Skip to content
Patch NotesSTALCRAFT: X

STALCRAFT: X Patch Notes (3rd June 2026)

STALCRAFT: X's June 3 update brings sweeping economic changes to the Act and Season systems, new summer weather, and a fresh legendary pistol.

Nathan Lees56 min read
STALCRAFT: X key art showing a stalker in a post-apocalyptic zone under stormy skies
Share:

Summer has arrived in the Zone. The 3rd June patch rolls out the Anticyclone season alongside some of the most substantial economic rework the game has seen in a while, and if you've had opinions about how Tickets and Season Pass rewards have been handled, this update has answers.

The biggest shift is to the Act Ticket system. Random Caskets are gone, replaced with a flat 2,000 Tickets per season for hitting 400 Season Pass levels, totalling 8,000 across the full Act. Legendary gear can no longer be bought outright for 6,500 Tickets either; you're now collecting 6-8 parts plus barter resources and rubles. Removing the direct purchase option will frustrate some players, but cutting the RNG out of the Ticket income is a fair trade. The new ability to exchange legendary gear parts within the same Act is also a useful quality-of-life addition.

Elsewhere, season currency consumable values have been tripled or more across the board, gear sell prices have been significantly bumped, and a new legendary pistol, the CR-72, joins the Act III Ticket shop. The Swamps are getting revitalised and 3D faces are in. Keep an eye on the barter recipe changes for legendary gear, since the rubles and material costs have shifted considerably.

Full Patch Notes

Buff Nerf Fix Tweak

Over the past year, the weather has remained largely unchanged, but new winds have begun to blow, bringing change to the Zone. Down South, everyone’s talking about the new contingent of foreign troops. Meanwhile, all the factions in Forge are keeping a wary eye on the SSPP and its new representatives, with a sense of unease as they recall last summer. Dark clouds are gathering over the CEZ, and every stalker is wondering whether the fragile balance achieved after the Defence of the Perimeter can be maintained.

Content

  • Anticyclone season
  • Economic changes to Act and Season
  • Revitalization of The Swamps
  • Guide update
  • 3D faces
  • Balance adjustments
  • Session battles adjustments
  • In-game shop update
  • Other changes and fixes

Anticyclone season

Summer weather

As time goes by, the weather changes too, bringing with it a sun that beats down on your head.

In the game, you will see the following updated weather phenomena:

• Clear weather;

• Cloudy weather;

• Overcast weather;

• Heavy rain.

Season awards

The following key rewards are available this season:

  • Tec-DC9;
  • Steyr AUG A3 9mm XS;
  • Brigand Armored Suit;
  • Special Case Tokens;
  • Trail of War skin;
  • Tactical Binoculars charm;
  • Act III Tickets;
  • Removal paint container;
  • Tamagotchi charm;
  • Typhoon charm;
  • Anticyclone customisation set.

AAC Honey Badger assault rifle is a unique reward for reaching level 500.

Special case

Special case contents have been updated. Now you can use it to get:

  • KS-12 Komrad;
  • Albatross Interceptor;
  • Bear’s Den-6 Container;
  • Cheytac M300;
  • AK-308.

Economic changes to Act and Season

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

Changes to the Act III Ticket system

Legendary gear in the shop

Removed the offer to purchase the legendary gear for 6 500 Tickets.

You can obtain legendary gear by collecting 6-8 parts, barter resources and rubles.

Changes to the barter recipes for Legendary gear

Before

NowNumber of pieces of gearRublesSubstanceRed FernRemains of a Psy-TrackerGamma Data FragmentQuantum BatteryAnomalous Serum
180-----0
2730kk5500450035002000250025
3660kk11000900070004000500050

After

NowNumber of pieces of gearRublesSubstanceRed FernRemains of a Psy-TrackerGamma Data FragmentQuantum BatteryAnomalous Serum
1815kk-----25
2750kk4000300025002000200075
36100kk80006000500040004000150

Sources of Tickets

Season Pass is still the main source of income. Removed the element of chance in the form of Caskets. Players will now receive 2000 Tickets per season for completing 400 levels whilst holding an active Season Pass. Consequently, you can earn 8000 Tickets for the entire Act. However, this Act will also feature various activities where you can earn extra Tickets.

Activities will be divided into two types:

  • For anyone interested, with simpler gameplay but fewer Tickets. They take place in autumn and spring.
  • For those who aren't looking for the easy way out, with plenty of Tickets. They take place in winter and summer.

The first event of this kind is already planned for this autumn!

Exchange of parts for legendary gear

You can now trade parts of legendary gear that appeared in the same Act. You can now exchange legendary gear pieces obtained in the same Act. To do so, right-click the piece and select Transofrm.

For example:

  • Parts of the armour Albatross Heavy Assault Armored Exoskeleton suit and parts of the Gauss rifle can be swapped for one another.
  • Parts of the Chitin backpack and parts of the ZIVCAS M2-C armour suit are replaceable.

In other words, you can swap one item for another from the same Act in which the gear first appeared in the Ticket Shop.

Ticket shop

In Act III, we will return master items in exchange for Act I Tickets, and we will also keep the offers from Act II.

In addition, new items will be added to the shop’s range during the Act.

Consequently, the range of products available at the Ticket shop will not change, but will simply be expanded to include new items.

Changes in prices of Ticket shop

In Act III, a new pricing policy for master gear will be applied using Tickets:

  • Containers will not change in price and will cost 1500;
  • Melee weapons — 1000;
  • Sights — 500.

Selling gear for a third of its cost

Added the ability to sell master gear to the Fence for Tickets at a third of its full price.

An item can only be returned within the Act in which it was purchased.

New legendary pistol

The latest addition to the Act III Ticket shop is the legendary CR-72.

It can be obtained the same way as other legendary gear for Act Tickets, using 6/7/8 parts along with barter and rubles.

Attention!

The current Act Tickets system will not change significantly throughout the Act. However, new offers with Master rank gear may still be added to Act Ticket shop.

Changes that do not affect the total amount of Tickets received per season, store prices, or the overall game economy (such as redistributing the amount of Act Tickets across Season Pass levels) are also possible.

Act Tickets policy may change between Acts, including changes to prices, total amount, and distribution of Tickets, as Tickets are an economic entity specific to a particular Act and do not carry over between them.

Season shop changes

Any gear part from previous seasons can now be purchased A part price is now 200 Act Tickets

The gear parts container now holds parts from previous seasons Price: 100 → 150 Tickets

Season gear obtaining changes

Previously it was possible to obtain 4 gear parts: from Special to Legendary quality. Now, crafting a season gear requires 5 Red parts instead of 4 different.

Some of the parts will be compensated:

  • 1 Red part -> 2 Red parts;
  • 1 Golden part -> 3 Red parts
  • Purple and blue parts will not fall under compensation. It is possible to sell the parts to the Fence NPC within a month.

Season Pass rewards changes

Special Case Token is now obtained at level 460 of the Season Pass, instead of 200 as it was previously.

Same amount of Act Tickets can be received at 100, 200, 300, and 400 levels accordingly. At the same time, a fixed amount of Act Tickets is obtained in the paid Season Pass version.

Season currency consumables changes

ItemBeforeNow
Anomalous Serum10003000
Advanced Tools6001500
Advanced Spare Parts6001500
Standard Tools4001000
Standard Spare Parts4001000
Cheap Tools200500
Cheap Spare Parts200500
Unstable Anomalous Battery250750
Pack of Armour Components (Master)1001000
Pack of Weapon Components (Master)1001000

Special case changes

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

Special cases currency price: 15 000 → 25 000

Season currency gear selling changes

NameBeforeNow
Fog Hunter Heavy Armored Suit45008000
Improved Hazmat Suit2502500
Altyn Set20004000
MIS-100 Garnet20004000
MIS-102 Zircon25004000
CD-3a Armored Suit12504000
Albatross Scout Armored Exoskeleton75008000
CD-3b Armored Suit25008000
Altyn-T Heavy Set15008000
Magnet Jumpsuit20008000
Tonga Jumpsuit45008000
Blizzard Walker Heavy Armored Suit75008000
Albatross Infiltrator Armored Exoskeleton50008000
CD-4 Armored Suit2500016000
Bulat-M Armored Suit45008000
Lynx Armored Suit20004000
NATO Handmade Compensator75004000
Domestic Handmade Compensator75004000
FA556 Mini Silencer75004000
Salvo 12 Silencer75004000
Handmade Tapered Grip75004000
5.56 NATO Drum Magazine, Khaki200008000
5.56 NATO Drum Magazine, Black100008000
AA-12 Drum Magazine100008000
7.62 NATO PMAG Magazine, Khaki200008000
7.62 NATO PMAG Magazine, Black100008000
5.56 NATO EMAG Drum Magazine200008000
Ergonomic magazine 7.62 NATO100008000
Ergonomic magazine 5.56100008000
5.45 Drum Magazine100008000
5.45 Drum Magazine in a Pouch100008000
AK-308 Extended Magazine100008000
7.62x39 Drum Magazine100008000
Ergonomic magazine 7.62x39100008000
Ergonomic magazine 5.45200008000
Ergonomic magazine 12.7100008000
Ergonomic magazine 9x39100008000
Handmade LD75004000
OKP-7 Collimator Sight75004000
Barska Collimator Sight90004000
PK-01(T) Collimator Sight50004000
PK-01(T/Z) Collimator Sight50004000
DM Collimator Sight50004000
Panorama Collimator Sight75004000
Walther Collimator Sight50004000
Sig Sauer Optical Sight75004000
Acecare Optical Sight50004000
HK MP72500012000
HK UMP920003000
IMI Mini Uzi2503000
IMI Micro Uzi10002000
HK MP5K2503000
Ingram MAC-102502000
SOK-9420003000
AK-10520003000
FN SCAR-L20003000
RPK100006000
OTs-14M Hurricane25006000
SV-9825006000
M1014250006000
M249 SAW50006000
9А-9125006000
VSK-941500012000
Steyr AUG 9 mm25006000
МР-41225004000
HK416100006000
RPK-16100006000
TKB-0146M50006000
MTs-116M100006000
Grizzly 8.530004000
Steyr AUG A225006000
Steyr AUG A3100006000
AK-1250006000
SIG SG 550 Sniper25006000
FN FAL2000012000
FN SCAR-H1500012000
HK PSG125006000
HK4172000012000
AK-3082000012000
IWI Tavor X951500012000
RMB-9350006000
Chiappa Triple Crown50006000
OTs-6225004000
MTs-25550006000
M1014 Breacher25004000
Gerber Downrange Tomahawk100008000
Jagdkommando100008000
Tanto with a Ring25004000
M48 Tomahawk35004000
Aluminum Club30004000
UVSR35004000
NR-4310002000
Steyr Scout2503000
Alpine TPG-175006000
Albatross Interceptor Armored Exoskeleton2500016000
Derya MK-12 AS-103S1500012000
Cheytac M3001500012000
QBU-1912500012000
Ganymede Jumpsuit2500016000
CRAW-6 Container2500012000
KS-12 Komrad2500012000
SMC Container2000012000
Berloga-62000012000
Freezer Container2000012000
SVCh1500012000
Soviet Travel Backpack10006000
M4 LB25006000
ALK-22 Dragonfly30006000
Old FN FAL30006000
Brigand Armored Suit30008000
Phantom Hunter Armored Suit30008000
Ratcatcher Exoarmor30008000
Aborigine Exoskeleton30008000
Grenadier Exoskeleton30008000
Bear Exoskeleton30008000
Cobra Two-Tone15004000
SR-1-1015004000
REAPER Jumpsuit15004000
Bone Grip10004000
Trijicon AccuPoint Hunters Sight10004000
Pipe Grip10004000
IU-2 Container30006000
Marathon bag30006000
Forgotten Grenadier30002500
Gladius10004000
Fluorite10004000
Endgame10004000
Nail Bat10004000
Slavs Battle axe10004000
Razor10004000
Corrosive Saw10004000
Acid Razor10004000
Icy Kurkri10004000
Ice PickFrozen Ice Pick10004000
Fire Razor10004000
Military Stalkers’ Cleaver10004000
ZIVCAS Zeus-7710004000
SMG Nut30006000
Steyr AUG A3 9mm XS30006000
Jagdtasche25006000
FG-42 Whip30006000

Learn more about the reasons behind Tickets changes in our article.

Revitalization of The Swamps

NPCs at Ataman's HQ and the boathouse have finally come to life — they got their own unique animations. Stalkers no longer stand around like statues — they look around, shift their weight, chat with one another, and go about their daily routines. The Zone feels more alive now because movement is life.

And this is only the beginning. Over time, we'll add high-quality animations to other locations as well, making NPCs throughout the Zone feel truly alive.

Guide update

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

Updated visuals

You can find the new Guide in the upper-right corner of the ESC menu.

Information about game mechanics has been consolidated under the Instructions section, while items have been moved to the Codex tab.

This makes finding the information faster and more convenient.

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

An automatic recommendation system for related articles has also been added, helping you explore topics in detail.

Articles are recommended based on the number of matching tags. For example, if you explore about progression and open an article on weapon upgrade, the system will suggest other articles tagged with “Character progression”. This allows you to seamlessly navigate to the Researcher article and learn more about artifact builds.

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

Terms

If you come across an unfamiliar characteristic or term in the Guide, you can hover over it and get a brief explanation.

And if you would like to learn more, just left-click to go to the page with full information.

In the item's characteristics list, you can hover over unfamiliar terms to get a short definition from the Guide or head straight to the corresponding article.

3D-faces

2D faces are a vestige of the past that no longer fit our current vision for the game's visual. It's time to move on and open the new chapter of STALCRAFT: X visuals.

First iteration

All skins have received unique 3D models, giving characters more individuality.

As part of the first iteration, lip-sync has also been implemented — now NPC dialogue lines are accompanied by synchronized speech animation, making interaction with the world even more lively.

Now skins differ not only by its textures, but by its silhouette as well.

Unfortunately, in progress of development some skins have undergone changes. For example, the Gift Snatcher has changed his appearance — from mutant his became in balaclava.

Try to find other changes like this!

Further plans

It's just first iteration, and then there are several more stages of development:

  • Lip-sync for NPC's replicas in open world;
  • Characters emotions (playable and NPC);
  • Possibility to wear balaclavas on all skins (not soon);
  • Voluminous models of accessories — about that in details below;
  • And other upgrades that are so early talking about.

Unfortunately, due to the inability to remove visors and helmets, 3D accessory support on skins is temporarily unavailable.

For example, the Corporat skin will currently appear as a character wearing a balaclava without glasses.

As soon as it becomes possible to remove the suits' helmets, we will immediately start working on a 3D accessory system for skins.

Write your thoughts, and we will monitor the feedback and make changes as needed.

Balance adjustments

SIG MPX update

SIG MPX submachine gun has received master rank and has been added to the barter as a continuation of HK MP5.

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

Due to the upgrade, the following have been changed:

SIG MPXRank: Veteran → Master
  • Increased durability and repair costs
  • Damage: 34.4 → 39.3
  • Minimum damage: 18.9 → 21.3

Removed from the basic specification: the drum magazine

Update on anomalous grenades

  • The following grenades have been removed from access: Frost, Snowstorm, Sickness, Tarmac, Paralyzer, Barrier. Removed recipes in the Hideout, drop rates from safes, and so on.
  • Stinky grenade now combines poisoning and slowing effects (the former functionality of the removed Tarmac grenade), but applies these effects more slowly than these grenades did previously.
  • All grenades in the Damage category have been reclassified as Obstacle. They now share the same category as the Stinky. Stinky takes top priority: it will cover the effects of Napalm or Hot Jack.
  • Napalm (and all other grenades that produce a similar visual effect), Plantain and Stinky now have different visual effects for enemies and allies.
GrenadeAlly effectEnemy effect
Plantain
Napalm
Stinky

Following the removal of grenades, the following item replacements have been made for players

BeforeNowRatio
Crate of Snowstorm GrenadesCrate of Napalm Grenadesx2
Crate of Sickness GrenadesCrate of Napalm Grenadesх2
Crate of Tarmac GrenadesCrate of Stinky Grenadesх1
SnowstormNapalmх2
SicknessNapalmх2
TarmacStinkyх1
Frost CrateHot Jack Crateх1
FrostHot Jackх1
Paralyzer CrateCrate of Stinky Grenadesх1
ParalyzerStinkyх1

Stabilization adjustments

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

Anomalous module changes

  • Improved many properties of the anomalous modules
  • Weakened Regulator
  • Changed characteristics of the Aggressor property
PropertyPrevious characteristicsNew characteristics
ComfortableErgonomics: [2.908%. 11.633%]Ergonomics: [4.362%. 17.45%]
BiostabilizerErgonomics: [2.908%. 11.633%]Ergonomics: [4.362%. 17.45%]
DiscomfortableErgonomics: [-11.633%. -2.908%]Ergonomics: [-17.45%. -4.362%]
VerticalVertical recoil: [-2.181%. -8.725%]Vertical recoil: [-3.272%. -13.087%]
HolderVertical recoil: [-2.181%. -8.725%]Vertical recoil: [-3.272%. -13.087%]
RecedingVertical recoil: [8.725%. 2.181%]Vertical recoil: [13.087%. 3.272%]
HorizontalHorizontal recoil: [-2.181%. -8.725%]Horizontal recoil: [-3.272%. -13.087%]
FixatorHorizontal recoil: [-2.181%. -8.725%]Horizontal recoil: [-3.272. -13.087]
ShiftingHorizontal recoil: [8.725%. 2.181%]Horizontal recoil: [13.087. 3.272]
HarmoniousSway: [-3.635%. -14.542%]Sway: [-5.453. -21.812]
VariatorSway: [-3.635%. -14.542%]Sway: [-5.453. -21.812]
ShakySway: [14.542%. 3.635%]Sway: [43.625. 10.906]
SteadyHip-fire spread: [-1.818%. -7.271%]Hip-fire spread: [-2.727. -10.906]
ProjectorHip-fire spread: [-1.818%. -7.271%]Hip-fire spread: [-2.727. -10.906]
UnsteadyHip-fire spread: [7.271%. 1.818%]Hip-fire spread: [10.906. 2.727]
SmoothRecoil increase: [-2.908%. -11.633%]Recoil increase: [-4,362. -17.45]
SedatorRecoil increase: [-2.908%. -11.633%]Recoil increase: [-4,362. -17.45]
SharpRecoil increase: [11.633%. 2.908%]Recoil increase: [17.45. 4.362]
SummingSpread: [-1.818%. -7.271%]Spread: [-2.727. -10.906]
ControllerSpread: [-1.818%. -7.271%]Spread: [-2.727. -10.906]
DenyingSpread: [7.271%. 1.818%]Spread: [10.906. 2.727]
CompressorDamage: [0.982%. 3.926%]

Minimum damage: [-0.982%. -3.926%]

Damage: [1.227. 4.908]

Minimum damage: [-1.227. -4.908]

DecompressorDamage: [-0.982%. -3.926%]

Minimum damage: [0.982%. 3.926%]

Damage: [-1.227. -4.908]

Minimum damage: [1.227. 4.908]

BreacherDuration: 10 sec

Speed: [3.17%. 12.68%] Stamina regeneration: [3.345%. 13.378%]

Duration: 15 sec

Speed: [3.49%. 13.96%]

AggressorDuration: 10 sec

Healing effectiveness: [9.132%. 36.528%] Healing: [0.378%. 1.512%]

Duration: 15 sec

Regeneration: [3.635%. 14.542%]

Aggressor's effectiveness no longer depends on the character's Healing effectiveness. Base healing during fight has been increased without the additional Healing effectiveness, but reduced when Healing effectiveness reaches high levels.

Since the effect is now Regeneration, the amount of healing received will increase significantly after 5 seconds without taking any damage.

BlighterDuration: 10 sec

Damage: [-8.725%. -34.9%]

Reload time: [-2.908%. -11.633%]

Duration: 15 sec

Damage: [-10.906%. -43.625%]

Reload time: [-3.635%. -14.542%]

HunterVertical recoil: [2.181%. 8.725%]

Horizontal recoil: [2.181%. 8.725%]

Damage: [0.025%. 0.102%]

Vertical recoil: [2.181%. 8.725%]

Horizontal recoil: [2.181%. 8.725%]

Damage: [0.032%. 0.127%]

PerforatorPlate durability damage: [14.542%. 58.166%]Plate durability damage: [18.177%. 72.708%]
SniperPlate durability damage: [-14.542%. -58.166%]

Headshot damage: [0.982%. 3.926%]

Limb damage: [6.18%. 24.721%]

Plate durability damage: [-18.177%. -72.708%]

Headshot damage: [1.227%. 4.908%]

Limb damage: [6.18%. 24.721%]

RegulatorRecoil buildup: [-58.166%. -232.665%]Recoil buildup: [-16.359%. -65.437%]

Regulator was too effective and, for many weapons, the only viable option, as it completely eliminated recoil. As the weapon’s effectiveness at range increased, its impact would have grown even more significant, which is why it was nerfed. It is still possible to completely eliminate or even reverse the recoil increase, but this will require the use of a high-quality module and weapon attachments that reduce recoil.

ThermosDamage: [1.178%. 4.711%]Damage: [1.472%. 5.889%]
FinisherDamage: [1.178%. 4.711%]Damage: [1.472%. 5.889%]

Armour adjustments

Beastslayer branch received almost record-breaking stopping power protection. Combined with its laceration protection (which reduces incoming stopping power), the Beastslayers durability will allow it to withstand slowing effects more effectively than the SBA TANK, losing only to super-heavy armour suits.

Trapper SuitAdded Stability: 5%
Vorsa Armored SuitAdded Stability: 15%
Osh Heavy Armored SuitAdded Stability: 25%
Jaeger ExoarmorAdded Stability: 25%
Beast Slayer ExoarmorAdded Stability: 40%

Faction combat suits have received a slight boost to their durability to make them more competitive compared to similar items

Prometheus Armored Suit
  • Ronin Armored Suit
  • Templar Armored Suit
  • Vanguard Armored Suit
Added Stability: 15%

Super-heavy armour suits have been averaged and now resemble more of a natural progression of the Centurion concept Excessive penalties to speed and bullet resistance made them a nuisance for both enemies and the owner, depending on the situation. They have become more mobile.

SBA TANKBullet resistance: 285 → 272
  • Speed: -10% → -8%
Bear ExoskeletonBullet resistance: 207 → 197
  • Speed: -10% → -8%
Apostle Super-Heavy Armored Suit
  • Reiter Super-Heavy Armored Suit
  • Chieftain Super-Heavy Armored Suit
  • Granite Super-Heavy Armored Suit
Bullet resistance: 310 → 282
  • Speed: -15% → -10%
ZIVCAS M2-TBullet resistance: 347 → 317
  • Speed: -15% → -10%

Yorsh and Spanner had rather poor parameters for their level and were of little use compared to their analogues, so they were upgraded.

Yorsh Protective Armored SuitBullet resistance: 177 → 190
  • Laceration protection: 230 → 240
RAPS SpannerBullet resistance: 161 → 183
  • Laceration protection
  • Speed: -6% → -5%
  • Psy-Emission protection: 240 → 260

Improved armour suits, which previously suffered significantly in gunfights due to their speed penalty

Rigel JumpsuitAdded Stability: 20%
  • Speed: -5% → -4%
Antares ExoarmorSpeed: -8% → -7%
  • Stability: 10% → 35%
RAPS AH-6 NomadSpeed: -4% → -3%
RAPS AH-5 PilgrimSpeed: -4% → -3%
RAPS AH-4 RaiderSpeed: -2.5% → -2%
Blizzard WalkerSpeed: -5% → -2%
  • Bullet resistance: 187 → 194
  • Explosion protection: 152 → 161
  • Laceration protection: 187 → 195
  • Stamina: -15% → -10%
Fog Hunter Heavy Armored SuitBullet resistance: 163 → 169
  • Explosion protection: 143 → 161
  • Laceration protection: 170 → 179
Altyn SetSpeed: -5% → -2%
Altyn-T Heavy SetRank: Veteran → Stalker (fixed erroneously inflated rank, the issue only affected the visual display of the rank)
  • Speed: -5% → -2%
Expedition SuitBullet resistance: 118 → 120
  • Speed: -1.5% → -1%

Artefact and consumable adjustments

Weakened the following properties for most artefacts and consumables:

  • Regeneration
  • Healing
  • Healing Effectiveness
  • Stability
  • Bleeding protection

Added adjustments to artefacts that were too weak or too strong

Artefact changes

Artefact ChangesDevs notes
BubblegumSpeed: -1.85% → -1.5%
  • Running speed: -1.85% → -1.5%
  • Added Reaction to laceration: 1.9
Despite a good win rate in PvP, the success rate of raids drops significantly due to a severe speed debuff.
RaisinAdded Stability: 2.6%We had the choice between simply reducing the vitality debuff or emphasising the artefact’s “glass cannon” status. We chose the latter.
LarvaStamina: 18.5% → 13%
  • Healing Effectiveness: 7.2% → 8.7%

    Bonus properties

  • Stamina: 6.2% → 4.4%
  • Healing Effectiveness: 2.4% → 2.9%
Healing Effectiveness moved to Main property
MugAdded Carry weight: 3.8

Bonus properties

  • Regeneration: 1.9% → 1.4%
Viburnum BranchAdded Bleeding: -0.4
  • Healing Effectiveness: 12.8% → 10.9%

    Bonus properties

  • Healing Effectiveness: 4.3% → 3.7%
BraceletAdded Vitality: 0.5%Although this artefact is one of the most popular, it falls short in terms of effectiveness compared to other Tier 5 items, including those that boost speed
PrismNo changesDespite the general nerf to stability, this artefact's property remained unchanged, as its effectiveness had fallen slightly behind that of other Tier 5 artefacts
FossilHealing: 0.5% → 0.4%
Dark ViburnumRegeneration: 4.4% → 3.3%

Bonus properties

  • Regeneration: 1.5% → 1.1%
Black HoleBonus properties
  • Regeneration: 2.3% → 1.8%
Overall protection against bleeding has dropped significantly, whilst the debuff on Whole remains unchanged, further weakening it.
TimberBonus properties
  • Regeneration: 1.9% → 1.4%
SnaresBonus properties
  • Regeneration: 1.9% → 1.4%
RubikBonus properties
  • Regeneration: 1.9% → 1.4%
  • Healing Effectiveness: 7.2% → 6.1%
  • Bleeding Protection: 7.6% → 3.4%
CycleBonus properties
  • Regeneration: 1.6% → 1.2%
MagmaStability: 6.1% → 4.9%

Bonus properties

  • Stability: 2.1% → 1.7%
OpalBonus properties
  • Stability: 8.1% → 6.5%
ConeBonus properties
  • Healing Effectiveness: 6% → 5.1%
CoilBonus properties
  • Bleeding Protection: 7.1% → 4.3%
LinkBonus properties
  • Regeneration: 2.3% → 1.8%
FlickerRegeneration: 1.9% → 1.4%

Bonus properties

  • Regeneration: 0.7% → 0.5%
Tiny keyRemoved Bleeding Protection: -18.8%Too strong and unpleasant debuff, for niche properties granted by the artefact
BismuthRemoved Stamina: -32%
  • Regeneration: 2.8% → 2.1%

    Bonus properties

  • Regeneration: 1% → 0.7%
Similar to Tiny key
Inside Out RoseHealing Effectiveness: -17.7% → -17%

  • Removed Reaction to burns: 1.5%
  • Stability: 10.4% → 8.4%

    Bonus properties

  • Stability: 3.5% → 2.8%
Stability, when included as a Main property, significantly boosted the power of this artefact — so much so that we even had to remove the compensatory property (even taking into account the general nerf to Stability).
Steel HedgehogAdded Healing Effectiveness: 3%This artefact performs well when used on its own in a build, but falls slightly short of other T4 artefacts when stacked with itself.
DumbbellAdded Carry weight: 9.8

  • Added Running speed: 0.75%
  • Healing Effectiveness: 11.5% → 9.8%

    Bonus properties

  • Removed Carry weight: 9.8
  • Added Speed: 0.75%
  • Healing Effectiveness: 3.9% → 3.3%
Although the artefact isn’t the best choice for pure PvP, it has a very positive impact on the success of a raid. We wanted to emphasise this aspect even more and make it more appealing to players
Snake EyeAdded Healing Effectiveness: -4.5%Too strong when combined with itself
GumAdded Bullet resistance: 2.6

  • Regeneration: 1.4% → 1.1%

    Bonus properties

  • Regeneration: 0.5% → 0.4%
ShardAdded Regeneration: 0.7%

  • Healing Effectiveness: 8.1% → 6.9%

    Bonus properties

  • Healing Effectiveness: 2.7% → 2.3%
It feels surprisingly good, but it will suffer somewhat due to the reduced healing, so to compensate, we’ve added EVEN MORE HEALING to emphasise this particular feature.
HeelAdded Bullet resistance: 5.2

  • Healing Effectiveness: 15.3% → 13%

    Bonus properties

  • Healing Effectiveness: 5.1% → 4.4%
It will suffer greatly due to the reduction in healing, and it was already rather weak to begin with
GillsRegeneration: 3% → 2.3%

Bonus properties

  • Regeneration: 1% → 0.8%
The bleeding protection has been increased to compensate for the overall reduction in this property. As a result, the bleeding protection for this artefact remains unchanged
HoopRegeneration: 3% → 2.3%

Bonus properties

  • Regeneration: 1% → 0.8%
SunRegeneration: 2.1% → 1.6%

Bonus properties

  • Regeneration: 0.7% → 0.6%
  • Bleeding Protection: 6.4% → 3.9%
HeliumRegeneration: 2.1% → 1.6%
  • Stability: 2.4% → 1.9%

    Bonus properties

  • Regeneration: 0.7% → 0.6%
ScrubberHealing Effectiveness: 5.4% → 4.6%

Bonus properties

  • Healing Effectiveness: 1.8% → 1.6%
EggBonus properties
  • Bleeding Protection: 11.4% → 5.1%
InkwellRamoved Laceration protection: 12.2
  • Added Vitality: 1.2%
  • Regeneration: 2.7% → 2%

    Bonus properties

  • Laceration protection: 4.1 → 12.2
  • Vitality: 1.2% → 0.4%
  • Regeneration: 0.9% → 0.7%
Vitality moved from Special to Additional property to increase the artefact’s effectiveness
Crystal of Inside OutRemoved Reaction to laceration: -5.9%Far too nasty and powerful debuff
TallowRemoved Reaction to electricity: -7.3%

  • Regeneration: 1.9% → 1.4%
  • Healing Effectiveness: 10.2% → 8.7%

    Bonus properties

  • Regeneration: 0.7% → 0.5%
  • Healing Effectiveness: 3.4% → 2.9%
Similar to Crystal of Inside Out
FirebirdAdded Bleeding Protection: 1.5%

  • Regeneration: 1.9% → 1.4%
  • Healing Effectiveness: 10.2% → 8.7%

    Bonus properties

  • Regeneration: 0.7% → 0.5%
  • Healing Effectiveness: 3.4% → 2.9%
SpiralAdded Vitality: -0.5%

Bonus properties

  • Healing Effectiveness: 7.2% → 6.1%
It’s a bit too powerful as a high-speed T3 artefact, but we didn’t want to take away its core stats, so we’ve given it a slight nerf.
Stress festAdded Bullet resistance: -2
  • Healing Effectiveness: 10.2% → 8.7%

    Bonus properties

  • Healing Effectiveness: 3.4% → 2.9%
Similar to Spiral
Dark CrystalStamina regeneration: 2.3% → 1.5%

  • Added Vitality: 1%
  • Regeneration: 2.2% → 1.6%

    Bonus properties

  • Vitality: 1% → 0.4%
  • Regeneration: 0.8% → 0.6%
Vitality moved from Special to Additional to improve the artefact’s effectiveness
CryogenCarry weight: 5.8 → 8.3

  • Stamina regeneration: 2.7% → 1.9%

    Bonus properties

  • Stamina regeneration: 0.9% → 0.7%
  • Carry weight: 2 → 2.8
DisintegratorAdded Running speed: 0.45%

Bonus properties

  • Removed Resistance to electricity: 8.1
  • Added Speed: 0.45%
SnailAdded Bleeding: -0.3
  • Regeneration: 1.3% → 1%

    Bonus properties

  • Regeneration: 0.5% → 0.4%
  • Bleeding Protection: 5.1% → 2.3%
ColophonyRegeneration: 2.7% → 2%

Bonus properties

  • Regeneration: 0.9% → 0.7%
Proto-OnionHealing Effectiveness: 4.8% → 4.1%

Bonus properties

  • Regeneration: 1.3% → 1%
  • Healing Effectiveness: 1.6% → 1.4%
FahrenheitBonus properties
  • Regeneration: 1.5% → 1.2%
CandlelightAdded Bullet resistance: 2.1
  • Regeneration: 1.1% → 0.9%

    Bonus properties

  • Regeneration: 0.4% → 0.3%
Swamp RotAdded Vitality: 0.3%

  • Healing Effectiveness: 4.2% → 3.6%

    Bonus properties

  • Healing Effectiveness: 1.4% → 1.2%
HeartAdded Healing: 0.2%

  • Regeneration: 2.3% → 1.8%

    Bonus properties

  • Regeneration: 0.8% → 0.6%
  • Healing Effectiveness: 6.3% → 5.4%
It was a dead artefact and will be significantly affected by the changes to healing effectiveness, so we’ve added a strong compensatory parameter to emphasise the artefact’s intended purpose.
CometAdded Carry weight: 3.3To make it stand out a bit more from the Battery
VeinerBullet resistance: 8.1 → 5.7

  • Carry weight: 6.1 → 8.7

    Bonus properties

  • Bullet resistance: 2.7 → 1.9
  • Carry weight: 2,1 → 2,9
Too strong T2 artefact. Bullet resistance moved from Main to Additional
ShrimpAdded Vitality: -0.5%It was too powerful, but we didn't want to reduce or remove its core abilities, so we've made a slight nerf to its vitality
FrostAdded Bullet resistance: 2.6

  • Healing Effectiveness: 5.4% → 4.6%

    Bonus properties

  • Healing Effectiveness: 1.8% → 1.6%
SpongeAdded Carry weight: 2.8

Bonus properties

  • Regeneration: 1.4% → 1.1%
CrustAdded Bullet resistance: 2.6
  • Regeneration: 2% → 1.5%

    Bonus properties

  • Regeneration: 0.7% → 0.5%
  • Bleeding Protection: 5.7% → 2.6%
BerryBleeding: -1.1 → -0.6

  • Vitality: 0.9% → 1.3%

    Bonus properties

  • Bleeding: -0.4 → -0.2
  • Vitality: 0.3% → 0.5%
  • Regeneration: 1.4% → 1.1%
Vitality moved to Main properties from Additional
LardReaction to chemical burns: 1.1%

  • Added Vitality: 0.4%
  • Regeneration: 2% → 1.5%
  • Healing Effectiveness: 5.4% → 4.6%

    Bonus properties

  • Regeneration: 0.7% → 0.5%
  • Healing Effectiveness: 1.8% → 1.6%
Instead of a situational response, they achieved a sustained improvement in vitality
PhlegmAdded Speed: 0.25%

  • Added Running speed: 0.25%
  • Healing Effectiveness: 7.7% → 6.5%
  • Bleeding Protection: 5.7% → 2.6%

    Bonus properties

  • Healing Effectiveness: 2.6% → 2.2%
  • Bleeding Protection: 1.9% → 0.9%
OnionBullet resistance: 7 → 4.9

  • Stamina: 7.8% → 11.1%

    Bonus properties

  • Bullet resistance: 2.4 → 1.7
  • Stamina: 2.6% → 3.7%
  • Bleeding Protection: 4.6% → 2.1%
Just like Veiner, but t1
Leaded GlassRegeneration: 1.4% → 1%

Bonus properties

  • Regeneration: 0.5% → 0.4%
Acid CrystalRegeneration: 1.2% → 0.9%

Bonus properties

  • Regeneration: 0.4% → 0.3%

Consumables adjustments

ConsumableChanges
HemostatRegeneration: 0.7% → 0.6%
  • Bleeding Protection: 5.7% → 3.4%
AstrixinBleeding Protection: 9.1% → 5.4%
  • Regeneration: 1.2% → 0.9%
BiopatchRegeneration: 1.3% → 1%
  • Bleeding Protection: 10.2% → 6.1%
  • Healing Effectiveness: 5.1% → 4.4%
JuiceRegeneration: 2.7% → 2%
Children’s ChampagneRegeneration: 3.2% → 2.4%
Tirage LiqueurHealing Effectiveness: 10.7% → 9.1%
Wine with SedimentRegeneration: 3.3% → 2.4%
Sparkling ChampagneHealing Effectiveness: 14.9% → 12.6%
Soviet ChampagneRegeneration: 4.7% → 3.5%
Crooked Claw VodkaHealing Effectiveness: 18.3% → 15.6%
Tinfoil HatHealing Effectiveness: 11.3% → 9.6%
SubtropicsHealing Effectiveness: 11.3% → 9.6%
Frosty VodkaRegeneration: 5.3% → 4%
Lingonberry VodkaHealing Effectiveness: 20.6% → 17.5%
Geyser VodkaHealing Effectiveness: 20.6% → 17.5%
  • Regeneration: 4.5 → 3.4
Unforgettable CocktailRegeneration: 3.7% → 2.8%
Fried Boar MeatRegeneration: 2.7% → 2%
Pureed VegetablesHealing Effectiveness: 10.3% → 8.8%
Red CaviarHealing Effectiveness: 10.7% → 9.1%
Octopus Fresh SaladRegeneration: 3.2% → 2.4%
Exceptional BeautyRegeneration: 2.8% → 2.1%
Combat PeasHealing Effectiveness: 12.6% → 10.7%
Ground Boar MeatRegeneration: 3.2% → 2.4%
Fish PreservesHealing Effectiveness: 13.7% → 11.7%
Sausage SlicesRegeneration: 3% → 2.3%
Caviar SandwichHealing Effectiveness: 11.7% → 9.9%
Salami Sandwich (white bread)Healing Effectiveness: 11.7% → 9.9%
  • Regeneration: 3.5% → 2.7%
Salami Sandwich (black bread)Healing Effectiveness: 13.7% → 11.7%
  • Regeneration: 3% → 2.3%
“Happy New Year!” BeansRegeneration: 3.5% → 2.7%
SpratsRegeneration: 3.3% → 2.4%
Excellent Canned MeatHealing Effectiveness: 14.9% → 12.6%
Doggie Delight PâtéHealing Effectiveness: 13.6% → 11.6%
Christmas BeansRegeneration
Hoof to the Face Meat JellyRegeneration: 4.4% → 3.3%
Last Year’s PeasRegeneration: 4.4% → 3.3%
Mutant RoastHealing Effectiveness: 14.6% → 12.4%
Bean soupHealing Effectiveness: 17.2% → 14.6%
  • Regeneration: 3.8% → 2.8%
Navy-Style PastaHealing Effectiveness: 14.6% → 12.4%
Sweet December CornRegeneration: 4% → 3%
SaepHealing Effectiveness: 13.6% → 11.6%
Domestic MRERegeneration: 4.3% → 3.2%
AspicRegeneration: 4.3% → 3.2%
  • Healing Effectiveness: 19.4% → 16.5%
SolyankaRegeneration: 4.5% → 3.4%
  • Healing Effectiveness: 20.6% → 17.5%
Garlic SoupHealing Effectiveness: 14.4% → 12.3%
  • Regeneration: 5.3% → 4%
Pea SoupRegeneration: 4.5% → 3.4%
Nobleman’s Catfish StewRegeneration: 3.7% → 2.8%
Breakfast of ChampionsHealing Effectiveness: 17.5% → 14.9%
  • Regeneration: 3.7% → 2.8%
ClarinolHealing Effectiveness: 15.4% → 13.1%
Spiritfruit PulpRegeneration: 4.8% → 3.6%
MorphineBleeding Protection: 14.7% → 8.8%
  • Healing Effectiveness: 18.5% → 15.8%
EpinephrineHealing Effectiveness: 18.5% → 15.8%
Cubemelon PulpRegeneration: 5% → 3.8%
Anomalous MandarinHealing Effectiveness: 19.6 → 16.6%
OzverinRegeneration: 5% → 3.8%
Lemongrass PulpBleeding protection: 16.3% → 9.8%
  • Healing Effectiveness: 20.6% → 17.5%
Pain KillerStability: 14% → 11.2%

Containers changes

Overton ContainerHealing Effectiveness: 33.3% → 28.3%

Ammunition changes

  • Increased 5 mm and 7 mm Round stopping power by 5
  • Increased 10 mm Round stopping power to the 5 mm and 7 mm Round amount
5.56 Heating RoundsFire damage: 10% → 8.75%

Heating rounds effectiveness against Combat armour was comparable to SBP rounds against Combo armour (while being significantly inferior against Combo and Scientist armour), and it additionally applied burning to the target.

This made the round too powerful and versatile against Combat armour, and as a result it was slightly nerfed (it remains the strongest against Combat armour).

Weapon changes

  • Increased effectiveness at long and medium distances for Machine Guns, Assault Rifles, and Submachine Guns
  • Removed damage reduction from most of the sniper rifles Changed maximum and minimum damage distances to ensure correct functionality of Compressor and Decompressor modules
  • Removed plate penetration for CR-380
  • Moved PTRD-M from Other Weapons category to Sniper Rifles
  • Changed HK PSG and SOK-94 characteristics to more correct and convenient
  • Increased Premium SIX12 and Premium Micro UZI to top-tier barter gear level
All weapons
Base holster time0.15 → 0.25
All Flamethrowers, Frostthrowers
Impact zone now does not increase while jumping

  • Hit counter reset time: 5 sec → 3 sec
Shotguns
Premium SIX12 SD and SIX12 Pioneers of the NorthDamage: 190 → 206
  • Minimum damage: 57 → 61.8
  • Damage to mutants: 2 → 2.25
  • Increased repair price
  • Added master-rank laser attachment in default characteristics set
AEK-965Damage: 360 → 288
  • Minimum damage: 192 → 153.6
  • Headshot damage: 1 → 1.25
Sniper Rifles
All 7.62 bolt-action rifles and Gauss RifleStopping power decreased by 5 (combined with the change to the ammo's stopping power, the overall number remains unchanged)
PTRD-M and PTRD-M (A)Reduced delay before reload
  • Speed during aiming: -60% → -70%
Worn SVT-40Minimum damage: 39.6 → 41.1
SКТ-40Minimum damage: 46.9 → 47.6
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
SVT-40Minimum damage: 57.6 → 58.5
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
AVT-40Damage: 59.4 → 67.5
  • Minimum damage: 47.3 → 67.5
  • Rate of fire: 300 → 200
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
Worn SVDMinimum damage: 57.9 → 59.8
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
SVDMinimum damage: 68.1 → 69.2
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
HK PSG1Damage: 100.1 → 86
  • Minimum damage: 89.7 → 86
  • Rate of fire: 100 → 170
  • Maximum distance: 30 → 40
  • Minimum damage: 120 → 80
  • Vertical recoil: 1.9 → 1.6
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
SVUMinimum damage: 72.8 → 76.6
  • Maximum damage distance: 30 → 40
  • Speed: -3 → -4
  • Holster time: 0.15 → 0.3
SVD-SMinimum damage: 80.9 → 82.1
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
SVChMinimum damage: 73.8 → 78.1
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
SVCh (A)Minimum damage: 76.8 → 81.3
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
SVD-MMinimum damage: 92.4 → 93.8
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
WA2000Minimum damage: 107.1 → 111.6
  • Maximum damage distance: 30 → 40
  • Minimum damage distance: 90 → 80
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
CR-380Maximum damage distance: 250 → 40
  • Minimum damage distance: 250 → 80
  • Speed: -4 → -6
  • Speed during aiming: -40 → -50
  • Removed plate penetration
Worn SKSMinimum damage: 24.4 → 25
  • Maximum distance: 30 → 40
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
SKSMinimum damage: 32.1 → 33.3
  • Maximum damage distance: 30 → 40
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
SKS-TMinimum damage: 39.5 → 41
  • Maximum damage distance: 30 → 40
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
SOK-94Damage: 36.6 → 56.5
  • Minimum damage: 34.5 → 56.5
  • Maximum damage distance: 30 → 40
  • Rate of fire: 360 → 200
  • Overheat limit: 36 → 26
  • Speed: -3 → -5
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.4
M1AMinimum damage: 37.7 → 39.7
  • Maximum damage distance: 30 → 40
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
M1A FAMinimum damage: 45 → 47.2
  • Maximum damage distance: 30 → 40
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
FG-42 WhipMaximum damage distance: 30 → 40
  • Vertical recoil: 0.9 → 0.7
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
WaveMaximum damage distance: 20 → 40
  • Minimum damage distance: 60 → 80
  • Speed: -3 → -4
  • Holster time: 0.15 → 0.3
VSK-94Damage: 44 → 44.5
  • Hip-fire spread: 4 → 3
  • Holster time: 0.15 → 0.3
VSK-94 (A)Damage: 46 → 46.5
  • Hip-fire spread: 4 → 3
  • Holster time: 0.15 → 0.3
QBU-191Minimum damage distance: 75 → 80
  • Holster time: 0.15 → 0.3
Mk 14 EBRDamage: 56 → 55
  • Minimum damage: 53.5 → 55
  • Maximum damage distance: 30 → 40
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
  • Overheat limit: 36 → 41
VSS VintorezDamage: 34.5 → 35.5
  • Hip-fire spread: 4 → 3
  • Minimum damage distance: 70 → 80
  • Holster time: 0.15 → 0.3
VSS-M VintorezDamage: 39.2 → 40
  • Hip-fire spread: 4 → 3
  • Minimum damage distance: 70 → 80
  • Holster time: 0.15 → 0.3
FN SCAR SSRMinimum damage: 68 → 70.5
  • Maximum damage distance: 30 → 40
  • Speed: -3 → -4
  • Speed during aiming: -30 → -40
  • Holster time: 0.15 → 0.3
Machine Guns
DPMinimum damage: 25 → 27.5
  • Maximum damage distance: 13 → 23
  • Minimum damage distance: 58 → 78
  • Spread: 0.5 → 0.45
  • Speed: -6 → -5
Worn L86A1Minimum damage: 19.5 → 21.5
  • Maximum damage distance: 12 → 22
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Speed: -5 → -4
L86A1Minimum damage: 23.2 → 25.5
  • Maximum damage distance: 12 → 22
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Speed: -5 → -4
BrenMinimum damage: 28 → 30.8
  • Maximum damage distance: 14 → 24
  • Minimum damage distance: 58 → 78
  • Spread: 0.43 → 0.38
RPK-74Minimum damage: 25.4 → 27.9
  • Maximum damage distance: 12 → 22
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -5 → -4
RPDMinimum damage: 24.1 → 26.5
  • Maximum damage distance: 14 → 24
  • Minimum damage distance: 58 → 78
  • Spread: 0.45 → 0.4
  • Speed: -6 → -5
M249 SAWMinimum damage: 23.9 → 26.3
  • Maximum damage distance: 12 → 22
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Speed: -5 → -4
RPKMinimum damage: 28.4 → 31.2
  • Maximum damage distance: 14 → 24
  • Minimum damage distance: 59 → 79
  • Spread: 0.45 → 0.4
  • Speed: -6 → -5
RPK-16Minimum damage: 25.4 → 27.9
  • Maximum damage distance: 12 → 22
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -5 → -4
MG-34Minimum damage: 18 → 19.8
  • Maximum damage distance: 14 → 18
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Vertical recoil: 0.94 → 1
  • Speed: -6 → -5
RPL-20Minimum damage: 30.8 → 33.9
  • Maximum damage distance: 10 → 20
  • Minimum damage distance: 54 → 74
  • Spread: 0.45 → 0.4
  • Speed: -5 → -4
6P62 Little BoyMaximum damage distance: 14 → 24
  • Minimum damage distance: 60 → 80
  • Spread: 0.39 → 0.34
Worn PKPMinimum damage: 28.3 → 31.1
  • Maximum damage distance: 15 → 25
  • Minimum damage distance: 60 → 80
  • Spread: 0.4 → 0.35
  • Speed: -6 → -5
PKP PechenegMinimum damage: 32.1 → 35.3
  • Maximum damage distance: 15 → 25
  • Minimum damage distance: 60 → 80
  • Spread: 0.4 → 0.35
  • Speed: -6 → -5
M60Minimum damage: 36.5 → 40.2
  • Maximum damage distance: 14 → 24
  • Minimum damage distance: 60 → 80
  • Spread: 0.4 → 0.35
  • Speed: -6 → -5
DSA RPDMinimum damage: 27.2 → 29.9
  • Maximum damage distance: 12 → 22
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Speed: -6 → -5
MG 3Minimum damage: 20.5 → 22.6
  • Maximum damage distance: 14 → 18
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Vertical recoil: 0.84 → 0.9
  • Speed: -6 → -5
Submachine Guns
Walther MPKMaximum damage distance: 8 → 16
  • Minimum damage distance: 40 → 50
Vz.68 ScorpionMaximum damage distance: 8 → 14
  • Minimum damage distance: 38 → 46
PP-91 KEDRMaximum damage distance: 5 → 9
  • Minimum damage distance: 32 → 42
GepardMaximum damage distance: 5 → 9
  • Minimum damage distance: 32 → 42
IMI UziMaximum damage distance: 8 → 14
  • Minimum damage distance: 36 → 46
PPShMaximum damage distance: 8 → 14
  • Minimum damage distance: 40 → 50
HK MP5KMaximum damage distance: 8 → 14
  • Minimum damage distance: 36 → 46
Ingram MAC-10Maximum damage distance: 5 → 9
  • Minimum damage distance: 32 → 42
IMI Mini UziMaximum damage distance: 5 → 9
  • Minimum damage distance: 32 → 42
AEK-919K KashtanMaximum damage distance: 5 → 9
  • Minimum damage distance: 33 → 43
Spectre M4Maximum damage distance: 8 → 14
  • Minimum damage distance: 38 → 48
PP-2000Maximum damage distance: 8 → 16
  • Minimum damage distance: 40 → 50
HK UMP9Maximum damage distance: 8 → 16
  • Minimum damage distance: 40 → 50
IMI Micro UZIMaximum damage distance: 5 → 9
  • Minimum damage distance: 32 → 42
TsunamiMaximum damage distance: 5 → 9
  • Minimum damage distance: 32 → 42
PP-19-01 VityazMaximum damage distance: 6 → 10
  • Minimum damage distance: 34 → 44
HK UMP45Maximum damage distance: 8 → 14
  • Minimum damage distance: 40 → 50
SR-2M VereskMaximum damage distance: 8 → 16
  • Minimum damage distance: 40 → 50
PP-19 Bizon-2-01Maximum damage distance: 8 → 16
  • Minimum damage distance: 44 → 54
Steyr AUG 9mmMaximum damage distance: 8 → 16
  • Minimum damage distance: 42 → 52
FrogMaximum damage distance: 8 → 16
  • Minimum damage distance: 44 → 54
SMG NutMaximum damage distance: 8 → 14
  • Minimum damage distance: 38 → 48
SR-3 VikhrMaximum damage distance: 8 → 16
  • Minimum damage distance: 40 → 50
SIG MPXMaximum damage distance: 5 → 9
  • Minimum damage distance: 34 → 44
Vityaz-SNMaximum damage distance: 6 → 10
  • Minimum damage distance: 34 → 44
Steyr AUG A3 9mm XSMaximum damage distance: 8 → 16
  • Minimum damage distance: 42 → 52
FN P90Maximum damage distance: 8 → 16
  • Minimum damage distance: 42 → 52
HK MP5Maximum damage distance: 8 → 14
  • Minimum damage distance: 36 → 46
Beretta Mx4 StormMaximum damage distance: 8 → 14
  • Minimum damage distance: 37 → 47
PPK-20Maximum damage distance: 6 → 10
  • Minimum damage distance: 34 → 44
TDI Kriss VectorMaximum damage distance: 6 → 12
  • Minimum damage distance: 33 → 43
Scorpion EVO IIIMaximum damage distance: 8 → 14
  • Minimum damage distance: 36 → 46
HK MP7A2Maximum damage distance: 7 → 13
  • Minimum damage distance: 41 → 51
SR-3MMaximum damage distance: 8 → 16
  • Minimum damage distance: 40 → 50
Premium Micro UziMaximum damage distance: 5 → 9
  • Minimum damage distance: 32 → 42
  • Rate of fire: 1200 → 1100
  • Damage: 24.9 → 29.4
  • Minimum damage: 14.3 → 18
  • Increased durability and repair price
  • Added master-rank laser attachment in default characteristics set
Assault Rifles
PSA PA 10 BeatMinimum damage: 25 → 27.5
  • Maximum damage distance: 6 → 16
  • Minimum damage distance: 58 → 78
  • Spread: 0.33 → 0.28
  • Movement Speed: -3 → -2
  • Speed during aiming: -25 → -20
PSA PA 10 RhythmMinimum damage: 29.7 → 32.7
  • Maximum damage distance: 6 → 16
  • Minimum damage distance: 60 → 80
  • Spread: 0.33 → 0.28
  • Movement Speed: -3 → -2
  • Speed during aiming: -25 → -20
STG-44Minimum damage: 25 → 27.5
  • Maximum damage distance: 17 → 27
  • Minimum damage distance: 60 → 80
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
Worn HK G3A1Minimum damage: 26.3 → 28.9
HK G3A1Minimum damage: 31 → 34.1
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
Old FN FALMinimum damage: 31.5 → 34.7
  • Maximum damage distance: 14 → 24
  • Minimum damage distance: 60 → 80
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
DSA 58Minimum damage: 27.8 → 30.6
  • Maximum damage distance: 15 → 25
  • Minimum damage distance: 60 → 80
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
DSA 58 (А)Minimum damage: 29 → 31.9
  • Maximum damage distance: 15 → 25
  • Minimum damage distance: 60 → 80
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-308Minimum damage: 32.6 → 35.9
  • Maximum damage distance: 16 → 26
  • Minimum damage distance: 61 → 81
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-308 (A)Minimum damage: 34 → 37.4
  • Maximum damage distance: 16 → 26
  • Minimum damage distance: 61 → 81
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
FN SCAR-HMinimum damage: 36.2 → 39.8
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
FN SCAR-H (A)Minimum damage: 37.7 → 41.5
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
HK417Minimum damage: 37.9 → 41.7
  • Maximum damage distance: 20 → 30
  • Minimum damage distance: 68 → 88
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
HK417 (A)Minimum damage: 39.5 → 43.5
  • Maximum damage distance: 20 → 30
  • Minimum damage distance: 68 → 88
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
FN FALMinimum damage: 34.1 → 37.5
  • Maximum damage distance: 16 → 26
  • Minimum damage distance: 60 → 80
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
FN FAL (A)Minimum damage: 35.5 → 39.1
  • Maximum damage distance: 16 → 26
  • Minimum damage distance: 60 → 80
  • Spread: 0.45 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
PSA 20 STR PulseMinimum damage: 33.9 → 37.3
  • Maximum damage distance: 6 → 16
  • Minimum damage distance: 60 → 80
  • Spread: 0.33 → 0.28
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
SA-58 CTCMinimum damage: 30.5 → 33.6
  • Maximum damage distance: 14 → 24
  • Minimum damage distance: 62 → 82
  • Spread: 0.4 → 0.35
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AKS-74UMinimum damage: 10.7 → 11.8
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed during aiming: -25 → -20
Varg's AKS-74U
  • Handmade AKS-74U
  • Tactical AKS-74U
Minimum damage: 12.2 → 13.4
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed during aiming: -25 → -20
M16A1Minimum damage: 15.2 → 16.7
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.42 → 0.37
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
M16A2Minimum damage: 17.3 → 19
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.42 → 0.37
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
M16A3Minimum damage: 14.3 → 15.7
  • Maximum damage distance: 20 → 30
  • Minimum damage distance: 60 → 80
  • Spread: 0.42 → 0.37
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AKS-74Minimum damage: 14.7 → 16.2
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-74MMinimum damage: 16.1 → 17.7
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
Kbk wz. 88 TantalMinimum damage: 15.9 → 17.5
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AKMMinimum damage: 20.8 → 22.9
  • Maximum damage distance: 12 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
M4A1Minimum damage: 16.8 → 18.5
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
Military Issued SCAR-LMinimum damage: 13.3 → 14.6
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 56 → 76
  • Spread: 0.45 → 0.41
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
FN SCAR-LMinimum damage: 20.6 → 22.7
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 56 → 76
  • Spread: 0.46 → 0.41
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-105Minimum damage: 19.4 → 21.3
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 54 → 74
  • Spread: 0.47 → 0.42
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AKS-9 StoatMinimum damage: 18.6 → 20.5
  • Maximum damage distance: 8 → 14
  • Minimum damage distance: 44 → 64
  • Spread: 0.47 → 0.42
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
Worn SIG SG 550Minimum damage: 20.7 → 22.8
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.43 → 0.38
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
SIG SG 550Minimum damage: 24.7 → 27.2
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.43 → 0.38
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
Worn L85A1Minimum damage: 22.8 → 25.1
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.43 → 0.38
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
L85A1Minimum damage: 27.1 → 29.8
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.43 → 0.38
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
OTs-14-A1 ThorMinimum damage: 21 → 23.1
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 50 → 70
  • Spread: 0.45 → 0.4
M4A1 CQCMinimum damage: 20.5 → 22.6
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AKM TishinaMinimum damage: 24.8 → 27.3
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-103Minimum damage: 21.7 → 23.9
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AN-94 AbakanMinimum damage: 18.6 → 20.5
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AN-94M AbakanMinimum damage: 19.5 → 21.5
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
9A-91Minimum damage: 20.1 → 22.1
  • Maximum damage distance: 8 → 14
  • Minimum damage distance: 42 → 62
  • Spread: 0.47 → 0.42
Steyr AUG A1Minimum damage: 23.8 → 26.2
  • Maximum damage distance: 17 → 27
  • Minimum damage distance: 61 → 81
  • Spread: 0.43 → 0.38
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
M4 LBMinimum damage: 28.2 → 31
  • Maximum damage distance: 17 → 27
  • Minimum damage distance: 59 → 79
  • Spread: 0.43 → 0.38
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
ALK-22 DragonflyMinimum damage: 20.1 → 22.1
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
OTs-14M HurricaneMinimum damage: 21.3 → 23.4
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
EqualizerMinimum damage: 27.2 → 29.9
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.42 → 0.37
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
RapierMinimum damage: 35.7 → 39.3
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.43 → 0.38
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-9M CoyoteMinimum damage: 22.1 → 24.3
  • Maximum damage distance: 8 → 14
  • Minimum damage distance: 44 → 64
  • Spread: 0.47 → 0.42
  • Movement speed: -3 → -2
  • Speed during aiming: -25 → -20
Kutuzov's ValMinimum damage: 18 → 19.8
  • Maximum damage distance: 7 → 13
  • Minimum damage distance: 42 → 62
  • Spread: 0.47 → 0.42
AS ValMinimum damage: 21.4 → 23.5
  • Maximum damage distance: 7 → 13
  • Minimum damage distance: 42 → 62
  • Spread: 0.47 → 0.42
HK416Minimum damage: 22.8 → 25.1
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.44 → 0.39
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
HK416 (A)Minimum damage: 25.9 → 28.5
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.44 → 0.39
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-12Minimum damage: 27.2 → 29.9
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
AK-12 (A)Minimum damage: 30.8 → 33.9
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
АК-203Minimum damage: 25.7 → 28.3
  • Maximum damage distance: 13 → 21
  • Minimum damage distance: 56 → 76
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
OTs-14 GrozaMinimum damage: 24.6 → 27.1
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 58 → 78
  • Spread: 0.45 → 0.4
AEK-973 MarsMinimum damage: 22.5 → 24.8
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 54 → 74
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
AEK-971Minimum damage: 21.1 → 23.2
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
SIG 516Minimum damage: 24.1 → 26.5
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
TKB-0146MMinimum damage: 30.4 → 33.4
  • Maximum damage distance: 14 → 24
  • Minimum damage distance: 62 → 82
  • Spread: 0.43 → 0.38
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
HK G36CMinimum damage: 27.7 → 30.5
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.42 → 0.37
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
Steyr AUG A3Minimum damage: 27.7 → 30.5
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 61 → 81
  • Spread: 0.42 → 0.37
AUG A3 (A)Minimum damage: 31.3 → 34.4
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 61 → 81
  • Spread: 0.42 → 0.37
FN F2000Minimum damage: 24.6 → 27.1
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.43 → 0.38
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
RuneMinimum damage: 31.4 → 34.5
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.42 → 0.37
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
Rune (A)Minimum damage: 34.3 → 37.7
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.42 → 0.37
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
HK XM8Minimum damage: 31.4 → 33.7
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.42 → 0.37
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
XM8 (A)Minimum damage: 32 → 35.2
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.42 → 0.37
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
HK XM8SMinimum damage: 32 → 35.2
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 62 → 82
  • Spread: 0.42 → 0.37
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
IWI Tavor X95Minimum damage: 25.4 → 27.9
  • Maximum damage distance: 15 → 25
  • Minimum damage distance: 60 → 80
  • Spread: 0.44 → 0.39
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
X95 (A)Minimum damage: 26.8 → 29.5
  • Maximum damage distance: 15 → 25
  • Minimum damage distance: 60 → 80
  • Spread: 0.44 → 0.39
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
LR-300Minimum damage: 22.1 → 24.3
  • Maximum damage distance: 10 → 16
  • Minimum damage distance: 48 → 68
  • Spread: 0.46 → 0.41
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
AMB-17Minimum damage: 26.8 → 29.5
  • Maximum damage distance: 8 → 14
  • Minimum damage distance: 42 → 62
  • Spread: 0.47 → 0.42
OTs-14M SurgeMinimum damage: 24.6 → 27.1
  • Maximum damage distance: 8 → 14
  • Minimum damage distance: 44 → 64
  • Spread: 0.45 → 0.4
ASM ServalMinimum damage: 22.3 → 24.5
  • Maximum damage distance: 7 → 13
  • Minimum damage distance: 42 → 62
  • Spread: 0.47 → 0.42
QBZ-191 ThunderbirdMinimum damage: 29.5 → 32.5
  • Maximum damage distance: 16 → 26
  • Minimum damage distance: 62 → 82
  • Spread: 0.43 → 0.38
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
FN F2000 TacticalMinimum damage: 28.1 → 30.9
  • Maximum damage distance: 18 → 28
  • Minimum damage distance: 60 → 80
  • Spread: 0.43 → 0.38
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
Legacy SCAR-LMinimum damage: 35 → 38.5
  • Maximum distance: 12 → 20
  • Minimum damage: 56 → 76
  • Spread: 0.46 → 0.41
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
MK47 MutantMinimum damage: 30.8 → 33.9
  • Maximum distance: 12 → 20
  • Minimum damage: 55 → 75
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
АK-15Minimum damage: 34.7 → 38.2
  • Maximum distance: 13 → 21
  • Minimum damage: 56 → 76
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
ASh-12Minimum damage: 35.3 → 38.8
  • Maximum distance: 10 → 18
  • Minimum damage: 60 → 80
  • Spread: 0.44 → 0.39
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
A-762 AresMinimum damage: 26,8 → 29,5
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 54 → 74
  • Spread: 0.44 → 0.39
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
A-545Minimum damage: 24.1 → 26.5
  • Maximum damage distance: 10 → 18
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
АМ-17Minimum damage: 30.8 → 33.9
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 54 → 74
  • Spread: 0.45 → 0.4
  • Speed during aiming: -25 → -20
Beretta ARX-160Minimum damage: 28.1 → 30.9
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
KS-1Minimum damage: 27.7 → 30.5
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 55 → 75
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20
FAMAS G2Minimum damage: 21.4 → 23.5
  • Maximum damage distance: 12 → 20
  • Minimum damage distance: 52 → 72
  • Spread: 0.45 → 0.4
  • Speed: -3 → -2
  • Speed during aiming: -25 → -20

Session battles changes

Duels

  • The presets for the gear for duels was update.
  • In duel maps list was added Inferno and Hospital.
  • Most equipment presets now use armor-piercing ammunition, except for the issued shotguns.

Session Battles

  • Removed the Hospital Deathmatch, Wormhole, and Pripyat Streets maps, along with their variants.
  • Session Battles for the Stalker and Veteran ranks are now played on the Colosseum and Collapse maps, rotating every 30 minutes.
  • Changed team spawn points on the Moria House map.
  • Removed the capture point on the Hospital, Moria House, Inferno, and Glass maps — victory now requires reaching a fixed kill count. Map rotation has been added for these locations: Hospital and Inferno rotate every 10 minutes, while Moria House and Glass rotate every 15 minutes (the kill limit required for victory is not final and may be adjusted in the future).
  • Added map rotation for GOST-17 Deathmatch and Glass Deathmatch — now they replace each other every 10 minutes.
  • Added access to the personal storage inside the mobile camp in Subdivision Battles.
  • All variants of the Flamethrower and Frostthrower no longer automatically replenish their magazines on kill in Session Battles.

In-game shop update

Pack chain

Do you want to get closer to the season's top rewards faster? The chain of special bundles includes Season pass levels, Overdrives, Tactical Stockpile crates, and the Control paint — everything you need for a strong start.

Styles

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

Tank and Melted cosmetics, along with Ship motifs, will be available for purchase until the end of summer.

Other changes and fixes

  • Changed the chunk loading mechanism. It is no longer possible for an enemy to shoot at you while being outside your loaded chunks. Now the list of chunks that can be visible from your current position is determined by that position and does not depend on your previous movement across the map.
  • Updated AUG A3 model.
  • Updated Houndmaster, Trapper, Hunter’s Cloak and Orion Jumpsuit models.
  • The Drossel's resource box for Arsen can now only be purchased with rubles.
  • Added reputation limit per day, which can be obtained by donating one type of resource. The limit is approximately 1000 reputation, but each resource has its own quantitative limit.
  • Arsen also now accepts advanced and standard spare parts and tools on a permanent basis.
  • Raincoat was deleted from barter. Now its position in the barter is taken by the Cloak-Tent.
  • Fixed missing texture on F2000.
  • Removed zeroes from the ZIVCAS M2-C exoskeleton.
  • All styles for the Desert Eagle are now also available for the Big Bill.
  • In the death screen, you can now view the name of the equipment without the style/motif.
  • The weapon no longer increases in height to 3 slots when installing 45-round magazines and the ACOG sight.
  • Adjusted the spawn of quest сaches in the factional North.
  • Adjusted the Morse code for tangled signals: you can now distinguish the dungeon signal from others.
  • Your own pack can now be added to the trash independently of other packs.
  • All artefact build stats are now applied only after the build is fully equipped.
  • The Trampoline anomaly now activates the laceration reaction again.
  • Now, after collecting anomalous crystals or pulp, a collection mark remains in their place for a while – a plant without pulp or branches/stumps without crystals.
  • Reduced the weight of the Core Inhibitor item from 10g to 1g.
  • Fixed multiple translation inconsistency bugs across all languages.
  • Corrected several minor localization bugs in all languages.
Share:

Stay on top of every update — find all the latest patch notes and gaming news at XP Gained. Join our Discord for live patch note alerts and discussion.

Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

Related Posts

STALCRAFT: X key art
Patch Notes

STALCRAFT: X Patch Notes (15th April 2026)

STALCRAFT: X's April 15 update tweaks the Inside Out event, squashes a nasty transition time bug, and adds a second seasonal pack.

Nathan Lees3 min read