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Guide

New season “Back to the Inside Out”

This time our Community Managers have prepared the subtitles for the video version of patchnote. The video can be found here: link

Back to the Inside Out season

Harsh snow blizzards give way to a mysterious phenomenon known as the Inside Out. It's time to unravel the secrets of the Zone in the new Back to the Inside Out spring season. To get the valuable rewards from the season pass, you'll have to travel to the furthest corners of the Inside Out... but it's worth it, right?

Season rewards

Season pass rewards have been updated.

The following key rewards are available to players this season:

  • Hollow Skin;
  • Endgame and Ravager motif;
  • Forgotten Luggage;
  • M1014 Breacher and Inside Out Breach motif
  • Grenadier Exoskeleton and Forgotten Grenadier motif;
  • ALK-22 Dragonfly and Flutter of the Inside Out motif;
  • Phantom Scream camouflage container.

The MK-47 Mutant assault rifle is a unique reward for reaching level 500.

The range of items for Act 1 Tickets in the in-game shop has also been updated!

Item Price in tickets
Legendary part 1500
Exclusive part 1000
Rare part 700
Special part 100
Transferable Season pass 800
ZIVCAS ArcticSafe-6 1500
ZIVCAS Valor 1500
Fog Hunter Heavy Armored Suit 900
CD-3b Armored Suit 750
SIG SG 550 Sniper 900
Glock 18C 1200
Military Stalkers’ Cleaver 700
FN SCAR-L 200
APS 150
EMChes Machete 100
Transferable Forgotten supplies – 75 pcs. 500
Transferable Forgotten supplies – 15 pcs. 150
Personal Forgotten supplies – 125 pcs. 500
Personal Forgotten supplies – 25 pcs. 150
Case with gear parts 100
Albatross Heavy Assault Armored Exoskeleton Part 1000
Gauss Rifle part 1000

 

The purchase limits for Anomalous Serum and Unstable Anomalous Batteries have also been updated.

Season cases with transferable gear

The contents of the Tactical and Elite cases have been updated. The contents of the Basic case remain unchanged. All gear from these cases can be put on your character, transferred to another player, or sold through the auction.

Styles and motifs of Back to the Inside Out season

New unique Back to the Inside Out season styles and motifs have been added and are available for purchase in the shop.

The following styles are available:

  • Liquidator style for Saturn Jumpsuit;
  • Vint style for VSS Vintorez.

A set of Forgotten in the Inside Out motifs has also been added. As always, players can purchase them as a set at a significant discount or individually.

Back to the Inside Out starter pack

The Back to the Inside Out season starter pack is also available for purchase in the in-game shop.

The following items can be received with purchase:

  • 10 season levels;
  • Premium for 7 days;
  • Two unique armour and weapon paints.

Season cases

The new spring season case, Forgotten supplies, offers players a wide variety of rewards. It includes master pieces of gear, among other things:

  • SBA TANK;
  • RPL-20;
  • HK XM8S;
  • FN SCAR SSR.

Note. We had originally planned to include rewards from the first season of Act I (summer season 2024) in the blueprints, but then the RPL-20 machine gun would only become available two years later. So we decided to add it already this season — exactly one year since its appearance in the game.

This will increase the number of users of this weapon, as well as finer balancing and more cosmetics for it.

Exchange of duplicate equipment

When you receive a second item from the list below, it can be exchanged for season currency at the Exchanger:

Item Amount of season currency
SBA TANK 25000
HK XM8S 25000
FN SCAR SSR 25000
RPL-20 25000
Endgame 3000
Grenadier Exoskeleton 4500
M1014 Breacher 2500
ALK-22 Dragonfly 5000

 

Temporary Fragile Beginnings quest line 

New flora and fauna began to appear in the Zone. Strange plants, the properties of which can only be guessed about, and superfast ticks. They appear out of nowhere and in a moment disappear into nothing. Residents chatter that passageways to the mysterious Inside Out are about to open... Are these events related? The answer should be sought from your old acquaintance Dr Sergei Suckoff!

Hurry up! The quest is available after completing the tutorial and will be available for two weeks.

Southern locations update

Redesign of The Swamps and Roadside

The Swamps location has been partially redesigned.

Changes:

  • Ataman's HQ has been moved to the eastern side of the location;
  • The passages to the Roadside location have been redesigned;
  • Safe zones have received cosmetic edits.

Meanwhile, the Roadside location has been completely redesigned.

PVP event added to the Roadside location, previously it was possible to participate in it only on the northern locations — Outpost.

Capture is available to players from all factions. When an outpost is captured, the owner of the outpost is determined by the following rules:

  • Bandits, Covenant and Mercenaries capture an outpost as bandits.
  • Stalkers, Rise and Frontier capture an outpost as Stalkers.

Southern quests update

In conjunction with the redesign of The Swamps and Roadside, a lot of quests in the South have undergone significant changes. In most cases, we have changed player routes to reduce the time spent travelling between key points in the quest.

Some quests have undergone dramatic changes, while others have been replaced with brand-new adventures.

Player routes in the South story have also been optimised and story missions have been slightly reworked. Kaa's riddles have been completely rewritten and simplified to make them more accessible and interesting for players.

Redefining the Digger Base

One of the key problems of the Digger base is a common safe zone for the two opposing factions in the central part of the Scrapyard location, i.e. the most dangerous part of the location.

Also, this safe zone was visually one of the most outdated.

It was decided to split the Digger Base into a separate base for Stalkers and a separate base for Bandits.

Now the Digger Base for Bandits is located at the Kolos Agrocomplex location, and for Stalkers at the Black Willows location.

Digger Bases are no longer located underground and are called Digger Hut for Bandits and Digger Plot for Stalkers.

If the player has visited the Digger Base, they have the option to reappear at this safe zone.

Since this is not the main safe zone, the player will only be able to buy consumables and charge devices to continue their journey further, but there is no access to personal storage at these bases.

Redefining the safe zones of the Roadside location

The Photon-2 and Garages safe zones were second in the outdated grading. It was decided to completely redefine them to reflect the new visual style of the Roadside location.

Now on the Bandits‘ side there is a Village School base, and on the Stalkers’ side there is a Fire Station base.

These bases were made with a bias towards player findability, where we reworked:

  • The location of the main quest NPCs from other quest NPCs.
    The main quest NPCs will now be in separate convenient places, where players should not interfere too much with those who just wanted to buy consumables for the next raid.
  • The location of functional NPCs.
    All trade functional NPCs in the safe zones of the Roadside are now in pairs and sometimes groups.
  • Visual style of trade points.
    New players will now be able to visually locate the right NPC thanks to updated models of signs and the very counters where merchants are located.
  • Added a separate room for events.
    This is a future plan for all safe zones, but we plan to have all NPCs and unique content during season activities in special dedicated rooms that will be decorated for the theme of the season.

Improvement of safe zones of The Swamps location

After gathering feedback from players, it was decided to finalise the Ataman's HQ and the Boathouse.

For easier player navigation, it has been redesigned:

  • Trade NPCs placement;
  • Quest NPCs placement;
  • Room geometry for more comfortable movement.

Future plans for safe zones

After gathering feedback and completing other projects, we will also redesign the following safe zones:

  • The Bar;
  • Safe zones of the northern factions.

We plan to improve the player experience by:

  • Avoiding bunker-type safe zones altogether;
  • Giving a unique visual style for each functional NPC;
  • Adding new mechanics that will deepen player interaction in safe zones.

QoL improvements

Outpost capture progress-bar

Added an impersonal progress bar for capturing an active outpost to the map event description.

When hovering over the event icon on the map, you can see the progress of capturing an outpost.

Notification of the beginning of the outpost capture

Added notification of the beginning of a battle for an outpost.

The notification appears as follows:

  • For attackers — When starting an event to kill an outpost boss;
  • For defenders — At the start of the active capture phase of an outpost.

Display of a penalty to movement speed from weapons

Added a previously hidden movement speed penalty to weapon and character characteristics, which works when the weapon is in hand.


In the weapon's characteristics


In the character's stats

Also, in character stats, you can now track the decrease in movement speed as the overload increases.

Unpacking bags and crates

Added the ability to fully unpack packed items.

Updating the functionality and interface of merchants

Reworked the sorting of merchant assortment on all safe zones.

Also, starting in the North, items that are crafted in the Hideout have been added to the merchant's assortment.

These items cannot be bought from a merchant, but the player can now add crafted items to their trade packs for quick purchase.

Since these items cannot be bought, they can only be obtained by using the “Use items from personal storage” function.

From safe zones where there is no access to a personal storage area, trade packs will not work.

It is also now possible to view item crafting from the merchant's menu when right-clicking on a crafted item.

Redesign of night vision goggles

Dark nights

The nights in the Exclusion Zone have become much darker.

The further the player moves north, the darker the nights become. If you can still do without a night vision goggle in The Swamps, then further on you can't.


Old night at The Swamps location


New night at The Swamps location


Old night at Pervomaisky Factory Bar location


Old night at Pervomaisky Factory Bar location


Old night at Serpentine location


New night at Serpentine location

Night-Vision Goggles

All night vision goggles were massively redesigned. We tried to remove all the problems of past NVGs and make playing with them more enjoyable and comfortable.

Among the nice things, the detector screens, the SN-2u Leglet and the Castor F2N appearance screen on the FAMAS G2 are now clearly visible when the NVG is switched on.

Getting all the NVGs is now only possible through the barter tree.

The latest model of the NVG implies three variations of different colours.

The choice between them is absolutely free so that the player can choose the option they feel more comfortable playing with.

Two conceptual NVGs have also been added: Broken NVG and Aww scary NVD They are designed primarily for media content creation, but not for performance play.

Replacing old NVGs with new models

The old NVGs models were replaced with new assault models of appropriate quality.

What we're replacing
Home-made NVG → Assault NVG of Picklock quality
Night-Vision Goggles → Assault NVG of Stalker quality
2nd Generation NVG → Assault NVG of Veteran quality
NVD-11 Export → Assault NVG of Master quality
NVG 01M → Assault NVG of Master quality

 

All transferable NVG models are converted to a personal NVG with associated compensation.

Name Compensation content
Night-Vision Goggles
  • Advanced Tools – 5 pcs.
  • Advanced Spare parts – 10 pcs.
2nd Generation NVG
  • Advanced Tools – 7 pcs.
  • Advanced Spare parts – 14 pcs.
NVD-11 Export
  • Advanced Tools – 10 pcs.
  • Advanced Spare parts – 20 pcs.

 

Also, each player, for all available armour on the character, was given one NVG of the best model according to the best armour of a character.

It should be noted that if the player has a suit with Combat NVG, which existed in a built-in form in a number of suits, the player will receive an Assault NVG of Master quality.

Southern signals and SRD Buryat craft changes

From now on, signals on such locations as Scrapyard, The Pit, The Forest, The Dead City, The Graveyard, The Path of Fools and Polesskoye will depend more on the number of players on the location, which will make it easier to get them on average.

Also, crafting of Buryat and camo containers will be aimed towards Northern locations, making them more accessible and relevant on average.

Changes in SRD Buryat carft

Name Was Is
SRD Candle 1 1
Alpha Group Tracker 125 50
Beta Group Tracker 125 75
Gamma Group Tracker 25 150

 

Changes in crafting of containers with weapon camouflage and armour camouflage

Name Was Is
Alpha Group Tracker 25 5
Beta Group Tracker 15 10
Gamma Group Tracker 5 15

 

Hideout changes

Added the ability to quickly exit Hideout into the open world.

The exit leads to the location corresponding to the last visited safe zone.

Added the ability to remove all objects, extensions and decorations to the laptop interface, as well as view the object characteristics and remaining extensions.

Also, all functional safe zone NPCs have been added to the laptop with some changes, which you'll learn about below:

Any barter item can now be purchased from the equipment merchant in the Hideout according to the reputation level of the desired equipment.

Installing additional extensions to the Generator (you can learn more about the mechanics of the Hideout here) increases the energy decay rate for artefacts in the Hideout Researcher. Note that each extension has its own cleavage rate increase value.

Hideout merchants are also affected by all boosts from faction bonuses and subdivision bonuses.

Added the ability to charge devices in the Inverter for hideout energy.

You can now choose to respawn in Hideout when you die. If you select this option it will become a priority, it also works vice versa.

Outposts and quest locations will still have the highest priority of respawn locations.

Added the ability to go to Hideout from the regular map, not just the global map. Also added a function to switch to the hideout from the map with the Q button.

Switching between item crafting tabs can now be back and forward using the Q and E buttons.

Hideout item capacity has been increased to 300.

Arsenal changes

Changes have been made to the cost of the following items:

Name Cost in reputation
Small Crate of Rations 4 → 8
Common Crate of Rations 8 → 16
Big Crate of Rations 14 → 48
Crate of Parts 6 → 24

 

Compensation in the form of the difference in reputation value of the Arsenal of changed items has also been issued.

Safes changes

New items have been added to fill the safes.

Safe name Item name
Military
  • Kevlar
  • Incendiary Coating
  • Protective Coating
Factory
  • Air Duct
  • Protective Coating
  • Measuring Equipment
  • Strong Steel
Medical
  • Adrenaline
  • Antitoxin
Scientific
  • Reactor Vessel
  • Antitoxin
  • Aniline
  • Ethyl Aluminum
  • Hormones

 

The following items have also been added to all safes:

  • Advanced spare parts;
  • Advanced Tools.

Changes to armour barter branches

The development team decided to remove all worn and damaged versions of the suits from the barter progression. In addition, the MIS-113 Iolite, MIS-116 EmeraldMIS-116 Emerald and MIS-105 Topaz suits were removed from the progression of the scientist branch of suits, and the Scythian-4b Armored Suit was removed from the progression of combo armour.

Now all suit branches are linear development and progression, except for the AH and Exoskeleton branches, these branches as before start in branches of other armour classes, scientist for the AH branch and combo for the Exoskeleton branch.

As part of the redesign, some armour styles have moved to the last armour types from progression.

Styles and the armour they are now fitted to:

Style Armour
Master of the Snowstorm Scythian-5 Armored Suit
Blizzard Tamer Centurion Armored Exoskeleton
Master of the Winter Forest Beast Slayer Exoarmor

 

Changes in armour characteristics

Name Characteristics
Jacket with Body Armor
  • Bullet resistance: 35 → 23
  • Laceration protection: 49 → 40
  • Carry weight: 2 → 0
Scout Suit
  • Bullet resistance: 54 → 41
  • Explosion protection: 62 → 35
  • Laceration protection: 62 → 53
  • Resistance to electricity: 10 → 0
  • Resistance to fire: 10 → 0
  • Resistance to chemicals: 10 → 0
  • Carry weight: 4 → 2
  • Bleeding Protection: 50 → 40
Striker Armored Suit
  • Bullet resistance: 75 → 109
  • Explosion protection: 62 → 89
  • Laceration protection: 77 → 99
  • Resistance to electricity: 10 → 20
  • Resistance to fire: 10 → 20
  • Resistance to chemicals: 10 → 20
  • Carry weight: 4 → 9
  • Radiation protection: 40 → 100
  • Bioinfection protection: 40 → 100
Hoplite Armored Suit
  • Bullet resistance: 122 → 153
  • Explosion protection: 96 → 124
  • Laceration protection: 112 → 131
  • Resistance to electricity: 20 → 30
  • Resistance to fire: 20 → 30
  • Resistance to chemicals: 20 → 30
  • Carry weight: 9 → 12
  • Radiation protection: 120 → 170
  • Thermal protection: 30 → 40
  • Bioinfection protection: 100 → 150
  • Psy-Emission protection: 40 → 100
Legionnaire Heavy Armored Suit
  • Bullet resistance: 165 → 202
  • Explosion protection: 124 → 152
  • Laceration protection: 138 → 160
  • Carry weight: 12 → 18
  • Psy-Emission protection: 120 → 200
Hunter’s Cloak
  • Bullet resistance: 38 → 15
  • Laceration protection: 125 → 100
  • Carry weight: 5 → 0
  • Radiation protection: 10 → 5
  • Bioinfection protection: 10 → 5
Houndmaster Protective Suit
  • Bullet resistance: 44 → 32
  • Explosion protection: 50 → 25
  • Laceration protection: 132 → 119
  • Resistance to electricity: 10 → 0
  • Resistance to fire: 10 → 0
  • Resistance to chemicals: 10 → 0
  • Radiation protection: 20 → 10
  • Bioinfection protection: 20 → 10
  • Bleeding Protection: 70 → 50
Trapper Suit
  • Bullet resistance: 64 → 57
  • Laceration protection: 153 → 146
  • Radiation protection: 60 → 40
  • Bioinfection protection: 60 → 40
Fleece Protective Suit
  • Bullet resistance: 104 → 96
  • Laceration protection: 192 → 184
  • Carry weight: 20 → 15
  • Radiation protection: 140 → 130
  • Thermal protection: 50 → 40
  • Bioinfection protection: 130 → 120
  • Psy-Emission protection: 60 → 20
Osh Protective Suit
  • Bullet resistance: 144 → 133
  • Laceration protection: 228 → 219
  • Resistance to electricity: 40 → 30
  • Resistance to fire: 40 → 30
  • Resistance to chemicals: 40 → 30
  • Carry weight: 30 → 25
  • Radiation protection: 210 → 190
  • Thermal protection: 120 → 80
  • Bioinfection protection: 210 → 190
  • Psy-Emission protection: 140 → 110
Jaeger Exoarmor
  • Bullet resistance: 159 → 166
  • Laceration protection: 248 → 258
  • Radiation protection: 220 → 230
  • Bioinfection protection: 220 → 230
  • Psy-Emission protection: 190 → 210
Voshod Heavy Armored Suit
  • Bullet resistance: 130 → 141
  • Laceration protection: 148 → 155
  • Carry weight: 12 → 14
  • Thermal protection: 70 → 80
  • Bioinfection protection: 170 → 190
Samson Exoskeleton
  • Bullet resistance: 175 → 187
  • Laceration protection: 178 → 187
  • Radiation protection: 220 → 230
  • Bioinfection protection: 220 → 230
  • Psy-Emission protection: 190 → 210
Gorka-3 Suit
  • Bullet resistance: 22 → 19
  • Laceration protection: 45 → 40
  • Resistance to electricity: 10 → 5
  • Resistance to fire: 10 → 5
  • Resistance to chemicals: 10 → 5
  • Speed: 0 → +1
  • Carry weight: 2 → 1
  • Radiation protection: 20 → 10
  • Thermal protection: 10 → 5
  • Bioinfection protection: 20 → 10
  • Bleeding Protection: 35 → 25
Aurora Jumpsuit with Gas Mask
  • Bullet resistance: 41 → 29
  • Explosion protection: 44 → 20
  • Laceration protection: 45 → 37
  • Resistance to electricity: 30 → 15
  • Resistance to fire: 30 → 15
  • Resistance to chemicals: 30 → 15
  • Speed: 0 → +1
  • Carry weight: 8 → 6
  • Radiation protection: 100 → 50
  • Bioinfection protection: 70 → 50
  • Psy-Emission protection: 30 → 0
  • Bleeding Protection: 40 → 25
Forager Jumpsuit
  • Bullet resistance: 60 → 54
  • Laceration protection: 58 → 54
  • Speed: 0 → +1
  • Radiation protection: 170 → 140
  • Thermal protection: 45 → 40
  • Bioinfection protection: 120 → 100
Falcon Armored Suit
  • Bullet resistance: 100 → 91
  • Laceration protection: 83 → 78
  • Carry weight: 12 → 10
  • Radiation protection: 210 → 200
  • Thermal protection: 100 → 70
  • Bioinfection protection: 220 → 200
  • Psy-Emission protection: 130 → 120
Scythian-2m Armored Suit
  • Bullet resistance: 138 → 128
  • Laceration protection: 105 → 99
  • Resistance to electricity: 120 → 90
  • Resistance to fire: 120 → 90
  • Resistance to chemicals: 120 → 90
  • Radiation protection: 290 → 260
  • Thermal protection: 200 → 180
  • Bioinfection protection: 290 → 250
  • Psy-Emission protection: 210 → 200
Scythian-4 Armored Suit
  • Bullet resistance: 187 → 160
  • Explosion protection: 157 → 116
  • Laceration protection: 158 → 124
  • Resistance to electricity: 150 → 120
  • Resistance to fire: 150 → 120
  • Resistance to chemicals: 150 → 120
  • Carry weight: 26 → 15
  • Radiation protection: 280 → 300
  • Thermal protection: 180 → 200
  • Bioinfection protection: 280 → 300
  • Psy-Emission protection: 280 → 260
AH-2 Nomad Suit
  • Bullet resistance: 55 → 48
  • Laceration protection: 49 → 45
  • Resistance to electricity: 105 → 90
  • Resistance to fire: 105 → 90
  • Resistance to chemicals: 105 → 90
  • Radiation protection: 170 → 140
  • Thermal protection: 45 → 40
  • Bioinfection protection: 120 → 100
AH-3 Seeker Suit
  • Bullet resistance: 93 → 85
  • Laceration protection: 73 → 68
  • Resistance to electricity: 180 → 165
  • Resistance to fire: 180 → 165
  • Resistance to chemicals: 180 → 165
  • Radiation protection: 210 → 200
  • Thermal protection: 100 → 70
  • Bioinfection protection: 220 → 200
  • Psy-Emission protection: 130 → 120
RAPS AH-4 Raider
  • Bullet resistance: 133 → 123
  • Laceration protection: 98 → 92
  • Resistance to electricity: 240 → 225
  • Resistance to fire: 240 → 225
  • Resistance to chemicals: 240 → 225
  • Radiation protection: 290 → 260
  • Thermal protection: 200 → 180
  • Bioinfection protection: 290 → 250
  • Psy-Emission protection: 210 → 200
RAPS AH-5 Pilgrim
  • Bullet resistance: 150 → 156
  • Laceration protection: 114 → 120
  • Resistance to electricity: 240 → 255
  • Resistance to fire: 240 → 255
  • Resistance to chemicals: 240 → 255
  • Psy-Emission protection: 240 → 260
Aurora-B Jumpsuit
  • Bullet resistance: 26 → 38
  • Laceration protection: 16 → 23
  • Resistance to electricity: 100 → 300
  • Resistance to fire: 100 → 300
  • Resistance to chemicals: 100 → 300
  • Radiation protection: 200 → 220
  • Thermal protection: 100 → 200
  • Bioinfection protection: 120 → 200
  • Psy-Emission protection: 70 → 100
MIS-99 Amber
  • Bullet resistance: 44 → 72
  • Explosion protection: 20 → 40
  • Laceration protection: 27 → 42
  • Resistance to electricity: 350 → 550
  • Resistance to fire: 350 → 550
  • Resistance to chemicals: 350 → 550
  • Carry weight: 3 → 6
  • Radiation protection: 230 → 290
  • Thermal protection: 200 → 240
  • Bioinfection protection: 210 → 300
  • Psy-Emission protection: 100 → 19
MIS-99 Malachite
  • Bullet resistance: 79 → 105
  • Explosion protection: 40 → 60
  • Laceration protection: 46 → 60
  • Resistance to electricity: 600 → 750
  • Resistance to fire: 600 → 750
  • Resistance to chemicals: 600 → 750
  • Carry weight: 6 → 9
  • Radiation protection: 300 → 360
  • Thermal protection: 300 → 340
  • Bioinfection protection: 300 → 360
  • Psy-Emission protection: 200 → 300
Uranus Jumpsuit
  • Bullet resistance: 122 → 132
  • Explosion protection: 70 → 80
  • Laceration protection: 73 → 79
  • Resistance to electricity: 600 → 850
  • Resistance to fire: 600 → 850
  • Resistance to chemicals: 600 → 850
  • Carry weight: 17 → 12
  • Radiation protection: 360 → 400
  • Thermal protection: 340 → 395
  • Bioinfection protection: 360 → 400
  • Psy-Emission protection: 280 → 330
  • Bleeding Protection: 35 → 30

 

Armour compensation

Replacing player armour

Player armour before patch Old armour base level Armour issued to player New armour base level
Worn MIS-99 Amber Roadside level 3 Aurora-B Jumpsuit Roadside level 3
Worn MIS-99M Malachite The Bar level 2 MIS-99 Amber The Bar level 3
Worn Uranus/REAPER Jumpsuit The Bar level 6 MIS-99 Malachite The Bar level 7
MIS-122 Amethyst North level 1 Uranus/REAPER Jumpsuit North level 4
Damaged Saturn Jumpsuit North level 3 Uranus/REAPER Jumpsuit North level 4
Worn Saturn Jumpsuit North level 5 Saturn Jumpsuit North level 7
Bandit Suit with Gas Mask Roadside level 1 Kleptomaniac Suit Roadside level 3
Aurora Jumpsuit with Gas Mask Roadside level 1 Forager Jumpsuit Roadside level 3
Worn Kleptomaniac Roadside level 3 Kleptomaniac Suit Roadside level 3
Worn Forager Roadside level 3 Forager Jumpsuit Roadside level 3
Worn Falcon/Mockingbird Armored Suit The Bar level 2 Falcon/Mockingbird Armored Suit The Bar level 3
Worn Scythian-2m/Kingpin Suit The Bar level 6 Scythian-2m/Kingpin Armored Suit The Bar level 7
Scythian-2m/Kingpin Armored Suit North level 1 Scythian-4 Armored Suit North level 4
Worn Scythian-4b North level 3 Scythian-4 Armored Suit North level 4
Worn Scythian-4 North level 3 Scythian-4 Armored Suit North level 4
Scythian-4b Armored Suit North level 5 Scythian-5 Armored Suit North level 7
Scythian-4 Armored Suit North level 5 Scythian-5 Armored Suit North level 7
PS-1 Picklock The Swamps level 4 IP-4M The Swamps level 4
AH-1 Drifter Suit Roadside level 1 AH-2 Nomad Suit Roadside level 3
Worn AH-2 Nomad Roadside level 3 AH-2 Nomad Suit Roadside level 3
Worn AH-3 Seeker Suit The Bar level 2 AH-3 Seeker Suit The Bar level 3
Worn AH-4 Raider The Bar level 2 AH-4 Raider Suit The Bar level 7
RAPS AH-5 Pilgrim North level 3 RAPS AH-5 Pilgrim North level 4
Worn AH-6 Nomad North level 5 RAPS AH-6 Nomad North level 7
Cloak/Bandit Cloak The Swamps level 3 Houndmaster Protective Suit The Swamps level 4
Houndmaster Protective Suit Roadside level 1 Trapper Suit Roadside level 3
Worn Trapper Suit Roadside level 3 Trapper Suit Roadside level 3
Worn Fleece Protective Suit The Bar level 2 Fleece Protective Suit The Bar level 3
Worn Osh Protective Suit The Bar level 6 Osh Protective Suit The Bar level 7
Jaeger Exoarmor North level 3 Jaeger Exoarmor North level 4
Worn Beast Slayer North level 5 Beast Slayer Exoarmor North level 7
Jacket with Body Armor The Swamps level 3 Scout Suit The Swamps level 4
Scout Suit Roadside level 1 Combat-5M Armored Suit Roadside level 3
Striker Armored Suit Roadside level 5 Striker Armored Suit The Bar level 3
Worn Hoplite Armored Suit The Bar level 2 Striker Armored Suit The Bar level 3
Worn Legionnaire The Bar level 6 Hoplite Armored Suit The Bar level 7
Legionnaire Heavy Armored Suit North level 1 Legionnaire Heavy Armored Suit North level 4
Damaged Centurion North level 3 Legionnaire Heavy Armored Suit North level 4
Worn Centurion North level 5 Centurion Armored Exoskeleton North level 7
Voshod/Thug Heavy Armored Suit The Bar level 6 Voshod/Thug Heavy Armored Suit The Bar level 7
Worn Samson/Trump Exoskeleton North level 1 Samson/Trump Exoskeleton North level 4
Samson/Trump Exoskeleton North level 3 Samson/Trump Exoskeleton North level 4
Worn Mule/Ace North level 5 Mule/Ace Exoskeleton North level 7

 

Replacement of armour with additional compensation

Player armour before patch Old armour base level Armour issued to player New armour base level Amount of compensation trade coins Amount of compensation rubles
MIS-99 Amber Roadside level 5 Aurora-B Jumpsuit Roadside level 3 800 10200
MIS-113 Iolite The Bar level 5 15000 230000
MIS-116 Emerald The Bar level 5 15000 230000
MIS-105 Topaz The Bar level 5 15000 230000
Bandit Suit The Bar level 5 Bandit Suit with Gas Mask The Swamps level 4 65 1350
Aurora Jumpsuit The Swamps level 5 Aurora Jumpsuit with Gas Mask The Swamps level 4 65 1350
Kleptomaniac Suit Roadside level 5 Kleptomaniac Suit Roadside level 3 800 10200
Forager Jumpsuit Roadside level 5 Forager Jumpsuit Roadside level 3 800 10200
Mockingbird Armored Suit The Bar level 4 Mockingbird Armored Suit The Bar level 3 1500 14500
Falcon Armored Suit The Bar level 4 Falcon Armored Suit The Bar level 3 1500 14500
AH-2 Nomad Suit Roadside level 5 AH-2 Nomad Suit Roadside level 3 800 10200
AH-3 Seeker Suit The Bar level 4 AH-3 Seeker Suit The Bar level 3 1500 14500
RAPS AH-4 Raider North level 1 RAPS AH-4 Raider The Bar level 7 11000 160000
Hunter’s Cloak The Swamps level 5 Houndmaster Protective Suit The Swamps level 4 65 1350
Trapper Suit Roadside level 5 Trapper Suit Roadside level 3 800 10200
Fleece Protective Suit The Bar level 4 Fleece Protective Suit The Bar level 3 1500 14500
Osh Protective Suit North level 1 Osh Protective Suit The Bart level 7 11000 160000
Worn Voshod Heavy Armored Suit The Bar level 4 Falcon Armored Suit The Bar level 3 1500 14500
Thug Heavy Armored Suit The Bar level 4 Mockingbird Armored Suit The Bar level 3 1500 14500

 

Compensation for players who bartered final versions of master armour during the last year

Due to the fact that some players will receive master versions of armour as part of the basic compensation, the development team decided to compensate the barter of players depending on the time of ownership of the armour and, accordingly, the unlocked potential of the master armour.

Armour unit barter period Compensation in trade coins Serum compensation
19.02.25 – 05.03.25 50 000 55
05.12.24 – 18.02.25 10 000 20
05.03.24 – 05.12.24   10


Balance changes

HK XM8S rework

Changes
Damage: 41.1 → 42.8
Minimum damage: 32.7 → 34.2
Picatinny side rails added
  • Players who have improved HK XM8 or HK XM8S in the Arsenal workshop will be compensated with 10000 Arsenal reputation;
  • Players who have Arsenal's HK XM8S and HK XM8S on hand will receive updated HK XM8S;
  • Added the ability to exchange Arsenal's HK XM8 and HK XM8 for the HK XM8S from the Exchanger and Dealer before the end of the season;
  • Added a free exchange offer of HK XM8 for Arsenal's HK XM8. The offer will only be available until the end of the season.

Weapon, armour and plate changes

Name Changes
RSh-12 Limb damage: 0.7 → 0.8
Gauss Rifle Speed penalty in aiming: : -50% → -30%
AM-17

First shot recoil multiplier 2 → 1.7

Recoil: 0.68° → 0.65°

Scorpion EVO III Recoil increase: 6% → 5%
OTs-14M Surge Recoil increase: 5.5% → 4.5%
  • DP
  • L86A1
  • RPK-74
  • RPD
  • M249 SAW
  • RPK
  • RPK-16
  • RPL-20
  • PKP Pecheneg
  • MG 3
Hip-fire spread: 2.45° → 3°
Removed 60% spread reduction in the lying position
Rigel Jumpsuit Bullet resistance: 209 → 216
Ceramic Plate I Armor: 43.75 → 55
Ceramic Plate II Armor: 65.625 → 85
Ceramic Plate III Armor: 87.5 → 115
Ceramic Plate IV Armor: 109.375 → 140
Ceramic Plate V Armor: 131.25 → 170
Experimental plate

Armor: 150 → 190

Damage absorption: 100% → 95%

  • Composite Plate I-V
  • Onyx plate V
  • Experimental thermoplate I-V
Damage absorption: 20% → 25%
Steel Plate I-V Damage absorption: 10% → 15%


Magazines changes

Previously, magazine penalties and bonuses were excessive, causing a conventional assault rifle with an ergonomically designed magazine to have significantly less hip spread than a submachine gun, which has the default advantage of reduced hip spread.

A similar situation occurred with penalties — a drum AR could have a much greater hip spread than a machine gun.

The situation has been bad for the perception of weapons, causing the range of penalties and bonuses to be significantly narrowed.

 

Name Changes
  • 5.56 NATO STANAG Magazine (20 and 30 rounds)
  • 5.56 NATO STANAG Magazine, Wrapped
  • 5.45 PMAG Magazine, Black
  • Aiming time: -14% → -7%
  • Hip-fire spread: -14% → -7%
  • Added change in movement speed: 0.4%
  • 5.56 NATO PMAG Magazine, Winter
  • 5.56 NATO PMAG Magazine, Khaki
  • 5.56 NATO PMAG Magazine, Black
 
 
  • Aiming time: -18% → -9%
  • Hip-fire spread: -18% → -9%
  • Added change in movement speed: 0.8%
 
  • 5.45 "Waffle" Magazine
  • 5.56 Pufgun Magazine, Black
 
 
  • Aiming time: -22% → -11%
  • Hip-fire spread: -22% → -11%
  • Added change in movement speed: 1.2%
 
  • AKM Airforce Magazine
  • PMAG GEN2 M2 MOE Magazine
 
 
  • Aiming time: -26% → -13%
  • Hip-fire spread: -26% → -13%
  • Added change in movement speed: 1.6%
 
  • EMAG Magazine
  • 5.56 NATO STANAG Magazine (45 rounds)
  • 5.45 Plastic Magazine
  • 5.45 Plastic Magazine, Wrapped
 
 
  • Removed 8% aiming time
  • Removed 8% hip spread
  • Added change in movement speed: -0.4%
 
  • 5.56 NATO STANAG Magazine (60 rounds)
  • New Year 5.56 NATO STANAG Magazine
  • 5.45 Magazine
  • 5.45 Magazine, Wrapped
 
  • Aiming time: 24% → 6%
  • Hip-fire spread: 24% → 6%
  • Added change in movement speed: -0.7%
 
  • 5.56 NATO Drum Magazine, Khaki
  • 5.56 NATO Drum Magazine, Black
  • 5.56 NATO Drum Magazine in a Sweater
  • AA-12 Drum Magazine
 
 
  • Aiming time: 30% → 12.5%
  • Hip-fire spread: 30 → 12.5%
  • Added change in movement speed: -1.5%
 

5.45 Bakelite Magazine

 
  • Removed 12% aiming time
  • Removed 12% hip spread
  • Added change in movement speed: -0.6%
 

7.62x39 Drum Magazine

 
 
  • Aiming time: 30% → 12%
  • Hip-fire spread: 30% → 12%
  • Added change in movement speed: -1.2%
 

OTs-14 Extended Magazine

  • Removed 4% aiming time
  • Removed 4% hip spread
 
  • Ergonomic Magazine for VSS/Val
  • New Year Ergonomic Magazine for VSS/Val
  • Ergonomic Magazine for VSS/Val, Wrapped
 
 
  • Aiming time: -26% → -13%
  • Hip-fire spread: -26% → -13%
  • Added change in movement speed: 1.6%
 

5.56 NATO EMAG Drum Magazine

  • Aiming time: 20% → 5%
  • Hip-fire spread: 20% → 5%
  • Added change in movement speed: -0.5%
 

Scorpion Drum Magazine

  • Hip-fire spread: 20% → 5%
  • Added change in movement speed: -0.5%
 
  • 5.45 Drum Magazine
  • 5.45 Drum Magazine in a Sweater
  • G3/M1A Drum Magazine
 
 
  • Hip-fire spread: 25% → 10%
  • Added change in movement speed: -1%

PPSh Drum Magazine

  • Hip-fire spread: 32% → 8%
  • Added change in movement speed: -1.1%
 

X-5 Drum Magazine

 
 
  • Hip-fire spread: 32% → 8%
  • Aiming time 32% →Draw time 32%
  • Added change in movement speed: -1.1%

AKM Airborne Magazine

 
  • Reload: 2.7 → 2.95
  • Tactical Reload: 2.16 → 2.36
  • Aiming time: -22% → -8.25%
  • Hip-fire spread: -22% → -8.25%
  • Added change in movement speed: 0.9%
Magpul PMAG 7.62x39 Magazine
  • Reload: 2.6 → 2.85
  • Tactical Reload: 2.08 → 2.28
  • Aiming time: -26% → -9.75%
  • Hip-fire spread: -26% → -9.75%
  • Added change in movement speed: 1.2%
  • 7.62 Bakelite Magazine
  • 7.62 Bakelite Magazine, Wrapped
 
 
  • Reload: 3.3 → 3.55
  • actical Reload: 2.64 → 2.84
  • Removed 12% aiming time
  • Removed 12% hip spread
  • Added change in movement speed: -0.75%

7.62 Plastic Magazine

 
  • Reload: 3.2 → 3.45
  • Tactical Reload: 2.56 → 2.76
  • Removed 8% aiming time
  • Removed 8% hip spread
  • Added change in movement speed: -0.5%

Handmade 7.62x39 Magazine

 
  •  Reload: 3.1 → 3.35
  • Tactical Reload: 2.48 → 2.68
  • Removed 4% aiming time
  • Removed 4% hip spread
  • Added change in movement speed: -0.25%


Overheat changes

Previously, the overheat limit of a weapon did not take into account the initial damage and was set solely by the size of the magazines. The principle of setting the limit has been changed to take into account the damage a weapon must do at its level.

Name Change
M16A1 Overheat limit: 46 → 41
AKS-74U Overheat limit: 46 → 51
M16A2 Overheat limit: 46 → 41
M16A3 Overheat limit: 46 → 56
AK-74М Overheat limit: 46 → 51
Kbk wz. 88 Tantal Overheat limit: 46 → 51
AKM Overheat limit: 46 → 41
AN-94 Abakan Overheat limit: 46 → 51
M4A1 Overheat limit: 46 → 56
AK-105 Overheat limit: 46 → 51
L85A1 Overheat limit: 46 → 51
M4A1 CQC Overheat limit: 46 → 56
AKM Tishina Overheat limit: 46 → 41
AN-94M Abakan Overheat limit: 46 → 56
SIG SG 550 Overheat limit: 46 → 51
9А-91 Overheat limit: 31 → 46
Steyr AUG A1 Overheat limit: 46 → 56
ALK-22 Dragonfly Overheat limit: 46 → 61
M4 LB Overheat limit: 46 → 51
OTs-14M Hurricane Added overheat limit: 51
Equalizer Overheat limit: 46 → 56
Rapier Overheat limit: 46 → 41
HK416 Overheat limit: 46 → 61
TKB-0146M Overheat limit: 46 → 56
AK-12 Overheat limit: 46 → 51
OTs-14 Groza Overheat limit: 31 → 46
AS Val Overheat limit: 31 → 46
HK G36C Overheat limit: 46 → 56
AEK-971 Overheat limit: 46 → 61
FN F2000 Overheat limit: 46 → 66
Steyr AUG A3 Overheat limit: 46 → 56
Rune Overheat limit: 46 → 51
HK XM8 Overheat limit: 46 → 56
HK XM8S Overheat limit: 46 → 56
IWI Tavor X95 Overheat limit: 46 → 71
LR-300 Overheat limit: 46 → 66
AMB-17 Overheat limit: 31 → 51
OTs-14M Surge Overheat limit: 60 → 51
ASh-12 Overheat limit: 31 → 36
A-545 Overheat limit: 46 → 61
АМ-17 Overheat limit: 46 → 51
QBZ-191 "Burevestnik" Overheat limit: 46 → 61
FN F2000 Tactical Overheat limit: 46 → 66
FAMAS G2 Overheat limit: 46 → 71
FAMAS G2 SOPMOD Overheat limit: 46 → 71
Walther MPK Overheat limit: 48 → 36
PP-91 KEDR Overheat limit: 60 → 46
Vz.68 Scorpion Overheat limit: 60 → 51
Gepard Overheat limit: 46 → 36
IMI Uzi Overheat limit: 60 → 41
Ingram MAC-10 Overheat limit: 48 → 51
IMI Mini Uzi Overheat limit: 60 → 51
PP-2000 Overheat limit: 60 → 51
Tsunami Overheat limit: 60 → 56
PPSh Overheat limit: 53 → 56
Spectre M4 Overheat limit: 60 → 51
AEK-919K Kashtan Overheat limit: 46 → 51
IMI Micro UZI Overheat limit: 60 → 61
HK UMP9 Overheat limit: 51 → 41
SR-2M Veresk Overheat limit: 46 → 56
PP-19 Bizon-2-01 Overheat limit: 80 → 54
HK UMP45 Overheat limit: 46 → 41
Steyr AUG 9 mm Overheat limit: 48 → 51
Frog Overheat limit: 60 → 41
SMG Nut Overheat limit: 36 → 41
SIG MPX Overheat limit: 75 → 51
Steyr AUG A3 9mm XS Overheat limit: 68 → 51
SR-3 Vikhr Overheat limit: 31 → 61
FN P90 Overheat limit: 75 → 51
Beretta Mx4 Storm Overheat limit: 50 → 56
Premium Micro UZI Overheat limit: 60 → 76
TDI KRISS Vector Overheat limit: 50 → 56
Scorpion EVO III Overheat limit: 51 → 61
SR-3M Overheat limit: 31 → 56
HK G3A1 Overheat limit: 38 → 36
Old FN Fal Overheat limit: 31 → 36
DSA-58 Overheat limit: 31 → 36
АК-308 Overheat limit: 31 → 41
FN SCAR-H Overheat limit: 31 → 36
HK417 Overheat limit: 31 → 36
FN FAL Overheat limit: 31 → 36
SA-58 CTC Overheat limit: 31 → 36

 

Other changes and fixes

  • Daily login rewards no longer have a time limit after which they will disappear;
  • Season points from Session Battles and Dead Time are no longer issued as timed points, but as sealed season points tied to the current season;
  • Now to change the copy of the location by transition you need to wait 30 seconds or die, also bubbles are placed on the locations, which are aimed at changing copies of locations;

  • Added models of ammo lying on the ground;
  • The Sig Sauer P320 paint mask has been updated;

  • The paint mask of the ALK-22 Dragonfly has been updated;

  • UPD: Updated Kurkri model;

  • Fixed incorrect appearance of the player during the final assault of Forge-11 in the North storyline, when the player appeared right in front of enemy fire;
  • Now in the open world, when pressing F1/Ctrl+F1, interior items are not highlighted;
  • Fixed a bug that made it impossible to talk to Mormon;
  • UPD: Now, in the open world, pressing F1/Ctrl+F1 no longer highlights interior items.