Update 1.38.0

Temporary event — return of the Ravens!

The Ravens, led by Stevo, will visit the Wasteland again. They brought a new curious weapon with them: the “RA-1 Heather” relic rocket artillery! 

“RA-1 Heather” fires three devastating rocket salvos, which rain on the enemies from the sky, leaving them no chance to avoid taking damage. The perk of the weapon increases damage by sacrificing the reload speed when the armoured car is not moving. And if the enemy comes too close, you can win some time by increasing your damage resistance at high speed and get to your allies while preserving your weapon.

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, the “Raven’s flight” hologram, “A flock of ravens” car horn, as well as “Mandrake”, “Nothung”, “AD-13 Hawk” weapons and other parts in the Ravens store.

Hurry up and get all the rewards: the Ravens will leave the Wasteland in 2 weeks, on December 12!

The Steppenwolfs faction is now in the Trophy road!

The Steppenwolfs faction is now available in the Trophy road! Many unique parts have become available for production, including the “Jumbo” cannon, the “M-39 Imp” machine gun and the “Tomahawk” wheels. You can also now get valuable structural parts such as “APC roof part” and “Hard module” in the Trophy road, as well as the new “Armadillo” unique track of blue rarity.

Small changes have been made to other factions as well:

1. Energy amplifier “Maxwell” blueprint is now under the Dawn’s children faction (previously it was listed under Nomads faction).

2. “M-38 Fidget” machine gun blueprint is now under the Nomads faction (previously it was listed under Dawn’s children faction).

3. Under the Scavengers faction, the “General 88mm” cannon blueprint has been replaced by the “ZS-46 Mammoth” cannon blueprint, as the “General” belongs to the Dynasty faction.

Co-drivers system changes

Co-drivers progress principles have been changed.

Now a new resource, “co-driver data”, is used to increase the co-driver’s rank. The “co-driver data” can be obtained from containers in the “Bounty hunting” event, as well as from a new container in the Co-drivers tab. “Mercenary keys” now do not reset after completing the “Bounty hunting” event, but remain on your account.

Each co-driver uses their own “data”; when a certain amount is accumulated, you can increase the rank of the co-driver. Ranks are the rarities of the co-drivers. Legendary and relic rarities now have additional sub-categories. Now the co-driver’s rank not only unlocks passive abilities, but also the maximum level the co-driver can get, which means it affects the power of the co-driver’s abilities.

Thanks to this change, you no longer need to level up your co-driver to level 50 and reset to promote them to the next rank, losing your progress after a rarity change. There is now one single level progression path across all ranks of each co-driver.

After the transition to the new system, all the current levels of your co-drivers will be preserved. In some cases, some levels will be unavailable until you increase the co-driver’s rank. Also, during the transition to the new system, players will be given “co-driver data” for each available co-driver according to their rarity in the previous system.

Clan container update

The updated container has over 80 rewards in the theme of “Prosperous Wasteland”, including:

 • Structural parts, profile customization items, armoured vehicle decorations and special style paints;

 • Guaranteed access to relic weapon blueprints;

 • Recolourings of effects for relic weapons.

Important change: compensation for receiving a duplicate Clan container reward is now issued in Talers.

New seasonal pack “Hydra”

The new seasonal pack “Hydra” is now available for purchase in the in-game store until December 24! 

The armoured vehicle is designed on the basis of the legendary cabin “Hadron”, armed with the new “Morta” plasma cannon and equipped with the “Aegis-Prime” and “Colossus” modules. 

The “Hydra” armoured vehicle has unique mobility and shooting abilities that allow it to effectively destroy both single targets and groups of enemies. The “Morta” weapon requires 12 units of energy.

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

Other important changes

1. Improved the “Assembly master” functions. Now you can select not only engines and cabins, but also weapons.

2. Slightly moved the “Quick deal” button to prevent accidental clicking when making deals.

3. The ATGM rocket controls are now located on the left side of the screen by default. Players who adjusted the controls position manually will have their custom positioning reset and will need to make the adjustment again.

4. Improved the mechanics of the “Artillery” type weapons:

• If the player is within range of an artillery projectile, a warning message is displayed.

• A special artillery fire sound can be heard near the place where the projectile hits.

• The target location of artillery fire is now indicated by a special visual effect. The colour of the visual effect depends on the team of the shooter.

5. Improved arrangement of parts in the movement parts section of the “Parts” tab. Tracks have been moved to a separate branch.

6. Enemy fire from “Firebug” and “Spike” is now brighter than allied fire. 

7. Added a new type of reward to the clan rewards: “Clan garage expansion”.

8. To avoid confusion with the same names, the “Titan” wheel has been renamed to “Monolith”.

Bug fixes

1. Fixed the description of the “Helicon” perk. Previously, it did not specify that an amplified shot button appears after the activation. The value for charging the perk was listed as 8.5%, but it is actually 6%.

2. Fixed a bug that caused “Trigger” amplified shot damage to be too high after activating the “Grizzly” perk.

3. Fixed a bug that caused the “Yari” railgun to not reload when fired with an incomplete charge.

4. Fixed a bug that caused the movement of the player’s armoured vehicle to affect the firing direction of the “T5 Salamander” turret. 

5. Fixed a bug that mad it possible to install “Support fork frames” on top of each other.

6. Fixed a bug that caused some parts to not be copied when using “Support fork frames” in a build.

7. Fixed some locations of the “Lair of the Firestarters” map where armoured vehicles could get stuck.

8. Corrected the self-destruction zone on the maps “Substation” and “Founders Canyon”.

9. Fixed the positioning of the “Raven’s flight” hologram in relation to the armoured vehicle.

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. Blast damage increased by 5%, added slight direct damage.

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 7%.

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 35%. 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.

9. ZS-52 Mastodon. Maximum number of boost bonuses amount increased from 30 to 60, each stack gives lesser bonuses to weapons.