0.9.0

Survivors! Pyromaniacs and those who want more insanity! Firestarters came to the Wastelands!

### New faction ‘Firestarters’

Joining the ‘Firestarters’ faction becomes possible after reaching level 10 with the ‘Lunatics’ faction.

When Khan began to unite the numerous gangs, he faced the problem of ideological unity among the half-crazed raiders. He had to find something that everyone would fear more than death. Instead of inventing something new, he turned to witches, sorcerers and other psychics already existing in the mass consciousness (and newly appeared in wastelands after the disaster).

He personally met with several of them and made an offer to everyone, which was impossible to refuse. Thus began to form a caste, responsible for ideological work with the masses.

For several years the quantity and quality of the Firestarters has increased. Now each unit has at least one mobile tent, or a mortar, or a cauldron, or at least a crystal ball, through which they contact the beyond. And control raiders.

And to ensure security in the material world, each such car has an elite guard unit.

### Co-drivers

New co-driver — Misty

Before joining the Firestarters, she spent several years with the Lunatics, where she learned to shoot and fight well. But she achieved real mastery in dealing with fire.

Skills and abilities:

* ‘Hard Steel 1’: melee weapon durability increased by 1%.
* ‘Oneshot 1’: ‘Junkbow’ shotgun damage increased by 1%.
* ‘Strong position’: ‘Shiv’ wheel structure increased by 3%.
* ‘Sticky’: the speed of harpoon reloading is increased by 3%
* ‘Lighter’: the radius of the fiery puddle from the ‘Incinerator’ is increased by 2%.
* ‘Hard steel 2: melee weapon durability increased by 2%.
* ‘Second chance’: durability of the drone remaining after the destruction of the cabin ‘Werewolf’ is increased by 25%.
* ‘Quickdraw’: reloading speed of the crossbow ‘Phoenix’ is increased by 3%.
* ‘Experienced’: the amount of reputation gained is increased by 2%.
* ‘Arsonist’: Fire damage dealt increased by 5%.
* ‘Hard steel 3’: melee weapon durability increased by 2%.
* ‘Oneshot 2’: ‘Junkbow’ shotgun damage increased by 2%.
* ‘Forehanded’: the number of shells of the mine-layer ‘Fortune’ is increased by 1.
* ‘Oneshot 3’: ‘Junkbow’ shotgun damage increased by 2%
* ‘Unstoppable’: maximum speed of all movement parts is increased by 3%.

### Cabins

Cabin ‘Bat’

One of those cabins that the Firemen use to rush through the Wasteland carried by the night.

* Medium cabin
* Rarity: rare.
* Power score: 750.
* Amount of energy: 10 pts.
* Tonnage: 5000 kg.
* Weight limit: 8500 kg.
* Durability: 330 pts.
* Weight: 1050 kg.

‘Werewolf’ cabin

With a cabin like this, a defeat can turn into a victory! And it does not fear silver bullets.

* Rarity: epic.
* Power score: 1800
* Energy: 12 pts.
* Tonnage: 4000 kg.
* Weight limit: 8000 kg.
* Durability: 250 pts.
* Weight: 600 kg.
* Unique feature: When destroyed, leaves behind a controlled drone that can be detonated within 10 seconds.

### Movement

Wheels ‘Shiv’ and ‘Shiv ST’

Pay attention to the original design of the wheels. Underlines the acuity of sensations when driving. The faster you go, the harder it hits with the spikes on the wheels!

* Rarity: rare.
* Power score: 90
* Tonnage: +900 kg (ST: +500 kg.)
* Weight: 100 kg.
* Durability: 130 pts.

Wheels ‘Bigfoot’ and ‘Bigfoot ST’

It survived from the time of the competitions of giant trucks and was improved by Firestarters to more effectively crush the enemies.

* Rarity: epic.
* Power score: 225
* Carrying capacity: +2250 kg. (ST: +1250 kg.)
* Weight: 280 kg.
* Durability : 445 pts.
* Unique feature: The distance traveled by this wheel is considered to be 50% higher for weapons and modules that take this into account.

Please note that the maximum bonus of 50% is achieved only provided that all movement modules on the armored car are the wheels Bigfoot and Bigfoot ST.

‘Meat Grinder’ Auger

An original means of transportation using the tech from some Archimedes guy. Each installed auger reduces the capacity of the cabin, but allows you to move freely sideways.

* Rarity: epic.
* Power score: 360.
* Tonnage: +2800 kg.
* Weight: 800 kg.
* Durability: 820 pts.
* Unique feature: ‘Can move sideways and deal damage to enemy vehicles’.

### Weapons

Shotgun ‘Junkbow’

Together with the old world, mass production of ammunition has sunk to oblivion. It doesn't matter, because you can load ‘Junkbow’ with all sorts of junk right from the wasteland!

* Rarity: rare.
* Power score: 740
* Durability: 182 pts.
* Power consumption: 4 pts.
* Weight: 189 kg.

Harpoon ‘Skinner’

Harpoon an iron fish! This cannon launches a spear with a cable attached to it. Upon contact, it is fixed to the surface.

* Rarity: epic.
* Power score: 705.
* Durability: 307 pts.
* Power consumption — 3 units.
* Weight: 378 kg.
* Unique feature: Clings to surfaces and vehicle parts. Allies can unhook the cable.

Crossbow ‘Phoenix’

For Firestarter engineers, a simple crossbow was not enough, so they screwed some explosives to it.

* Rarity: epic.
* Power score: 1175
* Durability: 341 pts.
* Power consumption: 5 pts.
* Weight: 1012 kg.
* Ammunition: 18 volleys
* The bolt is attached to surfaces and vehicle parts and detonates after a short interval. The attached bolt can be shot.
* Upon hitting the water, the wick of the explosive is extinguished, and the bolt does not explode and does not deal damage.

Catapult ‘Ashbringer’

Launches an incendiary projectile, its explosion leaves a burning area. After firing this weapon, Firestarters scream something about the fiery hyena. Apparently, they do not know that they are not found in the Wasteland.

* Rarity: epic.
* Power score: 1410
* Durability: 423 pts.
* Power consumption: 6 pts.
* Weight: 540 kg.
* Ammunition: 10 volleys
* Leaves a pool of ignited combustible mixture at the explosion site, which damages all targets.

‘Fortune’ minelayer

Launches three wheels, which roll happily and explode when they collide with an enemy or receive damage. They are stuffed with unstable explosives, so they detonate after 8 sec.

* Rarity: legendary
* Power score: 1625
* Durability: 288 pts.
* Power consumption: 5 pts.
* Weight: 360 kg.
* Ammunition: 12 volleys
* Unique feature: Shells do not detonate when colliding with surfaces.

‘Draco’ flamethrower

This used to be an agricultural flamethrower for destruction of weeds and pests. A rare case, when the essence has not changed over time.

* Rarity: legendary
* Power score: 1300.
* Durability: 283 pts.
* Power consumption: 4 pts.
* Weight: 270 kg.
* Ammunition: 120 charges.
* Unique feature: Heats the parts it hits. They receive up to 100% more damage depending on the heating.

### Hardware

Engine ‘Oppressor’

An armored car with an engine like this will blow away everything in its path: small obstacles, sleepy raiders, a roof...

* Rarity: epic.
* Power score: 310
* Tonnage: +3000 kg.
* Weight limit: +1000 kg.
* Max. speed: + 17%
* Power: + 30%
* Strength: 400 pts.
* Power consumption — 1 unit.
* Weight: 500 kg.
* Unique feature: Vehicle speed increases the speed of reloading of guns and missiles. Maximum effect: 30% at 80 km/h.

Weapon booster ‘Tormentor’

With this hardware, all melee weapons start to spin like crazy and hurt everyone even more for 5 sec. But it overheats and becomes more vulnerable to damage.

* Rarity: epic.
* Power score: 470
* Durability: 144 pts.
* Power consumption: 2 pts.
* Weight: 128 kg.

### Structural elements

New factional parts are also available and can be obtained for achieving reputation levels with the ‘Firestarters’ faction. These parts can not be bought or sold on the market.

### Portraits

Now, after reaching the third level of the faction, the player gets a new portrait ‘Sangay’

* Came from the south a few years after the disaster. Firestarters did not ask him what he had been doing all this time, and they deserved the trust of Sangay. he silent warrior, obediently carrying out the strictest orders, quickly fit into the gang and won the favour of their leader, Odeon, and rose to the honorary post of the standard-bearer (and sometimes the assassin).But these days such unconditional devotion to anything is hard to believe. Most likely, Sangay experienced something so terrifying during the disaster that all he's left with is following someone else's orders.

Now, after reaching the seventh level of the faction, the player gets a new portrait ‘Etna’

* You won't confuse Etna with any other girl from the Wasteland — her height and bright red hair really make her stand out. She was born among Firestarters after the disaster and was named in honour of the active volcano. She always follows their ritual chariots and one day wants to get behind the wheel of one of them. The only one who does not fear the rage of the raging Vesuvius and can calm him down.Has an affectionate nickname ‘kind volcano’.

Now, after reaching the 15th level of the faction, the player receives a new portrait ‘Vesuvius’

* One of the most dangerous Firestarters. Hates the whole world and hid from people after a catastrophe, when only ashes remain from his native city. Known for his patient nature. Rarely loses his temper, but when he does, it's better to stay away. Ruthless, uses an open flame as a battle flag.

### Achievements

New achievements are available:

* Pyromancer
	+ Reach  the 1st, 5th and 15th reputation levels with the ‘Firestarters’ faction.
* Out of the frying pan into the fire
	+ Get the 1st, 10th, 50th and 100th prestige level with the ‘Firestarters’ faction.

### Changes in structural parts

With this update, the PS parameters will decrease for structural parts. Please, pay attention that these balance tweaks doesn’t apply to bumpers, frames and passive melee weapons. A logical question might follow: ‘Why?’ We will try to explain.

Analyzing the collected statistics, we came to the conclusion that the PS of structural parts contributed too much to the overall PS index of the armored car. At equal PS values armored cars with a large number of parts often lost to opponents with fewer structural parts, but more guns. In order to make the necessary changes to the in-game balance, we slightly reduced the role of structural parts. Thus, we adjust the PS armored vehicles and automatically transfer these theoretical players to different queues. The change will allow the system to more accurately select players, based on the power of their weapons.

As for the change in the durability and mass parameters, we have modified them in such a way that the appearance of the part more closely matches the declared characteristics, and both light and heavy parts can be equally appealing for building an armored vehicle. In general, durability of light parts will decrease and increase for heavy parts. Also, adjustments were made to mass. We would like to mention the parts of the faction ‘Scavengers’. In general, they became lighter, which corresponds to our idea of the parts of this faction compared to the parts of Steppenwolfs. Balance changes to structural parts will allow them to more effectively perform the function that was originally conceived for each of them.

On average, durability of the parts was changed as follows:

* General parts (ex. ‘Grilles’) — reduced by 25%.
* Lunatics — reduced by 15%.
* Engineers — increased by 14%.
* Nomads — increased by 8%.
* Dawn's Children — increased by 2%.

We would like to highlight the factions ‘Scavengers’ and ‘Steppenwolfs’. Their parts will change not only in durability, but also in mass.

* Scavengers
	+ Durability increased by 2%.
	+ Mass decreased by 25%.
* Steppenwolfs
	+ Durability increased by 20%.
	+ Mass reduced by 5%.

Also pay attention to the fact that the names have changed in some structural parts (the former ‘Grilles’).

### Experience points in combat

Points are now awarded for the destruction of absolutely all parts installed on enemy armored cars. If earlier they were awarded only for the destruction of cabins, guns, hardware and movement modules, now experience will also be awarded for the destruction of decor, frames and structural parts.

### Changes in the mechanics of repair kit production

In this update, we made changes to the mechanics of repair kit production. The process of creating them has become easier for all players. Survivors no longer have to pay for renting the Engineers workbench to craft the next set of repair kits.

* Now the repair kits are created on the Engineers Workbench, whose rent is free for everyone, and access to their creation is opened from the 4th level of the Engineers faction.
* The amount of resources required for crafting is reduced to 300 units of scrap metal and 30 units of copper.
* The number of received repair kits is also reduced to 5 pieces.

### Auto-assembly

Now players have an opportunity to quickly assemble an armored car. The system automatically selects a random variant of a suitable car from pre-loaded blueprints collected during the ‘New fractional craft’ competition, from the parts that you have in stock.

* The auto-assembly button is located to the right of the Leviathan slot
* The car will be painted in a random paint from the ones available in your warehouse
* The blueprint is saved in the player's slot, instead of the current one. We recommend that you save the blueprint of your armored car before you start auto-assembly.
* With the help of auto-assembly it is impossible to assemble a Leviathan.

### Tutorial

* Rookie players will now receive a special chain of tasks that will help them get used to the Wasteland and get acquainted with the basic principles of the game.
* For completion of the tasks, players will receive portraits and paints of the ‘Engineers’ faction, as well as resources. Please note that the portraits and paints of the ‘Engineers’ faction are no longer in the gear received for level-ups.
* For those experienced players who have not yet reached level 30 in the Engineers faction, all the missing paints and portraits will be issued separately.
* Daily challenges and daily login rewards are now available from level 5.

### Game Modes

General

* Added new leaders for raiders of the factions ‘Lunatics’, ‘Nomads’ and ‘Scavengers’.

Seasons

* Tasks for the use of melee weapons now have an additional condition, which makes it possible to use explosive spears.

Clan battles

* Only armored cars with 6000 PS are higher are allowed to participate in clan battles.
* When a player leaves a clan, the current tournament becomes unavailable for him.

Brawls

Big black scorpions

* The map ‘Fortress’ is added to the rotation.

Missions

* Minimum requirement for PS for access to the mission ‘Get the wires!’ increased to 4000 PS.

Raids

* The minimum PS requirements for access to raids have been changed:
	+ Medium difficulty — 4000 PS.
	+ Hard difficulty — 5000 PS.
	+ ‘Invasion’ — 4000 PS.
* Now enemy difficulty in all raids is further adjusted depending on the total PS of your group.

Assault

* On all difficulties the starting time allocated for the destruction of the first tower is increased by 5 seconds.

Cargo race

* On all difficulties the starting time allocated for picking up the first cargo is increased by 10 seconds.

Invasion

* The amount of copper obtained in the ‘Invasion’ mode is increased by 20%.

### Parts

Weapons

Automatic weapon ‘Caucasus’

* A manual targeting system was introduced. Now the machine gun does not start shooting until the player manually indicates the target for it.
* Target indication is carried out by pressing and holding the key set for the ‘Caucasus’. After locking the target (the white frame changes to red with a distinctive sound), you can release the key.
* The enemy can escape the target status by hiding behind an obstacles or moving far enough. After 2 seconds, the target state will be reset. In this case, it will be necessary to again indicate the target for the ‘Caucasus’.

*‘In our opinion, the automatic machine gun Caucasus is a good weapon, but in its current form has several significant drawbacks, including a complete lack of control over the weapon. Also, Caucasus partially competes with the drones ‘AD-12 Falcon’, occupying an adjacent niche. Therefore, we decided to introduce a system of manual targeting, this will allow us to control the behaviour of our weapons, although it will make it slightly more demanding for the player's skills, and also distances it from other AI weapons’.*

Shotgun ‘Junkbow’

* Optimal range increased by 50%.
* Spread is reduced by 17%.
* Now the gun mostly has horizontal spread.

‘We like the mechanics of ‘Junkbow’ and the gameplay that it offers. For effective combat, the player must approach the enemy to destroy half of the car with the first volley or demolish all the enemy guns (sometimes the second volley may no longer be needed). But this gameplay requires great skill and does not forgive misses, and only experienced and patient players can achieve high scores. We decided to make ‘Junkbow’ more friendly to beginners slightly increasing its accuracy and optimal range of fire. With these changes, ‘Junkbow’ will remain a weapon focused exclusively on close combat, but it will be easier to deal potential damage to the enemy’.

Machine gun ‘ST-M26 Tackler’

* Damage reduced by 15%.
* The impulse reduced by 14%

*‘Due to low presence in the game Tackler is not so common in combat, so it took us more time to gather informative data on its use in combat. In the end, we came to the conclusion that the efficiency of the machine gun was substantially higher relative to the other purple weapons and decided to slightly weaken its damage.’*

Crossbow ‘Spike-1’

* Reloading time increased by 25%.

*‘Crossbow Spike is a unique event weapon, with a limited amount in the game that you can not get anywhere except to buy on the market. It has a high damage per second and accuracy and stands out strongly against the background of the rest of the purple weapons. Therefore, we came to a decision to slightly weaken the Spike by increasing the time of its reloading. With these corrections, Spike will remain one of the most effective epic weapons, but will cease to be a universal solution in battle.’*

Drone ‘AD-12 Falcon’

* Active drone time increased by 50%.
* Damage reduced by 30%.
* Drone durability reduced by 50%.

*‘We received a lot of positive feedback from the players after changing the Cobra in the update 0.8.50. We also like the updated turret, which has ceased to be an ultimate and universal weapon, but remains sufficiently effective and in demand among the players. Therefore, we decided to apply such changes, with increased active time and reduced damage, to the Falcon quadcopter, which has recently taken the place of the turret.*

Turret DT Anaconda

* Active time increased by 50%.
* Rate of fire increased by 25%.
* Damage reduced by 53%.
* Durability reduced by 63%.
* Now the turret attacks with homing missiles.

Drone ‘MD-3 Owl’

* Active time increased by 20%.
* Damage reduced by 25%.
* Drone durability increased by 50%.
* Now the drone attacks with homing missiles.

*Epic turrets and quadcopters used to be ineffective and not popular with players, but we decided not to touch this weapon until all the necessary corrections for their rare counterparts were made. We believe that we have found the correct formula for the work of AI weapons, so in this update, Owl and Anaconda receive a significant improvement in the form of homing missiles. In addition, we subject them to the same changes that have occurred with the Cobra turret in the past patch, and adjust the time of their work, damage and durability.*

Turret ‘Barrier IX’

* Reloading time reduced by 60%.
* Shield durability reduced by 60%.

*‘In the current game state, the protective turret is not very effective. The essential protection that the Barrier gives is almost completely leveled by a long reloading, and is ineffective in fast and dynamic battles. We decided to weaken the shield, but to reduce the reloading time of the turret, this should make the Barrier turret more suitable for high-speed battles in Crossout.’*

Flamethrower ‘Firebug’

* Now, when destroyed, the flamethrower does not explode or damage the armored car.

*‘We decided to remove the Firebug's explosion on destruction. The loss of weapons in itself is a negative event and punishing the player with additional damage seems excessive.*

Flamethrower ‘Firebug’, mine-layer ‘Porcupine’, howitzer ‘mandrake’, mines in ‘Raid’ mode

* Now fire damage from these weapons heats up parts and increases the damage dealt to them.

*‘We decided to add a heating effect to all the weapons that deal fire damage in our game. We think this is logical from the point of view of mechanics, and the logic of the world. The heating effect of these weapons is not as significant as that of the Aurora, and it takes much more time to heat the part to maximum.’*

Movement

‘Meat Grinder’ auger

* Now augers are equally accelerated along a straight and diagonal trajectory.

Cabins

Humpback

* A new unique feature of the cabin: Receiving damage temporarily increases the damage dealt. The maximum effect is 25% at 1000 pts. of damage.’ Note that the damage done to any part of the armored car is taken into account.
* New welding points have been added.

*‘We believe that the previous unique feature of the cabin was too situational and relevant only for some assemblies. We want the heavy-cabin assemblies to play the role of heavyweight tanks, that can absorb a lot of damage while in the thick of the battle. The new unique feature of the ‘Humpback’ will allow it to do it with profit, increasing its own damage. In light of this change, we suggest that you take a fresh look at assemblies using the Humpback and the tracks / mechanical legs’.*

Hardware

‘Aegis Prime’ protective field

* Reloading time reduced by 44%.
* Active time is reduced by 60%.
* Shield radius reduced by 38%.

‘Cheetah’ engine

* The unique feature of the engine has been changed. Now every 100 meters passed reduce the remaining time of cooldowns for modules, turrets and drones by 20%. The engine no longer affects the recharge time of guns.

Boosters and Invisibility modules

* Now the activation of accelerators while invisible leads to the early termination of the invisibility.

### Interface

* Added a new string ‘Not for fusion’ to the description of all paints and decor, which can not be used in mixing and fusion.

### Bug Fixes

* Improved the ‘Wing’ model.
* Modified model of the gun ‘Tsunami’.
* Fixed the bug of the ‘Travel Bag’ animation.
* The error in determining the current window mode is fixed.
* Fixed an error with displaying the ammunition marker in some raids.
* Fixed a bug where the use of the Cerberus cockpit was not counted as the use of melee weapons in seasons.
* Fixed self-destruct indicator of the cabin ‘Icebox’.
* Fixed a bug with displaying resources in the ‘Track’ function.
* Fixed a bug with no welding points on the gun ‘Judge 76mm’.
* Fixed a bug with displaying the added time in the raid ‘Cargo chase’.
* Fixed a flip bug with the enemy team.
* Fixed a bug of suspension for the ‘Shiv’ wheels.
* Fixed a bug with welding points in the ‘Ammo pack’ item.
* Fixed a bug when entering test drive with an open chat window.
* Fixed a bug that allowed to create a Leviathan with insufficient reputation.
* Neutrino sight was fixed in the absence of direct visibility of the target.
* Fixed a bug with welding points for the ‘Mandrake’ part.
* Fixed some elements of the interface.
* Fixed a situation in which the Auger ‘Meat grinder’ could not deal damage.
* Fixed the direction of the tread in ‘Wheels with chains’.
* Fixed a number of errors in texts
* Fixed several map bugs.
* Improved the function ‘Whisper’ in combat chat.
* Improved camera behaviour when assembling the car.
* The display of a number of parameters in the parts descriptions has been improved.

### Hotfix #1

* Improved description of the automatic gun ‘Caucasus’.
* Fixed a bug that made it impossible for old blueprints with the ‘Caucasus’ to assign a shooting key for it.
* Fixed the 'Can build' exhibition filter.
* Fixed the faction blueprint ‘Meteor’ (Steppenwolfs).
* Fixed a bug with the ‘Caucasus’ guns on a Leviathan attacking the player in ‘Test drive’ mode.
* Improved description of the 'Cheetah' engine perk.