exbo
Guide

New Season “Operation Cryostasis”

Even though winter is already on the calendar, the true holiday spirit won’t arrive until December 11. So, it’s the perfect time to stock up on fragrant tea, pull out your coziest blanket, and get ready for unforgettable challenges in the new winter season called “Operation Cryostasis!“

Season rewards

Updated season pass rewards.

The key rewards are the following:

  • Skin “Prospector”;
  • Razor;
  • Digger's stash;
  • OTs-62 and “Snowdrop” style;
  • Aborigine Exoskeleton and “Snowshoe” style;
  • Old FN FAL and “Cold FAL” style;
  • Mist of Enlightenment Container.

Antares Exosuit - the unique reward for reaching level 500.

The item pool for Act 1 tickets in the in-game store has also been updated!

Item Price in Act Tickets
Legendary Part 1500
Master Part 1000
Veteran Part 700
Stalker Part 100
Tradeable Season Pass 800
ZIVCAS ArcticSafe-6 1500
ZIVCAS Valor 1500
Albatross Scout Armored Exoskeleton 1400
9A-91 800
Dream 800
Nail Bat 700
Bee 200
AK-105 150
Sapper's Shovel 100
Tradeable “Old Stuff” Case — 75 pcs. 500
Tradeable “Old Stuff” Case — 15 pcs. 150
Personal “Old Stuff” Case — 125 pcs. 500
Personal “Old Stuff” Case — 25 pcs. 150
Case with gear parts 100
Albatross Heavy Assault Armored Exoskeleton Part 1000
Gauss Rifle part 1000

Season cases with transferable gear

Updated Tactical and Elite cases contents. Basic case contents remain unchanged. All equipment from these cases can be equipped on your character, transferred to another player, or sold through the auction.

“Operation Cryostasis” Styles and Motifs

New unique “Operation Cryostasis” looks and motifs have been added, some of which can be obtained from the Faces Case and some of which can be purchased in the store.

You can obtain the following Styles from the Styles Case:

  • Almagest Exosuit Style for Hector Exoskeleton;
  • “Alhena” Style for FAMAS G2;
  • Corkscrew Style for Jagdkommando.

And the Motifs:

  • Blessed Digger Motif Series for “Scythian” armour line;
  • Fractal Motif Series for “Saturn” armour line.

Cosmetic offers in the shop

Added new “Operation Cryostasis” Styles. Just like before, players can purchase them as a set at a substantial discount or individually.

Season cases

The new winter season case, called “Old Stuff”, offers different rewards. Among other things, Master gear is available in parts:

Economy changes of winter season

“Old Stuff” Case 

The value of paint drops, weapons, and equipment parts have been increased to benefit player comfort.
Added a limit on the drop of repeat Master and Legendary gear parts up to a certain number of open cases.

Season stash

The remaining time of existence has been increased from 30 to 90 days. The changes were made to suit the players using it. Now there is no need to measure the right time when to place it, as it will now last for whole season.

Instant season points from the signals

There were too many instant season points dropped at the Northern locations, due to an overall decrease in signal collection time and an increase in the frequency of signals. The number of points was reduced so that signals did not stand out from other activities.

Location  Changes

Serpentine

Institute

Barrier

Temple Swamp

Reduced twice 

Mines/Inflow

Black Detour/Reflection

Reduced 1.6 times

Forge-11

Labyrinth

Reduced 1.2 times

New Year FAMAS and Glock

New Year's FAMAS and New Year's Glock are no longer separate items. Everyone who currently owns one of the above items will receive a separate weapon item and a separate item Motif for the corresponding weapon.

New “Safes and Keys” mechanic

New locked safes of various factions with valuable loot are introduced on the new North. They contain both old and new junk items. Consumables and crafting items can also be found in some safes.

You may find safes on the following locations: 

  • Mines/Inflow;

  • Black Detour/Reflection;

  • Forge-11;

  • Stillwaters.

A safe can be opened only using a dedicated key.

Keys have different emblems and names, indicating which safe they can open.

Safes and keys are divided into several types:

  • ZIVCAS;

  • Factory;

  • Medical;

  • Military;

  • Scientific;

  • Murmur.

The loot in the safes is individual to each player, and each requires their own key to retrieve the contents.

Once opened, the safe cannot be opened again. Loot in safes is updated after eruption.

Keys

Keys are obtained from all Northern locations, excluding Serpentine, Institue, Barrier, and Temple Swamp.

Keys are one-time use and drop upon player's death, if they are not kept in Key Holders.

Key Holders

An item that the player can craft in Hideout

Keys can be stored in Key Holders in order to secure them in your inventory when dying.

A player can drag the key to the Key Holder, and it will fit if there is an empty slot.

Keys don't need to be taken out of the key box to open the safe door.

New ergonomic magazines

Name Base Reputation level 

5.45 “Waffle” Magazine

Bar

7

MAG SG545 Magazine

Northern Factions

3

Magpul PMAG 7.62x39 Magazine

Northern Factions

3

PMAG GEN2 M2 MOE Magazine

Northern Factions

3

AKM Airborne Magazine

Bar

7

Magazines requiring reputation level 3 of the Northern Factions can be crafted from both Northern and Lubech-3 resources. 

Magazines use temporary models that will be replaced in the future. 

Balance changes

Shotguns and 12 Caliber rounds

In PVP combat, shotguns are too weak a weapon class. In most cases, they raise no advantage even at their effective range and become completely useless at greater distances. 

Characteristics of shotguns and rifles have been revised to make them relevant in PVP activities. 

  • Armor damage value is changed for the plate durability damage by the specified value.

  • Mutant damage modifier is changed to Damage modifier on mutants by the specified value.

Rounds

Name Changes

12 Caliber Buckshot

Added effects:

  • Spread: +100%

  • Damage to armor: -35%

  • Stopping power: +70

12 Caliber Birdshot

  • Number of projectiles: 20 → 12

  • Stopping power: 100 → 70

Added effects:

  • Spread: +200%

  • Damage to armor: -50%

  • Damage modifier on mutants: +50%

12 Caliber Incendiary

  • Number of projectiles: 20 → 12

  • Stopping power: 75 → 70

  • Burning: 100% → 50%

Added effects: 

  • Spread: 200%

  • Damage to armor: -50%

  • Damage modifier on mutants: +50%

12 Caliber Hunting Round

Removed effects: 

  • Spread: -60%

  • Hip-fire spread: -50%

Added effects: 

  • Stopping power: 70

  • Distance: +12.5%

12 Caliber Slug

  • Armor-penetration: 20% → 10%

Removed effects:

  • Spread: -60%

  • Hip-fire spread: -50%

Added effects:

  • Stopping power: 70

  • Distance: +25%

12 Caliber Acid Dragon Round

  • Number of projectiles: 20 → 8

  • Stopping power: 75 → 70

  • Chemical damage: 10% → 5.5%

Added effects:

  • Spread: +100%

  • Damage to armor: -35%

12 Caliber Fluff Round

  • Stopping power: 100 → 70

  • Fire damage: 15% → 5.5%

  • Removed spread decline by 60%

12 Caliber Silver Ammo

  • Stopping power: 100 → 70

  • Absolute damage: 15% → 2.25%

  • Removed spread decline by 60%

Shotguns and Rifles

Name

Changes

AA-12

  • Damage: 90 → 120

  • Minimum damage: 57.6 → 28.8

  • Maximum distance: 70 → 75

  • Maximum damage reduction at a distance: 3 → 8

  • Minimum damage reduction at a distance: 17 → 48

  • Spread: 2.2° → 0.45°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier while moving: 1.5 → 1.4

  • Horizontal Spread: 1° → 1.25°

  • Overheat limit: 14 → 21

  • Limb damage: 0.75 → 0.8

  • Aiming time: 0.25 sec → 0.2 sec

  • Removed built-in stopping power of 200

Chiappa Triple Crown

  • Damage: 223.5 → 167.6

  • Minimum damage: 100.6 → 58.7

  • Maximum damage reduction at a distance: 3 → 9

  • Minimum damage reduction at a distance: 17 → 58

  • Spread: 1.5° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Horizontal recoil: 2° → 3°

  • Limb damage: 0.75 → 0.8

  • Damage to mutants: 1.85 → 2.25

  • Removed built-in stopping power of 150

MTs-255

  • Minimum damage: 80 → 37.5

  • Maximum damage reduction at a distance: 4 → 8

  • Minimum damage reduction at a distance: 18 → 55

  • Rate of fire: 250 → 240

  • Spread: 1.5° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier while moving: 1.5 → 1.4

  • Horizontal recoil: 1° → 2°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power of 200

RMB-93

  • Minimum damage: 100.6 → 78.3

  • Maximum distance: 72 → 75

  • Minimum damage reduction at a distance: 3 → 8

  • Maximum damage reduction at a distance: 17 → 58

  • Rate of fire: 80 → 60

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier while moving: 1.5 → 1.4

  • Vertical recoil: 4° → 4.5°

  • Horizontal recoil: 1.5° → 2°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power of 150

Protecta

  • Damage: 170 → 190

  • Minimum damage: 78.2 → 57

  • Maximum damage distance: 4 → 8

  • Minimal damage distance: 18 → 55

  • Maximum distance: 74 → 75

  • Rate of fire: 120 → 110

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Horizontal recoil: 0.75° → 1.5°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

OTs-62

  • Damage: 115.5 → 120

  • Minimal damage: 74 → 36

  • Maximum distance: 50 → 75

  • Maximum damage distance: 3 → 5

  • Minimal damage distance: 14 → 28

  • Rate of fire: 150 → 140

  • Spread: 2° → 0.5°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Horizontal recoil: 1° → 1.25°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 200

Grizzly 8.5

  • Minimal damage: 86.4 → 67.2

  • Maximum distance: 60 → 75

  • Maximum damage distance: 3 → 8

  • Minimal damage distance: 17 → 55

  • Rate of fire: 80 → 65

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Horizontal recoil: 1.5° → 2°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

M1014 Breacher

  • Damage: 133.5 → 135

  • Minimal damage: 60.5 → 40.5

  • Maximum distance: 55 → 75

  • Maximum damage distance: 3 → 5

  • Minimal damage distance: 15 → 30

  • Rate of fire: 140 → 130

  • Spread: 2° → 0.5°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Sawed-off Chiappa Triple

  • Damage: 195 → 144

  • Minimal damage: 87.8 → 50.4

  • Maximum damage distance: 3 → 4 

  • Minimal damage distance: 15 → 25

  • Spread: 2° → 0.5°

  • Hip-fire spread: 3° → 2.25°

  • Horizontal recoil: 2° → 3°

  • Limb damage: 0.75 → 0.8

  • Damage to mutants: 1.85 → 2.25

  • Removed built-in stopping power 150

REAPER

  • Damage: 113.5 →117.5

  • Minimal damage: 52.3 → 35.3

  • Maximum distance: 50 → 75

  • Maximum damage distance: 3 → 4

  • Minimal damage distance: 14 → 27

  • Rate of fire: 150 → 140

  • Spread: 2° → 0.5°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Corrected wrong rank: Stalker → Veteran

  • Removed built-in stopping power 150

Saiga-12K

  • Damage: 86 → 100

  • Minimal damage: 55.1 → 30

  • Maximum distance: 70 → 75

  • Maximum damage distance: 3 → 8

  • Minimal damage distance: 17 → 48

  • Spread: 2.2° → 0.45°

  • Hip-fire spread: 3° → 2.25°

  • Horizontal recoil: 1° → 1.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 200

МР-153

  • Damage: 140 → 155.5

  • Minimal damage: 64.4 → 46.6

  • Maximum damage distance: 4 → 8

  • Minimal damage distance: 18 → 54

  • Maximum distance: 72 → 75

  • Rate of fire: 120 → 110

  • Spread: 2° → 0.4

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Horizontal recoil: 1° → 1.5°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Jan's Murka

  • Damage: 110 → 125

  • Minimal damage: 50 → 37.5

  • Maximum damage distance: 4 → 8

  • Minimal damage distance: 18 → 54

  • Maximum distance: 72 → 75

  • Rate of fire: 120 → 110

  • Spread: 2° → 0.4

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Horizontal recoil: 1° → 1.5°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

M1014

  • Damage: 136.5 → 145

  • Minimal damage: 62.8 → 43.5

  • Maximum distance: 65 → 75

  • Maximum damage distance: 3 → 8

  • Minimal damage distance: 17 → 54

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Cryolator

  • Damage: 152.5 → 175

  • Minimal damage: 68.7 → 61.3

  • Maximum distance: 40 → 60

  • Maximum damage distance: 3 → 4

  • Minimal damage distance: 17 → 28

  • Spread: 2° → 0.5°

  • Hip-fire spread: 3° → 2.25°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 200

Franchi SPAS-12

  • Damage: 130 → 140

  • Minimal damage: 59.8 → 42

  • Maximum distance: 65 → 75

  • Maximum damage distance: 3 → 8

  • Minimal damage distance: 17 → 52

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Cobray Terminator

  • Damage: 148 → 170

  • Minimal damage: 66.6 → 59.5

  • Maximum distance: 45 → 60

  • Maximum damage distance: 3 → 5

  • Minimal damage distance: 12 → 20

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Removed built-in stopping power 150

МР-133

  • Minimal damage: 59.4 → 46.2

  • Maximum distance: 72 → 75

  • Maximum damage distance: 4 → 8

  • Minimal damage distance: 18 → 58

  • Rate of fire: 80 → 60

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Horizontal recoil: 1° → 2°

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Mossberg 590A1

  • Minimal damage: 58.1 → 45.2

  • Maximum distance: 70 → 75

  • Maximum damage distance: 3 → 8

  • Minimal damage distance: 19 → 55

  • Rate of fire: 85 → 65

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

TOZ-34

  • Damage: 120 → 128

  • Minimal damage: 54 → 44.8

  • Maximum damage distance: 4 → 9

  • Minimal damage distance: 20 → 58

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Horizontal recoil: 2° → 4°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Gramp's TOZ

  • Damage: 135 → 152

  • Minimal damage: 61 → 53.2

  • Maximum damage distance: 4 → 9

  • Minimal damage distance: 20 → 58

  • Spread: 2° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Horizontal recoil: 2° → 4°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Shorty 590

  • Minimal damage: 52.2 → 40.6

  • Maximum distance: 40 → 75

  • Maximum damage distance: 3 → 4

  • Minimal damage distance: 19 → 25

  • Rate of fire: 85 → 65

  • Spread: 2° → 0.6°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

BM-16

  • Damage: 104 → 108

  • Minimal damage: 46.8 → 37.8

  • Maximum distance: 60 → 80

  • Maximum damage distance: 4 → 8

  • Minimal damage distance: 20 → 57

  • Spread: 1.5° → 0.4°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

BM-16 Sawed-off

  • Minimal damage: 45 → 35

  • Maximum distance: 40 → 70

  • Maximum damage distance: 3 → 4

  • Minimal damage distance: 12 → 28

  • Spread: 1.5° → 0.5°

  • Hip-fire spread: 3° → 2.25°

  • Spread multiplier in motion: 1.5 → 1.4

  • Limb damage: 0.75 → 0.8

  • Removed built-in stopping power 150

Other balance changes

Name

Change

  • 9 mm Incendiary Round

  • 9 mm Expanding Round

  • 9 mm Round SEP Round

  • 9 mm Round Icicle Round

  • Stopping power: 75 → 70

All pistols 

  • Hip-fire spread: 2.5° → 2°

WA2000

  • Recoil: 1.8° → 1.5°

  • Minimal damage: 110 → 115

MG 3

  • Damage: 29.5 → 30

  • Minimal damage: 21.5 → 22

  • Mk 14 EBR

  • M1A FA

  • M1A (all variants)

  • SKS

  • SKS-T

  • Spread: 0.15° → 0.125°

  • Scorpion EVO III

  • HK UMP9

  • HK MP5K

  • HK MP5

  • Overheat limit: 50 → 51

  • SКТ-40

  • SVT-40

  • SVD

  • SVD-S

  • SVD-M

  • SKS

  • SKS-T

  • Overheat limit: 15 → 16

  • M16A1

  • AKS-74U

  • M16A2

  • AKS-74

  • M16A3

  • AK-74М

  • AKM

  • M4A1

  • FN SCAR-L

  • AK-105

  • L85A1

  • M4A1 CQC

  • AKM Tishina

  • AN-94 Abakan

  • AN-94M Abakan

  • SIG SG 550

  • 9А-91

  • Steyr AUG A1

  • Steyr AUG A2

  • Rune

  • ALK-22 Dragonfly

  • M4 LB

  • OTs-14M Hurricane

  • Equalizer

  • Rapier

  • HK416ТКБ-0146М

  • AK-12

  • OTs-14 Groza

  • AS Val

  • HK G36C

  • FN F2000

  • Steyr AUG A3

  • HK XM8S

  • IWI Tavor X95

  • LR-300

  • AMB-17

  • ASh-12

  • АМ-17

  • QBZ-191 "Burevestnik"

  • FN F2000 Tactical

  • Legacy SCAR-L

  • Hip-fire spread: 3° → 2.7°

A-545

  • Hip-fire spread: 3° → 2.7°

  • Minimum damage: 26.6 → 27

AEK-971

  • Hip-fire spread: 3° → 2.7°

  • Minimum damage: 23.3 → 23.6

АК-15

  • Hip-fire spread: 3° → 2.7°

  • Damage decrease starts: 10 → 13

АК-203

  • Hip-fire spread: 3° → 2.7°

  • Damage decrease starts: 10 → 13

AK-103

  • Hip-fire spread: 3° → 2.7°

  • Damage decrease starts: 10 → 12

  • HK XM8

  • OTs-14M Surge

  • Damage decrease starts: 2.5° → 2.2°

FAMAS G2 (all versions)

  • Damage decrease starts: 2.5° → 2.2°

  • Aiming time: 0.2 s. → 0.15 s.

  • First shot recoil multiplier: 2.5 → 2

  • Minimum damage: 23.8 → 24

PPK-20

  • Damage: 49.5 → 49

  • Mosin’s Carbine

  • Mosin’s Rifle

  • Mauser 98k

  • Worn Winchester M70

  • Shaman's Boomstick

  • Winchester M70

  • Worn M40A5

  • Alpine TPG-1

  • SV-98

  • M40A5

  • McMillan CS5

  • L96A1

  • Gauss Rifle

  • Rate of fire: 38 → 40

Mauser 98k

  • Damage: 75 → 78

  • Minimum damage: 64.3 → 78

Subdivision Battles

Malaya Berdovka fixes

Adjusted restriction zones, prohibiting the placement of structures at the teams' starting bases on Malaya Berdovka.

Capture economy updates

Brawls awards

Stage 1 2 3
Treasury 300.000 → 400.000 400.000 → 500.000 500.000 → 600.000

Brawls Cashback

Stage 1/4 Semi-final Final
1 place 0% → 1% 0% → 1% 0% → 1%
2 place 100% 75% 50%
3 place 75% 50% 25%
4 place 50% 25% 0% → 1%

Tournaments awards

Stage 1/8 1/4 Semi-final Final
Казна 400.000 → 500.000 425.000 → 525.000 450.000 → 550.000 500.000 → 600.000

Tournaments cashback 

Stage

1/8

1/4

Semi-final

Final

1 place

0% → 1%

0% → 1%

0% → 1%

0% → 1%

2 place

100%

75%

50%

0% → 25%

Captures awards

Stage

1/16

1/8

1/4

Semi-final

Final

Казна

400.000 → 500.000

425.000 → 525.000

450.000 → 550.000

500.000 → 600.000

600.000 → 700.000

Captures cashback

Stage

1/16

1/8

1/4

Semi-final

Final

1 place

0% → 1%

0% → 1%

0% → 1%

0% → 1%

0% → 1%

2 place

100%

75%

50%

25%

0% → 1%

Merchant Replacement

Merchant NPC on starting bases was replaced to 3D object. All the NPC's function are retained, including the ability to purchase trade packs inside the base perimeter. The players used to experience the situation, when the merchant took a long time to load or did not appear at all. The replacement was done to solve this issue.

Recruit rank changes

  • The Recruit rank was renamed “Reserve”;

  • Senior members of subdivisions now have the ability to demote players to Reserve rank;

  • The players with the Reserve rank can't attend the Subdivision Battles;

  • If the player gets demoted to the Reserve while playing the Subdivision Battle, he'll be eliminated from the game. That way, another player with a different rank from can take the Reserve's place.

  • The players with the Reserve rank don't receive Subdivision Battles awards, even if they attend any stage that day.

Changed the condition for receiving an award

How it was before?

To get the Subdivision Battle stage award, the player should meet the following criteria at the end of the stage:

  • Take part in the capture stage;

  • Be in the top-30 players of his team by the end of the stage (even if all the 35 players has taken part in it);

If there are more than 30 players, there is a screening by:

  • Points received;

  • Date of joining the subdivision.

If some players have the same amount of points, the award is received by the senior member of the subdivision.

How it is now?

If there are more than 30 players, there is a screening by:

  • Points received;

  • Rank;

  • Date of joining the subdivision.

That is, rank prioritization now takes place before taking into account the player's date of joining the unit.

If some players have the same amount of points, the award is received by the member with a higher rank.

Other Subdivision Battles changes

Fixed the bug that made it impossible to view a past Base Capture grid if the player's subdivision was not registered to that base.

NA Clan War regions time changes

Changed Brawls and Tournaments event time.

End of registration:

  • Brawls | 19:30 -> 20:30
  • Tournaments | 19:30 -> 20:30

Start of Subdivision Battles:

  • Brawls | 20:00 -> 21:00
  • Tournaments | 20:00 -> 21:00

Animations

Ammo enrolment system

Ammunition is now automatically loaded into the weapon the moment the magazine “clicks in” during tactical reloading and when the bolt carrier is cocked during full reloading. You can also start firing before the full reload animation is complete.

Animation update of some of the weapons

  • OTs-14М Hurricane;

  • Alpine TPG-1;

  • RGM-40 Kastet;

  • RG-6;

  • RPG-7;

  • SOK-94;

  • Chiappa Triple Crown;

  • Mossberg 590A1;

  • Shorty 590;

  • Reaper;

  • РМB-93;

  • FAMAS G2;

  • FN FAL;

  • Razor and it’s alternatives.

You may view animations in this YouTube video

Adjusting storyline dungeons

  • First aid kits and bandages are now issued automatically before battling with the following story bosses: Shaman, Morgue, Guard.

Rise – HPP 

  • Added visual improvements to the location. 

  • Apricot now gets stuck less in the decor. 

  • Relocated Chiller. After clearing the location, Apricot can be found at the entrance room. 

Rise – Boathouse 

  • Added visual improvements to the location. 

  • Relocated checkpoints 

  • Herschel no longer opens the door with his hands tied up To get to him, you have to shoot off the lock of a locked door. 

  • The two accompanying Rise fighters are now immortal. 

  • Mahorkin no longer disappears after the fight with the Executioner. 

Rise – ZIVCAS Base 

  • Added visual improvements to the location. 

  • Increased the number of enemies on the location. Solyannikov is now protected by elite fighters. 

  • Added additional dialogues for Chiller and Mahorkin. 

  • The two accompanying Rise fighters are now immortal. 

  • Various fixes in location design.

Mercenaries – University 

  • Increased the number of enemies on the location. 

Froniter – ZIVCAS Base 

  • Increased the number of enemies on the location. 

  • Added minor visual improvements to the location. Added more decorative corpses. 

It is important to note that this is only the first iteration of adjustments. We will gradually improve and rework the Northern dungeons so that they will only get better.

Sound

  • Adjusted timings of weapon reload sounds;

  • Adjusted the drum magazines reload sounds;

  • Returned third-person reload sounds for weapons with turn-based reloads;

  • Updated all sounds of food and medicines, sounds of all consumables adjusted to duration of use;

  • Added voiceovers for faction recruiters;

  • Fixed some voice lines In the North storyline dialogues, and additional minor sounds have been added;

  • Two stations have been added to the homing location of each faction of North, broadcasting their propaganda.

Other changes and fixes

  • Added built-in sight for P320. Sight selection works the same way as the XM8, there are options to choose between collimator and mechanical sights.

  • Added new craft item descriptions in Hideout

  • Updated Jmac Customs RDC 4C 7.62 texture model

  • Updated DP Machine Gun texture