2.12.0

This major update includes: cryogenic damage, the start of the “Frostbite Assault” season with new Hyperborea parts, a temporary raid with unusual enemies, numerous balance changes, and several more novelties throughout February. Don’t miss it!
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==Season “Frostbite Assault”==
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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 reward 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 an upgraded part from the list of available parts or for other available items.
*After reaching level 142 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*At the end of the season, all unused lighters will be withdrawn from the game.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 pts. of lighters.
**100 in-game coins.
**An emblem for banner customization.
**New structural parts.
**Containers with resources.
**Repair kits.
**Workbench coupons.
**A container with epic parts of your choice for additional levels of the reward scale.
*Players who have purchased the Battle pass may receive the following rewards: 
**Already crafted and upgraded new parts. Please note that such parts are issued with pre-determined upgrades and cannot be sold or bought on the market.
**Access to production of new upgraded parts during the season.
** 2 new portraits.
**Additional in-game coins.
**1 container with “special” parts of your choice (for an additional level of the reward scale).
**Cosmetic items: paints, stickers, decor (including the new “Cryoduck”).
**Additional lighters: both in the main reward scale and for additional levels of the season.
** New elements for banner customization.
*Rewards marked with a lock icon are only available with a Battle pass.
*Parts that you didn’t have time to unlock can be purchased on the in-game market from other players.
===Season level increase ===
*You can increase your level of 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 tasks 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 season level increases, the reward is issued automatically.
*You can still complete the regular daily and weekly challenges, save badges and other resources.
===New parts of the season===
====Cryogenic howitzer “Jotun”====
*Rarity: .
*PS: 1650.
*Ammunition: 10 pcs.
*Durability: 504 pts.
*Energy drain: 6 pts.
*Mass: 611 kg.
* Perk: Leaves a puddle of refrigerant at the site where the shells explode, which freezes the parts of all the armoured vehicles that get into it, as well as reduces the power and speed of their cabins by 33%.
====Invisibility module “Yeti”====
*Rarity: .
*PS: 400.
*Invisibility reserve: 30 sec.
*Durability: 242 pts.
* Energy drain: 1 pts.
*Mass: 150 kg.
*Mechanics of operation: while active, makes the vehicle completely invisible until invisibility reserve is depleted or until manual deactivation. Attacking or receiving damage disables invisibility, and, if there is invisibility reserve, triggers the module’s recharge. Upon manual deactivation, the vehicle will become visible in 1 sec., and the cooldown before the next activation will be reduced by 50%.
====Reactor “Rune-1”====
 
*Rarity: .
* PS: 206.
*When destroyed, it explodes and deals damage.
* Durability: 126 pts.
*Mass: 200 kg.
*Mechanics of operation: increases the initial amount of the invisibility reserve of the module “Yeti”‎ by 50%, as well as booster fuel reserves by 80%.
====Frost cannon “Skadi”====
*Rarity: .
*PS: 1600.
*Ammunition: 365 pcs.
*Durability: 487 pts.
*Energy drain: 4 pts.
*Mass: 547 kg.
*Perk: as it affects the enemy, the damage of their weapons decreases down to a maximum of 25%. The reduction will be active for 5 sec. from the moment of the last hit.
====Cryo cannon “Narwhal”====
*Rarity: .
*PS: 2400.
*Ammunition: 14 pcs.
*Penetration ability — 100%
*Durability: 993 pts.
*Energy drain: 6 pts.
*Mass: 1535 kg.
* Perk: the projectile’s explosion freezes enemy parts by 20%. The weapon deals increased damage when hitting frozen parts, maximum bonus is 100%.
====Engine “Fin whale”====
*Rarity: .
*PS: 400.
*Tonnage: +4000 kg.
*Mass limit: +1500 kg.
*Max. cabin speed: +25%.
*Cabin power: +35%.
*Durability: 485 pts.
*Energy drain: 1 pts.
*Mass: 615 kg.
* Perk: increases the damage protection of weapons and reduces recoil by up to 50% when the armoured car moves at the speed from 60 km/h. Maximum effect is achieved at the speed of 110 km/h and higher.
====Cabin “Whaler”====
*Medium cabin.
*Rarity: .
*PS: 2100.
*Maximum cabin speed: 80 km/h.
* Tonnage: 5600 kg.
*Mass limit: 12500 kg.
*Adds energy: 12 pts.
*Durability: 350 pts.
* Mass: 1100 kg.
*Perk: reduces the impulses from hits to the armoured vehicle and as well as from weapon recoil by 40%. The reduced impulse accumulates in the form of a charge, but no more often than 3 times per second. Upon activation, increases projectile damage, their speed and impulse by 25% for 10 sec.
===Structural Parts===
==Temporary Raid “Northern Justice”==
*“Northern Justice” is a raid for 4 players with a mechanic already familiar to many survivors, with confronting groups of enemies.
*A group of players is given a limited amount of time, which can be replenished by destroying enemies and avoiding the destruction of their car. Additional time is also granted for completing a wave.
*If one of a player’s vehicles gets destroyed, his teammates have the ability to restore the destroyed player back to the battle faster, than waiting for the player to be automatically restored. To do this, you need to get to the place where he was destroyed and wait for the special recovery scale to fill up.
*Among your opponents, you will encounter opponents with a variety of roles. To win and survive as long as possible, you need to take into account their features:
**Berserker — increased damage, but high vulnerability.
**Pyromaniac — uses fire weapons. Leaves a puddle of fire after destruction
** Rocker — increases the damage of all allies in a certain radius around himself.
**Chief — after destruction, all allies in this wave receive a permanent bonus to the damage they deal.
**Tank — has powerful armour due to increased damage resistance of his parts.
**Communicator — calls for reinforcements some time after the player enters the detection zone.
**Hunter — when dealing damage to players, he leaves a mark on them that increases the damage dealt to them. Destroying the hunter removes the mark.
**Defender — imposes an aura of invulnerability on all allies within a certain radius.
*The final reward in resources (scrap metal and plastic) depends on how many waves you survive and how many points you score.
*Players also have access to a special daily challenge, to complete which they must survive at least 1 wave of enemies. The “Strategic reserve” container is given as a reward in this raid.
*Adapted and added the following locations for battles with armoured aircraft to the rotation:
**Sandy gulf;
**Bridge;
**Old town;
** “Control-17” station;
** Orbital station;
**Crater;
**Ashen ring.
*Due to the end of the “Sky raiders” and “Faction wars” seasons, the environments on a number of maps that previously had flying Carriers have been changed.
*Environmental objects on the “Clean island” map have been improved, which will correct a number of cases where an armoured vehicle could cling to the surface while moving or collide with invisible obstacles.
*Improved a number of environmental objects and visual defects in locations of the “Bedlam” mode, and “Sphere of Absorption” and “Dynamometer” were added to those locations where they were not present.
==Movement Parts==
===Interaction of hovers with other movement parts===
*Now the flight altitude of hovers is reduced when there are other movement parts used together with them.
*Mechanical legs are now included in a separate group of “the highest” movement parts (not including rotors) when recalculating tonnage.
Comment: with both adjustments, the cars with mechanical legs will get extra tonnage from mounted hovers only if they are low enough above the surface (and not in any case, as it has always been the case with a combination of legs and hovers). This way, we would like to make sure that the tonnage of all vehicles is provided by their main movement parts.
===Changes in controls of tracks, Rolling-based movement parts and augers ===
For all tracks, rolling-based movement parts and augers: 
*Added the ability to quickly switch to rotation on these movement parts (previously it was only available after the vehicle had come to a complete stop). To do this, you need to completely release the gas key and press only the turn key. This edit will improve the maneuverability of these movement parts and make it possible to quickly change direction. Previously, in one form or another, this was available on all movement parts, except for tracks and rolling-based movement parts.
*Reduced friction parameters. The change complements the mechanics of the quick switch to rotational movement, and makes it easier to push vehicles with these movement parts.
*Increased the speed of rotation on the spot.
*Improved suspension (similar to wheel suspension). Now travelling in cars with these movement parts should look more natural.
===Wheel PS===
Now the PS of all wheels from “common” to “special” rarities is:
*Common light — 40
*Common medium — 50
*Rare light — 60
* Rare medium — 70
*Rare heavy — 80
*Special light — 80
*Special medium — 90
*Special heavy — 100
Comment: the power scores of the wheels were brought to a single format to simplify their further balancing and to exclude illogical situations (such as the same PS value of the “rare” “Large wheel” and the “special” “Double wheel”).
==Structural Parts==
Updated the parameters of resistance to various types of damage for structural parts:
 	
====Resistances according to damage types ====	
====Resistances according to damage types ====	
====Resistances according to damage types ====	
====Resistances according to damage types ====
==== Faction====	
==== Bullet ==== 	
==== Explosive====	
====Thermal==== 	
====Energy====
Lunatics 	5 	5 	10 	0
Firestarters 	10 (previously 5) 	10 (previously 5) 	20 (previously 15)	0
Engineers 	20 (previously 10)	20 (previously 10)	0 	0
Nomads 	30 (previously 10)	15 (previously 5) 	15 (previously 5) 	0
Syndicate 	30 (previously 10)	0 	15 (previously 5) 	30 (previously 10)
Dawn’s children	0 	0 	40 (previously 10)	50 (previously 15)
Hyperborea 	35 (previously 15 	0 	15 (previously 5) 	15 (previously 5)
Founders 	20 (previously 10)	20 (previously 10)	15 (previously 0) 	15 (previously 5)
Scavengers 	15 (previously 5) 	35 (previously 15)	0 	0
Steppenwolfs 	15 (previously 5) 	35 (previously 15)	0 	15 (previously 5)
Comment: lightweight parts now have the best durability to mass ratio. The “heavier” the faction parts are, the lower this ratio is. We’d like to correct this situation in an indirect way, because the same ratio can either severely weaken vehicles with primarily lightweight parts, or conversely, greatly strengthen heavy builds.
Now, the “heavier” the faction, the higher the damage resistance values of its parts. This way, lightweight parts have a good ratio of durability (and bonus to cabin durability) to mass and approximately the same survivability against different types of damage. Heavy parts, on the other hand, have a lower durability to mass ratio, but will be a better choice against different types of damage.
==Changes in Parameters of Parts and Co-drivers==
====Lupara====
Damage reduced by 15%.
Comment: the efficiency of this weapon is too high for its PS indicator. The shotgun was almost identical to the “Sledgehammer” in terms of damage dealt.
====Tempura====
Damage increased by 13%.
Comment: the damage has been increased due to changes applied to the “Blight” cabin.
====“Ammo pack” and “Expanded ammo pack”====
Now ammo packs don’t increase the amount of fuel in boosters. Now this can be done using a special module “Rune-1”.
====Icarus VII==== 
*Increased inertia when turning.
*Speed reduced from 90 to 85 km/h.
====Icarus IV ====
Increased inertia when turning.
Comment: the increase in inertia should reduce turning sharpness and make a vehicle with hovers more difficult to control. Reducing the speed of “Icarus VII” is aimed at making other “epic” movement parts more competitive against them. Relative to the test server, the inertia of “Icarus VII” has been significantly reduced and has been brought closer to the version that was on the game server before the update. The inertia was also somewhat reduced for the “Icarus IV” hover.
====Gerrida I====
*Speed reduced from 70 to 65 km/h.
*Reduced surface grip. Now the car with these legs has become easier to push.
*Increased inertia when turning.
*Durability reduced from 450 to 410 pts.
Comment: “Gerridas” have completely replaced the other legs and are currently the strongest movement parts. These changes, as well as corrections to the interaction of legs and hovers on the same car, should help correct the situation and bring the effectiveness of those legs up to the expected level. Relative to the test server, the grip has been increased, but it is still significantly lower than on the game server before the update.
==== ML 200====
Durability increased from 750 to 790 pts.
====Bigram====
*Durability increased from 600 to 660.
*Added 25% resistance to explosive damage.
Comment: relative to the already mentioned “Gerridas”, “ML 200” and “Bigram” demonstrated rather low own survivability and were more often destroyed in battles, which we aim to correct.
====Atom====
Power penalty reduced from 17% to 15%.
Comment: the change is a small bonus to the changes to the control physics of a number of movement parts described above.
==== Bigfoot====
* Durability increased from 565 to 670 pts.
*Mass increased from 280 to 330 kg.
Comment: the change is designed to increase the rather low survivability of the wheels. We significantly increase the durability of the “Bigfoots” in exchange for making them noticeably heavier. We’d like the “heavy” and large wheel to be durable and playable on more than just fast cars.
====Omni====
PS increased from 250 to 300.
Comment: the reason for increasing the Power score is that the efficiency of movement parts is too high in battles at 4000 — 7000 PS.
====Small track====
*Speed increased from 90 to 95 km/h.
*Power penalty reduced from 12% to 9%.
==== Reinforced track====
*Maximum speed increased from 75 to 80 km/h.
*Power penalty reduced from 22% to 17%.
====Sleipnir====
*Speed increased from 80 to 85 km/h.
*Power penalty reduced from 20% to 15%.
====Armoured track====
*Speed increased from 65 to 70 km/h.
*Power penalty reduced from 40% to 30%.
====Tank track====
*Maximum speed increased from 60 to 65 km/h.
*Power penalty reduced from 55% to 42%.
====Goliath====
*Maximum speed increased from 55 to 60 km/h.
*Power penalty reduced from 70% to 55%.
Comment on all tracks: it’s the least popular class of movement parts. The change is additional to the aforementioned physics and control changes, which are designed to increase the dynamics of tracks.
====Catalina====
* Reduces the damage of all mounted weapons by 15% (instead of 17% previously).
*As damage is dealt with any weapon, the weapon’s maximum damage increases by 7% (instead of 8% previously).
*The perk’s effect stacks no more than once every 4.5 sec. (instead of 4 sec. previously).
Comment: high efficiency and versatility of the perk. Now the damage of the weapon will be higher than before, but only up to the moment when 3 “stacks” of the perk are accumulated (up to the moment when the bonus is summarized 3 times). After that, the overall damage will be lower relative to what it was before the change. Also, the bonus damage accumulation will take a little longer.
====Blight ====
*The perk now also adds 0.5% to the parts heat level from flame weapons.
* The distance required to charge the perk reduced from 500 to 300 m.
*Perk damage bonus reduced from 35% to 20%.
Comment: with this change, we would like to remove the cabin’s status as a non-alternative cabin for flamethrowers (largely due to its high bonus to fire damage). In return, the perk now additionally increases the heating of parts. Please note that “0.5% to heating level” means that if a flamethrower heats a part by 0.5% for a single infliction of damage, it will heat it by 1% in the same amount of time under the effect of the “Blight” perk.
We’ve also increased the damage of flamethrowers and “Tempura” to compensate for the changes and also make them more effective when combined with other cabins.
====Cerberus====
Added perk: while the cabin's built-in melee weapon is active, the damage of the other saws mounted on the car is increased by 15%.
Comment: before the change, the cabin actually didn’t have its own perk. With this change to “Cerberus”, we would like to increase its demand, which has remained low for a long time.
====Icebox====
*Increased the damage bonus for weapons with limited aiming angles from 15 to 20%.
*Added a 40% bonus to the rotation speed of such weapons.
Comment: the cabin’s demand among the player is low. Increasing the rotation speed will make playing with weapons with limited aiming angles more comfortable.
====Huginn==== 
*Power reduced by 9%.
*Mass increased from 2202 to 2970 kg.
*Mass limit increased from 17000 to 17600 kg.
Comment: previous parameters of the “Huginn” allowed to build vehicles on its base that were too mobile and durable for relatively low PS values. The increase in mass will reduce the overall durability of such assemblies, as they are often assembled for tonnage. The increase of mass limit is a partial compensation of the changes for vehicles assembled for high PS values.
====Yokai ====
Damage increased by 12%.
Comment: in the current realities, “Yokai” loses to other epic weapons. Increasing the damage will increase its attractiveness and effectiveness.
==== Quasar====
*Added hit damage (65pts.) and 50% penetration ability.
*Durability increased from 535 to 578 pts.
Comment: adding hit damage will help ensure consistency in damage dealt and increase the effectiveness of the plasma cannon.
====Acari ====
*The effect of the perk no longer damages not only the cabin, but also weapons, modules and movement parts.
*Damage increased from 0.6% to 1.2%.
*The durability of the part, after which damage stops being dealt, has been reduced from 25% to 10%.
Comment: “Acari” is an extremely effective weapon and it’s fairly simple to use it. After the changes, the ballista will remain effective against strong vehicles in terms of armour weakening, but will no longer affect their “important” parts (cabin, modules, movement parts, weapons).
====Pyre====
Reduced the optimal distance to 200 m.
Comment: this change should reduce the effectiveness of the rocket launcher in modes with armoured aircraft, where battles take place at long distances. It was announced before the “Rise of the machines” update, but was postponed due to technical reasons.
==== Remedy====
Damage increased by 10%.
Comment: the damage of flamethrowers has been increased due to changes applied to the “Blight” cabin.
====Tormentor====
Damage bonus reduced from 80% to 70%.
Comment: the module gives an overly high efficiency boost to melee weapons, even when installed in a single copy.
====FHT-3 Flock ====
*Durability reduced from 105 to 41 pts.
*Added 65% resistance to explosive damage.
* Ammunition increased from 50 to 70 pts.
*Active range increased from 9 to 12 m.
Comment: It’s no secret that “Flock” was more often used not for its intended purpose, but as a good option for armouring a vehicle. With these changes we increase its effectiveness against homing rockets, but remove its “armour” status, for which this part was not intended in the first place.
====Thyrsus====
The number of charges increased from 7 to 10.
====AA Gun-4 Starfall==== 
*Damage increased by 10%.
*Durability increased from 608 to 652 pts.
Comment: the changes to “Thyrsus” and “Starfall” are being made due to their lack of effectiveness compared to other weapons of legendary rarity.
====B12 Dove====
*Energy drain reduced from 7 to 6 pts.
* PS reduced from 2800 to 2400.
*Damage increased by 25%.
*Now the mines remain on the surface for 30 sec. (instead of 10 sec. before), but no more than 4 mines can be active from a single “Dove” at the same time.
Comment: initially, the minelayer was a rather highly specialized weapon that should not be effective at all times, but even in the situations for which it was designed, its performance left much to be desired.
====RA-1 Heather====
*Cooldown increased from 10 to 13 sec.
* Projectile speed reduced by 10%.
Comment: the weapon deals massive damage, allowing it to critically damage any vehicle with just one hit. Even though the implementation of this damage isn’t the easiest, the weapon still stands out in terms of its effectiveness. We decided to keep the feature of high damage while simplifying the game against “Heather”.
==== Mandrake====
Reloading time reduced from 1 sec. to 0.3 sec.
Comment: this will improve the usability of “Mandrake”. Reloading now takes the same amount of time as when using “Heather”.
====Assembler====
Charging time reduced from 2 sec. to 1 sec.
Increased the time during which damage grows after a full charge from 2 sec. to 3 sec.
Comment: since now a full charging (without perk) is faster, the damage at any time (except when firing without charging and with a fully charged perk) will be higher.
====Pulsar====
*Added hit damage (78 pts.) and 50% penetration ability.
*Durability increased from 693 to 748 pts.
Comment: these changes are similar to the changes for “Quasar”.
====Hurricane ====
Optimal range reduced to 200 m.
Comment: similar to the changes to “Pyre”.
====Draco====
Damage increased by 10%.
Comment: the damage of flamethrowers has been increased due to changes applied to the “Blight” cabin.
====Yokozuna====
*Speed increased from 65 to 67 km/h.
*Mass reduced from 4500 to 3500 kg.
Comment: “Yokozuna” is far from the most popular legendary cabins. With these changes we develop its original idea as a cabin for durable and relatively fast heavy vehicles.
====Firebug====
Damage increased by 10%.
Comment: the damage of flamethrowers has been increased due to changes applied to the “Blight” cabin.
====Co-driver “Grizzly” ==== 
*The talent is now activated after 2 hits to the cabin (instead of 3 hits to any parts of the vehicle previously).
*The effect lasts 6 sec. (instead of 4 sec. previously).
Comment: the talent of “Grizzly” is the most effective and easily used among all other talents of the co-drivers. The changes have 2 goals: to make the talent more specialized and suitable for vehicles with not fully armoured cabins, and to give the enemy a chance to prevent their opponent from activating the talent of “Grizzly”.
==== Co-driver “Hertz” ====
Now the passive skill “High resistance” reduces the rate of not only heating but also freezing from enemy weapons.
==Updated the Collision Models for the Following Parts:==
* Lupara;
*Sledgehammer (+ versions with a CK);
*Junkbow;
*Mace (+ version with a CK);
*Thunderbolt (+ versions with a CK);
*Waltz;
*RL-9 Helicon.
 
* Improved display of images with resources in the parameters window.
*Added confirmation for a number of important actions by pressing the required key for a certain period of time.
* Improved the colour display of enemy officers in PvE modes.
 
*Added a new music track for the garage:
*Added a new music track for the game login screen:
*Updated the sound of the “ZS-52 Mastodon” cannon.
* Increased the number of weapon types that can be used to complete daily challenges. The interface that shows the parts that are eligible for the challenge has also been improved.
*Updated the visual appearance and animations of the “Contact 2M” coupling module.
*Improved the painting masks for parts of the “Lunatics” faction.
*Fixed a bug where enemies might not appear in the “Moment of truth” mission in the “Adventure” mode.
*Fixed a bug where a vehicle with the “Omni” movement part would not start moving forwards or backwards until it came to a complete stop after moving diagonally.
*Fixed a bug where the talent of the co-driver “Atitlan” reduced the damage of fire puddles, rather than increasing it.
*Fixed a bug where the perk of the “Munin” cabin affected the reload speed of “Argus”, “Barrier IX” and “Verifier”.
*Fixed a bug where the ammunition increase upgrade didn’t work for the “Yaoguai” and “SD-15 Vulture” drones.
*Fixed a bug where the “FHT-3 Flock” projectile hitting any surface would reset the talent of the co-driver “Jay”.
*Fixed a bug where destroying raiders with the “Werewolf” cabin would cause an explosive drone to appear instead of a shotgun drone.
*Fixed a bug where it was impossible to place a mark on the map using the quick command wheel.
*Fixed a bug related to incorrect mirroring of models of the wheels.
*Fixed a bug that would cause the “Tempura” weapon to be blocked after being mounted on the roof of the “Quantum” cabin.
* Improved incorrect collision models for a number of environmental objects.
*Fixed a bug that could cause non-existent free slots to be displayed at the exhibition if there were armoured aircraft among the exhibited vehicles.
*Fixed a bug where hovering the cursor over the “Not enough parts” notification didn’t cause the missing parts to be coloured red.
*Fixed a bug where a player who was already in the battle queue could enter the game center and create a mode.
* Fixed a bug in the “Invasion” mode where the leader icon was displayed on the wrong player instead of the player who dealt the most damage.
*Fixed a bug where a car equipped with movement parts with the ability to strafe could automatically turn sideways when appearing on a location.
* Fixed a bug where the “Werewolf” cabin drone could survive a fall into chasms, etc. while the invulnerability was in effect.
* Fixed the flickering of textures in the Horsemen of the Apocalypse garage.
*Fixed a bug due where cars disappeared when driving behind the satellite dish supports on the “Sanctuary” location.
*Fixed a bug with incorrect highlighting of the tonnage parameter on vehicles with propellers or if ground movement parts and propellers were mounted.
*Fixed a bug with the incorrect effect of the “Iced EYE” decor on the ground.
* Improved a number of in-game texts, descriptions and icons.
==Update 22.02.2024==
Hello, survivors!
A new event “Following Lloyd’s Trail” has started in Crossout, where you will have the opportunity to select and produce valuable parts for your vehicle, as well as rotors for your armoured aircraft. Join in, the rewards are waiting for you!
== New event: “Following Lloyd’s Trail” ==
* The levels and corresponding rewards are unlocked as you complete special challenges and earn event experience points.
* Event experience points are required to unlock levels and receive rewards.
* As part of this event, you will be receiving new challenges: 1 main and 1 additional challenge.
* New challenges appear every day. All uncompleted daily challenges are accumulated.
* The base event rewards are available to all players without exception. They include:
** Coupons for factional workbenches;
** 50 in-game coins;
** A number of stickers and the “Chimney pipe” decor;
** Containers with resources;
** Engineer badges.
* All additional rewards (marked with a lock icon on a blue background) are only available to those who have purchased the “Following Lloyd’s trail” pack (standard or deluxe version). Purchasing the deluxe version immediately unlocks the following 10 levels and all the rewards of the unlocked levels.
* Purchasing the pack gives you access to:
** Certain already produced parts;
** Recipes for the production of certain upgraded parts on the event workbench;
** Additional in-game coins;
** 2 paints, a number of stickers and decors (“Hangman” and “LED headlights”);
** Storage expansion;
** For each subsequent level, starting from 41, you will receive the “Tempest” autocannon as a reward. These autocannons can be used in the production of parts on a special event workbench, as well as sold or used in upgrades.
Category:Updates
ru:2.12.0
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