][td] Damage: 120 → 125 Minimum damage: 115 → 120[/td][/tr][tr][td] VSK-94 (A)[/td][td] Damage: 45.5 → 46 Minimum damage: 42 → 42.5 Horizontal recoil: 0.12° → 0.1° Recoil increase: 4% → 3% Aiming time: 0.25 sec → 0.2 sec[/td][/tr][tr][td] VSK-94[/td][td] Damage: 43.5 → 44 Minimum damage: 40.3 → 40.8 Horizontal recoil: 0.12° → 0.1° Recoil increase: 4% → 3% Aiming time: 0.25 sec → 0.2 sec[/td][/tr][tr][td] VSS-M "Vintorez"[/td][td] Recoil increase: 4% → 3% Aiming time: 0.25 sec → 0.2 sec[/td][/tr][tr][td] VSS Vintorez[/td][td] Recoil increase: 4% → 3% Aiming time: 0.25 sec → 0.2 sec[/td][/tr][tr][td] FN SCAR SSR[/td][td] Damage: 69 → 70.5 Minimum damage: 66.5 → 68 Recoil: 0.8° → 0.65° Recoil increase: 4% → 3%[/td][/tr][tr][td] Mk 14 EBR[/td][td] Damage: 55 → 56 Minimum damage: 52.5 → 53.5 Recoil: 0.62° → 0.58°[/td][/tr][/table]Other weapon changes[table equalcells="1" colwidth=","][tr][td] All weapons[/td][td] Spread while moving multiplier: 1.5 → 1.4[/td][/tr][/table] Nerfed overly powerful weapons [table equalcells="1" colwidth=","][tr][td] HK MP7A2[/td][td] Damage: 39 → 38.5[/td][/tr][tr][td] MG 3[/td][td] Damage: 31 → 30.5 Horizontal recoil: 0.16° → 0.18°[/td][/tr][/table] Buffed underperforming or overly unpopular weapons[table equalcells="1" colwidth=","][tr][td] АМ-17[/td][td] Damage: 48.5 → 49 Minimum damage: 34 → 34.5[/td][/tr][tr][td] LR-300[/td][td] Minimum damage: 23 → 24[/td][/tr][tr][td] PPK-20[/td][td] Minimum damage: 27.5 → 28[/td][/tr][tr][td] 6P62 Little Boy[/td][td] Damage: 75 → 78.5 Weight: 18 kg → 16 kg[/td][/tr][tr][td] DSA RPD[/td][td] Minimum damage: 30 → 30.5[/td][/tr][tr][td] A-762 Ares[/td][td] Minimum damage: 28.5 → 30 Recoil: 0.6° → 0.66°[/td][/tr][tr][td] AEK-973 Mars[/td][td] Damage: 36 → 36.2 Minimum damage: 25.1 → 25.2 Recoil: 0.62° → 0.67°[/td][/tr][tr][td] HK416[/td][td] Minimum damage: 25 → 25.5[/td][/tr][tr][td] HK416 (A)[/td][td] Minimum damage: 28.5 → 29[/td][/tr][tr][td] АК-12[/td][td] Minimum damage: 30 → 30.5 First shot recoil multiplier: 2 → 1.5[/td][/tr][tr][td] AK-12 (A)[/td][td] Minimum damage: 34 → 34.5 First shot recoil multiplier: 2 → 1.5[/td][/tr][tr][td] OTs-33 Pernach[/td][td] Minimum damage: 27 → 30[/td][/tr][tr][td] Old FN FAL[/td][td] Minimum damage: 32.3 → 33.2[/td][/tr][tr][td] АК-308[/td][td] Minimum damage: 34 → 35[/td][/tr][tr][td] АК-308 (А)[/td][td] Minimum damage: 35.5 → 36.5[/td][/tr][tr][td] FN SCAR-H[/td][td] Minimum damage: 39 → 40[/td][/tr][tr][td] FN SCAR-H (A)[/td][td] Minimum damage: 40.5 → 41.7[/td][/tr][tr][td] HK417[/td][td] Minimum damage: 41 → 42[/td][/tr][tr][td] HK417 (А)[/td][td] Minimum damage: 42.5 → 43.8[/td][/tr][tr][td] FN FAL[/td][td] Minimum damage: 35 → 36[/td][/tr][tr][td] FN FAL (А)[/td][td] Minimum damage: 36.5 → 37.5[/td][/tr][tr][td] Flamethrower[/td][td] Damage: 9 → 10 Minimum damage: 9 → 10 Damage to mutants: 3 → 4[/td][/tr][tr][td] Tinderbox[/td][td] Damage: 9 → 10 Minimum damage: 9 → 10 Damage to mutants: 3 → 4[/td][/tr][tr][td] Coldcutter[/td][td] Damage: 12 → 13 Minimum damage: 12 → 13 Spread: 1° → 1.5° Hip-fire spread: 1° → 1.5° Damage to mutants: 3 → 4[/td][/tr][tr][td] Frostthrower[/td][td] Damage: 12 → 13 Minimum damage: 12 → 13 Spread: 1° → 1.5° Hip-fire spread: 1° → 1.5° Damage to mutants: 3 → 4[/td][/tr][tr][td] Inverter Inverter (A)[/td][td] Significantly increased base stabilisation Added a master-rank LD to the base stats to compensate for the lack of side/top rails for mounting an LD.[/td][/tr][/table]Ammunition adjustments[table equalcells="1" colwidth=","][tr][td] 23x75 Buckshot[/td][td] Number of projectiles: 8 → 6[/td][/tr][tr][td] 12.7 mm Sniper Round[/td][td] Stopping power: 90 → 100[/td][/tr][tr][td] 12.7 mm Round[/td][td] Stopping power: 60 → 70[/td][/tr][tr][td] 12.7 mm SMG Round[/td][td] Stopping power: 60 → 70[/td][/tr][tr][td] 7.62 mm Incendiary Round[/td][td] Fixed incorrectly low weight: 8 g → 16 g As with other calibers, the incendiary round’s weight is now equal to the armor-piercing round’s weight.[/td][/tr][/table]Armour changes [table equalcells="1" colwidth=","][tr][td] MIS-X ATLAS[/td][td] Bullet resistance: 165 → 178 Explosion protection: 101 → 109 Laceration protection: 94 → 101[/td][/tr][tr][td] Antares Exoarmor[/td][td] Resistance to electricity: 150 → 300 Resistance to fire: 150 → 300 Resistance to chemicals: 150 → 300[/td][/tr][/table]Magazines adjustments The bonuses of ergonomic 9×39 and 7.62 NATO magazines are now equal to those of ergonomic 12.7 and 7.62×39 magazines, as being 5 rounds below the weapon’s maximum capacity granted weapons with these magazines excessively strong bonuses.[table equalcells="1" colwidth=","][tr][td] Ergonomic Magazine for VSS/Val[/td][td] Reload: 2.6 sec → 2.85 sec Tactical Reload: 2.08 sec → 2.28 sec Aiming time: -13% → -9.75% Hip-fire spread: -13% → -9.75% Speed: 1.6% → 1.2%[/td][/tr][tr][td] Ergonomic magazine 9x39[/td][td] Reload: 2.5 sec → 2.75 sec Tactical Reload: 2 sec → 2.2 sec Aiming time: -15% → -11.25% Hip-fire spread: -15% → -11.25% Speed: 2% → 1.5%[/td][/tr][tr][td] Ergonomic magazine 7.62 NATO[/td][td] Reload: 2.5 sec → 2.75 sec Tactical Reload: 2 sec → 2.2 sec Aiming time: -15% → -11.25% Hip-fire spread: -15% → -11.25% Speed: 2% → 1.5%[/td][/tr][tr][td] AA-12 Drum Magazine[/td][td] Reload: 5.25 sec → 4.38 sec Tactical Reload: 4.2 sec → 3.5 sec Aiming time: 12.5% → 10% Hip-fire spread: 12.5% → 10% Speed: -1.5% → -1%[/td][/tr][/table] Other changes[table equalcells="1" colwidth=","][tr][td] Stopping power[/td][td] Passive removal rate: 80% per second → 60% per second[/td][/tr][tr][td] Burning[/td][td] Healing Effectiveness: -75% → -65% Regeneration: -2.5% → -5%[/td][/tr][tr][td] Plantain[/td][td] Removed bleeding reduction -2.5[/td][/tr][/table]Other changes and fixes Removed the transfer of the main weapon’s overheat status to the secondary weapon and vice versa. Added the ability to sell vynil records to the Fence. Removed offers with functional objects for the Hideout at the Dealer until the quest granting access to the Hideout is completed. Fixed non-functioning scanning on the Elbrus Elbrick motif. Fixed incorrect firing mode after switching between primary and secondary weapons. Fixed inability to load certain types of ammunition. Added a new game setting: Hide death waypoints in Session Modes. Changed quick attachment instalation: when using Shift+LMB, the attachment is now prioritised to the weapon currently in hand, and only then applied to the first suitable equipped weapon.