2.16.0

The new ravaging season begins in Crossout! It brings so many new things: a pass with Ravager parts, a whole trilogy of brawls against the Ravagers, battles for the uranium ore, a rework of energy supply and energy consumption system, and much more!
==“Ravagers Ascension” season==
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*There are 75 “main” levels with rewards in the season. Leveling up in the event will unlock new rewards.
*Starting from level 76, the player can unlock bonus rewards of “additional” levels of the rewards scale.
*During the season, the player receives a special resource — “Lighters”. A player can exchange a certain amount of accumulated “Lighters” without additional expenses for a part from the list of available parts or for other available items.
*After reaching level 121 of the season, the player receives 15 “Lighters” for each subsequent level if the Battle pass is purchased.
*At the end of the season, all unused “Lighters” will be withdrawn from the game.
*All players without exception can unlock:
**Recipes for the production of new parts during the season.
**150 pcs. of “Lighters”.
**100 in-game coins.
**A logo for banner customization.
**New structural parts.
**Resource containers.
**Repair kits.
**Workbench coupons.
**Engineer badges for the additional levels of the reward scale.
*Players who have purchased the Battle pass may receive the following:
**New crafted and upgraded parts. Please note that such parts are issued with certain upgrades and cannot be sold or bought at the market.
**2 new portraits.
**Additional in-game coins.
**1 container with “special” parts of your choice (for an additional level of the reward scale).
**1 container with epic parts of your choice for an additional level of the reward scale.
**Cosmetic items: paints, stickers, decor.
**2 “Blueprint storages”.
**Additional “Lighters”: both for the levels of the main scale and for additional levels of the season.
**New elements for banner customization.
*Rewards marked with a lock icon are only available with the Battle pass.
*Parts that you didn’t have time to unlock can be purchased at the in-game market from other players.
===Season Level Up===
*You can increase your level in the season by completing special daily and weekly challenges.
*At the end of the day, all uncompleted daily challenges are reset and replaced with new ones.
*Every Thursday, after the list of challenges is updated, all uncompleted weekly challenges are carried over to the next week.
*Weekly challenges of the season are divided into “main” and “additional” groups. At one time, 4 “main” and 2 “additional” challenges are issued.
*Try not to miss challenges to unlock all available rewards as soon as possible.
*When the event level is increased, the reward is issued automatically.
*You can still complete the regular daily and weekly challenges to gain badges and other resources.
===New Parts of the Season===
====“Titan” heavy wheel====
*Rarity: epic.
*PS: 250.
*Tonnage: +2900 kg (steering: +1950 kg).
*Cabin power: -10% (steering: -20%).
*Durability: 810 pts.
*Mass: 430 kg.
*Perk: if there is a wreck in the radius of 30 m from the movement part, the wheel accumulates charges, each of which restores 20% from the maximum durability of the “Titan”.
====“Fatum” drone====
*Rarity: epic.
*PS: 1215.
*Launches a ground combat drone that follows the armoured vehicle and attacks any targets within its attack radius. The drone is equipped with a combat laser.
*Launches: 6.
*Durability: 161 pts.
*Energy drain: 9 pts.
*Mass: 250 kg.
*Perk: if the enemy destroys the spider drone, the time until the next activation of the “Fatum” is reduced by half. The next launched drone will also deal 200% of the base damage and heat up enemy parts 2 times more efficiently.
====“Aquilo” radiator====
*Rarity: legendary.
*PS: 400.
*Increases time until weapon is overheated by 90%. For shotguns, the bonus is 49%. Cooling rate of all weapons increases by 20%. The effects stack.
*Durability: 121 pts.
*Energy drain: 2 pts.
*Mass: 120 kg.
*Perk: when shooting a weapon that overheats, it accumulates up to 5 charges, each of which additionally increases the cooling rate of all weapons by 6%. The time of accumulation of one charge depends on the average time before overheat for all weapons mounted on the armoured car. If all the weapons stop firing, 1 charge will disappear each 0.5 sec.
====“Lucifer” rocket revolver====
*Rarity: legendary.
*PS: 2600.
*Fires rockets that fly on a ballistic trajectory and explode on hit. There are 20 projectiles in a cylinder that can be fired one at a time or in a burst. After they are fired, the weapon is reloaded automatically.
*Ammo reserve (number of full cylinders): 5.
*Durability: 414 pts.
*Energy drain: 13 pts.
*Mass: 322 kg.
*Perk: restores 6 projectiles in the cylinder of all “Lucifers” mounted on the armoured car for each 8 enemy parts destroyed.
====“Cyclops” recharge booster====
*Rarity: legendary.
*PS: 600.
*Boosts the reloading of weapons and rockets by 25%. You can install only 1 module that speeds up reloading.
*Durability: 391 pts.
*Energy drain: 3 pts.
*Mass: 372 kg.
*Perk: additionally speeds up the reloading of weapons as they lose their durability. The maximum boost of 20% is achieved at the total of 65% of durability lost.
====“Morta” force cannon====
*Rarity: legendary.
*PS: 4600.
*Shoots a force field that flies on a straight trajectory and absorbs damage from enemy projectiles, and then explodes.
*Ammo: 12 pcs.
*Durability: 1051 pts.
*Energy drain: 23 pts.
*Mass: 992 kg.
*Perk: the force field flies through the enemy parts, damaging them and gradually losing its durability. Damage bonuses boost one-time damage to parts.
====“Mars” cabin====
*Rarity: legendary.
*PS: 2100.
*Max. cabin speed: 63 km/h.
*Tonnage: 10000 kg.
*Mass limit: 22000 kg.
*Energy: 23 pts.
*Durability: 510 pts.
*Mass: 4100 kg.
*Perk: upon activation, increases the damage of all weapons by 30%. If there are allies nearby in line of sight at that time, it summons up to 3 drones, which increase the damage of allied weapons by 15%. Duration is 10 sec, cooldown is 20 sec.
===Structural Parts===
==Battle for uranium==
*“Battle for uranium: Master” and “Battle for uranium: Legend” are two temporary ranked PvP modes.
**Armoured vehicles from 7000 to 8000 PS can take part in the “Battle for uranium: Master” mode.
**Armoured vehicles from 12000 to 13000 PS can take part in the “Battle for uranium: Legend” mode.
*You can participate both in battles for 7000–8000 PS and in battles for 12000–13000 PS and gain rating points in both leaderboards.
*You need to be a member of any clan to play these game modes.
*The modes will completely replace the “Clan confrontation” for a week: they are active at the same time intervals, you gain the Confrontation rating and complete the same challenges as in “Clan confrontation”.
*The modes have the same battle rules as the “Clan confrontation”. You can participate in battles as part of a group or alone with random players.
*For participating in a battle, you gain scrap metal and personal rating points.
*Each mode has its own leaderboard that is divided into leagues: 
**In the “Master” mode, you gain Engineer badges for moving up the leagues from “Iron” to “Bronze”.
**In the “Master” and “Legend” modes, you get 10 pcs. of uranium ore for moving up into “Silver” and “Gold” leagues.
*When the event ends, the player in the “Legend” league will get additional uranium ore depending on their position in the leaderboard:
**Battle for uranium: Master
***1 place: 250 pcs. of uranium ore.
***2–3 places: 150 pcs. of uranium ore.
***4–6 places: 100 pcs. of uranium ore.
***7–20 places: 80 pcs. of uranium ore.
***21–60 places: 50 pcs. of uranium ore.
***61–100 places: 40 pcs. of uranium ore.
***101–250 places: 30 pcs. of uranium ore.
***251–500 places: 20 pcs. of uranium ore.
**Battle for uranium: Legend
***1 place: 400 pcs. of uranium ore.
***2–3 places: 300 pcs. of uranium ore.
***4–6 places: 200 pcs. of uranium ore.
***7–20 places: 150 pcs. of uranium ore.
***21–60 places: 100 pcs. of uranium ore.
***61–100 places: 80 pcs. of uranium ore.
***101–250 places: 40 pcs. of uranium ore.
***251–500 places: 20 pcs. of uranium ore.
==A trilogy of brawls with the Ravagers: Operation “Red light”, Operation “Radiance” and Operation “Blackout”==
*All operations are PvP brawls, in which an initially small team of 2 “infected” players fights against a team of up to 10 regular players.
*The operations take place on specially designed maps. The locations for “Red light” and “Radiance” are updated versions of existing maps. Operation “Blackout” will take place on a newly created unique map “Waderkvarn” factory.
*A new music track has been recorded and added to the game especially for the new Operation “Blackout” brawl:
*The survivors start the battle on their own armoured vehicles. The initial Ravager players and the players “infected” by them use preset vehicles.
*There are certain conditions for survivor vehicles. The PS of your armoured vehicle must not be lower than 2000 and must not exceed 10000, and it must not have any:
**boosters;
**fuel barrels or fuel tanks;
**explosives (like “Boom” or “Lancelot”);
**“Skinner” harpoons;
**“Rune-1” reactors;
**“Werewolf” cabins.
*The durability of the Ravager vehicles is initially low, but this is compensated by the fact that they have an unlimited number of respawns after destruction.
*Ravager visors are their weak point. If the visor is destroyed, the player temporary loses control of the vehicle.
*Ravager vehicles are equipped with the “Argus” module that helps them detect and destroy mines and other projectiles.
*The goal of the survivors is to reach the final point of the location, completing all the tasks.
*The Ravager team should prevent the second team from completing the tasks and “infect” as many players as possible.
*Infection of a regular player occurs when he collides with an infected player.
*Survivors may drive away from their enemies or try to destroy them from a distance. The key is to avoid direct contact with the enemy.
*After being “infected”, the survivor joins the opposite team. Now their goal is to infect their former teammates.
*The total number of points you earn directly depends on how efficiently you played. For example, if you actively helped the team complete tasks for survivors, but at the end you were infected, you will still get a sufficient amount of points, and your efforts will not go unrewarded. Actions for both the team of survivors and the team of infected will be counted.
*The player is rewarded with scrap metal (“Red light”), wires (“Radiance”) or plastic (“Blackout”) for each battle. The amount of awarded resources depends on the number of points scored at the end of the battle.
===Special challenges and rewards===
Throughout the time that the brawls are active, you will have access to special daily challenges, and you can get rewards for completing them. The challenges and rewards change depending on which brawl is active.
====Operation “Red light”====
*Take part in the brawl 2 times. Reward: 80 Engineer badges.
*Destroy 5 enemies in the brawl. Reward: “Military reserve” container.
====Operation “Radiance”====
*Take part in the brawl 2 times. Reward: 80 Engineer badges.
*Earn 400 points in the brawl twice. Reward: “Humanitarian aid” container.
====Operation “Blackout”====
*Destroy 5 enemies in the brawl. Reward: “Military reserve” container.
*Earn 2000 points in the brawl. Reward: “Memories container”.
==Return of the “Firefight” brawl==
*Team brawl. Players take part in the battle on preset vehicles.
*Objective: destroy the armoured vehicles of the opposing team within the allotted time.
*If a team destroys the opposing team before the allotted time expires, this team wins. Otherwise, it’s a draw.
*Each player is given an armoured vehicle on hovers, which has a number of vulnerable points, as well as a number of places that are completely invulnerable.
*To destroy the enemy, you need to accurately shoot at the vulnerable points and manage to defend your vehicle by using your invulnerable points.
*Players will receive wires as a reward for this brawl.
*A special daily challenge will be available during the time that the brawl is active. For dealing 6000 damage in the “Firefight” brawl, you will get the “Humanitarian aid” container.
==New PvP map “Brotherhood stronghold”==
The map is available for the “Encounter” battles.
Welcome to the new “Brotherhood stronghold” location!
The location tells a story of the epic battles between survivors and the Ravagers. The key element of the map is a great impenetrable wall that protects the survivors’ homes and the place where they are trying to build a future for themselves, hoping for the restoration of humanity. The Ravagers took survivors by surprise and destroyed a number of their equipment and buildings, but the humans blocked the entrance and managed to repel the attack for a while. The confrontation between humans and AI has created a front line where the central part is occupied by construction cranes and tall covers, giving armoured aircraft a height advantage and allowing them to support ground allies. Ground armoured vehicles also thrive here: the paths form a loop, allowing players to maneuver between obstacles and show off their vehicle control skills without being distracted from shooting. 
The map has many covers and wide paths, creating small local arenas, where vehicles designed for short and mid-range combat have the most advantages. At the same time, the location is quite open, which makes the gameplay interesting for long-range builds as well. Symmetrical and small, the location provides equal opportunities for fighting on different PS levels.
The main goal of each team is to capture and hold a single base in the center of the map. This area is surrounded by various covers, but they do not allow you to hide completely. Thanks to the numerous paths to the center, players face off in intense battles until the number of opponents decreases and capturing the base becomes possible.
Join the battle for the “Brotherhood stronghold” and help your allies stand strong in this epic confrontation!
==Changes to the energy consumption and energy supply system of parts==
In the previous system, 1 point of energy was too large a value relative to the total energy limit. This problem was especially evident with hardware, most of which consumed 1 energy, even though the modules themselves were not equal to each other in their efficiency. Some of the modules had powerful effects; weakening those effects might make them impractical, and increasing the energy consumption of those modules to 2 energy points might make them too weak. Other modules were too situational in their use, and therefore very unpopular. In case of those modules, strengthening their effects does not fix the situation, and removing their energy consumption forces restrictions or negative effects.
In the new system, 1 point of energy is equivalent to 0.5 points of energy in the old system, which will allow making energy consumption of a part more fair in relation to its efficiency, and viable builds should become more diverse.
==Energy supply of parts==
===Cabins===
Changed the amount of energy supplied by cabins. 
Rarity 	Light 	Medium 	Heavy
Common 	21 (10)	20 (10)	19 (9)
Rare 	22 (11)	21 (11)	20 (10)
Special 	23 (11)	22 (11)	21 (10)
Epic 	24 (12)	23 (12)	22 (11)
Legendary	25 (12)	24 (12)	23 (11)
Since “rare” and “epic” cabins have lost 1 energy point (0.5 in the current system), we are making additional balance changes. Most of them are related to the mass limit, so that the player would be able to replace the generator:
====Wyvern====
Tonnage increased from 3500 to 4000 kg.
====Bear====
*Mass limit increased from 9000 to 9500 kg.
*Tonnage increased from 4200 to 4500 kg
*Power increased by 7%.
====Fury====
*Mass limit increased from 8500 to 9000 kg.
*Tonnage increased from 4000 to 4300 kg.
*Power increased by 7%.
====Quantum====
*Mass limit increased from 10000 to 11000 kg.
*Tonnage increased from 5000 to 5500 kg.
*Power increased by 11%.
====Photon====
*Mass limit increased from 13000 to 14000 kg.
*Tonnage increased from 5000 to 6500 kg.
*Power increased by 8%.
====Omnibox====
*Mass reduced from 2100 to 1700 kg.
*Mass limit increased from 12500 to 13000 kg.
*Power increased by 4%.
====Favorite====
Maximum speed increased from 80 to 83 km/h.
====The Call====
Maximum speed increased from 77 to 80 km/h.
====Howl====
*Maximum speed increased from 80 to 83 km/h.
*Tonnage increased from 4500 to 5500 kg.
===Generators===
The changes of the energy supplied by generators remain the same and complement the changes to cabins.
Heavy generators now give 1 energy point more than light ones (i.e. 0.5 points in terms of the game version that is currently live on servers) but their destruction causes a much more powerful explosion. These changes would hopefully make all generators a viable option; currently, the players have a favorite generator in each “light/heavy” pair and use it much more often than its counterpart. 
Rarity 	Name 	Energy	Explosion damage	Explosion radius	PS 	Extra
Rare 	Big G 	2 (1) 	 	+25% 	130 (150) 	
Special 	Ampere 	4 (2) 	-50% 	 	380 (410) 	Durability: 65 (45)
Special 	PU-1 Charge	5 (2) 	+71% 	+50% 	475 (410) 	Mass: 576 (445)
Epic 	Gasgen 	6 (3) 	-54% 	-33% 	810 (870) 	Durability: 105 (72)
Epic 	Bootstrap 	7 (3) 	+71% 	+50% 	945 (870) 	Mass: 765 (600)
Legendary	Thor-6S 	8 (4) 	-36% 	-33% 	1600 (1600)	
Legendary	Apollo 	9 (4) 	+67% 	 	1800 (1600)	
Relic 	Odin 	10 (5)	-22% 	-17% 	3000 (3000)	Mass: 715 (874)
The effect that we would like to achieve is that it would be more convenient for light cabins with more energy to have a light, small and safe generator than a heavy, large and explosive one with one additional energy point. At the same time, players would also be able to comfortably install such a generator on a vehicle with a heavy cabin, bringing it closer to a light cabin in terms of energy.
==Energy consumption==
Firstly, we would like to note that the PS of all “common” and “epic” weapons and modules has slightly decreased in the new system. This is due to the fact that the PS of weapons and modules is equal to the product of the rarity factor times the consumed energy. The factors of these parts were not divisible by 2 and therefore were rounded down.
The PS values of some parts were also changed. Values from live game servers are shown in brackets, the new ones are shown outside brackets.
*“Fuel barrel”, “Car jack”, “Radio”, “RS-1 Ruby” — 40 (65).
*“Fuel tank”, “Contact 2M”, “Rift 2M”, “TS-1 Horizon”  — 65 (115).
*“Hardcore” — 95 (157).
*“RD-2 Keen” — 135 (216).
*“FHT-3 Flock” — 200 (375).
*“Rune-1” — 190 (206).
*“RN Seal”, “Shiver”, “KA-2 Flywheel” — 270 (400).
===Weapons===
In order for the new system to have as little impact as possible on players’ current armoured vehicles, we have dropped almost all weapon changes and will only modify their energy consumption if needed as part of the regular balance changes. The energy consumption of all weapons will be multiplied by 2. The exceptions are some auxiliary weapons, for which we have reduced their energy consumption:
====Enlightenment====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 275 to 135.
====Barrier====
*Now consumes 3 points of energy instead of 4.
*PS reduced from 550 to 405.
====Acari====
*Now consumes 7 points of energy instead of 8.
*PS reduced from 1100 to 945.
====Yongwang====
Perk’s bonus for energy spent on modules is now reduced from 12 to 6%.
====Borer====
*Now consumes 5 points of energy instead of 4.
*PS increased from 260 to 325.
====Buzzsaw====
*Now consumes 5 points of energy instead of 4.
*PS increased from 380 to 475.
====“Lacerator” and “Mauler”====
*Now consume 7 points of energy instead of 6.
*PS increased from 825 to 945.
Comment: “Borer”, “Buzzsaw”, “Lacerator” and “Mauler” consume too little energy, so vehicles that use them are usually built for low PS levels and have too high efficiency on those levels. The change should weaken armoured vehicles with these weapons by forcing players to uninstall some modules or install a generator and increase the PS levels they play on.
===Modules===
Similar to weapons, we doubled the energy consumption of all modules (except for the ones listed below). We decided not to tie energy consumption to rarity, which we tested last time, and implemented only those changes that we consider really necessary:
====“Dun horse” and “Razorback”====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 190 to 95.
Comment: starting from 4000 PS, “special” engines are used much less often than “epic” ones and are usually just placed into storage without any use.
====Oculus====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 190 to 95.
Comment: unfortunately, players don’t use this module at all.
====KA-1 Discharger====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 190 to 95.
*Efficiency reduced from 15 to 10%.
Comment: this recharge booster is practically never used in comparison with the “Flywheel”, even at low PS. On the live game servers, both modules are too close in their parameters and models, making the “Discharger” virtually useless. The changes should increase its relevance at low PS.
====Yeti====
*Now consumes 3 points of energy instead of 2.
*PS increased from 400 to 600.
*Invisibility reserve increased from 30 to 45 sec.
*Bonus from invisibility reserve reduced from 15 to 10% (i.e. it still adds 5 sec.).
*Bonus to the invisibility reserve from “Rune-1” reduced from 50 to 25%.
Comment: a very effective stealth module with unique mechanics different from the “Chameleons”, making it not so much an extension of them but an alternative to them. We don’t want to weaken its performance, but we think it’s fair to raise its energy consumption and make it less dependent on the “Rune-1”.
====Omamori====
Now consumes 3 points of energy instead of 2.
Comment: as with the “Yeti”, it’s a very efficient module with mechanics different from its predecessor.
====B-1 Aviator====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 85 to 40.
*Boost reduced by 30%.
*Now gives 3% bonus to damage with the “Cockpit” perk.
====Blastoff====
*Now consumes 2 points of energy.
*Boost increased by 21%.
*Now gives 10% bonus to damage with the “Cockpit” perk.
====Hermes====
*Now consumes 3 points of energy instead of 2.
*PS increased from 275 to 405.
*Boost increased by 56%.
*Now gives 25% bonus to damage with the “Cockpit” perk.
*Durability increased from 129 to 172 pts.
Comment: we implemented an energy consumption progression for boosters and further widened the gap in acceleration efficiency, as “Hermes” is too big and quite difficult to mount on a car in large numbers, and “Aviator” is much less likely to be used at low PS than the rare “Blastoff”.
====“Argus” and “Interceptor”====
*Now consume 1 point of energy instead of 2.
*PS reduced from 275 to 135.
Comment: both modules are rarely used and utilized only in overly specific circumstances.
====R-1 Breeze====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 85 to 40.
*Bonus for shotguns is now 15%.
====R-2 Chill====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 130 to 65.
*Efficiency reduced from 50 to 40% (for shotguns, from 29 to 23%).
====RN Seal====
*Now consumes 2 points of energy.
*Efficiency increased from 70 to 80% (for shotguns, from 38 to 44%).
====CS Taymyr====
*Now consumes 1 point of energy instead of 2.
*PS reduced from 130 to 65.
*Efficiency reduced from 60 to 40%.
Comment: these changes are necessary so that when using weapons with heating mechanics in conditions of energy shortage it would be possible to replace an epic module with a weaker one, or to install it if you have 1 free point of energy (similar to weapons with reloading and “Discharger” / “Flywheel”).
==Additional balance changes==
====Large wheel====
Durability increased from 220 to 275 pts.
====Landing gear====
Durability increased from 110 to 130 pts.
====Camber====
Durability increased from 135 to 175 pts.
====Lunar IV====
Durability increased from 125 to 155 pts.
====Array====
Durability increased from 200 to 245 pts.
====APC wheel====
Durability increased from 215 to 230 pts.
====Twin wheel====
Durability increased from 235 to 295 pts.
Comment: the changes are in addition to the recent wheel PS changes. They should increase their survivability and relevance at low PS.
====Sabbath====
Perk stacking delay increased from 0.3 to 0.5 sec.
Comment: the efficiency of the wheels’ perk was too high against rapid-fire weapons, because the maximum bonus is gained in a too short period of time.
====Meat Grinder====
*Added additional weld points.
*Added resistances to thermal and cryogenic damage (25%).
Comment: the new weld points will allow for more variety in auger builds, and the addition of resistances will increase the survivability at medium PS levels.
====Incinerator====
*Fire puddle damage reduced from 5 to 2.5 pts.
*Parts heating rate reduced from 20% per second to 5% per second.
*Projectile blast damage increased from 30 to 120 pts.
*Added parts heating from the projectile explosion (25%).
*Minimum vertical angle at which the weapon can fire reduced by 5 degrees.
Comment: This weapon is too effective for a support weapon due to extremely fast parts heating over a large area. The changes are to increase the importance of direct hits, while reducing its efficiency as a support weapon for allies. The change to the angle of firing will make shooting forward easier.
====Jotun====
*Projectile blast damage increased from 60 to 150 pts.
*Added parts freezing from the projectile explosion (25%).
Comment: the weapon’s efficiency is still quite low. As with the “Incinerator”, the change strongly encourages direct projectile hits on the enemy.
====Cerberus====
*Damage of the built-in melee weapon reduced from 32 to 20 pts.
*Reduced the length of the damage zone. Built-in weapon now can’t deal damage through parts that are 1 structural cell thick.
====Tusk====
*Removed the permanent bonus to ram damage. Now ram damage increases only from the perk.
*Ram damage resistance reduced from 75 to 60%.
Comment: the average damage per minute done directly by the “Cerberus” and “Tusk” cabins exceeds that of many weapons. We believe that cabins should not be that efficient at dealing damage, as their built-in weapons cannot be destroyed and do not consume energy.
====“MG13 Equalizer” and “MG14 Arbiter”====
Fully charged perk now doesn’t reset immediately, but gradually reduces over 2.45 sec.
====Cyclone====
Fully charged perk now doesn’t reset immediately, but gradually reduces over 1.5 sec.
Comment: the changes to the miniguns and “Cyclone” are primarily aimed at increasing the comfort of using these weapons.
====Retcher====
Rotation speed increased by 67%.
Comment: the rotation speed of “Retcher” was too low and is now equal to that of its predecessors (“Thresher” and “GL-55 Impulse”).
====Skadi====
*The speed of the perk’s negative effect increased by 57%.
*Parts freezing speed increased by 47%.
Commentary: low efficiency of the frost cannon. Negative effects from the perk and freezing mechanics accumulated too slowly, so they were of little use.
====Scorpion====
*The rate of projectile’s damage loss as parts are penetrated reduced by 12%.
*Rotation speed increased by 60%.
*Spread increase while turning reduced by 25%.
Comment: changing the damage loss rate should enhance the perk of the “Scorpion”, which is poorly realized in the current game version. Changing the rotation speed and spread increase while turning should improve the experience of playing unpopular wheeled and tracked vehicles armed with the “Scorpion”.
====Co-driver “Phobos”====
The “Nitrous oxide system” skill now increases the speed of the armoured vehicle by 5% instead of by 5 km/h.
Comment: the skill is too strong in relation to other passive co-driver skills. It gives a bonus to speed that does not depend on the characteristics of the vehicle itself, which is especially efficient when used with slow cabins.
====Ram damage mechanics====
Reduced the influence of speed on ram damage and its penetration depth.
Comment: we’ve implemented additional minor changes to the settings of the new ram damage mechanics after collecting statistics from live servers.
====Cabins with drones (“Yokozuna”, “Cohort” and “Mars”)====
The drones of these cabins can now share the effects of their bonuses with the allies as well.
*Updated the interface of the “Challenges” tab. Now you can see all available challenges at once or filter them by category.
*Added a new “Enhanced” option to the settings of aim assist for controllers.
A new music track has been recorded and added to the game (main theme of the major update):
*Improved the shooting effect for the “Gravastar” shotgun.
*Improved the effects of burning wrecks.
*Improved visual effects that indicate the level of durability of the cabin.
*Changed a number of armoured vehicles featured in the game in accordance with the new energy consumption and energy supply system for parts.
*Added the displaying of faction to the parameters window of parts featured in in-game packs.
*Fixed a bug that caused high instability of armoured vehicles that use mechanical legs.
*Fixed a bug that caused duplication of brawls at the exhibition in the “Game center”.
*Fixed a bug that could cause the game to crash when buying a repair kit during battle.
*Improved a number of in-game texts and icons.
==SMALL UPDATE 13.06.2024==
* Fixed a bug that caused instant weapons cooldown if the “Lucifer” rocket revolver was mounted in combination with certain other parts.
* Fixed a number of bugs that caused the “Hadron” cabin perk to work incorrectly.
* Improved the model and animations of the “Morta” force cannon.
* Improved the effect of the flying projectile of the “Morta” force cannon.
* Improved the animations of the “Lucifer” rocket revolver.
* Fixed a bug when the explosion effect of the “Lucifer” rocket disappeared when hitting bumpers, weapons and hardware.
* Improved the model and textures of the “Manica” parts.
* The cost of using “rare” faction workbenches is now 3 coins again.
* Improved the painting mask of the “Cyclops” recharge booster.
* Improved the painting mask of the “Aquilo” radiator.
* Fixed a bug when the geysers disappeared from the map “Naukograd” in the “Patrol” mode.
* Hitting the enemy with the “Morta” force cannon now charges the perk of “Jay” and “Billie” co-drivers.
* Fixed a bug when the “Not tradable” icon disappeared from the parts in storage that can’t be traded.
* Fixed a bug when raiders could not leave the spawn zone on the “Orbital station” map.
* [Console] Fixed a bug that caused receiving the incorrect version of the upgraded “Lucifer” from the reward scale (+25% to rate of fire instead of 10%). The weapon will be automatically switched to the correct one after logging into the game.
* Fixed a number of bugs in the “Awakening” mode.
* Improved a number of in-game texts.
==SMALL UPDATE 20.06.2024==
Hello!
The time of the final standoff is upon us. Fight the Ravagers in a trilogy of brawls and take part in a special event!
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== A trilogy of brawls with the Ravagers: Operation “Red light”, Operation “Radiance” and Operation “Blackout” ==
We would like to remind you the main rules and the most essential information on the brawls:
* All operations are PvP brawls, in which an initially small team of 2 “infected” players fights against a team of up to 10 regular players. 
* The operations take place on specially designed maps. The locations for “Red light” and “Radiance” are updated versions of existing maps. Operation “Blackout” will take place on a newly created unique map “Waderkvarn” factory.
* The survivors start the battle on their own armoured vehicles. The initial Ravager players and the players “infected” by them use preset vehicles.
* There are certain conditions for survivor vehicles. The PS of your armoured vehicle must not be lower than 2000 and must not exceed 10000, and it must not have any:
** boosters;
** fuel barrels or fuel tanks;
** explosives (like “Boom” or “Lancelot”);
** “Skinner” harpoons;
** “Rune-1” reactors;
** “Werewolf” cabins.
* The durability of the Ravager vehicles is initially low, but this is compensated by the fact that they have an unlimited number of respawns after destruction.
* Ravager visors are their weak point. If the visor is destroyed, the player temporary loses control of the vehicle.
* Ravager vehicles are equipped with the “Argus” module that helps them detect and destroy mines and other projectiles.
* The goal of the survivors is to reach the final point of the location, completing all the tasks.
* The Ravager team should prevent the second team from completing the tasks and “infect” as many players as possible.
* Infection of a regular player occurs when he collides with an infected player.
* Survivors may drive away from their enemies or try to destroy them from a distance. The key is to avoid direct contact with the enemy.
* After being “infected”, the survivor joins the opposite team. Now their goal is to infect their former teammates.
== New “Mind hunt” event ==
Category:Updates
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