We decided to get rid of the names of entities that originated from the original Stalker universe.
Also, as a cosmetic solution, we decided to correct some names and models that our company was not satisfied with.
Old name |
New name |
Duty |
Frontier |
Freedom |
Rise |
Monolit |
Murmur |
Old name |
New name |
The Cordon |
Roadside |
The Dump |
Scrapyard |
The Dark Valley |
Black Willows |
Rostok Factory |
Pervomaisky factory |
100 Rads Bar |
Drunken Geiger Bar |
Agroprom |
Kolos Agrocomplex |
Army Warehouses |
Polesskoye |
Limansk |
Lyubech-3 |
Yanov |
Mines |
Backwater |
Stillwater |
This shows only the main part of the update, which affected the renaming of game entities.
The rest of the renames will be shown here.
One of the most serious challenges in game progression was the lack of a clear balance of entities and level design in locations designed for experienced players.
We decided to divide the locations into two regions:
After completing the storyline of the South, you will have the option to join one of two factions to access new locations.
For each faction, we have prepared their own “Home Locations” where they can exist separately from each other:
Faction | Home Location |
Mercenaries | Serpentine |
Rise | Institute |
Frontier | Barrier |
Covenant | Temple Swamp |
These locations are intended for safe farming for players who, for any reason, cannot proceed further into other locations or who want to quickly farm the remaining resources for barter gear.
Compared to other North locations, “Home Locations” have the least amount of resource gain due to the lack of any PvP danger.
From the “Home Location” you can additionally travel to:
The Rise and Covenant factions made their own new above-ground bases:
These are the locations where two opposite factions fight.
We currently have prepared two locations:
From “disputed locations” you can travel to:
The “disputed locations” are also home to factions headquarters.
It is a safe zone where players can purchase consumables at a higher price compared to the prices at the northern faction bases.
This place is used for respawning while participating in the “Outpost” activity, as well as for keeping players safe while completing quests.
Forge-11 is the central location of the North, where all the northern factions oppose each other.
The Forge-11 has the most resources to gain, but there is also the biggest risk of losing them. In the centre of Forge-11 there is a Nut building where, if certain conditions are satisfied, the player will be able to safely escape from the location.
From Forge-11 you can reach the Stillwaters location.
For combo and scientist armour, special locations have been created, which now predominantly contain such activities as:
Also, more valuable artefacts appear in these locations comparing to regular locations.
If you don't feel like playing in scientist armour, but still want to also search for artefacts, you can search for arch-anomalies in other locations that have become more easily accessible to any player.
Currently, there are three Infected areas.
These are locations that can be reached from disputed locations.
These locations are predominantly of the third level of thermal infection, and in their central parts there is a fourth level of bio-infection, which allows you to enter them both in scientist and combo armour suits.
This is a unique location, which is, as it is not difficult to guess, a huge labyrinth, built of inexplicably appeared cubes. The resulting corridors were filled with anomalies, mutants and broken souls who never managed to find a way out.
The Labyrinth can be accessed from “home locations”.
This location is covered with level 4 psy and bio-infections, ensuring that only players in scientist armour suits can safely stay.
There is a treasure trove at the Labyrinth location, where there is a chance to find the rarest artefacts in the game. Some stalkers who managed to get out told about the mysterious place, whether they were lying or not is unknown.
But what we can definitely assure you of is that the treasure trove exists, but getting into it is not easy. Some of the best examples of artefacts that the player will be able to find there are absolutely worth it.
In order to get into it, you need to show wit and a kind of ingenuity.
From now on, there is a truce between the opposing northern factions in the southern locations. For example, Mercenaries will be in alliance with Covenant and Bandits, but not with Frontier, Rise, and Stalkers.
The Drunken Geiger Bar, formerly called the 100 Rads Bar, no longer exists as a safe zone. It is now only a quest location.
Locations are removed from the game.
A new force comes into play in the North: the ZIVCAS Corporation, which previously stayed in the shadows. Ambitions and opportunities of this organisation have gone far beyond the research institute… Now it is a corporation, and it even has a private army!
Players will face the ZIVCAS Corporation and its secrets one way or another, but exactly how this clash will take place is unknown to anyone.
Each of the known factions of the Zone got its own storyline, which will lead you into the war for the northern territories and allow you to uncover the plans of the ZIVCAS corporation:
All story quests contain unique content that will introduce players to new characters and deepen their knowledge of the Zone factions.
The storyline of the North is available as soon as the player enters the base of the Northern faction. The player will not be able to learn the story of another faction, even if the player leaves the faction.
Attention! The North storyline can be completed only once and only for one of the factions. If the player received a quest in Rise, then the plot of the Frontier will be unavailable.
Also, if the player decides to join the opposite faction without passing the storyline of the other faction, it will pause and the player will be able to return to the storyline only when returning to the faction where the storyline began.
Entry quests have been removed from the game.
After completing the story and the final dialogue with Condor, joining the faction is unlocked.
Recruiters relocated from the Drunken Geiger Bar to the underground passageways under the bar, which formerly used to be the passageways to the faction bases.
Now they will willingly accept everyone in their ranks, but if the players belonged to a hostile faction, they will have to pay a fine.
Changed the entry points to the Underpass to the Radar.
The main goal of the movement redesign was to transfer everything about the character's interaction with the game world from the outdated controller to the full-fledged new engine.
The entire controller has been redesigned so that the player no longer has to press a lot of buttons and can easily use all the new toolset in any situation.
The player is now available to:
We also updated all animations for players and human NPCs to the reworked controller.
For more visuals and details on the new movement system, check out this article.
There is now a gradation of artefact spawning, where common artefacts spawn in any area, and valuable artefacts predominantly in arch-anomalies and Infected Zones.
After the eruption, artefacts began to appear more smoothly in the open world.
On disputed locations, an accessible alternative to Air Drops — Outposts — has become available.
This is an activity that will take place every 20 minutes, where players must capture certain points on the map.
Players participating in this activity have the option to respawn at the Headquarters after death to continue participating in the Outposts takeover.
After the event, all participants are sent Quantum Batteries to the mail, depending on their own contribution to the event.
For more information about this mechanic, you can read this article.
An alternative to the usual mutant events has been added to the game — Territories.
These territories are shown on the map by a special zone with the icon of a certain mutant.
As soon as the player enters the territory, mutants of a certain type, which is marked on the map, begin to appear in the specified area.
Players will encounter more powerful mutants when staying in a territory for long periods of time.
The mechanics are designed for those who prefer not to compete for a limited number of events in the North, or who want to obtain mutant resources in a safer environment.
At the moment, the territories are predominantly in Home locations.
To avoid lengthening the patchnote, we decided to write about such great mechanics in a separate article.
After joining a faction, the player has the opportunity to get their own private hideout.
What player can do in the hideout:
We've never worked on this type of mechanic before, and Hideout is only coming out in its first iteration.
In the future, we are going to develop the mechanics in different directions, but we need player feedback to get rid of the most critical bugs.
Gathering is the mechanic of obtaining valuable objects from various sources.
For now, gathering is only implemented in the northern locations, but in future updates this mechanic will be brought to the South as well.
All items were divided into ranks:
All new and old items will not only be able to be sold to a fence, but also used in Hideout crafting.
A logic for items to appear depending on the decor they are in has been added.
Stashes containing high rank items and consumables have been added to the northern locations.
Predominantly, in territories with mutants, harvestable plants appear:
The appearance of certain plants is determined depending on the difficulty of the location.
The following items appear predominantly in Arch-anomalies and Infected zones:
Anomalous plants:
The pulp of anomalous plants can be eaten, giving the player a short-term boost, but the pulp is gone 24 hours after picking.
Crystals:
Consumables began to appear in signals.
Signals are now divided into three types and give different barter resources:
Signal categories also appeared:
For more information about the updated signals, you can read in this article.
For the North, all daily contracts were categorised, and a different barter resource was bound to each category:
Category |
Resource |
Mutants |
Red Fern |
People |
Substance 07270 |
Research |
Remains of a Psy-Tracker |
Science |
Gamma Data Fragment |
Confrontation |
Quantum battery |
Also, there are new daily contacts:
The orders have been adapted for the northern locations.
The NPC that gives the player orders has been changed.
For more information about orders, daily and weekly contracts, you can read this article.
The entire ESC button pause menu has been redesigned. It now represents the main centre with the primary social interaction between players:
In addition to that, here are located:
The visual style of the profile has been updated;
The ability to pin four items from the stats list has been added, in addition to pinning three achievements;
The ability to hide access to stats and achievements for other players has been added. Pinned stats and achievements are still visible to all players.
Rarity of some achievements has been redesigned so that the “coolness” of the achievement correlates with the difficulty of obtaining it.
The squad and friends list interface has been combined into one, to make it easier to form squads and interacting with allies.
Squad system has been simplified: now there is no need to create and disband squads. The player can easily move from squad to squad without having to disband/leave the squad, etc.
The indication of cross-faction squads has been made more explicit. Now, a squad will always have a cross-faction status as long as there is at least one player in the squad whose faction is different from the faction of the squad leader.
It is now possible to quickly turn on/off voice chat for yourself and other players in the squad.
The “Recent interactions” list has been added to the friends list. It contains players you have recently interacted with in the world.
Emails are now filtered by:
It is now possible to pick up mail from any place in the safe zone. You no longer have to stand directly in front of the courier to pick up your mail.
Now, there is always an “Attachment” block in an email, even if there is no money transfer in the letter. It was made to complicate the life of scammers.
We are happy to present you the updated in-game shop! During the global redesign of interfaces and the development of “socialisation” of the shop, it became more convenient and understandable for users. Now there is less Donate and more Shop in the Donate Shop! Players can purchase items not only for Stalcoins and Stalbucks, but also for Seasonal currency and Coupons. This change was made to eliminate the confusion that occurred when searching for the right merchant for Seasonal Currency.
The Shop is now divided into clearer sections for your convenience:
Now, all players will be able to see the entire Zone of our vast gaming universe.
We tried to show on the map a lot of territories that we managed to cover in our game.
On this map, players can see locations of the following types:
This is just a first version of the map, and we will try to add more details in the future.
For a deeper look into the big picture of the new faction storyline, we've added the Recorders mechanic.
As players progress through the story, they will be able to find diaries that reveal additional details about our game universe.
The Level-design and Level-art of the North locations have been significantly improved, but the old locations have not been ignored either.
A huge focus has been placed on increasing map details, while getting rid of noisy objects and textures.
The changes to the weather editor are worth mentioning separately. The new editor allowed to expand the possibilities of customisation of lighting, weather phenomena, its zones, and schedules.
The following models have been added to the game:
The armoured suits below have had their models updated:
The models and names of the following armours have also been updated:
Old name |
New name |
Oracle’s Berill |
Oracle's Combat |
Bandit Jacket |
Bandit Coat |
Berill 5-M Armored Suit |
Combat Armored Suit |
SKAT-10 Armored Suit |
Scythian-5 Armored Suit |
SKAT-9b Armored Suit |
Scythian-4b Armored Suit |
SKAT-9m Armored Suit |
Scythian-4 Armored Suit |
PSZ-10 Armored Suit |
Scythian-2m Armored Suit |
Leather Jacket |
Stalker Coat |
Zarya Jumpsuit |
Aurora Jumpsuit |
Zarya Jumpsuit with Gas Mask |
Aurora Jumpsuit with Gas Mask |
Zarya-B Jumpsuit |
Aurora-B Jumpsuit |
SEVA Jumpsuit |
Uranus Jumpsuit |
Modified Exoskeleton |
Hector Exoskeleton |
Exoskeleton |
Samson Exoskeleton |
Tourist Jumpsuit |
Forager Jumpsuit |
The names of some weapons have been updated:
Old name |
New name |
Viper |
Frog |
Avalance |
Tsunami |
Gauss Rifle |
Gauss Rifle |
OTs-14M Shtorm |
OTs-14M Hurricane |
Lynx |
Caracal |
L85A1 Balance |
L85A1 Equalizer |
The models of the following containers have been updated:
Ghoul mutant has been given a unique model.
Old name |
New name |
Rodent |
Rat |
Flesh |
Piggy |
Blind Dog |
Mutt |
Psy-dog |
Psy-Hound |
Pseudodog |
Wild Hound |
Snork |
Skitter |
Bloodsucker |
Ghoul |
Pseudogiant |
Behemoth |
Chimera |
Fiend |
Old name |
New name |
Vortex |
Blender |
Blackhole |
Whirlpool |
Space Bubble |
Burrow |
Lighter |
Lighter |
Stream |
Kettle |
Circus |
Inferno |
Electro |
Discharge |
Kissel |
Aspic |
Witches’ Jelly |
Jellify |
Burnt Fuzz |
Fluff |
The models of the following artefacts have been updated.
Old name |
New name |
Sparkler |
Rattle |
Flare |
Comet |
Quirk |
Sponge |
Eye |
Scallop |
Gravi |
Prima |
Soul |
Heart |
Goldfish |
Shrimp |
Golden Gravi |
Golden Prima |
Stone Flower |
Rose |
Droplet |
Leech |
Kolobok |
Hedgehog |
Thorn |
Burr |
Crystal |
Red Crystal |
Crystal Thorn |
Sticky Burr |
Blood Stone |
Berry |
Meat Chunk |
Lard |
Moonlight |
Ilyich Lamp |
Mama’s Beads |
Viburnum Branch |
Jellyfish |
Onion |
Urchin |
Scrubber |
Night Star |
White Rose |
Fireball |
Candlelight |
Flame |
Firebird |
Pellicle |
Lemna |
Proto-jellyfish |
Proto-Onion |
Spring |
Dumbbell |
Bubble |
Gum |
Shell |
Kettlebell |
Firefly |
Snake Eye |
Slug |
Crust |
Slime |
Phlegm |
Mica |
Inkwell |
Snowflake |
Ice Hedgehog |
Steel Kolobok |
Steel Hedgehog |
Dark Jellyfish |
Cursed Rose |
Electro Crystal |
Spectral Crystal |
Black Crystal |
Dark Crystal |
The models of the following consumables have been updated.
Old name |
New name |
Scientific First-Aid Kit |
Lab First-Aid Kit |
Army First-Aid Kit |
Military First-Aid Kit |
Vinca |
Hemostat |
1st Class Antirad |
Antirad B-191 |
2nd Class Antirad |
Antirad B-292 |
3rd Class Antirad |
Antirad B-393 |
Hercules |
Arnie Tonic |
1st Class Psy-Blockade |
Neuron-11 PsyBlock |
2nd Class Psy-Blockade |
Neuron-22 PsyBlock |
3rd Class Psy-Blockade |
Neuron-33 PsyBlock |
Old name |
New name |
Lim |
Limbo |
Dark Lim |
Dark Limbo |
The AH Armoured suit branch is behind in effectiveness and popularity compared to its counterparts, and will be slightly strengthened because of this.
Name |
Change |
RAPS AH-6 Nomad |
Bullet resistance 188 → 192 |
Worn AH-6 Nomad |
Bullet resistance 164 → 168 |
RAPS AH-5 Pilgrim |
Bullet resistance 146 → 150 |
Worn AH-5 Pilgrim |
Bullet resistance 142 → 146 |
RAPS AH-4 Raider |
Bullet resistance 131 → 133 |
Worn AH-4 Raider |
Bullet resistance 111 → 113 |
AH-3 Seeker Suit |
Bullet resistance 91 → 93 |
Worn AH-3 Seeker Suit |
Bullet resistance 75 → 77 |
Damaged AH-3 Seeker Suit |
Bullet resistance 67 → 69 |
AH-2 Nomad Suit |
Bullet resistance 53 → 55 |
Worn AH-2 Nomad |
Bullet resistance 47 → 48 |
Damaged AH-2 Nomad |
Bullet resistance 40 → 42 |
AH-1 Drifter Suit |
Bullet resistance 34 → 36 |
Some rifles and the Gauss rifle received minor adjustments to improve their usability.
Name |
Change |
Mosin’s Carbine |
Rate of fire 34 → 36 |
Mosin’s Rifle |
Rate of fire 34 → 36 |
Steyr Scout |
Reload time 4 → 3.5 Tactical reload of 3 seconds has been added |
Winchester M70 |
Rate of fire 34 → 36 |
M40A5 |
Rate of fire 34 → 36 Reload time 3.75 → 3.5 Tactical reload 3.15 → 3 |
Alpine TPG-1 |
Rate of fire 34 → 36 Reload time 3.75 → 3.5 Tactical reload of 3 seconds has been added |
SV-98 |
Rate of fire 34 → 36 Reload time 3.75 → 3.5 Tactical reload of 3 seconds has been added |
MTs-116 |
Reload time 4 → 3.75 Tactical reload of 3.25 seconds has been added |
MTs-558 |
Reload time 4 → 3.75 Tactical reload 3.5 → 3.25 |
MCMillan CS5 |
Damage and minimum damage 149.5 → 152 Rate of fire 34 → 36 Reload time 4 → 3.5 Tactical reload 3.5 → 3 |
L96A1 |
Rate of fire 34 → 36 Reload time 4 → 3.5 Tactical reload 3.5 → 3 |
Gauss Rifle |
Rate of fire 34 → 36 Reload time 4 → 3.75 Weight 9.5 → 7.5 |
Name |
Change |
M16A1 |
Damage 20 → 20.3 |
AKS-74U |
Damage 17 → 17.2 Minimum damage 11.5 → 12 |
M16A2 |
Damage 22.5 → 22.8 |
AKS-74 |
Damage 22.5 → 22.8 Minimum damage 16 → 16.5 |
M16A3 |
Damage 20 → 20.3 |
АК-74 |
Damage 23.5 → 23.8 |
Kbk wz. 88 Tantal |
Damage 25.7 → 26.1 |
Worn SIG SG 550 |
Damage 28.5 → 28.9 |
Worn L85A1 |
Damage 27.7 → 28.1 Minimum damage 24 → 25 |
AN-94 Abakan |
Damage 28.6 → 29 Minimum damage 19.6 → 20 |
M4A1 |
Damage 27 → 27.4 Minimum damage 18.6 → 18.8 |
Rapier |
Damage 38.1 → 38.7 |
L85A1 Equalizer |
Damage 27.3 → 27.7 Minimum damage 22.1 → 22.5 |
FN SCAR-L |
Damage 33.2 → 33.7 |
AK-105 |
Damage 30.3 → 30.7 |
L85A1 |
Damage 33 → 33.5 Minimum damage 28.7 → 29.9 |
M4A1 CQC |
Damage 32.2 → 32.7 Minimum damage 22.2 → 22.4 |
AN-94 Abakan-M |
Damage 30.8 → 31.3 |
Sig SG 550 |
Damage 33.6 → 34.1 |
ALK-22 Firefly |
Damage 31.4 → 31.9 Minimum damage 20.8 → 21.7 |
M4 LB |
Damage 36.2 → 36.7 |
OTs-14M Hurricane |
Damage 34.6 → 35.1 Minimum damage 22.3 → 23 |
ТКБ-0146М |
Damage 39 → 39.6 Minimum damage 32 → 32.5 |
AK-12 |
Damage 41.1 → 41.5 |
OTs-14 Groza |
Damage 40.4 → 40.6 |
АК-203 |
Damage 40.4 → 43 Minimum damage 27.5 → 28.8 Recoil 0.8 → 0.9 Horizontal recoil 0.19 → 0.2 |
HK G36C |
Damage 36.4 → 36.9 |
АЕК-971 |
Damage 32.4 → 32.9 |
FN F2000 |
Damage 32.2 → 32.7 |
Steyr AUG A3 |
Damage 37 → Урон 37.5 |
HK XM8, HK XM8S |
Damage 39.8 → 40.4 |
А-545 |
Damage 37.2 → 37.7 Minimum damage 26.2 → 26.4 |
АМ-17 |
Minimum damage 32.3 → 33 |
QBZ-191 |
Damage 39.8 → 40 Minimum damage 31.6 → 32 |
FN F2000 Tactical |
Damage 36.7 → 37.2 Minimum damage 29.6 → 30 |
Famas G2 all versions |
Damage 34.2 → 34.7 |
ASh-12 |
Damage 58 → 56.5 Minimum damage 40.5 → 40 Recoil increase of 4% per shot starting from the 4th shot added |
Name | Change |
SMG Nut | Damage 55.8 → 54.5 |
10 mm Incendiary Round | Penetration 0% → 4% |
Flare Grenade | Now the strength of the effect only starts to weaken from 4.5 metres onwards |
M84, M84 QD | Now the strength of the effect only starts to weaken from 6 metres onwards |
DSA-58 and MIS-X ATLAS were late to the previous balance edits, but got their well-deserved improvement today.
Name | Change |
DSA-58 |
Damage 47.4 → 49 Minimum damage 30.7 → 31.8 |
MIS-X ATLAS |
Bullet resistance 142 →153 Resistance to electricity 638 → 675 Thermal protection 350 → 385 |
The hitboxes of visually large armour now better match its appearance.
There will be fewer situations where a player hits the target accurately but does no damage.
We will monitor changes in the effectiveness and popularity of the affected armour and adjust the characteristics and the hitboxes themselves as necessary.
Now have a large hitbox size |
Now have an average hitbox size |
Apostle Super-Heavy Armoured Suit Chieftain Super-Heavy Armoured Suit Reiter Super-Heavy Armoured Suit Granite Super-Heavy Armoured Suit SBA TANK Bear Exoskeleton |
Armored Exoskeleton Albatross Heavy Assault Hector Exoskeleton Centurion Armored Exoskeleton Vanguard Armored Suit Mule Exoskeleton Punisher Armored Suit Ace Exoskeleton Peresvet Jumpsuit JD ZIVCAS 2A Exoarmor RAPS AH-6 Nomad Hounds Exoskeleton Beast Slayer Exoarmor Worn Ace Worn Centurion Worn Mule Worn Beast Slayer Worn RAPS AH-6 Nomad Samson Exoskeleton RAPS Spanner Trump Exoskeleton Worn Centurion Grenadier Exoskeleton Yorsh Protective Armored Suit Ratcatcher Exoarmor RAPS AH-5 Pilgrim Jaeger Exoarmor Tonga Jumpsuit Worn Trump Worn Samson Exoskeleton RAPS AH-4 Raider Magnet Jumpsuit Worn AH-4 Raider Morgue's Exoskeleton Seeker's Exoskeleton Aborigine Exoskeleton |
We now have a new team on staff to work on calculating the economics of our favourite game.
During this year, the economy department is ready to deliver an update that is aimed at improving gameplay and players' lives.
The amount of obtainable barter resources from events in the Swamps and the Roadside belt (Roadside, Kolos Agrocomplex, Scrapyard and Black Willows) has been increased.
The cost of barter recipes that correspond to the above locations has been increased, but the time required to barter equipment for these locations has been reduced in general.
The number of reputation points received for events in the Swamps has been increased.
All barter recipes were recalculated to better match the intended progression.
Starting at the first level of the Northern faction base, Gamma data fragments will be required for bartering, not Beta data fragments.
Bar recipes have been greatly reduced in price.
No longer will demand a resource from people for barter, but they will start demanding more of other resources.
Here is an example on the Franchi SPAS-12:
Franchi SPAS-12 |
Mutants |
People |
Dig up caches |
Data |
Was |
330 |
176 |
46 |
21 |
Became |
338 |
110 |
52 |
No more will demand a resource from mutants for bartering, but will start demanding more of other resources.
In this case, there has been a general decrease in prices, as bartering becomes much cheaper in general at this stage of the game.
Here is an example on the M40A5:
M40A5 |
Mutants |
People |
Dig up caches |
Data |
Was |
320 |
670 |
226 |
217 |
Became |
470 |
200 |
69 |
The number of required Alpha and Beta data fragments for bartering has been significantly reduced.
Here is an example on the AN-94 Abakan:
AN-94 Abakan |
Mutants |
People |
Dig up caches |
Data |
Was |
370 |
285 |
164 |
73 |
Became |
220 |
166 |
140 |
34 |
Within their categories, items have been divided by type or by upgradable branch. Each type/branch will require a little more of one resource or another.
Each armour branch will now focus on a different group of resources. For example, the Beast Slayer Exoarmor branch will require more resources from mutants.
The scientist armour branch will focus first on mutants and then on dig up caches and data fragments, while requiring a minimum amount of resources from humans.
The same for melee weapons. As part of the 1st iteration of barter, a branch of hunting knives was created. In the future, there will be 2 more full-fledged branches, which will require more of these or those resources.
The attachments have also been divided into different categories. Depending on the category, an item may require more/fewer of one resource or another.
Bartering silencers will no longer require a resource from mutants at all.
Here is an example on a KAC Style QD silencer:
KAC Style QD silencer |
Mutants |
People |
Dig up caches |
Data |
Was |
173 |
335 |
149 |
120 |
Became |
120 |
145 |
56 |
Now it will be possible to start upgrading any branch of gear from the first level of the bar.
No longer will you have to return to the Roadside location to make an assault rifle or armour to upgrade another branch.
The following items have received alternative recipes:
A recalculation of the trade coins was made.
Resource |
Current in-game cost |
New cost |
Alpha Data Fragment |
36 |
21 |
Beta Data Fragment |
60 |
40 |
Northern Moss |
6 |
5 |
Gamma Data Fragment |
86 |
66 |
Limbo |
9 |
15 |
Bitterleaf |
9 |
12 |
Limboplasma |
180 |
200 |
The prices, weight, and rank of some resources have been adjusted to better match the value of the resource and its weight.
The most valuable resources can now be sold more profitably to a merchant. This will help players to use their carrying weight more efficiently during trips.
Season pass points have been added for the following activities:
On the Lyubech-3, The Graveyard and The Dead City locations, the drop of sealed seasonal points has been changed to the following percentage:
Location |
Change in the drop of sealed seasonal points |
Lyubech-3 |
-21% |
The Graveyard and The Dead City |
+35% |
These changes will result in Lyubech-3, The Graveyard and The Dead City fitting more seamlessly into the progression of gaining Season Pass levels.
We have removed most of the controversial and annoying challenges for players, focusing on making sure that all tasks can be completed in the open world.
The visuals of the Eruption have been updated.
Now, if no equipped armour is present, the player is wearing a jacket, the model of which depends on the player's faction:
On the 10th of July last year, we gave out seniority awards. We found that last year, some players mistakenly missed some or all of their deserved awards by mistake.
To fix this, we will send out the missing items via in-game mail.
We've been working hard on this truly huge update, and we really hope you enjoy it.
Happy Birthday, STALCRAFT!
(c) EXBO Team