Announcement of the changes planned for the 1.38.0 update

Hello, survivors! We want to tell you about some of the planned changes that will appear in the game with the 1.38.0 update.

Clan container update

With update 1.38.0 (approximately November 28), the contents of the Clan container will be changed.

Important addition: compensation for receiving a duplicate clan container reward will be awarded in talers, not gold.

Balance changes

Changes to weapon ranges

1. Increased the maximum range of light miniguns from 80 m to 140 m. Damage is reduced at ranges greater than 80 m. Damage is reduced by 70% at maximum range:

- Equalizer

- Arbiter

- Concrete breaker

2. Increased the maximum range of heavy miniguns from 110 m to 300 m. Damage is reduced at ranges greater than 110 m. Damage is reduced by 70% at maximum range:

- Reaper

- Rumble

3. Increased the maximum range of all autocannons from 170 m to 500 m. Autocannon direct damage is reduced at ranges greater than 170 m. Damage is reduced by 70% at maximum range.

4. Increased the maximum range of the “Corvo” revolver from 170 m to 500 m. “Nagual” range is already 500 m. “Nagual” and “Corvo” damage is not reduced at range.

5. Increased the range of all сrossbows, except “Toadfish”, from 300 m to 500 m. Damage is reduced at ranges greater than 300 m. Damage is reduced by 70% at maximum range.

Comment: this is the second of three phases of weapon range rework. The balance effects of the changes from the previous phase have been analysed, and based on statistics and player feedback, we see that the increase in range has not had much effect on weapon efficiency, so we are continuing the planned rework of weapons range.

Weapons

1. Stillwind: damage increased by 12.5%.

2. Cyclone: damage increased by 5%.

3. Equalizer: damage reduced by 5%.

4. Arbiter: damage increased by 7.5%.

5. Reaper: damage increased by 5%.

6. Caucasus: damage reduced by 5%, slightly reduced the efficiency of rate of fire increase from the perk.

7. Hive: projectile speed increased from 90 m/s to 105 m/s.

8. Porcupine: fire puddle damage increased by 2 times.

9. Typhoon: durability increased by 10%.

10. Scorpion: damage increased by 5%. Added perk: damage to movement parts increased by 15%.

11. Mandrake: damage increased by 15%. Added the mechanic of damage reduction to movement parts. Movement parts take 75% less damage.

Comment: since adding the notifications about artillery fire, “Mandrake” has become more difficult to use. In conjunction with the reduction of damage to movement parts, it was decided to significantly increase the base damage.

12. Rumble: damage reduced by 7.5%.

Comment: after changing the mechanics of the perk, “Rumble” has become much more efficient, and we are getting feedback that it needs to be rebalanced. The heavy minigun class has also received a range increase to 300 m, making the “Rumble” an even more menacing weapon. Due to these factors, it was decided to significantly weaken its base damage.

13. Firebug: damage reduced by 3%.

14. Garm: projectile speed reduced by 5%.

Cabins

1. Cockpit: reduced charging speed bonus from 40% to 30%. Changed the perk description.

2. Cohort: the released drones no longer get destroyed over time. Drone durability increased by 10%

3. Kami: now works with railguns. Additional damage increased from 25% to 30%.

4. Mars: perk recharge time reduced from 8 sec. to 6 sec.

Modules

1. Firebrew: the fire puddle damage significantly reduced, range bonus reduced from 40% to 30%.

Movement parts

1. Monster: durability increased by 15%, tonnage increased by 15%.

2. Bigfoot: durability increased by 20%, tonnage increased by 20%.

Comment: large wheels are not easy to install. It is often more advantageous to use a greater number of smaller wheels. These changes should make larger wheels more popular, since you will need fewer of them and will be able to use fewer movement parts in a build.

Concerning the “Cheetah” perk change:

For a long time, we have received requests to make the “Cheetah” dash activate by pressing a button. We analysed the situation and came to the conclusion that a button trigger cannot be added to “Cheetah” mechanics. This would either put it into the class of active modules or require creating a new button in the interface. Both options do not seem reasonable to us. A poll was conducted, and two options were suggested:

1. Make a new perk for the “Cheetah”.

2. Leave “Cheetah” unchanged.

The votes in this poll were roughly evenly split. In this case, we are not ready to make a decision to change the perk, as it will upset a large group of players who have got used to playing with the current “Cheetah” perk. Therefore, the final solution to the “Cheetah” issue is as follows:

1. “Cheetah” perk remains unchanged, we will not return to this issue again.

2. The proposed perk, voted by players, will be implemented into one of the future engines.

3. The ability to do dashes by pressing a button will be featured on a new active module. This will most likely be the “Taimyr-4”, which will be released in one of the future Battle Passes.

Clash of Leviathans balance

Balanced some parts used in the “Clash of Leviathans”. Now, if a part is installed on a Leviathan, it may have alternate perk or weapon parameters. These parts include:

1. Jubokko. The limit of mines from each “Jubokko” instance is now two. The electric chain deals the less damage the more parts are taking damage from it.

2. Nothung. Charges by 8% instead of 25% for each destroyed part.

3. Helicon. Charges by 2% instead of 6% for each hit.

4. Muramasa. The damage requirement for receiving a boost bonus increased from 2500 to 5000 damage.

5. Clarinet TOW. The maximum number of boost bonuses increased from 5 to 15, the damage increase for each bonus reduced from 10% to 3.3%.

6. Rupture. The damage requirement for perk activation increased from 3800 to 10000 damage.

7. Tempest. Perk charging efficiency reduced by 2 times.

8. Officer. Charging the perk requires destroying 2 parts instead of 1.

Please note that all balance changes described in this news are relevant at the time of publication and may not be final or may not be implemented into the game at all. Certain additional changes, if necessary, may be made after the announcement.