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各位区域创作者们,大家好!我们很高兴地宣布春季主题截图大赛正式启动! 参与比赛需拍摄一张令人印象深刻的截图,分辨率至少为1440x900像素。按F1键可隐藏用户界面,使用CTRL+F1组合键可隐藏角色手部。 比赛时间:2026年3月4日至10日。 结果公布:2026年3月17日。 参与方式:选择你希望参加的提名类别: • 突变体——战斗或氛围类截图。
• 人物 —— 战斗或社交截图。
风景——展示建筑、异常现象或禁区内其他美丽区域的截图。
提交一张分辨率至少为1440x900像素且隐藏界面的截图。 在描述中注明你选择的类别: • 突变体; • 人类; • 风景。 参赛时不要忘记包含你的游戏内昵称和所在地区,若获奖,奖品将发送至你的游戏内邮箱。 比赛规则 将作品添加到比赛相册时,必须准确注明角色昵称(与游戏中显示一致)以及你所在的游戏地区:RU、EU、NA、SEA或NEA。 参赛作品必须附带截图。 作品必须发布在指定讨论区,并在描述中注明参赛类别(突变体、人类、风景)。仅允许进行基础的截图编辑,例如色彩校正或调整亮度和对比度。严禁使用人工智能以及添加无关物体。 仅接受原始形式的图片,不得带有水印、签名或其他标记。 推荐的视野(FOV)值为75。 作品不得违反游戏和平台规则、法律法规,不得包含攻击性或纳粹符号、提及被禁止的团体和组织,或涉及色情元素。 禁止发布与游戏无关的作品,如广告链接、攻击性内容等。 每位玩家仅可提交一张截图,该截图将参与比赛。一张截图只能获得一个奖项名额。 仅接受专门为【STALCRAFT: X】创作的原创作品,且需是为本次比赛特别制作。 禁止发布与游戏无直接关联的作品,以及包含任何形式广告内容的作品。 提交作品即表示您同意项目管理方可以将其用于营销、广告或其他用途。 提交申请即表示您确认同意比赛的条款和条件:比赛通用条款。 EXBO团队保留对本次活动条款和条件的最终解释权。奖励 比赛结束后,评审团将在每个奖项类别中选出10名获奖者,他们将获得以下奖励: 赛季积分——10000; 高级会员——3天; 高级备件——20个; 高级工具——10个; 宝丽来挂饰。
所有奖励均为绑定物品。 祝你好运,探索者们! EXBO Team




要获得观看直播的奖励,首先需要关联你的EXBO和Twitch账户。
EXBO账户关联详细指南 Steam游戏内Twitch关联详细指南 您可以在专门页面追踪奖励状态 如何领取Twitch掉落奖励 只需观看我们媒体合作伙伴频道的直播即可领取奖励 您可以观看以下英语内容创作者的直播: UnBannMee6 dopefaceTV boHHoc Animus aceosware RoughShaggy以下是我们俄语内容创作者的名单: pan1x_t0p; velichyt; adhh_spasibo; NSh4rk; MashtakOF; TochnoNeMonker; V13iy; schempppp; harveyskills; ilmater_; ekatowtf; KarfagenSC; gostingdb; HatonyCH; fladar1337; kreenoleen_____; Zovut_Lis; Xqueeeee; IXUMEPA; vlgplayer; snegurka666; IrokeZzina; datreal_qq; minimu_s; dmitronsc; AyakaRai; ANNA_KAD_; Exproo; N1fon。 本赛季活动的Twitch掉落包含一个持续一周的活动: 周次 | 开始时间 | 结束时间 | 时区 1 | 3月4日14:00 | 3月11日13:00 | UTC Twitch掉落内容 以下是奖励列表。有关每个奖励的详细信息,请参阅下面的相关部分。
数量 观看时长 奖励 首次 2.5小时 1个Twitch碎片容器 第二次 2.5小时 1个Twitch碎片容器 第三次 5小时 1个Twitch碎片容器 第四次 5小时 1个Twitch碎片容器 活动期间,累计观看直播15小时可获得最后一份奖励。 Twitch碎片容器内容 物品 Twitch碎片



服务器维护已完成,游戏服务器现已重新上线。艰难时期造就强者——那些能够适应并克服困难的人。为了帮助大家更愉快地适应,供应商推出了一个促销代码:SCX-SPRING2026-WELCOME。该促销代码的有效期至3月11日20:59(UTC)。

观看带英文字幕的更新说明概述
区域的天空向来以浑浊著称,但最近,潜行者们都说云层聚集得更厚了。军方在边境沿线的活动日益频繁。7号研究所的传感器数值爆表,记录到了新的活动迹象。在五一村下方清理隧道的挖掘者们带回了越来越多的消息。随着春天的临近,潜行者们会迎来什么?只有区域知道答案。 内容: - 淬火钢铁赛季 - 荒野北部 - 霰弹枪和步枪的以物易物分支 - 藏匿点重做 - 平衡性调整 - 分部战斗改动 - 经济调整 - 其他改动与修复淬火钢铁赛季 春季天气 寒霜已退,积雪不再在脚下嘎吱作响,近来被白雪覆盖的道路也重新显露出来。然而,天气并未迅速带来喜悦。相反,如今区域内可能会响起雷声,如同某种武器的轰鸣。 游戏中将迎来以下变化: 1. 移除冬季效果,天气现象替换为春季相关; 2. 新增风力对植物的影响; 3. 更新夜间视觉效果:在未使用夜视仪时,不再是完全黑暗,而是保持最低能见度,但整体能见度依然有限; 4. 调整夜视仪亮度以适应春季夜晚。 赛季奖励
本赛季可获得以下关键奖励: OTS-62霰弹枪; 老式FN FAL突击步枪; 熊式外骨骼装甲; 特殊箱子代币; 步兵皮肤; 等级450的标签挂饰,获取时会生成一个随机数字。
第二幕门票; 暗星容器; 档案挂饰; 电影编年史挂饰; 淬火钢铁自定义包。 M60E4机枪——达到500级的独特奖励。
特殊补给内容已更新。现在你可以从中获取QBU-191。
淬火精钢新手包 立即开始淬火精钢之旅,新手包内含以下物品: 10级赛季通行证等级; 7天高级会员; 两件用于护甲和武器的独特【伤疤】涂装。
荒野北部
狂野北部是任何势力都无法触及的地方。这片区域早已被潜行者遗弃。多年来,低语、突变体和异常现象肆意横行。你准备好回到这个地方了吗? 记住:即使是信任的伙伴也可能将你引入陷阱,而你冰冷的身体再也无法告诉任何人。 然而,尽管狂野北部危机四伏,许多潜行者仍渴望抵达天王星工厂的外围、有着雷达站的红森林,以及无法再通过熟悉的洞穴进入的静水镇。毕竟,狂野北部不仅有珍贵的战利品,还有无数的秘密。无论你是在寻找赚钱的方法,还是为了解开区域的谜团,这里都值得一探究竟。有一点可以肯定:狂野北部是测试你运气的最佳地点。这些狂野的地点是什么? 它们是红森林、天王星磨坊和静水镇。在这里,除了你小队和分队的玩家外,没有其他盟友。如何到达那里? 完成北部故事线后,狂野北部地点的访问权限将解锁。与你的派系领袖交谈,他会派你去醉酒盖革酒吧找居里。居里会告诉你更多关于狂野北部的信息,并给你一张通往地下区域的通行证。
地下区域是一个禁用玩家对战的地点,但这里仍然不安全。粗心的潜行者在每个角落都可能遇到异常现象。 在地下区域的尽头,你会发现三扇门,每扇门分别通往以下地点之一:红森林、天王星磨坊、静水湖。如何返回? 离开这些地点有四种方式: 1. 死亡(可能性极高!) 2. 完成低语哨站事件。这会生成一个地穴,最多允许5名玩家通过。 3. 使用跳跃地穴。它只允许1名玩家通过,然后会移动到另一个地点。它每2分钟改变一次位置。同一时间一个地点只能有一个活跃的跳跃地穴。 4. 使用SAC和SRD找到隐藏地穴。这些地穴不会自然出现,必须使用特殊装置才能发现。红森林和天王星磨坊区域的视觉效果已更新。 醉酒盖革酒吧现已配备您探险所需的一切,包括商人、交付合同和合同提供者。
完成事件现在会掉落新的、更有价值的物品,这些物品可以卖给商人。 新增7种新文物,仅可在狂野北部获取。 新增2种大师级可变倍率瞄准镜。它们可以通过从低语事件和空投中随机掉落的零件组装而成。 远地点光学瞄准镜
方位光学瞄准镜
新增2个额外的个人储物页面,可通过在醉汉盖革酒吧提升声望等级解锁。 低语材料涂料可在醉汉盖革酒吧兑换。
新增了全新的(旧的)异常裂隙事件。使用【Noo转换器】获取神器。
Noo转换器可在醉汉盖革酒吧的商人处购买。
现在你可以在荒野北部组建跨阵营小队了。有哪些变化? 移除了从锻造厂-11通往静水镇的地穴。 大幅降低了静水镇的最大玩家数量。 移除了静水镇的金色空投。金色空投现在仅在红森林和乌拉诺斯磨坊投放。 减少了静水镇的跳跃地穴数量:3个→1个。 活动中心挑战 活动中心已新增挑战。完成这些挑战,你可以获得远地点和阿兹慕特瞄准镜的零件以及赛季通行证点数。 挑战将持续到3月18日,所以前往荒野北部,探索并领取你的奖励吧!陷阱神器改动 为确保各活动中的神器分布更加平衡,陷阱神器已自动替换为新的陀螺神器,所有持有者的陷阱神器原有属性(属性值、品质百分比、升级等级)均予以保留。陷阱神器获得了与囚笼事件中的其他神器(幼虫、木材、马克杯)概念一致的新特性。
霰弹枪和步枪的以物易物分支 扩展霰弹枪以物易物分支
新增:MP-155 Ultima 半自动霰弹枪
双管霰弹枪:TOZ-34短管型、TOZ-55、TOZ-57、TOZ-84
IZH-81泵动式霰弹枪
Saiga-12自动霰弹枪
由于以物易物分支中武器位置发生变更,已进行以下替换与补偿: 物品移除 - 物品发放 BM-16 - TOZ-34 短管 TOZ-34 - BM-16 МР-133 - BM-16 МР-153 - МР-133 Saiga-12K - МР-133 Saiga-12K 护木 - 回收物品并全额补偿所消耗资源 MP-133/MP-153 弹匣扩展器 - 回收物品并全额补偿所消耗资源 受影响霰弹枪的特性变更: BM-16 短管 -TOZ-34 Sawed-Off 伤害:128 → 116 最低伤害:44.8 → 52.2 最大伤害距离:9 → 4 最小伤害距离:58 → 30 射速:240 → 150 腰射散布:2.25° → 2.75° 肢体伤害:0.8 → 0.9 爆头伤害:1.25 → 1 瞄准时间:0.2秒 → 0.15秒 BM-16 等级:Picklock → 新手 伤害:108 → 148 最低伤害:37.8 → 66.6 射速:240 → 150 肢体伤害:1 → 0.9 TOZ-34 等级:新手 → 潜行者 伤害:128 → 181 最低伤害:44.8 → 81.5 射速:240 → 150 肢体伤害:1 → 0.Gramps TOZ 伤害:188 → 198 最低伤害:65.8 → 89.1 射速:240 → 150 肢体伤害倍率:1 → 0.9 МР-133 等级需求:新手 → 老手 伤害:132 → 198 最低伤害:46.2 → 93 最低伤害距离:58 → 56 射速:70 → 60 肢体伤害倍率:1 → 0.9 扩容弹匣现已默认内置 МР-153 等级需求:潜行者 → 老手 伤害:155 → 219.1 最低伤害:46.6 → 109.5 射速:110 → 100 肢体伤害倍率:1 → 0.9 扩容弹匣现已默认内置 Saiga-12K 伤害:100 → 119 最低伤害:30 → 35.7 护手现已默认内置 仓库重做 仓库机制已重做。交互 安装后可立即与更新后的储物箱进行交互,拿起和放下物品无需确认。
储物箱新增了一项功能——小队访问权限。小队内的所有玩家现在都可以与储物箱进行互动。你可以在储物箱界面或通过地图授予访问权限。
藏匿点仅在其所有者所在的副本位置中存在。若所有者死亡或切换至其他副本,小队成员将无法再找到该藏匿点。 隐蔽状态: 与藏匿点内物品交互时,藏匿点将进入隐蔽状态,在此期间,该副本位置内的所有玩家都能看到该藏匿点。隐蔽状态的持续时间取决于藏匿点的类型和品质。 若在隐蔽状态期间,所有者离开藏匿点范围或死亡,任何玩家都可获取部分物品,但仅限一次,之后该藏匿点将无法被找到。
耐久度 战利品掉落数量取决于耐久度参数。当玩家与他人的储物箱互动时,可以从中拿走某些物品。
每个独立单元格/物品/数量的获取都有一定概率,即若耐久度为30%,则每个独立单元格的出现概率为70%。如果一个单元格中有多个物品,只会掉落一定数量。也就是说,若单元格中有100个物品,在30%耐久度的情况下会掉落70个,其余物品将留在藏匿处。 尽量将你的藏匿处安全地隐藏起来,避免被窥探! 感染、藏匿处类型及其耐久度的影响 藏匿处在世界中存在的时间有限,由其耐久度决定,且耐久度会逐渐下降。耐久度取决于藏匿处的品质。藏匿处越坚固,它在该地点留存的时间就越长。
储物箱有两种类型: 标准型; 屏蔽型。 两者的区别在于,在感染区域中,标准型储物箱的强度下降速度要快得多,且会受到最大感染等级的影响。储物箱的数量与此无关。当耐久值降至零时,储物箱会连同其中的所有物品一起消失。
为艺术品猎人创建了特殊的屏蔽藏匿处。它们受到保护,免受感染影响,并且可以存储神器。通过屏蔽藏匿处感染时,每分钟总是造成1点伤害。
Balance changesConsumables Changes to protective, output and healing consumables Implemented the first part of consumable adjustments: first-aid kits, stimulators, bandages, and infection-output items. Additional changes to all consumables are planned for the future. We aimed to make first-aid kits and stimulators (STRIKE and STOMP) more balanced in terms of player usability. We also addressed the issue where military first-aid kits had effectively become the only viable healing option despite being low-tier. First-aid kits now share a unified preset: they provide light bleeding removal, moderate healing, and regeneration, but no longer remove radiation or bioinfection. They restore less health in a short period of time but last longer, resulting in greater overall healing in the long run. Stimulators, on the other hand, restore more health in a short period of time but are less effective than first-aid kits over extended periods. Overall, stimulators remain largely unchanged and continue to serve as more PvP-oriented medical items. They no longer apply debuffs such as intoxication or poisoning, but their effectiveness has been reduced. The removal of infection output from first-aid kits was necessary to eliminate artefact builds that could bypass counter-artefacts by relying solely on first-aid kits. This change also increases the value of dedicated infection-output consumables. All infection-output consumables now function similarly to bandages but with an output effect. They activate over 3 seconds and remove a larger amount of infection at once. For convenience, these items now cleanse two types of infection simultaneously. Panacea, as the most advanced version, removes all types of infection at once. All infection-output consumables, except bandages, now apply a poisoning effect to prevent frequent use. Medicine that provided infection resistance has been removed. Over time, they proved to be an unnecessary consumable type, diverting attention from protective artefacts and combo armour options. All such medicine has been replaced with corresponding infection-output consumables.[table equalcells="1" colwidth=","][tr][td] All first-aid kits[/td][td] Duration: 12 sec. Period of use: 7.5 sec.[/td][/tr][tr][td] Personal First-Aid Kitrst-aid kit[/td][td] Poison: -0.05 → -0.1 Bleeding: -1 → -0.4 Added Regeneration: 5.4% Periodic healing: 4% → 3.8%[/td][/tr][tr][td] Military first-aid kit[/td][td] Rank: Picklock → Newbie Added Poison: -0.15 Bleeding: -1.5 → -0.75 Added Regeneration: 6.4% Periodic healing: 6% → 4.5%[/td][/tr][tr][td] Lab First-Aid Kits[/td][td] Poison: -0.15 → -0.2 Bleeding: -1.5 → -1.25 Added Regeneration: 7.4% Periodic healing: 6% → 5.2%[/td][/tr][tr][td] Guide’s First-Aid Kit[/td][td] Rank: Veteran → Stalker Poison: -0.15 → -0.3 Bleeding: -1.5 → -1.55 Added Regeneration: 7.4% Periodic healing: 7% → 5.9% Added Bleeding resistance: 17%[/td][/tr][tr][td] Emergency First-Aid Kit[/td][td] Poison: -0.15 → -0.4 Bleeding: -1.5 → -2 Added Regeneration: 8.3% Periodic healing: 8.1% → 6.6% Added Bleeding resistance: 25% Removed stats: Psy-emissions Frost Frost resistance Instant healing[/td][/tr][tr][td] Stimulators (STRIKE, STOMP)[/td][td] Duration: 6 sec. Period of use: 7.5 sec.[/td][/tr][tr][td] STRIKE[/td][td] Rank: Veteran → Stalker Stamina regeneration: 15% → 8.5% Instant healing: 5 → 6.3 Periodic healing: 10% → 8.4%[/td][/tr][tr][td] STOMP[/td][td] Rank: Master → Veteran Stamina regeneration: 17.5% → 9.5% Instant healing: 5 → 7.1 Periodic healing: 12.6% → 9.5%[/td][/tr][tr][td] Medicine (before protecting from Infection) and output consumables[/td][td] Duration: 6 sec. Period of use: 7.5 sec. Number of items per slot: 3 → 10 Added Poison: 25 (except Bandages) Removed stats: Vitality Healing Effectiveness Protection against the corresponding types of infections[/td][/tr][tr][td] Bandage[/td][td] Purpose: Output Duration: 2.5 sec. → 3 sec. Period of use: 2.5 sec. → 3 sec. Bleeding: -20 → -12.5 Instant healing: 5 → 4.5 Added Bleeding resistance: 100%[/td][/tr][tr][td] Antirad B-191[/td][td] Purpose: Output Radiation: -10 → -30 Added Psy-emissions: -30 Added Radiation resistance: 100% Added Psy-emission resistance: 100%[/td][/tr][tr][td] 1st Class Antidote[/td][td] Purpose: Output Added Biological infection: -30 Added Temperature: -30 Added Bioinfection resistance: 100% Added Thermal resistance: 100%[/td][/tr][tr][td] Antirad B-292[/td][td] Purpose: Output Radiation: -50 → -85 Added Psy-emissions: -85 Added Instant healing: 4 Added Radiation resistance: 100% Added Psy-emission resistance: 100%[/td][/tr][tr][td] 2nd Class Antidote[/td][td] Purpose: Output Added Temperature: -85 Added Biological infection: -85 Added Instant healing: 4 Added Bioinfection resistance: 100% Added Thermal resistance: 100%[/td][/tr][tr][td] Antirad B-393[/td][td] Purpose: Output Radiation: -75 → -125 Added Psy-emissions: 125 Added Bleeding: -10 Added Instant healing: 5.5 Added Radiation resistance: 100% Added Psy-emission resistance: 100%[/td][/tr][tr][td] 3rd Class Antidote[/td][td] Purpose: Output Added Temperature: -125 Added Biological infection: -125 Added Burning: -2 Added Instant healing: 5.5 Added Bioinfection resistance: 100% Added Thermal resistance: 100%[/td][/tr][tr][td] Panacea[/td][td] Purpose: Output Rank: Master → Veteran Radiation: -20 → -155 Temperature: -20 → -155 Biological infection: -20 → -155 Psy-emissions: -20 → -155 Frost: -20 → -60 Added Bleeding: -15 Added Burning: -3 Added Instant healing: 7.2 Radiation resistance: 75% → 100% Thermal resistance: 75% → 100% Bioinfection resistance: 75% → 100% Psy-emission resistance: 75% → 100% Frost resistance: 75% → 100% Added Bleeding resistance: 100%[/td][/tr][/table] Removed consumables will be compensated according to the following table. Lots containing removed consumables that were listed on the auction will also be eligible for compensation.[table equalcells="1" colwidth=",,"][tr][td] Item[/td][td] Replaced for[/td][td] Quantity[/td][/tr][tr][td] 1st Class Radioprotectant[/td][td] Antirad B-191[/td][td] 1 to 1[/td][/tr][tr][td] 2nd Class Radioprotectant[/td][td] Antirad B-292[/td][td] 1 to 1[/td][/tr][tr][td] 3rd Class Radioprotectant[/td][td] Antirad B-393[/td][td] 1 to 1[/td][/tr][tr][td] 1st Class ThermoBlock[/td][td] 1st Class Antidote[/td][td] 1 to 1[/td][/tr][tr][td] 2nd Class ThermoBlock[/td][td] 2nd Class Antidote[/td][td] 1 to 1[/td][/tr][tr][td] 3rd Class ThermoBlock[/td][td] 3rd Class Antidote[/td][td] 1 to 1[/td][/tr][tr][td] Panacea[/td][td] Panacea[/td][td] 1 to 2[/td][/tr][/table] Increased the number of Panacea obtained from crafting from 15 to 25. Increased bonus crafting from 3 to 5. Recipes that used removed consumables are no longer available. Adjusted prices of certain consumables in accordance with the changes listed above:[table equalcells="1" colwidth=",,"][tr][td] Consumable[/td][td] Old price[/td][td] New price[/td][/tr][tr][td] Antirad B-292[/td][td] 215[/td][td] 106[/td][/tr][tr][td] Antirad B-393[/td][td] 392[/td][td] 203[/td][/tr][tr][td] Neuron-11 PsyBlock[/td][td] 46[/td][td] 50[/td][/tr][tr][td] 1st Class ThermoBlock[/td][td] 46[/td][td] 50[/td][/tr][tr][td] 1st Class Antidote[/td][td] 76[/td][td] 50[/td][/tr][tr][td] 2nd Class Antidote[/td][td] 407[/td][td] 106[/td][/tr][tr][td] 3rd Class Antidote[/td][td] 585[/td][td] 203[/td][/tr][tr][td] Bandage[/td][td] 15[/td][td] 11[/td][/tr][tr][td] Personal First-Aid Kit[/td][td] 28[/td][td] 26[/td][/tr][tr][td] Military First-Aid Kit[/td][td] 94[/td][td] 103[/td][/tr][tr][td] Lab First-Aid Kit[/td][td] 114[/td][td] 132[/td][/tr][tr][td] Guide’s First-Aid Kit[/td][td] 268[/td][td] 191[/td][/tr][/table]Other changes Reduced stats of most medicine consumables: mobility, protection, and boosts. Short-term boosts (except for a few overly powerful consumables) have received a slight increase.[table equalcells="1" colwidth=","][tr][td] Hemostat[/td][td] Bleeding Protection: 9.7% → 5.7% Bleeding: -1.3 → -0.58 Regeneration: 0.9% → 0.7%[/td][/tr][tr][td] Astrixin[/td][td] Bleeding Protection: 15.6% → 9.1% Bleeding: -2 → -0.93 Regeneration: 1.4% → 1.2%[/td][/tr][tr][td] Biopatch[/td][td] Bleeding: -2.3 → -1.05 Regeneration: 1.5% → 1.3% Bleeding Protection: 17.5% → 10.2% Healing Effectiveness: 5.9% → 5.1%[/td][/tr][tr][td] Burn Cream[/td][td] Bullet resistance: 4.5 → 4.2 Resistance to fire: 18.1 → 19 Resistance to chemicals: 18.1 → 19 Burning: -0.75 → -0.5[/td][/tr][tr][td] Strong Burn Cream[/td][td] Bullet resistance: 6.3 → 5.8 Resistance to fire: 25 → 26.3 Resistance to chemicals: 25 → 26.3 Regeneration: 1.5% → 1.3% Burning: -1.5 → -0.7[/td][/tr][tr][td] Juice[/td][td] Regeneration: 4% → 2.7%[/td][/tr][tr][td] Childrens Champagne[/td][td] Regeneration: 4.9% → 3.2% Speed: 1.4% → 1% Running speed: 1.4% → 1%[/td][/tr][tr][td] Base Wine[/td][td] Speed: 1.4% → 1% Running speed: 1.4% → 1 % Stamina regeneration: 7% → 3.1%[/td][/tr][tr][td] Tirage Liqueur[/td][td] Healing Effectiveness: 16% → 10.7% Stamina: 31.8% → 14.3%[/td][/tr][tr][td] Wine with Sediment[/td][td] Speed: 1.95% → 1.4% Running speed: 1.95% → 1.4% Regeneration: 4.9% → 3.3%[/td][/tr][tr][td] Sparkling Champagne[/td][td] Healing Effectiveness: 22.3% → 14.9% Speed: 1.65% → 1.2% Running speed: 1.65% → 1.2%[/td][/tr][tr][td] Apple Cider[/td][td] Stamina regeneration: 7% → 3.1% Speed: 1.95% → 1.4% Running speed: 1.95% → 1.4%[/td][/tr][tr][td] Anomalous Champagne[/td][td] Speed: 1.9% → 1.35% Running speed: 1.9% → 1.35% Carry weight: 20.3 → 18.2 Stamina: 43.3% → 19.4%[/td][/tr][tr][td] Soviet Champagne[/td][td] Carry weight: 26.3 → 23.60 Speed: 1.65% → 1.2% Running speed: 1.65% → 1.2% Regeneration: 7.1% → 4.7%[/td][/tr][tr][td] Crooked Claw Vodka[/td][td] Stamina regeneration: 8.6% → 3.9% Speed: 1.65% → 1.2% Running speed: 1.65% → 1.2% Healing Effectiveness: 27.4% → 18.3%[/td][/tr][tr][td] Altered Cider[/td][td] Speed: 2.4% → 1.7% Running speed: 2.4% → 1.7% Stamina: 32.4% → 14.5% Stamina regeneration: 8.6% → 3.9%[/td][/tr][tr][td] Jolly Lemonade[/td][td] Reaction to laceration: 9.4% → 3.4% Speed: 1.65% → 1.2% Running speed: 1.65% → 1.2% Stamina: 39.3% → 17.6%[/td][/tr][tr][td] Brine[/td][td] Reaction to chemical burns: 11.6% → 4.1% Speed: 1.65% → 1.2% Running speed: 1.65% → 1.2% Stamina regeneration: 8.6% → 3.9%[/td][/tr][tr][td] Tinfoil Hat[/td][td] Reaction to electricity: 13% → 4.7% Speed: 1.9% → 1.35% Running speed: 1.9% → 1.35% Stamina regeneration: 9.7% → 4.3% Healing Effectiveness: 17% → 11.3%[/td][/tr][tr][td] Subtropics[/td][td] Reaction to burns: 7.5% → 2.7% Speed: 1.9% → 1.35% Running speed: 1.9% → 1.35% Stamina: 52% → 23.3% Healing Effectiveness: 17% → 11.3%[/td][/tr][tr][td] Frosty Vodka[/td][td] Stamina regeneration: 9.7% → 4.3% Regeneration: 8% → 5.3% Speed: 1.9% → 1.35% Running speed: 1.9% → 1.35% Carry weight: 19.1 → 17.20[/td][/tr][tr][td] Lingonberry Vodka[/td][td] Stamina: 28.6% → 12.8% Healing Effectiveness: 30.9% → 20.6% Stamina regeneration: 8% → 3.6% Speed: 2.3% → 1.65% Running speed: 2.3% → 1.65%[/td][/tr][tr][td] Geyser Vodka[/td][td] Healing Effectiveness: 30.9% → 20.6% Regeneration: 6.8% → 4.5% Stamina: 28.6% → 12.8% Speed: 1.9% → 1.35% Running speed: 1.9% → 1.35%[/td][/tr][tr][td] Unforgettable Cocktail[/td][td] Speed: 2.7% → 1.95% Running speed: 2.7% → 1.95% Stamina: 28.6% → 12.8% Stamina regeneration: 9.7% → 4.3% Regeneration: 5.4% → 3.7%[/td][/tr][tr][td] Alcobull[/td][td] Speed: 1.9% → 1.35% Running speed: 1.9% → 1.35% Carry weight: 34.8 → 31.20 Stamina: 44.2% → 19.8% Recoil: -4.5% → -4%[/td][/tr][tr][td] Fried Boar Meat[/td][td] Regeneration: 4% → 2.7%[/td][/tr][tr][td] Fried Piggy Meat[/td][td] Stamina: 26% → 11.7%[/td][/tr][tr][td] Fried Mutt Meat[/td][td] Carry weight: 17.4 → 15.6[/td][/tr][tr][td] Fish Fillet[/td][td] Stamina regeneration: 5.7% → 2.6%[/td][/tr][tr][td] Pickles[/td][td] Vitality: 2.3% → 1.6%[/td][/tr][tr][td] Pureed Vegetables[/td][td] Healing Effectiveness: 15.4% → 10.3%[/td][/tr][tr][td] Piece of White Bread[/td][td] Stamina regeneration: 6.3% → 2.8%[/td][/tr][tr][td] Piece of Rye Bread[/td][td] Stamina: 28.9% → 13%[/td][/tr][tr][td] Mandarin[/td][td] Vitality: 2.5% → 1.8%[/td][/tr][tr][td] Red Caviar[/td][td] Vitality: 2.8% → 2% Healing Effectiveness: 16% → 10.7%[/td][/tr][tr][td] Canine Howl Preserves[/td][td] Stamina regeneration: 7% → 3.1% Stamina: 27% → 12.1%[/td][/tr][tr][td] Octopus Fresh Salad[/td][td] Stamina regeneration: 5.9% → 2.7% Regeneration: 4.9% → 3.2%[/td][/tr][tr][td] Exceptional Beauty[/td][td] Regeneration: 4.1% → 2.8% Vitality: 2.8% → 2%[/td][/tr][tr][td] Combat Peas[/td][td] Healing Effectiveness: 18.9% → 12.6% Vitality: 2.4% → 1.7%[/td][/tr][tr][td] Ground Dog Meat[/td][td] Carry weight: 18.1 → 16.2 Stamina: 31.8% → 14.3%[/td][/tr][tr][td] Ground Piggy Meat[/td][td] Vitality: 2.8 → 2% Stamina: 27% → 12.1%[/td][/tr][tr][td] Ground Boar Meat[/td][td] Carry weight: 18.1 → 16.2 Regeneration: 4.9% → 3.2%[/td][/tr][tr][td] Wort[/td][td] Stamina regeneration: 7% → 3.1% Vitality: 2.4% → 1.7%[/td][/tr][tr][td] Canned Beans[/td][td] Stamina: 34.7% → 15.6% Stamina regeneration: 6.4% → 2.9%[/td][/tr][tr][td] Fish Preserves[/td][td] Stamina regeneration: 6.4% → 2.9% Healing Effectiveness: 20.6% → 13.7%[/td][/tr][tr][td] Sausage Slices[/td][td] Regeneration: 4.5% → 3% Vitality: 3% → 2.2%[/td][/tr][tr][td] Army Crispbread[/td][td] Stamina: 34.7% → 15.6% Stamina regeneration: 6.4% → 2.9%[/td][/tr][tr][td] Caviar Sandwich[/td][td] Vitality: 3% → 2.2% Healing Effectiveness: 17.5% → 11.7%[/td][/tr][tr][td] Salami Sandwich[/td][td] Healing Effectiveness: 17.5% → 11.7% Regeneration: 5.3% → 3.5%[/td][/tr][tr][td] Salami Sandwich[/td][td] Healing Effectiveness: 20.6% → 13.7% Regeneration: 4.5% → 3%[/td][/tr][tr][td] Meat Preserves[/td][td] Carry weight: 23.2 → 20.80 Stamina: 29.5% → 13.2%[/td][/tr][tr][td] Crab Salad[/td][td] Stamina regeneration: 6.4% → 2.9% Vitality: 3% → 2.2%[/td][/tr][tr][td] Happy New Year Beans[/td][td] Regeneration: 5.3% → 3.5% Vitality: 2.6% → 1.9%[/td][/tr][tr][td] Boiled tuna[/td][td] Stamina: 31.9% → 14.3% Stamina regeneration: 8.2% → 3.7%[/td][/tr][tr][td] Tourists Delight[/td][td] Stamina: 31.9% → 14.3% Vitality: 3.3% → 2.4%[/td][/tr][tr][td] Sprats[/td][td] Stamina regeneration: 8.2% → 3.7% Regeneration: 4.9% → 3.3%[/td][/tr][tr][td] Excellent Canned Meat[/td][td] Healing Effectiveness: 22.3% → 14.9% Vitality: 2.8% → 2%[/td][/tr][tr][td] Doggie Delight Pâté[/td][td] Stamina: 40.4% → 18.1% Healing Effectiveness: 20.4% → 13.6%[/td][/tr][tr][td] Holiday Punch[/td][td] Speed: 2.1% → 1.5% Running speed: 2.1% → 1.5% Stamina regeneration: 7.5% → 3.4%[/td][/tr][tr][td] Christmas Beans[/td][td] Regeneration: 6.2% → 4.1% Vitality: 3% → 2.2%[/td][/tr][tr][td] Hoof to the Face Meat Jelly[/td][td] Carry weight: 20.3 → 18.20 Stamina regeneration: 8.1% → 3.6% Regeneration: 6.6% → 4.4%[/td][/tr][tr][td] American MRE[/td][td] Stamina: 30.3% → 13.6% Stamina regeneration: 8.1% → 3.6% Vitality: 3.8% → 2.7%[/td][/tr][tr][td] Last Years Peas[/td][td] Stamina: 30.3% → 13.6% Regeneration: 6.6% → 4.4% Vitality: 3.2% → 2.3%[/td][/tr][tr][td] Mutant Roast[/td][td] Stamina: 43.3% → 19.4% Healing Effectiveness: 21.9% → 14.6% Vitality: 2.7% → 1.9%[/td][/tr][tr][td] Bean soup[/td][td] Healing Effectiveness: 25.7% → 17.2% Stamina: 30.3% → 13.6% Regeneration: 5.6% → 3.8%[/td][/tr][tr][td] Navy-Style Pasta[/td][td] Stamina: 30.3% → 13.6% Vitality: 3.8% → 2.7% Healing Effectiveness: 21.9% → 14.6%[/td][/tr][tr][td] Millet Porridge with Meat[/td][td] Carry weight: 20.3 → 18.20 Stamina: 36.8% → 16.5% Stamina regeneration: 9.5% → 4.3%[/td][/tr][tr][td] Sweet December Corn[/td][td] Stamina: 32.4% → 14.5% Regeneration: 6% → 4% Vitality: 4% → 2.9%[/td][/tr][tr][td] Olivier Salad[/td][td] Stamina: 39.3% → 17.6% Vitality: 4% → 2.9% Stamina regeneration: 7.1% → 3.2%[/td][/tr][tr][td] Saep[/td][td] Healing Effectiveness: 20.4% → 13.6% Stamina: 41.7% → 18.7% Vitality: 4.3% → 3.1%[/td][/tr][tr][td] Domestic MRE[/td][td] Stamina: 34.4% → 15.4% Regeneration: 6.4% → 4.3% Vitality: 4.3% → 3.1%[/td][/tr][tr][td] Pease Porridge with Meat[/td][td] Stamina: 41.7% → 18.7% Carry weight: 32.8 → 29.5 Stamina regeneration: 7.5% → 3.4%[/td][/tr][tr][td] Aspic[/td][td] Regeneration: 6.4% → 4.3% Vitality: 3% → 2.2% Healing Effectiveness: 29.2% → 19.4%[/td][/tr][tr][td] Solyanka[/td][td] Healing Effectiveness: 30.9% → 20.6% Stamina regeneration: 6.3% → 2,8% Regeneration: 6.8% → 4.5% Vitality: 3.2% → 2.3%[/td][/tr][tr][td] Garlic Soup[/td][td] Healing Effectiveness: 21.6% → 14.4% Regeneration: 8% → 5.3% Vitality: 3.9% → 2.8% Stamina: 28.6% → 12.8%[/td][/tr][tr][td] Pea Soup[/td][td] Stamina: 28.6% → 12.8% Carry weight: 34.8 → 31.2 Regeneration: 6.8% → 4.5% Vitality: 3.2% → 2.3%[/td][/tr][tr][td] Nobleman’s Catfish Stew[/td][td] Stamina regeneration: 9.7% → 4.3% Vitality: 4.6% → 3.3% Carry weight: 19.4 → 17.2 Regeneration: 5.6% → 3.7%[/td][/tr][tr][td] Breakfast of Champions[/td][td] Carry weight: 29.6 → 26.5 Stamina regeneration: 6.3% → 2.8% Vitality: 4.6% → 3.3% Healing Effectiveness: 26.2% → 17.5% Regeneration: 5.6% → 3.7% Stamina: 20.8% → 9.3%[/td][/tr][tr][td] Ice Cream Cone[/td][td] Speed: 0.7% → 0.5% Running speed: 0.7% → 0.5% Stamina: 11.7% → 4.8% Stamina regeneration: 3.5% → 2.6%[/td][/tr][tr][td] Condensed Milk[/td][td] Stamina: 32% → 13.1% Stamina regeneration: 3.3% → 2.4% Speed: 0.35% → 0.25% Speed: 0.35% → 0.25%[/td][/tr][tr][td] Ice Cream[/td][td] Stamina: 13.9% → 5.7% Stamina regeneration: 4.2% → 3.1% Speed: 0.85% → 0.6% Running speed: 0.85% → 0.6%[/td][/tr][tr][td] Jiden EXTRA Energy Drink[/td][td] Speed: 1% → 0.75% Running speed: 1% → 0.75% Stamina regeneration: 3.5% → 2.6%[/td][/tr][tr][td] Chocolate Ice Cream[/td][td] Stamina: 14.9% → 6.1% Stamina regeneration: 4.5% → 3.3% Speed: 0.9% → 0.65% Running speed: 0.9% → 0.65%[/td][/tr][tr][td] Battery Energy drink[/td][td] Speed: 1.15% → 0.85% Running speed: 1.15% → 0.85% Stamina regeneration: 4.1% → 3% Stamina: 28% → 11.4%[/td][/tr][tr][td] ATLAS Anabolic Steroid[/td][td] Speed: 0.85% → 0.65% Running speed: 0.85% → 0.65% Carry weight: 19.4 → 14.1 Stamina: 42.7% → 17.4%[/td][/tr][tr][td] Popsicle[/td][td] Speed: 1.2% → 0.9% Running speed: 1.2% → 0.9% Stamina: 36.3% → 14.8% Stamina regeneration: 3.6% → 2.7%[/td][/tr][tr][td] STARK Anabolic Steroid[/td][td] Speed: 0.95% → 0.7% Running speed: 0.95% → 0.7% Carry weight: 21.8 → 15.9 Stamina: 48% → 19.6% Stamina regeneration: 3.25% → 2.4%[/td][/tr][tr][td] SALT Anabolic Steroid[/td][td] Speed: 1.15% → 0.85% Running speed: 1.15% → 0.85% Stamina: 26.4% → 10.8% Stamina regeneration: 5.8% → 4.3% Carry weight: 18 → 13.1[/td][/tr][tr][td] Grog[/td][td] Stamina: 33.6% → 13.7% Stamina regeneration: 4.9% → 3.6% Speed: 1.35% → 1% Running speed: 1.35% → 1% Carry weight: 14.1 → 10.3[/td][/tr][tr][td] Arnie Tonic[/td][td] Carry weight: 18.5 → 13.5 Stamina: 29.5% → 12%[/td][/tr][tr][td] Neurotonic[/td][td] Carry weight: 21.4 → 15.60 Stamina: 34% → 13.9% Stamina regeneration: 3.4% → 2.5%[/td][/tr][tr][td] Strength stimulator[/td][td] Carry weight: 25.7 → 18.7 Removed Recoil: -3.5% Stamina regeneration: 3.2% → 2.4% Stamina: 33.6% → 13.7% Speed: 0.55% → 0.85% Running speed: 0.55% → 0.85%[/td][/tr][tr][td] Saltweed Pulp[/td][td] Stamina: 22.4% → 26.1%[/td][/tr][tr][td] Mintfruit Pulp[/td][td] Stamina regeneration: 5.3% → 6.1%[/td][/tr][tr][td] Clarinol[/td][td] Bullet resistance: 15 → 17.5 Healing Effectiveness: 14.3% → 15.4%[/td][/tr][tr][td] Desperol[/td][td] Speed: 1.25% → 1.45% Running speed: 1.25% → 1.45% Stamina regeneration: 5.3% → 6.1%[/td][/tr][tr][td] Mandarin Segments[/td][td] Stamina: 24% → 28% Vitality: 2.1% → 2.5%[/td][/tr][tr][td] Sweettooth Pulp[/td][td] Speed: 1.35% → 1.55% Running speed: 1.35% → 1.55% Stamina: 25.6% → 29.9%[/td][/tr][tr][td] Half a Mandarin[/td][td] Stamina: 25.6% → 29.9% Vitality: 2.2% → 2.6%[/td][/tr][tr][td] Spiritfruit Pulp[/td][td] Regeneration: 4.5% → 4.8% Vitality: 2.5% → 2.9%[/td][/tr][tr][td] Fresh Mandarin[/td][td] Stamina: 28.8% → 33.6% Vitality: 2.5% → 2.9%[/td][/tr][tr][td] Morphine[/td][td] Added Explosion protection: 23.1 Bullet resistance: 18 → 21 Bleeding Protection: 15.75% → 14.7% Removed Vitality: 2.5% Healing Effectiveness: 17.1% → 18.5%[/td][/tr][tr][td] Epinephrine[/td][td] Speed: 1.5% → 1.75% Running speed: 1.5% → 1.75% Stamina: 28.8% → 33.6% Stamina regeneration: 6.3% → 7.4% Healing Effectiveness: 17.1% → 18.5%[/td][/tr][tr][td] Cubemelon Pulp[/td][td] Regeneration: 4.7% → 5% Speed: 1.6% → 1.85% Running speed: 1.6% → 1.85% Stamina: 30.4% → 35.5% Stamina regeneration: 6.7% → 7.8%[/td][/tr][tr][td] Anomalous Mandarin[/td][td] Stamina: 30.4% → 35.5% Vitality: 2.7% → 3.1% Stamina regeneration: 6.7% → 7.8% Healing Effectiveness: 18.1% → 19.6%[/td][/tr][tr][td] Ozverin[/td][td] Bullet resistance: 19 → 22.2 Reaction to laceration: 6.2% → 10.8% Regeneration: 4.7% → 5% Stamina: 30.4% → 35.5%[/td][/tr][tr][td] Lemongrass Pulp[/td][td] Bleeding Protection: 17.5% → 16.3% Removed Vitality: 2.8% Added Regeneration: 5.3% Healing Effectiveness: 19% → 20.6% Bullet resistance: 20 → 23.3[/td][/tr][tr][td] Pain Killer[/td][td] Stability: 39.6% → 14% Speed: 2.5% → 1.95% Running speed: 2.5% → 1.95% Removed Bullet resistance: 9.9 Added Vitality: 3.3%[/td][/tr][tr][td] SchizoYorsh[/td][td] Vitality: 8.4% → 3.3% Removed Regeneration: 4.9% Bullet resistance: 9.9 → 23.3 Added Laceration protection: 35 Added Stamina: 37.3%[/td][/tr][/table]Artefacts [table equalcells="1" colwidth=","][tr][td] Atom[/td][td] Removed Bleeding: -0.9 Added Vitality: 1% Bonus stats Bleeding: -0.3 → -0.7 Vitality: 1% → 0.4%[/td][/tr][tr][td] Sun[/td][td] Removed Bleeding Protection: 8.5% Added Regeneration: 2.1% Bonus stats Removed Stamina regeneration: 3.2% Added Regeneration: 0.7% Bleeding Protection: 2.9% → 6.4%[/td][/tr][tr][td] Kettlebell[/td][td] Removed Speed: 0.55% Removed Running speed: 0.75% Added Carry weight: 7 Bonus stats Added Carry weight: 2.4 Removed Speed: 0.2%[/td][/tr][tr][td] Ilyich Lamp[/td][td] Removed Stamina regeneration: 2.3% Added Carry weight: 7 Bonus stats AddedCarry weight: 2.4 Removed Stamina regeneration: 0.8%[/td][/tr][tr][td] Hedgehog[/td][td] Removed Stamina: 10.4% Added Carry weight: 7 Bonus stats Added Carry weight: 2.4 Removed Stamina: 3.5%[/td][/tr][tr][td] Lemna[/td][td] Removed Regeneration: 1.5% Added Carry weight: 7 Bonus stats Added Carry weight: 2.4 Removed Regeneration: 0.5%[/td][/tr][tr][td] Mirror[/td][td] Removed Resistance to electricity: 13.7% Rad protection: 25 → 45 Psy-Protection: 25 → 45 Added Speed: 0.75% Added Running speed: 1% Added Carry weight: 9.8 Vitality: -8% → -14.8% Bonus stats Removed Resistance to electricity: 4.6 Rad protection: 10 → 20 Psy-Protection: 10 → 20 Added Speed: 0.25%[/td][/tr][tr][td] Eye of the Storm[/td][td] Thermal protection : 25 → 45 Bioprotection: 25 → 45 AddedCarry weight: 9.8 Vitality: -8% → -14.8% Bonus stats Thermal protection: 10 → 20 Bioprotection: 10 → 20[/td][/tr][/table] Due to the removing infection consumables changes and the removal of protective medicines, the characteristics of anti-infection artefacts have been enhanced. They were previously used exclusively for infected areas, rather than for basic builds, so now, starting with a certain rarity of the artefact, they are more comfortable for the infected areas. Mirror and Eye of the Storm received a significant boost to their defensive stats, but also incresced vitality debuff. The compensation function is available for these artefacts. It can be activated via the context menu.Containers and Backpacks [table equalcells="1" colwidth=","][tr][td] Sports Bag[/td][td] Carry weight: 17 → 18[/td][/tr][tr][td] PROTECT 3B Waist Bag[/td][td] Speed: 3.6% → 3.7% Carry weight: 22 → 24[/td][/tr][tr][td] Pouch Black Eagle B-33[/td][td] Speed: 4.1% → 4.3% Carry weight: 25 → 28[/td][/tr][tr][td] Utility vest Black Eagle Y-73[/td][td] Speed: 5.2% → 5.7% Carry weight: 32 → 37[/td][/tr][tr][td] Utility vest ADR-WRBT [/td][td] Speed: 5.7% → 6.2% Carry weight: 35 → 40[/td][/tr][tr][td] Errand Junior Backpack[/td][td] Carry weight: 34 → 35[/td][/tr][tr][td] MBSS Backpack[/td][td] Carry weight: 45 → 48[/td][/tr][tr][td] Tri-Zip Backpack[/td][td] Carry weight: 51 → 56[/td][/tr][tr][td] Soviet Travel Backpack[/td][td] Carry weight: 65 → 73[/td][/tr][tr][td] Secret Valley 35 Backpack[/td][td] Carry weight: 70 → 81[/td][/tr][tr][td] Chitin Backpack[/td][td] Carry weight: 40 → 47[/td][/tr][tr][td] Hellboy Backpack[/td][td] Carry weight: 17 → 18[/td][/tr][tr][td] Reinforced Hellboy Backpack[/td][td] Carry weight: 22 → 24[/td][/tr][tr][td] NPA Backpack[/td][td] Carry weight: 25 → 28[/td][/tr][tr][td] Jagdtasche Backpack[/td][td] Carry weight: 32 → 37[/td][/tr][tr][td] Coffin Backpack[/td][td] Carry weight: 35 → 40[/td][/tr][tr][td] Marathon bag[/td][td] Speed: 5.2% → 5.7% Carry weight: 32 → 37 Effectiveness: 110 %→ 113%[/td][/tr][tr][td] Saddlebag Bag[/td][td] Speed: 5.2% → 5.7% Carry weight: 32 → 37 Effectiveness: 110 %→ 113%[/td][/tr][tr][td] CRAW-6 Container[/td][td] Bullet resistance: 20 → 23 Laceration protection: 40 → 46[/td][/tr][tr][td] Overton Container[/td][td] Healing Effectiveness: 31.3% → 33.3%[/td][/tr][tr][td] ZIVCAS ArcticSafe-6[/td][td] Effectiveness: 100% → 102.5%[/td][/tr][tr][td] IU-2 Container[/td][td] Effectiveness: 132.5% → 139%[/td][/tr][tr][td] Fridge Container[/td][td] Effectiveness: 110 %→ 113%[/td][/tr][tr][td] Forager Container[/td][td] Effectiveness: 110 %→ 113%[/td][/tr][tr][td] Freezer Container[/td][td] Effectiveness: 100% → 102.5%[/td][/tr][tr][td] Shiver Container[/td][td] Effectiveness: 100% → 102.5%[/td][/tr][tr][td] Cool Container[/td][td] Effectiveness: 90% → 92.5%[/td][/tr][/table]Weapons and plates Plates used to affect damage to both the body and head as much as—or even more than—the weapon’s multiplier. Now, the difference between head and body damage is primarily determined by the base head damage multiplier, which has been raised from 1.25 to 1.4. At the same time, the effectiveness of plates, like most other consumables, has been reduced. The Ceramic Plate has lost its speed penalty and now provides 10% more damage absorption. At the same time, its effective durability has been lowered, meaning it will absorb less damage in total. The Ceramic Plate becomes less effective as a character’s effective health increases. Overall, it still provides slightly more combat benefit than the Composite Plate and reduces the strength of effects such as stopping power and bleeding when the character takes body damage.[table equalcells="1" colwidth=","][tr][td] Steel Plate IV[/td][td] Durability: 320 → 200[/td][/tr][tr][td] Composite Plate IV[/td][td] Durability: 320 → 225[/td][/tr][tr][td] Ceramic Plate IV[/td][td] Durability: 140 → 120[/td][/tr][/table] To maintain the overall time-to-kill, the base damage of weapons with a modified headshot multiplier has been slightly reduced, while the limb damage multiplier has been increased. As a result, overall damage output remains largely unchanged, but players without a plate now have a better chance against those using one.[table equalcells="1" colwidth=",,"][tr][td] [/td][td] Before[/td][td] Now (compared to the old stats)[/td][/tr][tr][td] Damage [/td][td] 100%[/td][td] 89.29%[/td][/tr][tr][td] Headshot damage[/td][td] 125%[/td][td] 125%[/td][/tr][tr][td] Limb Damage (basic stat)[/td][td] 70%[/td][td] 71.4%[/td][/tr][tr][td] Composite Plate IV damage[/td][td] 75%[/td][td] 75.9%[/td][/tr][tr][td] Ceramic Plate IV damage[/td][td] 30%[/td][td] 17.85% (reduced the plate's durability)[/td][/tr][/table]Weapons Assault Rifles[table equalcells="1" colwidth=","][tr][td] AKS-74U[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 17.2 → 16.1 Minimum damage: 12 → 10.7[/td][/tr][tr][td] AKS-74[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 22.8 → 20.5 Minimum damage: 16.5 → 14.7[/td][/tr][tr][td] AК-74М[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 25 → 23.7 Minimum damage: 18 → 16.1[/td][/tr][tr][td] Kbk wz. 88 Tantal[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 26.1 → 23.3 Minimum damage: 17.8 → 15.9[/td][/tr][tr][td] AKM[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 32.8 → 29.3 Minimum damage: 23.3 → 20.8[/td][/tr][tr][td] AN-94M Abakan[/td][td] Damage: 29.4 → 26.3 Minimum damage: 20.8 → 18.6[/td][/tr][tr][td] M4A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 27.6 → 24.6 Minimum damage: 18.8 → 16.8[/td][/tr][tr][td] FN SCAR-L[/td][td] Headshot damage: 1.25 → 1.4 Урон по конечностям: 0.7 → 0.8 Damage: 33.7 → 30.4 Minimum damage: 23.1 → 20.6[/td][/tr][tr][td] AK-105[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 30.7 → 27.4 Minimum damage: 21.7 → 19.4[/td][/tr][tr][td] OTs-14-A1 Thor[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 33.5 → 29.9 Minimum damage: 23.5 → 21[/td][/tr][tr][td] M4A1 CQC[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 33.3 → 29.7 Minimum damage: 23.0 → 20.5[/td][/tr][tr][td] AKM Tishina[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 39 → 34.8 Minimum damage: 27.8 → 24.8[/td][/tr][tr][td] AK-103[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 36.3 → 32,6 Minimum damage: 24.3 → 21.7 Vertical Recoil: 0.9° → 0.85° Horizontal Recoil: 0.21° → 0.2°[/td][/tr][tr][td] AN-94M Abakan[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 31.8 → 28.4 Minimum damage: 21.8 → 19.5[/td][/tr][tr][td] ALK-22 Dragonfly[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 32.5 → 29 Minimum damage: 22.5 → 20.1[/td][/tr][tr][td] OTs-14M Hurricane[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35.4 → 31.6 Minimum damage: 23.8 → 21.3[/td][/tr][tr][td] HK416[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35.5 → 32.1 Minimum damage: 25.5 → 22.8[/td][/tr][tr][td] AK-12[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 41.8 → 37.5 Minimum damage: 30.5 → 27.2[/td][/tr][tr][td] AК-203[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 43 → 38.4 Minimum damage: 28.8 → 25.7 Vertical Recoil: 0.9° → 0.84°[/td][/tr][tr][td] OTs-14 Groza[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 40.4 → 36.1 Minimum damage: 27.5 → 24.6[/td][/tr][tr][td] AEK-973 Mars[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 36.2 → 32.3 Minimum damage: 25.2 → 22.5[/td][/tr][tr][td] AEK-971[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 34.7 → 31 Minimum damage: 23.6 → 21.1[/td][/tr][tr][td] SIG-516[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38.5 → 34.8 Minimum damage: 27 → 24.1[/td][/tr][tr][td] HK416 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 41 → 36.8 Minimum damage: 29 → 25.9[/td][/tr][tr][td] AК-12 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 47.5 → 42.9 Minimum damage: 34.5 → 30.8[/td][/tr][tr][td] Legacy SCAR-L[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 52.5 → 47.8 Minimum damage: 38.5 → 34.4[/td][/tr][tr][td] MK47 Mutant[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 49 → 44.2 Minimum damage: 34.5 → 30.8[/td][/tr][tr][td] AK-15[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 51.9 → 46.3 Minimum damage: 38.9 → 34.7 Horizontal recoil: 0.21° → 0.2°[/td][/tr][tr][td] ASh-12[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 57 → 50.9 Minimum damage: 39.5 → 35.3[/td][/tr][tr][td] A-762 Ares[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 41 → 36.6 Minimum damage: 30 → 26.8[/td][/tr][tr][td] A-545[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 39.5 → 35.3 Minimum damage: 27 → 24.1[/td][/tr][tr][td] AМ-17[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 49 → 43.8 Minimum damage: 34.5 → 30.8[/td][/tr][tr][td] Beretta ARX 160[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 46.6 → 41.6 Minimum damage: 31.5 → 28.1[/td][/tr][tr][td] KS-1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 44 → 40 Minimum damage: 31 → 27.7[/td][/tr][tr][td] FAMAS G2[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35.5 → 31.7 Minimum damage: 24 → 21.4[/td][/tr][tr][td] M16A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 20.5 → 18.8 Minimum damage: 17 → 15.2[/td][/tr][tr][td] M16A2[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 23.4 → 21.4 Minimum damage: 19.4 → 17.3[/td][/tr][tr][td] M16A3[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 20.3 → 18.2 Minimum damage: 16 → 14.3[/td][/tr][tr][td] Worn SIG SG 550[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 28.9 → 25.8 Minimum damage: 23.2 → 20.7 Rate of fire: 680 → 700[/td][/tr][tr][td] Worn L85A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 30 → 27.7 Minimum damage: 25.5 → 22.8[/td][/tr][tr][td] SIG SG 550[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 34.1 → 30.7 Minimum damage: 27.7 → 24.7[/td][/tr][tr][td] L85A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35.8 → 32.9 Minimum damage: 30.4 → 27.1[/td][/tr][tr][td] Steyr AUG A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 33 → 30.4 Minimum damage: 26.6 → 23.8 [/td][/tr][tr][td] M4 LB[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38 → 34.8 Minimum damage: 31.6 → 28.2[/td][/tr][tr][td] Equalizer[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 36.1 → 33.1 Minimum damage: 30.5 → 27.2[/td][/tr][tr][td] Rapier[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 48.5 → 44.6 Minimum damage: 40 → 35.7[/td][/tr][tr][td] TKB-0146M[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 40 → 36.6 Minimum damage: 34 → 30.4[/td][/tr][tr][td] HK G36C[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38.5 → 34.8 Minimum damage: 31 → 27.7[/td][/tr][tr][td] Steyr AUG A3[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 40.5 → 36.3 Minimum damage: 31 → 27.7[/td][/tr][tr][td] FN F2000[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 34.2 → 31 Minimum damage: 27.5 → 24.6[/td][/tr][tr][td] Rune[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 43.5 → 39.7 Minimum damage: 35.2 → 31.4[/td][/tr][tr][td] HK XM8[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 42.2 → 38.4 Minimum damage: 34.2 → 30.5[/td][/tr][tr][td] IWI Tavor X95[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 33.8 → 30.9 Minimum damage: 28.5 → 25.4[/td][/tr][tr][td] Rune (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 47 → 43.3 Minimum damage: 38.4 → 34.3[/td][/tr][tr][td] AUG A3 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 46.2 → 41.3 Damage: 35 → 31.3[/td][/tr][tr][td] HK XM8S[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 44 → 40.2 Minimum damage: 35 → 31.9[/td][/tr][tr][td] XM8 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 44 → 40.2 Minimum damage: 35 → 31.9[/td][/tr][tr][td] X95 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35.3 → 32.2 Minimum damage: 30 → 26.8[/td][/tr][tr][td] QBZ-191 Thunderbird[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 41.4 → 37.3 Minimum damage: 33 → 29.5[/td][/tr][tr][td] FN F2000 Tactical[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 39 → 35.3 Minimum damage: 31.5 → 28.1[/td][/tr][tr][td] Kutuzovs Val[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 34.5 → 29.5 Minimum damage: 19.4 → 18[/td][/tr][tr][td] AKS-9 Stoat[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 34.1 → 30.6 Minimum damage: 20.8 → 18.6[/td][/tr][tr][td] 9A-91[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 38 → 33.9 Minimum damage: 22.5 → 20.1[/td][/tr][tr][td] AK-9M Coyote[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 40.5 → 36.4 Minimum damage 24.7 → 22.1 Reload: 3.25 sec. → 3 sec. Tactical reload: 2.75 sec. → 2.5 sec.[/td][/tr][tr][td] AS Val[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 40.9 → 35 Minimum damage: 23 → 21.4[/td][/tr][tr][td] LR-300[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38.5 → 34.4 Minimum damage: 24.8 → 22.1[/td][/tr][tr][td] AMB-17[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 46 → 41.5 Minimum damage: 29.5 → 26.3[/td][/tr][tr][td] OTs-14M Surge[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 43.5 → 38.8 Minimum damage: 27.5 → 24.6[/td][/tr][tr][td] ASM Serval[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 42.5 → 37.9 Minimum damage: 25 → 22.3[/td][/tr][tr][td] Tactical AKS-74U Handmade AKS-74U Varg’s AKS-74U[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 19.3 → 18.4 Minimum damage: 13.6 → 12.2[/td][/tr][tr][td] Varyags Gift[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 30 → 27.7 Minimum damage: 25.5 → 22.8[/td][/tr][tr][td] Seers Abakan[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 31.8 → 28.4 Minimum damage: 21.8 → 19.5[/td][/tr][tr][td] PSA PA 10 Beat[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 37.8 → 33.8 Minimum damage: 28 → 25[/td][/tr][tr][td] PSA PA 10 Rhythm[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 44.8 → 40 Minimum damage: 33.3 → 29.7[/td][/tr][tr][td] Worn HK G3A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 36.9 → 33.8 Minimum damage: 28.9 → 25.8[/td][/tr][tr][td] HK G3A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 43.9 → 40.1 Minimum damage: 34.2 → 30.5[/td][/tr][tr][td] Old FN FAL[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 43 → 39.1 Minimum damage: 33.2 → 29.6[/td][/tr][tr][td] DSA 58[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 44.5 → 39.7 Minimum damage: 30 → 26.8[/td][/tr][tr][td] DSA 58 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 46.5 → 42 Minimum damage: 31.4 → 28[/td][/tr][tr][td] AК-308[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 43 → 39.2 Minimum damage: 35 → 31.3[/td][/tr][tr][td] AК-308 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 45 → 41 Minimum damage: 36.5 → 32.6[/td][/tr][tr][td] FN Scar-H[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 48.5 → 43.8 Minimum damage: 40 → 35.7[/td][/tr][tr][td] FN Scar-H (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 50.5 → 45.5 Minimum damage: 41.7 → 37.2[/td][/tr][tr][td] HK417[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 47.5 → 42.9 Minimum damage: 42 → 37.5[/td][/tr][tr][td] HK417 (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 49.5 → 44.6 Minimum damage: 43.8 → 39.1[/td][/tr][tr][td] FN Fal[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 46.5 → 42.4 Minimum damage: 36 → 32.1[/td][/tr][tr][td] FN Fal (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 48.5 → 44.2 Minimum damage: 37.5 → 33.5[/td][/tr][tr][td] SA 58[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 51 → 46 Minimum damage: 38 → 29.9[/td][/tr][tr][td] PSA 20 STR Pulse[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 51 → 45.5 Minimum damage: 38 → 33.9[/td][/tr][/table]Submachine Guns[table equalcells="1" colwidth=","][tr][td] Walther MPK[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 22.6 → 20.2 Minimum damage: 14.1 → 12.6 Aiming time: 0.2 sec. → 0.15 sec.[/td][/tr][tr][td] Vz,68 Scorpion[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 17.8 → 15.9 Minimum damage: 10.6 → 9.5[/td][/tr][tr][td] PP-91 KEDR[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 19.7 → 17.6 Minimum damage: 10.3 → 9.2 Aiming time: 0.2 sec. → 0.15 sec. Reload: 3.5 sec. → 2.75 sec. Tactical reload: 2.8 sec. → 2.25 sec.[/td][/tr][tr][td] Gepard[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 28.3 → 22.2 Minimum damage: 15.6 → 12.4 Magazine capacity: 30 → 40 Overheat limit: 36 → 41 Rate of fire: 650 → 750 Reload: 2.5 sec. → 2.75 sec. Tactical reload: 2 sec. → 2.25 sec. Aiming time: 0.2 sec. → 0.15 sec.[/td][/tr][tr][td] IMI Uzi[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 28.3 → 25.3 Minimum damage: 17.8 → 15.9[/td][/tr][tr][td] PP-2000 Anchor[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 21.8 → 19.5 Minimum damage: 14 → 12.5 Reload: 3.4 sec. → 2.75 sec. Tactical reload: 2.72 sec. → 2.25 sec.[/td][/tr][tr][td] PPSh[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 20.5 → 17.9 Minimum damage: 12.3 → 11[/td][/tr][tr][td] HK MP5K[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 22 → 19.6 Minimum damage: 13.3 → 11.9[/td][/tr][tr][td] Ingram MAC-10[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 23.9 → 20.9 Minimum damage: 12.2 → 10.9[/td][/tr][tr][td] IMI Mini Uzi[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 22.2 → 19.8 Minimum damage: 11.5 → 10.3[/td][/tr][tr][td] AEK-919K Kashtan[/td][td] Headshot damage: 1.25 → 1.4 Limbs damage: 0.7 → 0.8 Damage: 26.2 → 23.4 Minimum damage: 14.2 → 12.7[/td][/tr][tr][td] Spectre M4[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 26.4 → 23.6 Minimum damage: 15.7 → 14[/td][/tr][tr][td] PP-2000[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 27 → 24.1 Minimum damage: 17.3 → 15.4 Aiming time: 0.2 sec. → 0.15 sec. Reload: 3.4 sec. → 2.75 sec. Tactical reload: 2.72 sec. → 2.25 sec.[/td][/tr][tr][td] Kaplans Veresk[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 24.7 → 22.8 Minimum damage: 17 → 15.2[/td][/tr][tr][td] HK UMP9[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 34.2 → 31.3 Minimum damage: 22.6 → 20.2 Aiming time: 0.2 sec. → 0.15 sec.[/td][/tr][tr][td] IMI Micro UZI[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 23.4 → 20.6 Minimum damage: 11.9 → 10.6[/td][/tr][tr][td] Tsunami[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 26.9 → 24 Minimum damage: 13.8 → 12.3[/td][/tr][tr][td] PP-19-01 Vityaz[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 36.5 → 32.7 Minimum damage: 20.1 → 17.9[/td][/tr][tr][td] HK UMP45[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38.5 → 35.7 Minimum damage: 23.9 → 21.3 Aiming time: 0.2 sec. → 0.15 sec.[/td][/tr][tr][td] SR-2M Veresk[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 28.3 → 25.9 Minimum damage: 19.4 → 17.3[/td][/tr][tr][td] PP-19 Bizon-2-01[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 36.5 → 32.6 Minimum damage: 24 → 21.4[/td][/tr][tr][td] Steyr AUG 9mm[/td][td] Limb damage: 0.7 → 0.8 Limb damage: 0.7 → 0.8 Damage: 33.3 → 29.7 Minimum damage: 21.6 → 19.3 Aiming time: 0.2 sec. → 0.15 sec.[/td][/tr][tr][td] Frog[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 42.4 → 37.9 Minimum damage: 26.5 → 23.7 Aiming time: 0.2 sec. → 0.15 sec.[/td][/tr][tr][td] SMG Nut[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 54.5 → 48.7 Minimum damage: 32.5 → 29[/td][/tr][tr][td] SR- Vikhr[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 32.9 → 29.4 Minimum damage: 20.2 → 18[/td][/tr][tr][td] SIG MPX[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38.3 → 34.4 Minimum damage: 21.2 → 18.9 Reload: 3.25 sec. → 3 sec. Tactical reload: 2.75 sec. → 2.5 sec. [/td][/tr][tr][td] Vityaz-SN[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 43.4 → 39.1 Minimum damage: 24 → 21.9[/td][/tr][tr][td] Steyr AUG A3 9mm XS[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 37.8 → 33.8 Minimum damage: 24.6 → 22[/td][/tr][tr][td] FN P90[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38 → 34.2 Minimum damage: 25 → 22.3[/td][/tr][tr][td] HK MP5[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38.5 → 34.4 Minimum damage: 22.4 → 20[/td][/tr][tr][td] Beretta Mx4 Storm[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35.1 → 31.3 Minimum damage: 20.8 → 18.6[/td][/tr][tr][td] Premium Micro Uzi[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 27 → 24.9 Minimum damage: 16 → 14.3[/td][/tr][tr][td] PPK-20[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 50 → 44.6 Minimum damage: 28 → 25[/td][/tr][tr][td] TDI Kriss Vector[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 39 → 34.8 Minimum damage: 20 → 18.8[/td][/tr][tr][td] Scorpion EVO III[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35 → 31.3 Minimum damage: 18.6 → 16.6[/td][/tr][tr][td] HK MP7A2[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38.5 → 34.4 Minimum damage: 22 → 19.6[/td][/tr][tr][td] SR-3M[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 37.5 → 33.5 Minimum damage: 22.5 → 20.1[/td][/tr][/table]Machine Guns [table equalcells="1" colwidth=","][tr][td] DP[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 26 → 24.6 Minimum damage: 20.5 → 18.3[/td][/tr][tr][td] Worn L86A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 28.7 → 27.7 Minimum damage: 21.8 → 19.5[/td][/tr][tr][td] L86A1[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35 → 32.9 Minimum damage: 26 → 23.2[/td][/tr][tr][td] RPK-74[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 38 → 34.8 Minimum damage: 27.7 → 25.4[/td][/tr][tr][td] RPD[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 36 → 32.1 Minimum damage: 27 → 24.1[/td][/tr][tr][td] M249 SAW[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 35 → 32.1 Minimum damage: 26.8 → 23.9[/td][/tr][tr][td] RPK[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 42.5 → 37.9 Minimum damage: 31.8 → 28.4[/td][/tr][tr][td] RPK-16[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 39.8 → 37.1 Minimum damage: 28.5 → 25.4[/td][/tr][tr][td] Worn PKP[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 43.5 → 38.8 Minimum damage: 31.7 → 28.3[/td][/tr][tr][td] RPL-20[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 48.5 → 43.3 Minimum damage: 34 → 30.8[/td][/tr][tr][td] 6P62 Little Boy[/td][td] Headshot damage: 1.25 → 1.4 Limbs damage: 0.8 → 0.9 Damage: 76.5 → 68.3 Minimum damage: 60 → 53.6[/td][/tr][tr][td] PKP Pecheneg[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 49.5 → 44.2 Minimum damage: 36 → 32.1[/td][/tr][tr][td] DSA RPD[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.75 → 0.85 Damage: 44 → 39.3 Minimum damage: 30.5 → 27.2 Hip-fire spread: 3° → 3.25°[/td][/tr][tr][td] MG 3[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 30 → 26.8 Minimum damage: 23 → 20.5[/td][/tr][tr][td] Hystrixs RPD Firebrands RPD[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 36 → 32.1 Minimum damage: 27 → 24.1[/td][/tr][/table]Sniper Rifles [table equalcells="1" colwidth=","][tr][td] All bolt-action rifles[/td][td] Draw time: 0.3 sec. → 0.4 sec.[/td][/tr][tr][td] Cheytac M300 [/td][td] Damage: 196 → 198 Minimum damage: 196 → 198[/td][/tr][tr][td] Cheytac M300 (A)[/td][td] Damage: 205 → 208 Minimum damage: 205 → 208[/td][/tr][tr][td] PTRD-M[/td][td] Damage: 217 → 327 Minimum damage: 217 → 327 Limb damage: 1 → 0.9 Headshot damage: 1.25 → 1 Aiming speed: -40% → -60% Added slowdown when firing Large-calibre cartridge → fire damage removed[/td][/tr][tr][td] PTRD-M (A)[/td][td] Damage: 230 → 345 Minimum damage: 230 → 345 Limb damage: 1 → 0.9 Headshot damage: 1.25 → 1 Aiming speed: -40% → -60% Added slowdown when firing Large-calibre cartridge → fire damage removed[/td][/tr][tr][td] FG-42 Whip[/td][td] Headshot damage: 1.25 → 1.4 Damage: 37.6 → 33.6 Minimum damage: 37.6 → 33.6[/td][/tr][tr][td] Wave[/td][td] Headshot damage: 1.25 → 1.4 Damage: 81.3 → 72.6 Minimum damage: 67.2 → 60[/td][/tr][tr][td] Wave (A)[/td][td] Headshot damage: 1.25 → 1.4 Damage: 85 → 75.9 Minimum damage: 70 → 62.5[/td][/tr][tr][td] Worn SVT-40[/td][td] Headshot damage: 1.25 → 1.4 Damage: 46 → 41.1 Minimum damage: 44.4 → 39.6[/td][/tr][tr][td] SКТ-40[/td][td] Headshot damage: 1.25 → 1.4 Damage: 53.3 → 47.6 Minimum damage: 52.5 → 46.9[/td][/tr][tr][td] SVT-40[/td][td] Headshot damage: 1.25 → 1.4 Damage: 65.5 → 58.5 Minimum damage: 64.5 → 57.6[/td][/tr][tr][td] Worn SVD[/td][td] Headshot damage: 1.25 → 1.4 Damage: 67 → 59.8 Minimum damage: 64.8 → 57.9[/td][/tr][tr][td] SVD[/td][td] Headshot damage: 1.25 → 1.4 Damage: 77.5 → 69.2 Minimum damage: 76.3 → 68.1[/td][/tr][tr][td] HK PSG1[/td][td] Headshot damage: 1.25 → 1.4 Damage: 112.1 → 100.1 Minimum damage: 100.5 → 89.7[/td][/tr][tr][td] AVT-40[/td][td] Headshot damage: 1.25 → 1.4 Damage: 66.5 → 59.4 Minimum damage: 53 → 47.3[/td][/tr][tr][td] SVU[/td][td] Headshot damage: 1.25 → 1.4 Damage: 84 → 76.6 Minimum damage: 81.5 → 72.8[/td][/tr][tr][td] SVD-S[/td][td] Headshot damage: 1.25 → 1.4 Damage: 92 → 82.1 Minimum damage: 90.6 → 80.9[/td][/tr][tr][td] SVCh[/td][td] Headshot damage: 1.25 → 1.4 Damage: 86.5 → 78.1 Minimum damage: 81.7 → 73.8[/td][/tr][tr][td] SVCh (A)[/td][td] Headshot damage: 1.25 → 1.4 Damage: 90 → 81.3 Minimum damage: 85 → 76.8[/td][/tr][tr][td] SVD-M[/td][td] Headshot damage: 1.25 → 1.4 Damage: 105 → 93.8 Minimum damage: 103.5 → 92.4[/td][/tr][tr][td] WA2000[/td][td] Headshot damage: 1.25 → 1.4 Damage: 125 → 111.6 Minimum damage: 120 → 107.1[/td][/tr][tr][td] CR380[/td][td] Headshot damage: 1.25 → 1.4 Reduced 20% electrical damage Damage: 97.5 → 141 Minimum damage: 97.5 → 141 Vertical recoil: 1.4° → 0.05° Horizontal recoil: 0.2° → 0.05° Damage to plate durability: 0.5 → 0.05 Added Burning: 100% Added Bleeding: -105% Previously, CR380 rifle was overly effective against combat armour and weak against combined and scientific armour, which had a negative impact on both combat armour, which should be more effective than others in almost all PVP situations, and on the rifle itself, which loses much of its effectiveness even compared to masterful analogues against armour with high protection against electricity. Now CR380 is more similar to conventional workshop counterparts in terms of damage dealt, but in addition, it has no recoil, ignores plate protection and applies burning. [/td][/tr][/table]Pistols [table equalcells="1" colwidth=","][tr][td] Р-92[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 56 → 50 Minimum damage: 35.2 → 31.4[/td][/tr][tr][td] PM[/td][td] Headshot damage: 1.25 → 1.4 Limbs damage: 0.7 → 0.8 Damage: 30.4 → 27.1 Minimum damage: 19.5 → 17.4[/td][/tr][tr][td] PB[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 31.8 → 28.4 Minimum damage: 20.4 → 18.2[/td][/tr][tr][td] ТТ[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 43 → 38.4 Minimum damage: 29 → 25.9[/td][/tr][tr][td] Eternal Novice’s PM[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 49 → 43.8 Minimum damage: 30 → 26.8[/td][/tr][tr][td] Mauser C96[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 42 → 37.5 Minimum damage: 28.3 → 25.3[/td][/tr][tr][td] PMM[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 45.2 → 40.4 Minimum damage: 29 → 25.9[/td][/tr][tr][td] Bee[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 50 → 44.6 Minimum damage: 31 → 27.7[/td][/tr][tr][td] Dream[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 62 → 55.4 Minimum damage: 43 → 38.4[/td][/tr][tr][td] Fort-12[/td][td] Headshot damage: 1.25 → 1.4 Limbs damage: 0.7 → 0.8 Damage: 49 → 43.8 Minimum damage: 33 → 29.5[/td][/tr][tr][td] Walther P99[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 47 → 42 Minimum damage: 30 → 26.8[/td][/tr][tr][td] Browning Hi-Power[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 51.5 → 46 Minimum damage: 31.5 → 28.1[/td][/tr][tr][td] APS[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 32.5 → 29 Minimum damage: 18 → 16.1[/td][/tr][tr][td] Twitch Glock 18C[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 33 → 29.5 Minimum damage: 25 → 22.3[/td][/tr][tr][td] Twitch Eagle[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 80 → 71.4 Minimum damage: 46.8 → 41.8[/td][/tr][tr][td] Highest Power[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 67 → 59.8 Minimum damage: 41 → 36.6[/td][/tr][tr][td] Beretta 92FS[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 58 → 51.8 Minimum damage: 38 → 33.9[/td][/tr][tr][td] SW1911[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 73.3 → 65.4 Minimum damage: 42 → 37.5[/td][/tr][tr][td] Worn Colt Python[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 128.5 → 114.7 Minimum damage: 85.3 → 76.2[/td][/tr][tr][td] МР-412[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 133 → 118.8 Minimum damage: 85 → 75.9[/td][/tr][tr][td] SR-1 Gyurza[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 64 → 57.1 Minimum damage: 40.5 → 36.2[/td][/tr][tr][td] Glock 18c[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 31.4 → 28 Minimum damage: 19 → 17[/td][/tr][tr][td] Tec-DC9[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 60 → 53.6 Minimum damage: 39 → 34.8[/td][/tr][tr][td] Smesson[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 96 → 85.7 Minimum damage: 55 → 49.1[/td][/tr][tr][td] СР-1-10[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 75 → 67 Minimum damage: 45.8 → 40.9[/td][/tr][tr][td] Glock 17[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 65.5 → 58.5 Minimum damage: 40.5 → 36.2[/td][/tr][tr][td] Beretta 93R[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 49 → 43.8 Minimum damage: 35 → 31.3[/td][/tr][tr][td] Desert Eagle Mark VII[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 109 → 97.3 Minimum damage: 63.5 → 56.7[/td][/tr][tr][td] Cobra Two-Tone[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 133 → 118.8 Minimum damage: 85 → 75.9[/td][/tr][tr][td] Colt Python[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 153.5 → 137.1 Minimum damage: 101.7 → 90.8[/td][/tr][tr][td] Inverter[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 60 → 53.6 Minimum damage: 80 → 71.4[/td][/tr][tr][td] Inverter (A)[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 65.5 → 58.5 Minimum damage: 87.4 → 78[/td][/tr][tr][td] Glock 18X Gift for the Chosen One[/td][td] Damage: 40.4 → 36.1 Minimum damage: 24.5 → 21.9[/td][/tr][tr][td] RSh-12[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 160 → 142.9 Minimum damage: 103.5 → 92.4[/td][/tr][tr][td] Desert Eagle Mark XIX Big Bill Gift for the Chosen One[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.8 → 0.9 Damage: 125 → 111.6 Minimum damage: 72.5 → 64.7[/td][/tr][tr][td] OTs-33 Pernach[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 50 → 44.6 Minimum damage: 30 → 26.8[/td][/tr][tr][td] SIG Sauer P320[/td][td] Headshot damage: 1.25 → 1.4 Limb damage: 0.7 → 0.8 Damage: 84 → 75 Minimum damage: 53.8 → 48[/td][/tr][tr][td] CR-72[/td][td] Headshot damage: 1.25 → 1.4 Damage: 230 → 205.4 Minimum damage: 125 → 111.6[/td][/tr][/table]Shotguns [table equalcells="1" colwidth=","][tr][td] All shotguns[/td][td] Limb damage: 1 → 0.9[/td][/tr][tr][td] Cobray Terminator[/td][td] Headshot damage: 1.25 → 1.4 Damage: 170 → 151.8 Minimum damage: 59.5 → 53.1[/td][/tr][tr][td] AA12[/td][td] Minimum damage: 38.5 → 40[/td][/tr][tr][td] AЕК-965[/td][td] Headshot damage: 1.25 → 1 Limb damage: 1 → 0.875 Damage: 384 → 385 Minimum damage: 200 → 220 Maximum damage range: 4 → 8 Minimum damage distance: 12 → 26 Distance: 85 → 125 Spread: 0.35° → 0.4° Draw time: 0.2 sec. → 0.4 sec. Increased slow-down when firing (to KS-23 level) Now damage increases by 1% for each missing % of the target's health A masterful LD has been added to the basic specifications to compensate for the absence of side and top rails for LD installation.[/td][/tr][tr][td] KS-23[/td][td] Headshot damage: 1.25 → 1 Limb damage: 1 → 0.875 Damage: 448 → 468 Minimum damage: 222 → 300 Distance: 85 → 125 Maximum damage distance: 4 → 2 Minimum damage distance: 10 → 20 Spread: 0.3° → 0.38° Draw time: 0.2 sec. → 0.4 sec. Now damage increases by 1% for each missing % of the target's health A masterful LD has been added to the basic specifications to compensate for the absence of side and top rails for LD installation. 23-calibre shotguns have had their maximum damage reduced at close range, but their comfort and damage at range have been significantly increased. Now the KS-23 is capable of killing virtually any target with two shots, even at long range and when shooting at any part of the body. The changes are intended to balance shotguns, as they are currently often overly effective in close combat and weak in all other situations.[/td][/tr][/table]Plates [table equalcells="1" colwidth=","][tr][td] Composite Plate I[/td][td] Durability: 125 → 157.5 Damage absorption: 25% → 10.5%[/td][/tr][tr][td] Composite Plate II[/td][td] Durability: 190 → 180 Damage absorption: 25% → 12%[/td][/tr][tr][td] Composite Plate III[/td][td] Durability: 255 → 202.5 Damage absorption: 25% → 13.5%[/td][/tr][tr][td] Composite Plate IV[/td][td] Durability: 320 → 225 Damage absorption: 25% → 15%[/td][/tr][tr][td] Composite Plate V[/td][td] Durability: 385 → 247,5 Damage absorption: 25% → 16.5%[/td][/tr][tr][td] Steel Plate I[/td][td] Durability: 125 → 140 Damage absorption: 15% → 7%[/td][/tr][tr][td] Steel Plate II[/td][td] Durability: 190 → 160 Damage absorption: 15% → 8%[/td][/tr][tr][td] Steel Plate III[/td][td] Durability: 255 → 180 Damage absorption: 15% → 9%[/td][/tr][tr][td] Steel Plate IV[/td][td] Durability: 320 → 200 Damage absorption: 15% → 10%[/td][/tr][tr][td] Steel Plate V[/td][td] Durability: 385 → 220 Damage absorption: 15% → 11%[/td][/tr][tr][td] Ceramic Plate I[/td][td] Durability: 55 → 84 Damage absorption: 70% → 56% Removed Speed: -2% Weight: 1.3 → 1.25[/td][/tr][tr][td] Ceramic Plate II[/td][td] Durability: 85 → 96 Damage absorption: 70% → 64% Removed Speed: -2% Weight: 1.3 → 1.25[/td][/tr][tr][td] Ceramic Plate III[/td][td] Durability: 115 → 108 Damage absorption: 70% → 72% Removed Speed: -2% Weight: 1.3 → 1.25[/td][/tr][tr][td] Ceramic Plate IV[/td][td] Durability: 140 → 120 Damage absorption: 70% → 80% Removed Speed: -2% Weight: 1.3 → 1.25[/td][/tr][tr][td] Ceramic Plate V[/td][td] Durability: 170 → 132 Damage absorption: 70% → 88% Removed Speed: -2% Weight: 1.3 → 1.25[/td][/tr][tr][td] Glass Plate V[/td][td] Durability: 175 → 132 Damage absorption: 70% → 88%[/td][/tr][tr][td] Onyx Plate V[/td][td] Durability: 750 → 495 Damage absorption: 25% → 16.5%[/td][/tr][tr][td] Insulated Plate V[/td][td] Durability: 175 → 132 Damage absorption: 70% → 88%[/td][/tr][tr][td] Experimental Thermoplate I-V[/td][td] Damage absorption: 25% → 15%[/td][/tr][/table]Change in supplier price The price of steel and composite plates has been changed in proportion to the change in the specified strength. The price of ceramic plates has not changed. [table equalcells="1" colwidth=","][tr][td] Steel Plate I[/td][td] Cost: 59 → 141[/td][/tr][tr][td] Steel Plate II[/td][td] Cost: 146 → 230[/td][/tr][tr][td] Steel Plate III[/td][td] Cost: 310 → 364[/td][/tr][tr][td] Steel Plate IV[/td][td] Cost: 466 → 436[/td][/tr][/table] [table equalcells="1" colwidth=","][tr][td] Composite Plate I[/td][td] Cost: 160 → 480[/td][/tr][tr][td] Composite Plate II[/td][td] Cost: 366 → 722[/td][/tr][tr][td] Composite Plate III[/td][td] Cost: 758 → 1114[/td][/tr][tr][td] Composite Plate IV[/td][td] Cost: 1054 → 1235[/td][/tr][/table]Attachments [table equalcells="1" colwidth=","][tr][td] Hasty Silencer[/td][td] Hip-fire spread: -12% → -10%[/td][/tr][/table]Grenades Anomalous grenades now have an effect type and priority similar to consumables. When several grenades with the same priority and effect are activated simultaneously, the one activated last is applied. Anomalous grenades detonate only upon contact with the floor. An explosion in the air completely neutralises their effect. [table equalcells="1" colwidth=","][tr][td] Napalm, Hot Jack[/td][td] Now has the damage effect type Characteristics: Periodic damage: 17.5 Burning: 5 Frost: -1.25[/td][/tr][tr][td] Sickness[/td][td] Now has the damage effect type Characteristics: Periodic damage: 17.5 Burning: -1 Frost: -1 Bleeding: 3.5 Bleeding Protection: -50%[/td][/tr][tr][td] Freeze, Snowstorm[/td][td] Now have damage effect type Characteristics: Periodic damage: 17.5 Burning: -5 Frost: 1.25 Durability: -50%[/td][/tr][tr][td] Paralyser, Tarmac[/td][td] Now have the interference effect type[/td][/tr][tr][td] Plantain[/td][td] Now has the treatment effect type Regeneration: 30% → 20% Poison: -0.5 → -0.25 Duration: 20 sec. → 15 sec.[/td][/tr][tr][td] Stinky [/td][td] Now has the poison effect type Poison: 1 → 0.3[/td][/tr][tr][td] Molotov cocktail[/td][td] Now has the damage effect type[/td][/tr][/table] All underbarrel versions of modified grenades now have no delay in detonation and can explode even when fired at point-blank range. Subdivision Battles changesEdits on the Lowland map Changes at Point B: Before:
现在:
SEA和NEA分区变更 所有分区战斗的最大参与人数从30人调整为20人。 经济调整 修改了空投中可出售物品的价值 [表格 equalcells="1" colwidth=","] [行][列 colspan="5"]之前[/列][列 colspan="4"]现在[/列][/行] [行][列]名称[/列][列]占用背包格子[/列][列]单个格子最大堆叠数量[/列][列]重量(千克)[/列][列]价格[/列][列]占用背包格子[/列][列]单个格子最大堆叠数量[/列][列]重量(千克)[/列][列]价格[/列][/行] [行][列]小型商人包裹[/列][列]2×2[/列][列]3[/列][列]1.普通商人货运 2×2 2 3 10000 2×1 2 2 11500 大型商人货运 2×2 1 5.5 20000 2×2 2 5 46000 巨型商人货运 2×2 1 8 30000 3×2 2 6 60000 除了价值外,物品的外观也发生了变化:
信号地牢可获取物品变更(售卖方面) 追踪器、弹药、急救包等奖励保持不变。红色洞穴地牢|红色洞穴地牢|金色洞穴地牢|金色洞穴地牢 ---|---|---|--- 之前|现在|之前|现在 零花钱|零花钱|零花钱|零花钱 香烟|过滤嘴|香烟|过滤嘴 卫生纸|备用电池|卫生纸|存档数据 打火机|高档香烟|打火机|技术文档 魔方|带数据的掌上电脑|魔方| 过滤嘴| |过滤嘴| 备用电池| |替换黄金洞穴副本的通关奖励示例: 电池 昂贵香烟 带数据的掌上电脑(PDA with Data)
基地声望等级提升进度的变化 现在,基地升级带来的最大提升将全局适用于所有基地。 例如,若你将酒吧的声望提升至7级,那么在其他任何基地都将获得: 40%的神器研究折扣; 12%的维修折扣; 突变体部件和神器的售价提高30%; 12%的供应商购买折扣。之前 | 现在 ---|--- 基础 | 声望等级 | 神器研究折扣 | 装备维修折扣 | 突变体零件和神器售价提升 | 基础 | 声望等级 | 神器研究折扣 | 装备维修折扣 | 突变体零件和神器售价提升 船屋/首领总部 | 3 | 20% | 10% | 20% | 船屋/首领总部 | 3 | 10% | 2% | 5% 船屋/首领总部 | 5 | 50% | 20% | 50% | 船屋/首领总部 | 5 | | |5 15% 4% 10% 村庄学校/消防站 3 20% 10% 20% 村庄学校/消防站 3 20% 6% 15% 5 50% 20% 50% 5 25% 8% 20% 酒吧 3 20% 10% - 酒吧 3 30% 10% - 4 - - 20% 4 - - 25% 6 50% 20% - 6 40% 12%7 - - 50% 7 - - 30% 北方派系 3 60% 10% - 北方派系 3 45% 14% - 4 - - 20% 4 - - 35% 6 75% 20% - 6 55% 16% - 7 - - 50% 7 - - 40% - - - - - 醉汉盖革酒吧供应商折扣现在也会显示在声望等级提升奖励中。这一进度系统也已更新。 | | | | | | | | --- | --- | --- | --- | --- | --- | | | **之前** | | | **之后** | | | 基础建筑 | 声望等级 | 供应商折扣 | 基础建筑 | 声望等级 | 供应商折扣 | | 船屋/首领总部 | 3 | 2.5% | 船屋/首领总部 | 3 | 2% | | | 5 | 5% | | 5 | 4% | | 乡村学校/消防站 | 3 | 7.5% | 乡村学校/消防站 | 3 | 6% | | | 5 | 10% | | 5 | 8% | | 酒吧 | 4 | 12. | | | |其他 为火山喷发警告播报员添加了新的语音台词。 新增武器配件涂装支持,可应用主题和风格。若武器已装备主题或风格但未涂装,其配件将自动匹配该主题或风格的颜色。目前仅有限数量的纹样和风格支持此功能,但该列表将逐步扩展。 已将所有独特护甲涂装转换为纹样——其涂装应用功能将在未来添加。 更改了所有风格和纹样的库存大小,现在它们占用2×2槽位。例外:已转换的独特护甲涂装仍占用1×1槽位。 现在可以左键点击纹样或风格中兼容装备的图标,立即预览装备该外观物品的效果。 纹样现在会显示兼容风格列表,并可选择预览修改后的模型。 武器风格和纹样现在会标明它们视觉上修改哪些附件。 阵营涂装现在可以移除并选择使用。现在它已作为内置主题实装到兼容的套装中,外观会根据阵营而变化。 格林纳风格现在兼容所有百夫长主题,包括阵营涂装。 震荡风格现在兼容所有可用主题。 新增设置,可在行动、开放世界和会话战斗中启用伤害显示。 在有装备等级限制的会话地图中,背包和容器现在也无法使用。这些地图的装备等级现在每小时轮换一次,始终有一张地图适用于潜行者等级装备,一张适用于老兵等级装备。 为以下会话地图新增槽位:地狱火、医院和无霰弹枪的莫里亚之家。此类地图每次激活一张,每30分钟更换一次。




《STALCRAFT: X》服务器维护公告 我们将对欧盟、北美、东南亚及东北亚地区的服务器进行维护: 维护时间:2026年3月4日 - 欧洲中部时间:上午07:00 – 上午11:00 - 美国东部时间:凌晨01:00 – 凌晨05:00 - 格林尼治标准时间+8:下午02:00 – 下午06:00 - 韩国标准时间:下午03:00 – 下午07:00 【维护期间,STALCRAFT: X服务器将无法访问】。若出现意外问题,维护时间可能会有所调整。对于此次维护给您带来的不便,我们深表歉意,并提前感谢您的理解与耐心。 此致, EXBO Team

雪很快就会融化了。再也不能打雪仗,也不能把对手藏进雪堆里了——我们得想些新办法来保持乐趣。 让我们看看数据,回顾一下这个赛季我们都取得了哪些成就。 欧盟服务器 [轮播图]
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在绝望的深渊中,口中满是铁锈的苦涩,理智在崩溃边缘摇摇欲坠。绝望在低语,引诱你停下脚步,躺进这片泥泞。钢铁巨物从四面八方逼近,挡住了去路……一步也不能退! 深入炼狱核心,春季赛季【淬火钢铁】的预告片现已发布。

或者说,如何为了一包饼干重振古老的北方 从这篇开发者日志中,你将了解到是否有可能用最少的资源恢复一段早已逝去的过往。
为什么是“一包饼干”? 有必要说明一下我们为什么总提到“最少资源”和“一包饼干”。《荒野北方》从来就不是一个新的终局内容。事实上,团队中相当一部分人对这个概念持怀疑态度,认为野外地点的形式已经过时,其长期潜力也不确定。当开发团队的其他成员专注于打造一个合适的新终局体验时,《荒野北方》是由一小群在承担主要职责的同时推进的。 这本质上是一个实验。实验的结果还有待观察,但现在,让我们来看看这一切是如何形成的。一切始于2025年5月,当时我们萌生了恢复旧北方地点的想法。这种渴望从何而来? 原因一 最初,我们计划将雷达站和红森林等历史地点保留在北方的派系基地之间。 但这些计划未能实现:未来需要对熔炉进行上下扩展,为PvP战斗创造空间,这使得这些标志性地点无处安放——于是它们最终被纳入了狂野北方项目。 原因二 游戏玩法功能在开发者的任务队列中增长得比雨后春笋还快。但我们确实想给终局玩家至少一些新内容。 很明显:我们必须避开这个庞大的任务队列,制作出一些快速、低成本但富有灵魂的东西。原因3 在新分区系统的开发过程中,我们意识到需要像静水镇这样的野外完整PvP区域,以便为部落创造活动。但我们无法从零开始开发此类区域,也不确定它们的可玩性如何。因此,我们将目光投向了那些可以重新启用并进行试验的旧区域。 【北境荒野】将作为部落玩法和硬核玩法的测试场:如果该模式成功,我们可以进一步扩展;如果不成功,至少我们不会投入全部资源从零开始开发全新内容。 如何前往? 在上线前,我们必须回答一个关键问题:玩家将如何进入这些区域。重要说明:我们从一开始就决定,【红色森林】和【亚诺夫(现更名为乌拉诺斯工厂)】将作为无匹配等级的野外区域。若不这样设计,我们期望的半数机制将无法在这些区域正常运作。 一方面,传送气泡已经令人感到乏味。我们原本希望玩家能从【酒吧】徒步穿越【愚者之路】/【波列斯克】,但这意味着要面对古老的威胁——玩家杀手(PK),由于缺乏盟友和匹配机制,其威胁程度将翻倍。 起初,传送接入选项听起来也很无趣,但它避免了大量问题,并让我们能够利用整个【狂野北部】区域来布置更有趣的活动。 因此,我们决定将【醉酒盖革酒吧】与【地下通道】相连(该通道过去连接【酒吧】与各阵营基地),并设计一条穿越其中的路线,在沿途布满异常区域和突变体。
氏族与独狼玩家 我们希望为不同类型的玩家打造相应的游戏体验。 以下是我们的决定:将静水镇重新与乌拉诺斯区域相连,但增加一个通过地下区域进入的替代入口。 黄金空投将被移至红森林和乌拉诺斯区域。我们尝试将它们分散布置,这样如果你想避开氏族的激烈争夺,就可以选择绕行。 静水镇将仅为独狼或双人玩家保留有趣的内容。发售时我们不会添加新的“独特”独狼专属内容。本质上,这还是大家熟悉的玩法——刷取事件及相关活动。我们只是通过移除该区域的团队活动,来降低满编队伍进入静水镇的动力。 此外,静水镇将设置每区域的最大玩家数量限制,使其不那么拥挤,让独狼或双人玩家能有更舒适的体验。我们将在游戏发布后观察最终效果。工作计划如下: 首先,我们与关卡美术部门确认了概念和工作计划。尽管我们希望以最低成本完成某些内容,但仅靠2-3人是不可能实现的。 仅在旧地图上重新放置树木是不够的。许多建筑不仅过时,看起来还很糟糕。我们尽量避免手动重建,而是用其他地点(例如博拉尔)的现成建筑替换这些不佳的物体。 我们原计划在秋季发布,但现实情况很快做出了调整。 六月: 到目前为止,我们已经确定了整体概念,并准备了关卡设计和关卡美术的规格说明。关卡设计任务包括连接柳别奇-3郊区以扩大出生区域、恢复通往静水镇的通道以及清理工厂场地。如果时间允许,我们还计划将剧情中的潜行地下城整合到主地图中,并使用图片中的4号和5号区域来扩展该地点。
关卡美术团队需要拆除所有旧树木和草丛,更换所有技术资源,修复老旧地形,重做所有兴趣点,放置新的树木和草丛,然后优化PC端加载。 以下是需要特别注意的区域。颜色显示了每个地点未来的工作量。
八月 地点准备工作有所延迟:我们低估了自身实力,初期做了过多不必要的工作,之后部分团队成员又去度假了。雷达站、带峡谷的乌拉诺斯区域已基本完成。剩余的大部分工作集中在红森林。 我们还希望在各个地点加入低语者——这是来自《边缘突袭》的更新版NPC池。一位可怜的TGD成员不得不负责放置和配置所有事件与实体。这就是人力有限的现实情况。 有趣的是,我们曾就雷达站有过一次小争论。有人提议在某些楼层设置低重力区域和蹦床,也有人主张保持原样。最终,我们决定维持现状,以免让这个复杂区域变得过于混乱,同时避免让玩家在该区域过于灵活。
九月 关卡美术部分已完成。目前工作内容如下: TGD已组装事件原型,并放置和配置了场景。 焦点小组测试了新道具。经Furgon调整后,其属性已获批准。 美术部门已申请制作各种填充素材、一个新装置以及几个新瞄准镜。
叙事团队准备了名称、描述、注释、彩蛋和秘密。 音效团队制作了新的环境音乐。 设计师制作了图标。 11月 从项目开始,我们就需要思考:既然可以轻松从锻造厂刷取交易资源,为什么还要跑到充满敌人的危险野外区域呢? 收集外部意见后,我们找到了解决方案——异常研究装置的神器生成机制。 装置地点将分为4类:热能、引力、电力、生物。 一个区域每个类别最多有1个活跃地点,因此理论上最多可同时存在4个装置。其运作方式类似时空装置:1分钟预热,5分钟活跃(时间可调整)。当然,所有这些在地图上都可见。
顺便说一下,还记得秋季发布的计划吗?很遗憾,我们不得不推迟发布。新的战利品系统已于12月中旬完成,但已整合到【Wild North】中。我们不想在年底发布,因为还有很多其他内容计划推出。而且,在新年假期期间谁会关注呢? 12月底,我们完成了部分工作并进入内部测试阶段。测试需要大量时间,包括不断调整数值和设置。 已准备好的内容: 1. 所有场景音效 2. 所有资源素材 3. 红森林和乌拉诺斯区域的事件 4. 经济系统剩余工作: - 设置事件填充内容 - 在静水镇安排部分事件 - 在各个地点部署巡逻队 - 整理醉汉盖革酒吧的合约、酒吧声望以及解锁权限的任务 - 配置信号系统 - 调整战利品系统 - 计算神器生成机制 即便预算紧张,项目仍增加了各种不同的机制和细节内容。 二月: 一月下旬至整个二月都用于测试工作,这导致发布日期多次推迟。期间出现了意外的场景优化问题,不得不抽调关卡美术师进行紧急修复。此外,事件、NPC、其他实体以及经济系统方面也存在一些问题。最终,确定3月4日为最终发布日期。 发布后计划: 场景将持续获得支持、开发和内容更新。我们已经在为他们规划一些任务线,不久后,四个可占领的Forge-11基地中的两个将被迁移至红森林和天王星工厂。 尽管开发重点将放在氏族方面,但我们会尽量不忘记那些对氏族事务不感兴趣的玩家。 荒野北部见!




3月4日,零度以下区域赛季即将结束。以下是赛季结束前你需要确保完成的事项: - 赛季货币(热力方块)将随赛季结束而失效,请提前使用! - 寒霜部队活动标签将从活动中心消失。请务必查看并用完所有剩余的声望。 - 特殊箱子的累积机会不会跨赛季保留。但特殊箱子代币会保留,可在未来赛季使用。 - 高级箱子的累积机会会保留并跨赛季继承。 - 未使用的赛季通行证和作为物品保留的赛季等级将延续到新赛季。 请充分利用剩余货币,为解冻做好准备!

旧日的小径再次铺展在你脚下,却已不复往日的感觉。每一块石头都似曾相识,但每走一步,你都不禁注意到变化之大。 你准备好踏上其他潜行者曾走过的路,以全新的视角审视过去吗? 3月4日。荒野北部铭记着每一个人。你也会铭记它吗?

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