
While snowstorms rage outside, the situation in the Zone is heating up. The stakes are rising, and it’s the perfect time to intervene in the affairs of the Murmur fanatics! To prepare yourself for battle, we recommend familiarizing yourself with the latest balance changes.
Contents:
Balance changes;
Other changes and fixes.
Balance changes
Artefacts
Slightly reduced the power of the Regeneration and Healing Effectiveness stats on artefacts.
With the latest increase in the maximum power of artefacts, these stats were having too much of an impact on player survivability in firefights. On average, half of the bonus containers received in the patchnotes was removed.
Strengthened Prism, Fossil, Dumbbell, and Raisin
These artefacts did not have strong additional properties (or they had too little power), which made them insufficiently relevant compared to their equivalents and even lower-level artefacts.
Reworked Black Hole
The artefact has had its regeneration reduced in exchange for increased Stamina Improvement and the replacement of the Resistance to fire penalty with a Bleeding Protection.
The old characteristics made Black Hole too versatile, but now its regeneration is inferior to the regeneration of artefacts with an emphasis on regeneration of similar levels.
Reworked Dark Viburnum
As with Black Hole, Dark Viburnum was too powerful in several areas at once: regeneration and speed. Speed was reduced in exchange for increased Stamina regeneration.
Heavily reduced the amount of damage absorbed by Polyhedron
The ability of the artefact to absorb massive single hits, combined with its other characteristics, made it too powerful, and its widespread use made life excessively difficult for sniper rifles.
In exchange for a significant reduction in damage absorption, the reload time has been significantly reduced.
Prism | Added Stability: 2.6% |
Raisin | Removed Bullet resistance: -29.7
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Fossil | Removed Stamina regeneration: 3.6%
Bonus properties:
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Dumbbell | Healing Effectiveness: 8.7% → 11.5%
Bonus properties:
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Black Hole | Removed Regeneration: 3.6%
Bonus properties:
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Polyhedron | Stamina: 14.6% → 20.8%
Bonus properties:
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Dark Viburnum | Regeneration: 4.8% → 4.4%
Bonus properties:
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Frost | Healing Effectiveness: 5.8% → 5.4% Bonus properties:
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Leaded Glass | Regeneration: 1.5% → 1.4% |
Berry | Bonus properties:
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Lard | Healing Effectiveness: 5.8% → 5.4%
Bonus properties:
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Sponge | Bonus properties:
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Phlegm | Healing Effectiveness: 8.3% → 7.7% Bonus properties:
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Crust | Regeneration: 2.2% → 2% Bonus properties:
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Swamp Rot | Healing Effectiveness: 4.5% → 4.2% Bonus properties:
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Heart | Regeneration: 2.5% → 2.3% Bonus properties:
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Candlelight | Regeneration: 1.2% → 1.1% |
Stress fest | Healing Effectiveness: 11% → 10.2% Bonus properties:
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Colophony | Regeneration: 2.9% → 2.7% Bonus properties:
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Spiral | Bonus properties:
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Dark Crystal | Regeneration: 2.3% → 2.2% |
Proto-Onion | Healing Effectiveness: 5.2% → 4.8% Bonus properties:
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Lemna | Regeneration: 1.6% → 1.5% Bonus properties:
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Snail | Regeneration: 1.4% → 1.3% |
Inkwell | Regeneration: 2.9% → 2.7% Bonus properties:
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Firebird | Regeneration: 2% → 1.9%
Bonus properties:
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Fahrenheit | Bonus properties:
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Gills | Regeneration: 3.2% → 3% Bonus properties:
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Hoop | Regeneration: 3.2% → 3% Bonus properties:
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Scrubber | Healing Effectiveness: 5.8% → 5.4% Bonus properties:
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Gum | Regeneration: 1.5% → 1.4% |
Shard | Healing Effectiveness: 8.7% → 8.1% Bonus properties:
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Helium | Regeneration: 2.3% → 2.1% Bonus properties:
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Heel | Healing Effectiveness: 16.5% → 15.3% Bonus properties:
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Viburnum Branch | Healing Effectiveness: 13.8% → 12.8% Bonus properties:
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Rubik | Bonus properties:
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Tallow | Healing Effectiveness: 11% → 10.2%
Bonus properties:
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Inside Out Rose | Healing Effectiveness: -19.1% → -17.7% |
Bismuth | Regeneration: 3% → 2.8% |
Larva | Healing Effectiveness: 7.7% → 7.2% Bonus properties:
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Mug | Bonus properties:
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Timber | Bonus properties:
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Plates adjustments
Experimental plate | The plate has been removed from the supply range in Subdivision Battles
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Shotgun adjustments
Shotguns focused on close combat performed poorly everywhere except at close range, but at close range they became a real disaster for enemies.
In view of this, and taking into account the weakening of the Polyhedron's damage absorption, their effectiveness in close combat has been reduced.
KS-23 | Damage to mutant: 1.65 → 2.3
The threshold for a non-lethal shot to the head at point-blank range has been reduced from 750 to 700 effective bullet protection. KS-23 short barrel
KS-23 pistol grip
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AEK-965 | Damage to mutant: 1.75 → 1.9
The threshold for a non-lethal shot to the head at point-blank range has been reduced from 625 to 600 effective bullet protection. |
Pancor Jackhammer | Damage: 200 → 180
Significantly reduced the threshold for killing from three shots at point-blank range. For example, the Scythian-5 armoured suit previously required 35% additional vitality to survive two point-blank shots, but now 21% or the equivalent in effective bullet resistance. The data is provided for improvement to level 15 and using combat bullets. |
SPAS-15 | Added master-level LD to basic characteristics to compensate for the absence of side/top rails for LD installation. |
Sniper rifle adjustment
Bolt-action rifles
Reworked bolt-action rifles: bolt-action rifles have become stronger on average, and the high-rate-of-fire subclass has been removed.
Now the main difference in the characteristics of bolt-action rifles lies in their damage multipliers: some, such as the VSSK Vykhlop, have high basic damage and do not increase it when shooting at the head, while others, on the contrary, have low damage to the body but higher damage to the head (e.g. McMillan CS5).
Mosin’s Carbine | Damage: 65.4 → 65
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Mosin’s Rifle | Damage: 73.9 → 73
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Mauser 98k | Damage: 78 → 70
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Worn Winchester M70 | Damage: 86.8 → 86
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Shaman's Boomstick | Damage: 91.1 → 90
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Steyr Scout | Damage: 68 → 80
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Winchester M70 | Damage: 108.2 → 108
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Worn M40A5 | Damage: 128.6 → 130
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Alpine TPG-1 | Damage: 133.9 → 173
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SV-98 | Damage: 128 → 135
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MTs-116M | Damage: 110 → 131
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M40A5 | Damage: 146.8 → 156
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MTs-558 | Damage: 113 → 202
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Cheytac M300 | Damage: 170 → 196
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Cheytac M300 (A) | Damage: 177.5 → 205
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Karbach OTL-03 | Damage: 124 → 170
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VSSK Vykhlop | Damage: 130 → 233
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McMillan CS5 | Damage: 162.9 → 150
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L96A1 | Damage: 168.2 → 179
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Gauss Rifle | Damage: 180 → 247
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Semi-automatic and automatic sniper rifles adjustments
WA2000 | Damage: 120 → 125
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VSK-94 (A) | Damage: 45.5 → 46
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VSK-94 | Damage: 43.5 → 44
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VSS-M "Vintorez" | Recoil increase: 4% → 3%
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VSS Vintorez | Recoil increase: 4% → 3%
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FN SCAR SSR | Damage: 69 → 70.5
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Mk 14 EBR | Damage: 55 → 56
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Other weapon changes
All weapons | Spread while moving multiplier: 1.5 → 1.4 |
Nerfed overly powerful weapons
HK MP7A2 | Damage: 39 → 38.5 |
MG 3 | Damage: 31 → 30.5
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Buffed underperforming or overly unpopular weapons
АМ-17 | Damage: 48.5 → 49
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LR-300 | Minimum damage: 23 → 24 |
PPK-20 | Minimum damage: 27.5 → 28 |
6P62 Little Boy | Damage: 75 → 78.5
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DSA RPD | Minimum damage: 30 → 30.5 |
A-762 Ares | Minimum damage: 28.5 → 30
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AEK-973 Mars | Damage: 36 → 36.2
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HK416 | Minimum damage: 25 → 25.5 |
HK416 (A) | Minimum damage: 28.5 → 29 |
АК-12 | Minimum damage: 30 → 30.5
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AK-12 (A) | Minimum damage: 34 → 34.5
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OTs-33 Pernach | Minimum damage: 27 → 30 |
Old FN FAL | Minimum damage: 32.3 → 33.2 |
АК-308 | Minimum damage: 34 → 35 |
АК-308 (А) | Minimum damage: 35.5 → 36.5 |
FN SCAR-H | Minimum damage: 39 → 40 |
FN SCAR-H (A) | Minimum damage: 40.5 → 41.7 |
HK417 | Minimum damage: 41 → 42 |
HK417 (А) | Minimum damage: 42.5 → 43.8 |
FN FAL | Minimum damage: 35 → 36 |
FN FAL (А) | Minimum damage: 36.5 → 37.5 |
Flamethrower | Damage: 9 → 10
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Tinderbox | Damage: 9 → 10
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Coldcutter | Damage: 12 → 13
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Frostthrower | Damage: 12 → 13
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Inverter
| Significantly increased base stabilisation
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Ammunition adjustments
23x75 Buckshot | Number of projectiles: 8 → 6 |
12.7 mm Sniper Round | Stopping power: 90 → 100 |
12.7 mm Round | Stopping power: 60 → 70 |
12.7 mm SMG Round | Stopping power: 60 → 70 |
7.62 mm Incendiary Round | Fixed incorrectly low weight: 8 g → 16 g As with other calibers, the incendiary round’s weight is now equal to the armor-piercing round’s weight. |
Armour changes
MIS-X ATLAS | Bullet resistance: 165 → 178
|
Antares Exoarmor | Resistance to electricity: 150 → 300
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Magazines adjustments
The bonuses of ergonomic 9×39 and 7.62 NATO magazines are now equal to those of ergonomic 12.7 and 7.62×39 magazines, as being 5 rounds below the weapon’s maximum capacity granted weapons with these magazines excessively strong bonuses.
Ergonomic Magazine for VSS/Val | Reload: 2.6 sec → 2.85 sec
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Ergonomic magazine 9x39 | Reload: 2.5 sec → 2.75 sec
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Ergonomic magazine 7.62 NATO | Reload: 2.5 sec → 2.75 sec
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AA-12 Drum Magazine | Reload: 5.25 sec → 4.38 sec
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Other changes
Stopping power | Passive removal rate: 80% per second → 60% per second |
Burning | Healing Effectiveness: -75% → -65%
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Plantain | Removed bleeding reduction -2.5 |
Other changes and fixes
Removed the transfer of the main weapon’s overheat status to the secondary weapon and vice versa.
Added the ability to sell vynil records to the Fence.
Removed offers with functional objects for the Hideout at the Dealer until the quest granting access to the Hideout is completed.
Fixed non-functioning scanning on the Elbrus Elbrick motif.
Fixed incorrect firing mode after switching between primary and secondary weapons.
Fixed inability to load certain types of ammunition.
Added a new game setting: Hide death waypoints in Session Modes.
Changed quick attachment instalation: when using Shift+LMB, the attachment is now prioritised to the weapon currently in hand, and only then applied to the first suitable equipped weapon.
