Update 1.36.0

Temporary event — return of the Ravens!

The Ravens, led by Stevo, will visit the Wasteland again. They brought new curious parts with them: the relic cabin “Kensei” and the relic passive module “Averter”! 

“Kensei” cabin is one of the deadliest in the Wasteland. It has an in-built invisibility module that activates when driving at high speed. While invisible, the armoured car gets bonuses to damage for all weapons. You can also install two passive modules on the “Kensei”!

The “Averter” passive module is the continuation of the “Omamori” module branch; it has better defence parameters and an in-built prevention of disabling cabin perks and modules.

As before, the Ravens have a lot of available challenges, and they pay well for their completion with their unique currency — Crosscrowns. You can purchase various decorations for your armoured car and profile, new hologram “Raven’s flight”, car horn “A flock of ravens”, as well as weapons “M-39 Imp”, “Concrete breaker”,  “Officer”, “Rumble” and other parts in the Ravens store.

Hurry up and get all the rewards — Ravens will leave the Wasteland in 2 weeks, on October 15!

Access to the event will open after the “Engineers’ contract” event ends.

Parts modification

Survivors! We have a great news: parts modification is now available to you on a permanent basis! To get a modified part, you will need resources or parts, as well as special currency — titanium. The exact modification recipes for specific parts is indicated in the modification cards.

As before, you can earn titanium only during the “Modification facility” temporary event by completing special challenges and as a reward for battles, but it will no longer reset after the event is over, but accumulate on your account.

The titanium store is now always available, but please note that purchases will be more profitable during the “Modification facility” event!

The freezing and changing of modifications are also available on the permanent basis, but will also be cheaper during the  “Modification facility” event.

Crafting challenges

Changed the mechanics of completing crafting challenges. Now a special currency called “bearings” is required to complete a challenge. Bearings can be earned for producing parts at any time, not only during events.

Each part in the tree now displays the number of bearings you can earn by producing it. 

Bearings do not reset after completing events, but accumulate on the player account.

There is also a new mechanic of recycling parts! Now you can recycle unwanted parts in a special menu in the parts tree and get bearings.

New seasonal pack “Empress”

The new seasonal pack “Empress” is now available for purchase in the in-game store until October 31!

The armoured vehicle is designed on the basis of the legendary cabin “Jannabi”, armed with “Varun” crossbows and equipped with “Chameleon Mk2” and “Golden Eagle” modules. The “Empress” armoured car has unique mobility and shooting qualities, which allows it to perform an active support role. With the new legendary “Mantis” movement parts, the armoured vehicle is able to dash in the direction of movement, which makes it highly maneuverable in combat and, as a result, increases your chance of victory.

The pack is available in two versions — standard and deluxe.

Other important changes

1. Improved the main screen interface: the available events are now displayed in a separate menu.

2. Significantly increased the resource rewards for “Mayhem”, “Insanity”, “Careful, it’s fragile!”, “Lady Luck” and “Walker’s trap” brawls. The statistics has shown that benefits from those brawls were lower than from other game modes, so we decided to correct that.

3. Removed the “Auto-assembly” feature from the armoured car building window.

4. Added additional weld points for the “Aegis-Prime” module.

5. Added new AI players with 10000–12000 PS. Removed a number of outdated AI players from this PS bracket.

6. The PvE leaderboard is now divided according to the difficulty levels.

7. Implemented the “Encounter” game mode with two capture points for the “Ashen ring, morning” and “Tower of dawn, morning” maps. The “Ashen ring” and “Tower of dawn, storm” maps still have the game mode with one capture point.

Bug fixes

1. Fixed a bug that appeared after the changes to the shooting mechanics and caused the “Astraeus” perk to not function.

2. Fixed a bug of the “Terracotta” cabin model that made it impossible to install some of the structural parts on the front of the cabin. Also fixed incorrect positioning of weld points.

3. Fixed a bug that caused an invisible enemy’s location to be marked with a red triangle in the scope view. Instead, a warning is now displayed in the interface when there is an invisible enemy within a small radius around the player.

4. Red cabin damage numbers and white parts damage numbers no longer overlap.

5. Fixed a bug that could cause the damage from piercing projectiles to increase when firing at certain cabins.

6. Removed invisible wall near the container warehouse on the “Spaceport” map.

7. Improved the self-destruct zones on the “Highway 11” map.

8. Fixed a bug that caused “Flying daggers” perk projectiles to fly through the first part without dealing damage when activating the perk at point-blank range. 

9. Fixed a bug that caused the charging speed of railguns to not be increased by the “Weapon charging speed” modification.

10. Removed excessive weld points from the “Cauteriser” part.

11. Fixed a bug that caused defeat in any PvE mission to be counted as a victory for the leaderboard.

Balance changes

Modules:

1. Explosive ammo: increased the bonus to reloading of explosive weapons from 6% to 10%

2. Extra explosive ammo: increased the bonus to reloading of explosive weapons from 12% to 18%

3. Microfactory “Charge”: bonus to durability of turrets and drones increased from 15% to 20%

4. Microfactory “Genesis”: bonus to durability of turrets and drones increased from 25% to 30%

5. Energy amplifier “Maxwell”: now damage is increased for all types of parts, not just structural ones. The module now works with lasers as well. The module’s active time increased from 5 sec. to 8 sec., reloading time increased from 10 sec. to 16 sec., damage bonus reduced from 25% to 15%.

6. Energy amplifier “Maxwell”: the module’s active time increased from 15 sec. to 20 sec.

7. Signal jammer “Argus”: reloading time increased from 14 sec. to 16 sec., marking time reduced from 6 sec. to 5 sec.

8. “Firebrew” fuel tank: fire puddle damage reduced by 20%

Co-drivers

Skill values are listed based on a level 50 relic rarity co-driver.

1. Grizzly: The distance required to activate the “Thirst for battle” passive skill reduced from 50 m. to 40 m.

2. Hertz: the speed required to charge the active skill and the “High voltage” passive skill increased from 45 km/h to 52 km/h. Reduced the resistance parameter for the “Dielectric cover” passive skill from 25% to 20%.

3. Yuki: The distance required to activate the active skill increased from 40 m. to 50 m. The active skill’s active time increased from 9 sec. to 16 sec.

4. Billie: the active skill’s active time increased from 9 sec. to 15 sec. The distance required to charge the skill reduced from 30 m. to 20 m., the amount of successful hits required for activation reduced from 100 to 90.

5. Jay: damage from the active skill increased from 15% to 20%. The amount of successful hits required for activation reduced from 2 to 1. The bonuses to reloading and charging of the “Reloading mechanisms” passive skill increased from 10% to 15%.

6. Ulfgar: the bonus of the “Improved batteries” passive skill increased from 20% to 30%, the bonus of the “Cold calculation” passive skill increased from 15% to 20%. Ulfgar's freezing mechanics will be reworked and improved in the foreseeable future.

7. Spike: damage from fire reduced by 12.5%

Comment: these balance changes to co-drivers are designed to make the most popular and strongest co-drivers weaker (among them Grizzly and Hertz), and the weak and unpopular ones stronger. We are also aware of the players’ feedback regarding redesigning some of the co-drivers, such as: removing the self-destruction of drones and turrets for R-type, adding an activation button for Foster, etc. We plan to make these changes in future updates. Such changes are not possible within the framework of balance changes, as they require implementing changes to the co-drivers themselves.

Weapons:

1. Borer, Lacerator, Flying daggers, Harvester: fixed a bug that caused the perk to slow down on contact to not work.

2. Rumble: improved the perk’s operation. Now, amplified shot is made regardless of successful hits on the enemy. Improved visualization of the perk. Fixed a bug that caused glowing lumps to stop dealing damage after “Rumble” gets destroyed. The number of shots required to activate the amplified shot has been increased from 8 to 10, and the weapon’s damage has been reduced by 5%, as the perk is now easier to use. The appearance of the amplified projectile has been improved.

3. Nagual: reloading time increased from 2 sec. to 2.5 sec., damage reduced by 5%

4. Reaper: damage increased by 12.5%, durability increased by 5%

5. ATGM Flute: damage increased by 10%

6. Kapkan: durability increased by 12.5%

7. Varun: damage increased by 10%

8. Spike-1: damage reduced by 5%

9. Pyralid: damage increased by 10%, projectile speed increased by 15%

10. King: damage reduced by 7.5%

11. Summator: fixed a bug where the perk of the “Summator” was charging too quickly.

Cabins:

1. Terracotta: mode switching time reduced from 1 sec. to 0.3 sec. Speed reduction in siege mode reduced from 60% to 45%.

Movement parts:

1. Armored track: tonnage increased from 1160 kg to 1800 kg.

2. Hardened track: tonnage increased from 698 kg to 900 kg.

3. Sleipnir:tonnage increased from 560 kg to 1100 kg.

4. Small track: tonnage increased from 577 kg to 750 kg.

5. Medium track: tonnage increased from 700 kg to 950 kg.

6. Tank track: tonnage increased from 1750 kg to 2500 kg.

7. Goliath: tonnage increased from 1850 kg to 3000 kg.

8. Icarus VII: tonnage increased from 330 kg to 400 kg.

9. Hermes: tonnage increased from 330 kg to 380 kg.

Comment: these should make tracks and hovers more popular than wheels and mechanical legs. In the future, we plan to refine the mechanics of hovers and tracks to make them more comfortable to control. These balance changes should temporarily improve the situation.