[img]https://clan.cloudflare.steamstatic.com/images//41581512/4c1dfae17a5cba51d484db2a93f9be6c607a2a8c.png[/img] It hasn't been a couple of days since we fixed everything and rolled out our global update, so hold on! After all, it's time to take out a bunch of equipment, add the upgrade guarantees, overhauled barter and spice up the whole thing with a whole MOUNTAIN of COMPENSATION! [h2]Change of equipment upgrade system[/h2] [img]https://clan.cloudflare.steamstatic.com/images//41581512/b2e6ad98bd41da8cfd4dc47a40e8041e0ceaa8bc.png[/img] We've significantly overhauled the gear upgrade system to make it more predictable and player-friendly. Most importantly, we added a guaranteed upgrade after a certain number of attempts. Spare parts have been renamed "Parts", which have been graded: cheap, standard, and advanced. Parts and tools can now be obtained through open world activities! [table] [tr] [td]Parts are also a requirement for gear upgrades.[/td] [/tr] [/table] We found the whole upgrade level lowering thing too "toxic", so we just added an ability to get spares (get used to it, that's what we call spare parts now) in-game and made them mandatory! [h3]Guaranteed upgrade of equipment[/h3] Guaranteed equipment upgrade has been added to the game. It is activated after a certain number of attempts. [table] [tr] [td]If the upgrade is successful before the guarantee is triggered, the guarantee counter resets to zero.[/td] [/tr] [/table] [img]https://clan.cloudflare.steamstatic.com/images//41581512/3d227ec8822a29c8c2d53605decc3d0a834f2260.png[/img] [h3]Changes to parts[/h3] Parts are divided into [b]cheap[/b], [b]standard[/b] and [b]advanced[/b]. They can be obtained for completing events in the open world. Let's reveal in a little more detail how they differ. [img]https://clan.cloudflare.steamstatic.com/images//41581512/21469cd92d786f62a7ffc26ca96c50f946b1914a.png[/img] [h3]Changes to equipment repair[/h3] [img]https://clan.cloudflare.steamstatic.com/images//41581512/8290f8903995c8b0e8383e7c69ab332e25e033c2.png[/img] The equipment maintenance window has been refined. This was done to harmonize with the new design of the upgrade window. [table] [tr] [td]Also, the function of disassembling equipment into components was removed - this decision is due to the fact that the function was more harmful and hemorrhoidal than useful.[/td] [/tr] [/table] [h3]Changes to tools[/h3] The functionality of cheap tools has been changed - now they allow you to modify equipment only up to level 5! The gradation of tools will remain the same: cheap, standard and advanced. Similar to parts, they can now also be obtained by completing events in the open world. [img]https://clan.cloudflare.steamstatic.com/images//41581512/71d6dfff00d907a1f5b6fcaae6c17346356042fe.png[/img] [h3]Compensation for changes to the upgrade system[/h3] [img]https://clan.cloudflare.steamstatic.com/images//41581512/cbe3e42712c7aaae5ed8fc1bfba5ba5e9294aef5.png[/img] All spare parts that are currently in the game are exchanged for "Advanced Parts" at a 1:1 ratio. We have also been careful to compensate active players for the difference between the old and new systems. To find out what the compensation for your gear is, click on the item in your inventory and select «Compensation» from the gear context menu. [table] [tr] [td]You can learn more about compensation in a [url=https://support.exbo.net/ru/help-center/articles/16/2/436][b]special article[/b][/url].[/td] [/tr] [/table] [h2]Barter rework[/h2] [img]https://clan.cloudflare.steamstatic.com/images//41581512/535116f3f00315b19dfd50d390b84e05a176f499.png[/img] For a long, long time the balance department has been hammering barter branches and finally brought it to release! Many branches have received their endings in the form of high-tier guns at level 6 of the base. In addition, prices for various equipment were partially revised and new barter branches were created. The work on the rebalancing of modules has been going on for a very long time and several times came to a dead end. We made the willful decision to[b] remove handguards and buttstocks[/b] as separate attachments in order to finally have a working system. [table] [tr] [td]Now the further a gun is down the barter branch, the cooler its modularity! [/td] [/tr] [/table] The following branches have been worked on so far: [list] [*] Assault rifles; [*] Machine guns; [*] Pistols; [*] Melee Weapons; [*] Muzzles; [*] Grips; [*] Laser Sights. [/list] Future changes of a similar nature will affect the remaining branches. [h3]Assault rifles and machine guns[/h3] [img]https://clan.cloudflare.steamstatic.com/images//41581512/5305cf1b58bbfab03ba0eef786e552e9fd2f40b0.png[/img] The following assault rifle branches have been extended: [list] [*] AS Val (9.39 silent automatic rifles); [*] AKM/HK G3 (7.62 assault rifles); [*] Limansk assault rifles (9.39 and 12.7 special weapons). [/list] The rework of barter branches could not avoid changes of positions and templates of some weapons. Therefore, we made compensation for owners of certain guns! Compensation occurred if players' weapons became worse based on the position of the weapon in the barter. In addition, some positions were removed from the barter (which obviously needs to be compensated). [table] [tr] [td]Weapon modularity was taken into account wherever possible.[/td] [/tr] [/table] [b]Compensations[/b] [list] [*] Worn AKS-74U ➞ AKS-74; [*] AKS-74U ➞ AKS-74; [*] Worn L85A1 ➞ M16A1; [*] AKS-74 ➞ AKS-74; [*] L85A1 ➞ M16A2; [*] AKM ➞ AK-74; [*] DP ➞ AK-74 ; [*] Worn AH-94 ➞ AH 94; [*] RPK-74 ➞ AKM; [*] Old G3 ➞ AKM; [*] Worn AS "Val" ➞ AKM "Silence"; [*] Worn RPD ➞ RPD; [*] M16A3 ➞ M4A1 CQC; [*] Worn Groza ➞ AS "Val"; [*] OTs-14 Groza ➞ AMB-17; [*] G3A1 + Drum for G3A1 ➞ AK-15. [/list] [h3]Pistols[/h3] [img]https://clan.cloudflare.steamstatic.com/images//41581512/052a5a3f76952599e6ff88e1aa6b34d2d01ba417.png[/img] The following branches of pistols are formed: [list] [*] Automatic pistols; [*] Heavy semi-automatic pistols; [*] Revolvers. [/list] Since we have changed the templates of some weapons, we need to help those affected by these changes. If your weapon got worse (or was removed altogether) after we changed its position in the barter, you will receive a new gun. [table] [tr] [td]Weapon modularity has also been taken into account where possible.[/td] [/tr] [/table] [b]Compensations[/b] [list] [*] PB ➞ PM; [*] R92 ➞ PM; [*] Beretta 93R ➞ Walther P99; [*] Mauser C96 ➞ Beretta 92FS; [*] Browning HI-Power ➞ SW 1911; [*] Desert Eagle XIX ➞ Desert Eagle Mark VII; [*] SR 1 Gyurza ➞ Glock 17. [/list] [h3]Melee weapons[/h3] [img]https://clan.cloudflare.steamstatic.com/images//41581512/46e95a02a4047d7f343388aca37ad46787043803.png[/img] [table] [tr] [td]In the intermediate version, a branch of hunting knives was formed with the accompanying rebalancing of their damage.[/td] [/tr] [/table] Added a feature for some melee hunting weapons - " Multiple Target Damage". Normal and heavy strikes can deal damage to multiple targets at once. However, quick strikes on MMB will still only damage one target. [img]https://clan.cloudflare.steamstatic.com/images//41581512/363147235ce8ec7114a212336ba618334539a3a8.png[/img] [h3]Attachments[/h3] [img]https://clan.cloudflare.steamstatic.com/images//41581512/89eaec6ed9b6bfe16439f6d5de7f477fec00143b.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//41581512/e69402d28f1055822906fe5de24129167e204cfb.png[/img] The attachments have been rebalanced and new branches have been created. You can see their characteristics in the barter menu. Some attachments have placeholder models. They will be updated over time. [table] [tr] [td]And of course, compensations![/td] [/tr] [/table] [b]Attachments compensated in any form[/b] [img]https://clan.cloudflare.steamstatic.com/images//41581512/cc98d1233a55cb562743980d08e725c8ce18715e.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//41581512/5c1396280f7255f655892b65b4e74276d76668d9.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//41581512/70051f5afea77b14006e79df0a732cd154befd09.png[/img] [b]Attachments that will only be compensated for if they are PERSONAL.[/b] [table] [tr] [th]Attachment[/th] [th]Compensation[/th] [/tr] [tr] [td]Whirlwind MBC[/td] [td]Whirlwind MBC + Spikes Tactical Dynacomp [/td] [/tr] [tr] [td]VG6 EPSILON 762 Muzzle Brake[/td] [td]VG6 EPSILON 762 Muzzle Brake + Venom Tactical Antidote[/td] [/tr] [tr] [td]KAC Style QD Silencer[/td] [td]SIG Sauer SRD762Ti + KAC Style QD[/td] [/tr] [tr] [td]SCAR-SD Silencer[/td] [td]SIG Sauer SRD762T + KAC Style QD[/td] [/tr] [tr] [td]Resistance Armament Compensator[/td] [td]Resistance Armament Compensator + 100 trade coins[/td] [/tr] [tr] [td]PSUZV-11TM.12 Imkas[/td] [td]PSUZV-11TM.12 Imkas + ATG Silencer[/td] [/tr] [tr] [td]ATG Silencer[/td] [td]PSUZV-11TM.12 Imkas + ATG Silencer[/td] [/tr] [tr] [td]PBS-4[/td] [td]PBS-4 + PBS-1[/td] [/tr] [tr] [td]Noveske KX3 Flash Hider[/td] [td]Noveske KX3 Flash Hider + 100 trade coins[/td] [/tr] [tr] [td]MBC-1[/td] [td]MBC-1 + AKML[/td] [/tr] [tr] [td]Kosoi MBC[/td] [td]Kosoi MBC +PWS CQB 74[/td] [/tr] [tr] [td]Hera Arms CC Compensator[/td] [td]Hera Arms CC Compensator + Precesion Arnament M11 Severe Duty 7.62x51[/td] [/tr] [tr] [td]Diamondhead Compensator[/td] [td]Diamondhead Compensator + CMMG SV Brake 7.62x51 [/td] [/tr] [tr] [td]AKademia T’ma Flash Hider[/td] [td]AKademia T’ma Flash Hider + 100 trade coins[/td] [/tr] [/table] [h3]Changes to the characteristics of weapons[/h3] Below is a list of weapons that have undergone any changes as part of the barter branch rework! [table] [tr] [th]Name[/th] [th]Changes[/th] [/tr] [tr] [td]9а-91[/td] [td][list] [*] Stopping power 0 → 30 [/list][/td] [/tr] [tr] [td]Beretta 92FS[/td] [td][list] [*] Stalker → Veteran [*] Damage 42.6 → 54.6 [*] Minimal damage 27.5 → 35.5 [/list][/td] [/tr] [tr] [td]Beretta 93R[/td] [td][list] [*] Stalker → Veteran [*] Damage 28 → 45 [*] Minimal damage 18.4 → 29.5 [/list][/td] [/tr] [tr] [td]Browning Hi-Power[/td] [td][list] [*] Damage 44.5 → 48.2 [*] Minimal damage 28.2 → 30.7 [/list][/td] [/tr] [tr] [td]Colt Python[/td] [td][list] [*] Damage 130 → 148 [*] Minimal damage 89.1 → 101.4 [/list][/td] [/tr] [tr] [td]Desert Eagle Mark XIX[/td] [td][list] [*] Veteran → Master [*] Damage 94.6 → 117.5 [*] Minimal damage 55.8 → 69.5 [/list][/td] [/tr] [tr] [td]Glock 17[/td] [td][list] [*] Damage 55 → 62.5 [*] Minimal damage 32 → 36.4 [/list][/td] [/tr] [tr] [td]HK G3A1[/td] [td][list] [*] Damage 42.5 → 40.8 [*] Minimal damage 33.2 → 31.8 [/list][/td] [/tr] [tr] [td]L85A1[/td] [td][list] [*] Stalker → Veteran [*] Damage 21.4 → 31 [*] Minimal damage 18.6 → 27 [/list][/td] [/tr] [tr] [td]L86A1[/td] [td][list] [*] Stalker → Veteran [*] Damage 29.5 → 32.2 [*] Minimal damage 22.5 → 24.4 [/list][/td] [/tr] [tr] [td]M16A2[/td] [td][list] [*] Damage 25.7 → 22.5 [*] Minimal damage 21.5 → 18.8 [/list][/td] [/tr] [tr] [td]M16A3[/td] [td][list] [*] Veteran → Novice [*] Damage 27.2 → 20 [*] Minimal damage 21.8 → 15.7 [/list][/td] [/tr] [tr] [td]Mauser C96[/td] [td][list] [*] Damage 44 → 39.5 [*] Minimal damage 31.5 → 28.3 [/list][/td] [/tr] [tr] [td]SW1911[/td] [td][list] [*] Stalker → Veteran [*] Damage 55 → 70.8 [*] Minimal damage 31.5 → 40.6 [/list][/td] [/tr] [tr] [td]Walther P99[/td] [td][list] [*] Rookie → Stalker [*] Damage 32.5 → 43.2 [*] Minimal damage 20 → 26.5 [/list][/td] [/tr] [tr] [td]AKM[/td] [td][list] [*] Rookie rank → Stalker [*] Damage 26.5 → 31 [*] Minimal damage 19 → 22 [/list][/td] [/tr] [tr] [td]AKS-74[/td] [td][list] [*] Damage 24.5 → 22.5 [*] Minimal damage 17.2 → 16 [/list][/td] [/tr] [tr] [td]AKS-74u[/td] [td][list] [*] Damage 18.1 → 17 [*] Minimal damage 12.5 → 11.5 [/list][/td] [/tr] [tr] [td]AH-94[/td] [td][list] [*] Damage 27.5 → 27 [*] Minimal damage 19.5 → 18.5 [/list][/td] [/tr] [tr] [td]AS "Val"[/td] [td][list] [*] Damage 32.4 → 38.5 [*] Minimal damage 18.2 → 21.5 [*] First shot recoil multiplier 3 → 2.5 [*] Base magazine size 25 → 20 [*] Spread 0.47 → 0.45 [*] Additional hip spread 2.53 → 2.55 [*] Hip spread limit 1.898 → 1.913 [*] Stopping power 0 → 30 [/list][/td] [/tr] [tr] [td]ASH-12[/td] [td][list] [*] Damage 50.8 → 55 [*] Minimal damage 34.5 → 37.4 [/list][/td] [/tr] [tr] [td]OTs-33 Pernach[/td] [td][list] [*] Veteran → Master [*] Damage 31.5 → 43 [*] Minimal damage 19 → 26 [/list][/td] [/tr] [tr] [td]OTs-14 Groza[/td] [td][list] [*] Rank Master → Veteran [*] Damage 40.5 → 37.5 [*] Minimal damage 24 → 25.5 [*] Base magazine size 25 → 20 [*] Beginning of damage reduction 8 → 10 [*] End of damage reduction 46 → 58 [*] Spread 0.47 → 0.45 [*] Additional hip spread 2.53 → 2.55 [*] Hip spread limit 1.898 → 1.913 [*] Recoil build-up 0.06 → 0.05 [*] First shot recoil multiplier 2.5 → 2 [*] Stopping power 0 → 30 [/list][/td] [/tr] [tr] [td]Worn L85A1[/td] [td][list] [*] Rank Lockpick → Stalker [*] Damage 18.1 → 26.2 [*] Minimal damage 15.8 → 22.7 [/list][/td] [/tr] [tr] [td]RPK-74[/td] [td][list] [*] Rookie → Veteran [*] Damage 26.3 → 35.1 [*] Minimal damage 19.5 → 26 [/list][/td] [/tr] [tr] [td]RSh-12[/td] [td][list] [*] Damage 133 → 150 [*] Minimal damage 91.1 → 102 [/list][/td] [/tr] [tr] [td]TT[/td] [td][list] [*] Damage 37.6 → 41 [*] Minimal damage 25.8 → 28.1 [/list][/td] [/tr] [tr] [td]Fort-12[/td] [td][list] [*] Rookie → Stalker [*] Damage 34.4 → 45.5 [*] Minimal damage 23.6 → 31.2 [/list][/td] [/tr] [/table] [h3]Changes in the characteristics of melee weapons[/h3] Below is a list of melee weapons that have undergone changes. These changes were dictated by the need to create a clear visual progression of weapons. [table] [tr] [th]Name[/th] [th]Changes[/th] [/tr] [tr] [td]6X9 knife[/td] [td][list] [*] Stalker → Novice [*] Movement Speed 5 → 4 [*] Quick Strike (min) 33 → 29 [*] Fast Strike (max) 41 → 36 [*] Strong Strike (min) 82 → 72 [*] Strong Strike (max) 101 → 88 [*] Mutant damage 1.3 → 1.12 [/list][/td] [/tr] [tr] [td]Hunter’s Knife[/td] [td][list] [*] Rookie → Stalker [*] Movement Speed 4 → 5 [*] Quick Strike (min) 29 → 32 [*] Quick Strike (max) 36 → 39 [*] Strong Strike (min) 72 → 79 [*] Strong Strike (max) 88 → 96 [*] Mutant damage 1.12 → 1.36 [/list][/td] [/tr] [tr] [td]Ka-Bar BKR3 Tactical Knife[/td] [td][list] [*] Rank Veteran → Stalker [*] Movement Speed 5.5 → 4.5 [*] Quick Strike (min) 39 → 33 [*] Fast Strike (max) 52 → 44 [*] Strong Strike (min) 85 → 73 [*] Strong Strike (max) 115 → 98 [*] Back damage 1.43 → 1.42 [*] Mutant damage 1.19 → 1.39 [/list][/td] [/tr] [tr] [td]Hunter’s Machete[/td] [td][list] [*] Stalker → Veteran [*] Movement Speed 4.5 → 5.5 [*] Quick Strike (min) 33 → 39 [*] Quick Strike (max) 44 → 52 [*] Strong Strike (min) 73 → 85 [*] Strong Strike (max) 98 → 115 [*] Back damage 1.42 → 1.43 [*] Mutant damage 1.39 → 1.19 [/list][/td] [/tr] [tr] [td]Survival SP8 Ontario Machete[/td] [td][list] [*] Rank Stalker → Veteran [*] Movement Speed 4.5 → 5.5 [*] Quick Strike (min) 33 → 41 [*] Fast Strike (max) 44 → 55 [*] Strong Strike (min) 73 → 91 [*] Strong Strike (max) 98 → 122 [*] Back damage 1.42 → 1.41 [*] Mutant damage 1.39 → 1.12 [/list][/td] [/tr] [tr] [td]Kurkri[/td] [td][list] [*] Rank Veteran → Master [*] Movement Speed 5.5 → 6.5 [*] Quick Strike (min) 43 → 48 [*] Fast Strike (max) 58 → 64 [*] Strong Strike (min) 85 → 95 [*] Strong Strike (max) 115 → 128 [*] Mutant damage 1.19 → 1.47 [/list][/td] [/tr] [/table] [h2]Balance[/h2] [h3]Armor[/h3] [b]SKAT-9m[/b] [list] [*] Bullet resistance 182 → 187 [*] Carrying Weight 18 → 26 [/list] [b]Worn SKAT-9m[/b] [list] [*] Bullet resistance 162 → 168 [*] Carrying weight 15 → 23 [/list] [b]Bulat-M[/b] [list] [*] Bullet resistance 158 → 163 [*] Carrying weight 12 → 18 [/list] [quote=Balance Department Comment]The "SKAT-M" versions of the suits are significantly inferior in popularity to the "SKAT-B". There are a couple of reasons for this: the lack of a branch top and the complexity of the suit's implementation. We will not be able to solve the first problem in the near future, so we are improving the characteristics. All suits with incomplete infections will be compensated for the need to use more artifacts in the assembly by the weight carried (not only for SKATs), and increasing bullet resistance will generally increase the survival rate of suits.[/quote] [b]Vanguard armored suit[/b] [list] [*] Bullet resistance 225 → 231 [*] Explosion 170 → 175 [*] Laceration 271 → 281 [*] Radiation protection 240 → 200 [*] Thermal protection 120 → 100 [*] Bioinfection protection 240 → 200 [*] Psy-Emission protection 220 → 200 [/list] [quote=Balance Department Comment]Vanguard is the most unpopular faction armor due to the small amount of content dedicated to it, so we're changing its characterization preset a bit. At the cost of lowering its defense against infestations, it has received an overall improvement in survivability.[/quote] [b]KIM-X "ATLAS"[/b] [list] [*] Carrying weight 12 → 22 [*] Resistance to electricity 425 → 638 [*] Resistance to fire 425 → 638 [*] Resistance to chemicals 425 → 638 [*] Compatible backpacks Lightweight only → Any [/list] [b]SEVA jumpsuit, Reaper jumpsuit[/b] [list] [*] Carrying weight 9 → 17 [*] Resistance to electricity 400 → 600 [*] Resistance to fire 400 → 600 [*] Resistance to chemicals 400 → 600 [/list] [b]Worn SEVA, Reaper[/b] [list] [*] Carrying weight 9 → 14 [*] Resistance to electricity 350 → 525 [*] Resistance to fire 350 → 525 [*] Resistance to chemicals 350 → 525 [/list] [quote=Balance Department Comment]These suits received a buff as part of the improvement of suits without full infestations, and anomaly protection became closer to full science suits. "ATLAS" on the other hand received backpack compatibility according to its preset.[/quote] [h3]Weapons[/h3] [b]CR-380[/b] [list] [*] Damage 82.5 → 90 [*] Minimal damage 82.5 → 90 [/list] [quote=Balance Department Comment]The CR-380's advantage against armor with low resistance to electricity has proven insufficient to compensate for its disadvantages. The weapon did not perform as expected and will be strengthened.[/quote] [h2]Animations, models and sounds[/h2] [list] [*] Updated animations and sounds of Mosin rifle and carbine interaction, Shaman's "Thunderstick". [/list] [previewyoutube=CWVwbwfb6mM;full][/previewyoutube] [list] [*] Replaced the temporary model of the Chieftain Super-Heavy Armored Suit. [/list] [img]https://clan.cloudflare.steamstatic.com/images//41581512/c8acc0856b45641d3e14945f51dfcb3d4a6b9c38.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//41581512/d7b24d51c209be176e94b263ea134abcc4e8c51f.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//41581512/3ca420d00d618d1bbdfe819ce9bf4758970d840d.png[/img] [h2]Fixes[/h2] [list] [*] Fixed a bug where it was possible to hide a weapon from your hands; [*] Fixed resetting the scale of the minimap when switching between locations; [*] Fixed the Damage modifier for structures, for Sledgehammers; [*] Fixed the inability to collect some spare parts in one stack. [/list] Thanks for your attention, And good hunting in the Zone!