Patch Notes [30.09.2026]
Content
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Ticketopia Event
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End of Electrostorm
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Working Man’s Cut on NA server
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1000 level style — Air Seller
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New quest — Shock wave
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Economy, rewards and progression
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Modification window update
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Making Safe Zone more lively
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Balance changes
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Other changes and fixes
Ticketopia Event
In autumn, not only leaves fall from the trees, but also Act Tickets, which can be obtained for PvE challenges or for challenges in the Coliseum. The event will run from October 14 to 28.
There will be 16 challenges in the event, 8 for each format. You can complete them in any combination: either 8 in PvE, or 8 in the Coliseum, or 4 and 4.
Locations to complete PvE challenges
They are only available in the North, Wild North and Lyubech-3. Challenges will not be completed in the peaceful South. Also, the reward does not depend on the selected location.
What challenges will there be
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PvE: only open-world activities not tied to direct competition with other players. Outposts, airdrops, and installations in the Wild North do not count.
-
Coliseum: destroying enemy squads, capturing installations, activating rifts, and other tasks.
The remaining challenges will be announced when the event begins.
Rewards
For each completed challenge, a small reward is given. Larger rewards are granted for reaching certain milestones of completed challenges:
-
2 challenges: 100 Act Tickets
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4 challenges: 150 Act Tickets
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6 challenges: Veil style for Albatross Interceptor.
- 8 challenges: 250 Act Tickets
To claim the main prizes, you only need to complete any 8 out of 16 challenges, freely mixing both formats.
End of Electrostorm
The event has come to an end. The styles that were obtainable during the event can now be sold to Zen in exchange for season currency.
Working Man’s Cut on NA server
Honest workers deserve honest rewards. A new event where ordinary North hard workers can get everything they're owed for the work they do every day.
At Mines, Inflow, Black Detour and Reflection events yield 20% more income — signals and stashes appear 20% more frequently as well. And don't forget about deliveries: even light cargo is valued three times higher.
Challenges can only be completed at Mines, Inflow, Black Detour and Reflection.
Completing challenges rewards you with anomalous serum and other valuable resources. This event is planned to run regularly, and your activity and feedback can influence this.
1000 level style — Air Seller
It's unknown how much the crafter loved Belyaev's books, but that's exactly what he named his creation.
The gun reliably produces an air base, enough to subdue enemies without using gunpowder. Those lucky ones who held it says it coughs slightly — something the gunsmith always denies.
**New quest — Shock wave **
Gunfire can be heard near the base — right at the walls! Who could it be? The answer to this question will drag you into a whirlwind of industrial espionage and intrigues among the big players. And as everyone knows, the most unpleasant secrets are hidden under the biggest carpet. Like what happened at Forge-11 when the sky began to fall...
Economy, rewards and progression
We've reworked the reward system and economy to make progression across locations more tangible and strengthen the position of the Faction North. Certain activities have also received a significant reward buff.
**Now you're farming more than before. **Here's why:
Previously, inventories got clogged with junk — small items took up space and were worth almost nothing.
According to the analytics data, players did not claim nearly half of the event rewards due to their low value and excess inventory space.
We've reworked rewards on the Faction North, aligning them ideologically with Wild North rewards. Fillers now take up less space and are worth more — the value of a player's inventory relative to its weight has increased.
**Let's show the numbers using Mines as an example: **
Let’s say you came to a location and cleared 100 events: previously, just under half of the items awarded as rewards for clearing events were of extremely low value. As a result, receiving them was often seen more as a burden than a useful reward: players frequently sent such items to the Trash to avoid taking up inventory space.
With the update to the reward pool, the value of the items awarded will increase, making it worthwhile for players to collect each one.
The tables below show the results of our calculations for two scenarios: under current player behavior, where low-value items are not collected, and after the reward system is changed, when players will collect all awarded items.
Mutants — previously loot occupied 66 inventory slots and was worth 152 thousand. Now it takes 49 slots and is worth 351 thousand. Less space, more money.
[p align="center"]**Inventory slots **
[p align="center"]**Weight, kg **
[p align="center"]Price, thousands
All spots
66 → 49
47 → 80
152 → 352
**Faction events — was 89 slots and 263 thousand, now 73 slots and 407 thousand. **
[p align="center"]Inventory slots
[p align="center"]Weight, kg
[p align="center"]Price, thousands
Without jackpot
89 → 73
87 → 88
263 → 407
With jackpot
89 → 75
87 → 90
263 → 430
Caches
[p align="center"]Inventory slots
[p align="center"]Weight, kg
[p align="center"]Price, thousands
Without jackpot
51 → 24
31 → 22
44 → 81
With jackpot
50 → 27
30 → 27
44 → 109
Caches changes are additionally described below.
Important: We will also update the randomization of final rewards for event clearing in the near future. The current system is outdated and sometimes leads to situations where players receive unreasonably low rewards for completing difficult events. After the update, you will always receive 100% of the base reward, with a chance to get an increased amount.
Compensation
Since the price of Fighter Tokens and PDA with Data has changed, these items will be removed from inventories and compensated in rubles:
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140 ₽ for each fighter token;
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5 000 ₽ for each PDA with data.
Loot pool changes
We've split item groups so they match progression across locations.
Southern locations now drop:
[p align="center"]Events with NPCs
[p align="center"]Events with mutants
[p align="center"]Events with installation and proto-discharge clusters
Pocket money
Hair ball
Small artifact fragment
Cigarettes
Broken claw
Common artifact fragment
Toilet paper
Mutant's tooth
Large artifact fragment
Lighter
Mutant's skin
Huge artifact fragment
Rubik's cube
Mutant's bone
Filter
Mutant's intestines
The Faction North retains more expensive items and introduces new ones:
[p align="center"]Events with NPCs
[p align="center"]Events with mutants
[p align="center"]Events with installation and proto-discharge clusters
Replacement battery
Strange crest
Samples
Expensive cigarettes
Mutant's spleen
Detector components
PDA with data
Mutant's heart
New item: Antiseptic
New item: Bezoar
New item: Equipment fragments
New item: Lymph
Changes to item characteristics
We've reviewed the weight, stack size, and price of several items to better fit the new economy.
Item name
[p align="center"]Max. stack (before → now)
[p align="center"]Weight (before → now)
[p align="center"]Price
Strange crest
[p align="center"]2 → 7
[p align="center"]0.4 → 0.25
[p align="center"]Unchanged
Mutant's spleen
[p align="center"]1 → 2
[p align="center"]0.8 → 0.55
[p align="center"]Unchanged
Mutant's heart
[p align="center"]1 → 4
[p align="center"]0.6 → 0.55
[p align="center"]Unchanged
Replacement battery
[p align="center"]2 → 7
[p align="center"]0.5 → 0.3
[p align="center"]Unchanged
Expensive cigarettes
[p align="center"]2 → 3
[p align="center"]0.3 → 0.28
[p align="center"]Unchanged
PDA with data
[p align="center"]2 → 1
[p align="center"]1.5 → 2.0
[p align="center"]10 000
Fighter tokens
[p align="center"]100 → 100
[p align="center"]0.2 → 0.08
[p align="center"]1 400
Failsafe
[p align="center"]8 → 50
[p align="center"]0.05 → 0.02
[p align="center"]Unchanged
Triac
[p align="center"]6 → 25
[p align="center"]0.1 → 0.04
[p align="center"]Unchanged
Resonator
[p align="center"]6 → 20
[p align="center"]0.1 → 0.05
[p align="center"]Unchanged
Thermistor
[p align="center"]8 → 10
[p align="center"]0.2 → 0.08
[p align="center"]Unchanged
Copper coil
[p align="center"]7 → 12
[p align="center"]0.3 → 0.12
[p align="center"]Unchanged
Transformer
[p align="center"]4 → 10
[p align="center"]0.3 → 0.12
[p align="center"]Unchanged
Solenoid
[p align="center"]2 → 8
[p align="center"]0.4 → 0.2
[p align="center"]Unchanged
Locations and events
Caches and Jackpots
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The total reward for all caches in the Faction North increased by 75%.
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In the chaches of Faction North, there is a small chance of finding a Lithium Reactor (15 000 ₽).
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When clearing faction events, you may receive Laptop with Data (50 000 ₽).
The more dangerous the location and event, the higher the chance of finding these items.
Wild North
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Murmur Psy-Emitter now drops as an additional reward for clearing any Murmur event in the Wild North. The chance of dropping depends on the difficulty of the event.
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When you defeat a Ghoul in the Wild North, you now receive Strong Ghoul's Tentacle (previously Ghoul's Tentacle).
Faction crates
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The average total prize amount in rubles per crate increased by 30%.
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Removed from the crates: armor-piercing rounds (5.45, 5.56, 7.62, 12.7 mm), incendiary rounds (5.45, 5.56, 9, 7.62 mm), Analog components, and Changedust.
Outposts
Rewards for participating in the capture of the Outpost:
[p align="center"]Roadside
[p align="center"]Faction North (Mines, Inflow)
Pocket Money
Equipment parts / PDA components
Fighter Tokens
Signal dungeons
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Rewards for Rare, Exclusive, and Legendary dungeons updated to reflect the current progression.
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The reward pool in the Wild North is completely updated: you can no longer find items there that are supposed to drop only in the South.
Arsenal
Arsen began accepting new goods:
[p align="center"]Item
[p align="center"]Reputation
Antiseptic
[p align="center"]2
Fighter Tokens
[p align="center"]2
Lymph
[p align="center"]3
Replacement Battery
[p align="center"]4
Expensive Cigarettes
[p align="center"]5
Detector components
[p align="center"]6
Mutant's Heart
[p align="center"]7
The following items will be removed from sale at the start of the winter season: Filter, Small/Common/Large/Huge Artifact Fragment, Mutant's Bone, Crate of Parts, Laptop, Small/Common/Big Crate of Rations, Box of Spare Parts.
Other changes
Artist's Vision task changes The requirements are now for more advanced trophies:
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Before: Mutant's Bone (1), Broken Claw (3), Hair Ball (7).
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Now: Strange Crest (2), Mutants Spleen (2), Mutant's Heart (2).
Coliseum adjustments
Balance changes
Tranquilizer
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Hip-fire spread: 2 → 15
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Draw time: 150 ms → 300 ms
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Holster time: 100 ms → 200 ms
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Aiming time: 150 ms → 250 ms
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Movement spread modifier: 1.2 → 2
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Swaying is increased by 2 times
Respawn and respawn markers
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Improved respawn via marker. Increased the area where the marker determines the respawn location.
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Abilities and their cooldown times are now retained when you respawn via a marker or token. When reconnecting to the match, they are still reset.
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Fixed a bug where abilities were reset while waiting to respawn, right before respawning at the marker.
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Added new sounds for respawn markers.
Match confirmation screen
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Updated the Coliseum match confirmation screen. Now you can see your marker, the player classes highlighted in different colors, and the ready icon.
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Fixed bugs related to the display of stakes and the selection of class icons.
Map and interface
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Health bars and ally markers are now smaller.
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The markers for players who are far away are now displayed differently.
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Icons now scale, and when you hover over Rift and Installation, their transparency changes smoothly.
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Fixed a bug where the healing interface remained on the screen after death.
Gameplay and objects
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Auras are no longer interrupted when switching items.
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Fixed the display of character outlines when under the invisibility effect.
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The collision area around the batteries is reduced. Collisions while walking have been disabled for experimental charges, and you can now walk through them.
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Fixed a bug related to the selection of markers, batteries, and charges.
Modification window update
Reworked modification window: you can now modify your equipped gear without having to unequip it.
Making Safe Zone more lively
We're continuing to work on refreshing NPCs in save zones. Fire Station, Village School, and the Digger bases were reworked, and Ataman's HQ and the Boathouse were supplemented.
Now the NPCs have more activities of their own: some are cooking, working in the warehouse or workshop, some are guarding the base and patrolling the surrounding area, and others are passing the time playing the guitar. Safe zones are gradually turning into places that are truly bustling with life: stalkers work, relax, socialize, and go about their business.
Balance changes
Melee weapon
Main change: removed the spread of damage values. Melee weapon damage is now fixed.
Complete list of final damage values
[p align="center"]Weapon
[p align="center"]Quick attack
[p align="center"]Common attack
[p align="center"]Strong attack
Hunter's Knife
35
38
82
Object 6x4
25
28
60
Crowbar
57
75
84
OTs-04
30
40
108
Glock Feldmesser 78
28
38
101
Gerber Downrange Tomahawk
77
79
113
KO-1
24
32
84
Kurkri
54
68
113
Jagdkommando
32
43
115
Sapper’s Shovel
40
52
74
Tanto with a Ring
36
48
123
Hunter's Machete
40
55
101
Russian Bayonet
30
49
106
Ice Pick
28
38
101
Hatchet
46
46
66
Hammer
29
39
65
EMChes Machete
43
54
90
M9 Bayonet
44
48
105
M48 Tomahawk
69
71
101
Telescopic Baton
42
56
93
Nail Bat
46
61
103
Aluminum Club
46
61
103
Cleaver
36
50
91
Survival SP8 Ontario Machete
40
55
102
Piece of Pipe
27
36
96
Old Sickle
28
36
61
Razor
47
63
136
Frost Razor
52
69
149
Fire Razor
47
63
136
Acid Razor
47
63
136
Cauterizer
44
62
114
Shiv
34
45
127
Icy Kukri
48
60
100
Frozen Ice Pick
28
38
101
Military Stalkers' Cleaver
38
57
151
Twitcher
44
60
105
6x9 Knife
27
30
65
UVSR
48
60
100
NR-43
28
38
101
Diversionary Knife
28
38
67
Claw Karambit
36
48
123
Spiked Club
42
56
93
Cryomancer
44
62
114
Swamp Dweller's Friend
27
30
65
Classic M9
36
43
135
Butcher's Knife
51
68
91
Reverse-Grip Knife
40
54
90
Corrosive Saw
48
60
100
Flesh-tearer
51
68
91
Butcher's Hook
28
36
97
Icicle (option 1)
12
16
41
Icicle (option 2)
23
31
81
Phantom's Knife
25
28
60
Fists
17
23
54
Ritual Hatchet
63
64
92
Fiery Greeting
27
36
85
Bone Knife
40
55
101
Misericorde
32
43
115
Steel Tiger Karambit
40
53
135
Katran-1 Combat Knife
44
62
114
Cossack Shashka
54
68
113
Ka-Bar BKR3 Tactical Knife
36
50
91
Gift for the Chosen One
54
68
113
Endgame
49
61
101
Fluorite
44
48
105
Old Shovel
28
38
53
Gladius
38
57
151
Golden Knuckles
34
18
107
Friendship
69
92
102
Shinobigatana
58
77
116
Tactical Katana
42
56
135
Sledgehammer
103
136
192
PTRD-Melee
103
136
192
ZIVCAS Valor
48
64
107
Antiterror
36
48
128
Summit
31
40
108
Black digger
44
59
82
Slavs Battle Axe
71
71
102
ZIVCAS Zeus-77
40
53
143
Petal
31
40
102
Trailblazer Tanto
50
66
105
Scissors
54
64
126
Caretaker's Knife
43
54
100
Changes to the melee weapon specifications card
-
The correct damage values for the quick strike were added to the stats card (previously, the data for the normal strike was incorrectly duplicated there).
-
Added the Attack speed parameter (equivalent to rate of fire), which shows the number of strikes per minute for each attack type.
Armor
A new visual parameter, Size, was added to the armor stats, displaying the size of the equipment's hitbox. The mechanics and hitbox sizes themselves remain unchanged. The change applies only to the interface.
Weapons and interface
- The Type parameter, which specifies the slot for mounting the weapon, was added to the basic characteristics.
- Removed the redundant button for switching between base and summary metrics. Instead, a convenient toggle was added to the full stats card, which displays all previously hidden parameters (these are affected by installed attachments, anomalous modules, the upgrade level, and the type of ammunition).
- In the Codex comparison, you can now choose to compare weapons based on all their characteristics.
- The visual part of the comparison is updated: compact, easy-to-read arrows are now used instead of bulky scales.
- The display of anomalous modules in the general characteristics is now more compact, and the design of the module cards themselves is also updated.
Containers and infections
- The container properties now display infection limits. Once these limits are exceeded, infections begin to accumulate. The system's logic remained unchanged: the limit depends on the character's base protection and the container's internal protection.
Display of infections
For convenience and ease of understanding, the baseline infection rates are adjusted to -10. All damage, including armor and medical item damage, is multiplied by 20.
The logic behind how the parameters work has not changed in any way.
There is no need to reassemble the builds, the changes are purely visual.
Consequently, the threshold value for preventing the accumulation of infection in the container is now 10 instead of 0.5, and 20 instead of 1 for cold.
Other changes and fixes
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Added charm mount to the SPAS-15.
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Now, when you drag and drop attachments in the inventory, the weapons they can be equipped on are highlighted.
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Reworked the first-person animation system. If you notice that animations are behaving incorrectly or that sounds are missing from actions where they should be present, please report this to Support team.
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Adjusted the hand position on the AEK-965 with the grip installed.
-
Fixed a delay in the crosshair's movement when entering aim mode.
-
Added the ability to install grips on the MP-155 Ultima.
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Fixed an issue that prevented users from retrieving multiple emails at once using the Claim Selected button.
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Corrected several minor localization bugs in all languages.
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