Announcement of the changes planned for the 1.39.0 update

Hello, survivors! We want to tell you about some of the planned changes that will appear in the game with the 1.39.0 update.

Changes to the details upgrade system

In update 1.39.0 (tentatively December 24), the details upgrade system will undergo changes. The maximum number of levels for all rarities will be reduced by 2.5 times:

• Maximum level for epic details: 50 -> 20

• Maximum level for legendary details: 75 -> 30

• Maximum level for relic details: 100 -> 40

• Blue rarity details can now also be upgraded to level 10.

The current upgrade level of details will be converted to the new system with rounding up. For example, if a player had a legendary detail at level 73, in the new system, the detail’s level will become 73/2.5=29.2. Rounding up, this results in a level 30 detail.

The distribution of characteristics across levels when upgrading details will change, but the characteristics of a fully upgraded details in the old system will not differ from those in the new system.

More detailed information about the changes will be published with the release of the update.

Balance changes

Weapons

1. Gravastar: damage increased by 40%

Comment: “Gravastar” was supposed to be a support weapon, however, like “Aurora”, it doesn’t work in that niche. Therefore, we decided to move it into the laser shotgun category by giving it a large damage boost.

2. M-29 Protector: durability increased by 15%

3. Executioner 88mm: damage increased by 5%

4. T5 Salamander: damage reduced by 5%

5. Leech: reload time increased from 6 sec. to 7 sec. Fixed a bug that caused “Leech” reload speed to not decrease after upgrading.

6. Theseus: damage increased by 10%

7. Hammerfall: damage increased by 7.5%

8. Helios: charging speed increased by 10%

9. Varun: damage increased by 7.5%, perk damage increased by 10%, time before the bolt disappears increased from 10 sec. to 15 sec.

10. ZS-52 Mastodon: durability increased by 10%, damage increased by 5%

11. CC-18 Typhoon: slightly increased the projectile speed, damage increased by 5%, shrapnel damage increased by 10%

12. Scorpion: damage increased by 5%, charging speed increased by 5%

13. Muramasa: reload time increased from 7 sec. to 7.5 sec., damage reduced by 3%

14. Rumble: damage reduced by 5%

15. RA-1 Heather: damage increased by 5%.

Comment: due to artillery fire notifications, “Heather” and “Mandrake” have become more difficult to use. In addition to the damage increase, the visualization of artillery fire notification will be changed in the following update. The notification will be less obvious and avoiding artillery fire will become more difficult.

Movement parts

1. Mantis: slightly reduced the maximum efficiency of the dash, cooldown time increased from 6 sec. to 8 sec.

2. MUL-200: the maximum efficiency of the perk reduced from 80% to 50%, durability increased by 5%

Cabins

1. Savior: the perk is now activated upon pressing the button. The effect lasts for 10 sec., cooldown 15 sec.

Comment: we often get feedback that it’s not comfortable to play against the “Savior” cabin. We decided to change the perk activation, so that it would be more difficult to implement.

Weapon range changes

The latest round of weapon range changes includes only the shotgun weapon type. Some shotguns, which have a relatively small spread, can now fire as far as 60 m, instead of 40 m. The damage of these shotguns is not reduced in relation to range:

- Goblin

- Mace

- Breaker

- Lupara

- Hammerfall

There are no plans to change the range of lasers and plasma emitters, as both from the balance and logic point of view, lasers and “fine” plasma particles should not travel very far.

Co-drivers changes

Changed the active skills mechanics of Jay, Foster and Ulfgar.

1. Jay

Charging and activation: hits within a certain distance give a boost bonus, up to a maximum of 5. Boost bonuses disappear over time or upon a miss. Boost bonuses can only be gained with long-range weapons.

Effect: each boost bonus increases projectile speed and damage, and reduces spread. If you have at least one boost bonus, hitting an enemy places a mark on them. At 5 boost bonuses, the mark becomes visible to allies.

2. Ulfgar

Charging and activation: the skill charges over time. Receiving heating or freezing speeds up the skill’s charging. Charged skill is activated upon pressing the button.

Effect: the skill is active for a limited time. While the skill is active, it increases resistance to damage, heating and freezing. Enemies within the radius of the skill are gradually frozen. Completely frozen enemy parts take periodic damage while they are within the range of the skill.

3. Foster

Charging and activation: the skill charges upon taking and dealing damage. Charged skill is activated upon pressing the button.

Effect: upon activation, an artillery strike is made to the point of your aim.

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.