Posted December 13, 2025 by Siris Pendrake
New Features:
-Full economy re-balance. Vendors will now have more dynamic stocks of weapons and armor to sell that scales with progression.
-Full loot re-balance and overhaul. Progression should now be slower paced and more spread out.
-New Dungeons.
-A few new weapons and weapon variations.
-Deer and wild Boars will now ambiently spawn in certain areas around the zone.
-Some knives can now be used to harvest meat and other resources from slain animals.
-Certain factions will now send assassins to actively hunt down the player when below a certain reputation.
-Other additional new content.
-You can now scavenge dumpsters for trash!
-Some Old cars can now have their trunks searched for loot.
-New 40mm buckshot grenade rounds now added to loot pools.
-New faction contracts for the Insurrection.
-New storm types.
-Added a new Accessibility tab in the settings menu.
-Added white flare mode in Accessibility settings.
-Added smart toggle behaviors for crouch, sprint, aim and lean as well as corresponding settings.
-Added "Interaction only" reticle mode.
-Added separate setting for strafe lean.
-Added semi-auto assist mode. Holding the fire button on burst and semi-auto weapons allows them to continuously fire.
-New Voice variation for Revolution and Freelancer stalkers.
-You can now edit pre-sets for Quick Play.
-Added optional Quick-Play objectives. (This system is very WiP.)
-The player can now pay their debt and escape the zone! (Proper story endings will be added later on in development. This is very much a work in progress.)
-Added new sickness mechanic:
-Affects hunger rate and other stats.
-Can be incurred by eating unsafe food or exposure to harmful environmental factors.
-Can be relieved thru sleep or use of medicine.
-Severe sickness can lead to player coughing up blood and even death.
Changes:
-Removed red and blue loot crates, replacing them with more balanced and location specific loot. The idea being so that finding loot feels more like you discovered a lost treasure, rather than receiving a reward. (All loot pools are static and location-based.)
-Made various changes and improvements to some levels.
-Neutral NPCs are less likely to aggro on the player when being accidentally shot past/near.
-Added Trade requests for Mamma Roach.
-Added mushroom spawns to SouthBend.
-Certain monsters have now been tagged as "High Threat", ensuring that other NPCs will shoot at them on sight.
-You can no longer call in escorts at Dead Bridge. (It was super buggy and unbalanced).
-Increased lean angle from 30 to 40 degrees.
-More NPC types can now trade with the player.
-NPCs will now stop and look at you while trading.
-NPCs will now greet and say goodbye to the player before and after trading.
-Certain environments and rooms will now be filled with 'bad air', that will require the use of a dust filter or gas mask.
-Updated Tarot effects.
-Reduced sight range of Post-Human "Survivors".
-Completely re-worked NPC visual detection to make behavior more consistent.
-Red Tesseracts will now spawn you deeper into the target dungeon.
-You can now craft a Reclaimed Sausage.
-Certain demolition quests can now accurately track progress before the quest is accepted, meaning partial progress made before acceptance will now be recognized in the quest log.
-Revised unlock order and money payouts for most Contracts as to be in line with other economy changes.
-Roaming monsters are now more common.
-The crowbar's special action can now be used to pry apart destructible wooden boards.
-Destructible wooden boards can now be set on fire.
-The hunger bar in the cooking menu now has a tool-tip displaying the exact value.
-Player's carry weight now affects hunger rate.
-Sprinting and swimming reduce hunger slightly faster than before.
-Reduced carry-weight of 40mm grenade rounds.
-Made golden mushroom spawns slightly higher chance.
-Slightly lowered NPC loot item drop rates.
-Buffed Not-Deer's stagger rate.
-Moved location of Counter Sniper fight to make it more challenging.
-Made melee striking camp fire with fire starter passive light the fire more consistently.
-Turrets now spurt oil and sparks when hit.
-Made more disguise combinations valid.
-Eather weapons will now display the ammo in the gun rather than eather in reserve in the HUD. (I don't remember why it used to work that way tbh)
-NPCs guarding high security areas will fire upon the player if they are not explicitly allies.
-Made theft in faction bases more consistent.
-Blowing up the core at the refinery results in a much larger rep hit with the military.
-Made killing NPCs deal a larger loss to relevant faction reputation.
-Completing faction contracts will now give more negative reputation to enemy factions.
-Reduced off-screen NPC squad combat in order to curb low enemy populations in zones loaded by the player.
-Dead NPCs now drop less ammo.
-Spontaneous Combustion passive now scales activation chance with target distance.
The closer they are to you when damaging you, the more likely they are to burst into flames.
-Slightly lowered Intimidation's base panic chance factor.
-Extended the default sight range for NPCs.
-Wraiths are now affected by EMPs.
-Cooking pots will now cook faster when adding large quantities of food.
-Reduced the weight of leftovers.
-Added Scav faction info to journal.
-Updated sun position to better reflect canonical latitude and time of year.
This will make days slightly longer and nights slightly shorter.
-Added squad formations to NPCs so that they no longer only travel in straight lines. (Some specific squad types will still travel in lines.)
-Radio and TV audio now has its own volume setting.
-Items newly added to inventory have a highlight effect.
-NPC squads will now scatter if ambushed from far distances.
-Re-balanced random faction reputation option in character creator and quick-play.
-NFTA Conscripts can now spawn with Cobra ARs in the mid to late game.
Bug Fixes:
-Fixed the scope zero for the M-TR14 Tactical Carbine.
-Fixed broken Scav voices.
-A certain NPC will no longer be able to speak with the player after being killed.
-Reworked NPC perception code to make it more reliable.
-Fixed glitch where picking up Insurrection Orders would errantly proc special dialogue for Mamma Roach.
-Turrets will now correctly mark themselves as "dead" when destroyed. This should prevent enemies from continuing to attack them after they die.
-Someone keeps putting typos in my game.
-Fixed issue were the player was unable to disguise themself as Cultist or Military if their reputation was too high but still not trusted.
-Fixed bug that was causing NPCs to be unable to target certain enemies.
-Fixed Ushanka texture glitch on Npcs.
-Player voice will now use the audio filter of the equipped helmet.
-Fixed missing normal maps on certain textures.
-Fixed small issue with loot spawn-rate formula.
-Addressed issue where certain explosives wouldn't break wooden boards and doors.
-Addressed glitch that caused quest relevant duffel bags to not spawn.
NOTICE: This glitch must be manually fixed in older save files.
To do so, Press Ctrl+Backspace.
Search the word "Bag" in the save flag list.
Find the one whose name most closely matches the quest and expected map.
Set its value from 1 to -1.
Press 'Set Flag' and close the cheat menu.
-Fixed issue where player would still receive a warning when entering faction territory despite having a reputation modifier applied.
-Made color-space for randomly generated characters' eyes bolder and less de-saturated.
-Addressed issue where anomalies could spawn too close to Black Market entrance.
-Addressed bug that could allow NPCs to load the wrong caliber of ammo into scavenged/traded weapons.
-Addressed issue where sometimes NPCs would hold pistols like rifles.
-Fixed prop hit-boxes for crowbar and wrench.
-Clamped hunger rate so that extreme multiplier combinations can no longer allow you to lose all food instantly.
-Fixed glitch that was causing disguises to not proc correctly based on faction relationship.
-Added angular damping to physics props so that they will no longer spin forever after being hit with an impulse.
-Fixed a few broken artifact spawns.
-Wooden doors no longer make knocking sounds when on fire.
-Fixed issue where cultists would spawn with far too many weapons in their inventories.
-Destroying Fuel tanks at the Sawmill now lowers Insurrection reputation again.
-Killing Assassination Quest targets will now more consistently compromise your disguise.
-Fixed bug where a Military patrol would fail to enter the map Metropol.
-Fixed bug that was causing certain damage sources to not produce the correct death message.
-Fixed glitch causing Husks to explode from the wrong location on their bodies.
-Fixed issue allowing player to "head-glitch" NPCs.
-Fixed rag-dolls colliding with water.
-Boarded up broken wall in the security room of Lab E-206 so that Scavs are less likely to get stuck in there.
-Fixed bug that prevented static NPCs at bases from initializing their eyes correctly.
-Fixed bug where disguise would notify being "compromised" when wearing friendly gear.
Changes to Public Test content:
-Dust filters now fully protect from bad air poison damage.
-Acid damage can no longer cause sickness.
-The duffel bag for Gold Rush quest should now spawn after accepting the quest in the Saloon.
-Fixed soft lock with sickness on Mercy.
-Fixed a few bugs concerning Sanity Events.
-Wooden boards no longer stay on fire after being destroyed.
-Carry weight hunger penalty now only gets applied while sprinting.
-Honey eggs and canned peaches no-longer give sickness.
-Canned beef has a lower max sickness.
-You can no longer pry open wooden boards from an infinite range.
-Re-balanced sanity effect chance.
-Assassins hunting the player are now more aggressive.
-Fixed wandering teleporter anomaly's hitbox.
-Assassin squads spawn less frequently.
-Several more minor fixes and changes.
Known Issues:
-Pre-compiling shaders can cause the game to crash to desktop on certain hardware, this is being actively looked into.
This feature has been temporarily disabled until the problem is fixed.