EARLY ALPHA 0.31.0 ·
FIELD ORDERS
FEATURES
- New task objectives: tasks can now ask you to buy from a trader, deploy wearing specific gear, build a Shelter module, or use medical items and provisions. Nurse's starter tasks use them: deploy in armour, buy a bandage from Nurse, use a medical item and build the Generator. If one of those tasks is already active, its new objectives start at zero.
- The KS9 has a 3-round burst: the fire-mode key (B by default) now cycles semi, burst and auto. One press fires exactly three rounds, whether you tap or hold.
- The OB-91, VMR-54 and KS9 take muzzle devices and optics. New parts: the Kobalt KP-4 4× scope (Volkov), the Zmey TS-54 7.62×54R suppressor (Volkov loyalty II) and the Specter SK-9 9×19 suppressor (Marshal loyalty II). The Redpoint H-3 and VectorSight V6 fit all three.
- Food and drink have effects in raid: condensed milk, chocolate and sugar speed up searching, the MRE restores energy over time, Surge speeds up stamina recovery, purified water does a bit of everything and heals, and slivovice kills pain but gives you the shakes later. Effects start after eating or drinking, last a few minutes and show as badges next to the health figure; the item menu lists them. Eating from the stash only restores energy and hydration. Eating and drinking now make a quiet sound.
- Accounts: servers that offer it show a REGISTER tab on the login screen, and you can change your password in Settings. The playtest keeps the test accounts.
- New servers can start new accounts with an edition kit (Field, Contractor, Vanguard or Founder): the secure container is worn, and everything else goes to the stash.
- Main menu: an animated level badge and XP bar, and a PATCH NOTES button that shows the latest release and a NEW marker until you open it. The patch notes have a new ROADMAP tab: a field map of what has shipped and what comes next.
- Every Shelter module now gives a passive bonus: the Workbench and Washroom cut insurance premiums, the Infirmary speeds up energy and hydration recovery, the Signals Room shortens the Looter cooldown and gets insurance back sooner, Lighting speeds up crafting, the Filter Unit saves fuel, the Shooting Range adds raid XP, the Runner Post adds Looter karma and the Still shortens the Looter cooldown. Each module lists its bonuses; powered ones switch off without the generator (the Signals Room's extra task money works even without power). Everything you craft or collect in the Shelter is found in raid, except ammunition.
- Axiom keycards are sold by Nurse ahead of The Facility, which is being rebuilt as an underground laboratory and is not open yet.
BALANCING
- Looters now carry the OB-91 and OK-45, and rarely the VMR-54 or KS9, with matching ammunition.
BUG FIXES & POLISH
- More detailed art for operators, Looters, the gear they wear and their bodies: fabric folds, seams, straps and buckles, helmet scuffs, hair and knit texture. Shapes, colours and hitboxes are unchanged. New painted armband icons, and the Aegis Striker-4 icon now shows the real helmet it is based on (no rails or night-vision mount).
- Under the hood: the server reports health metrics and logs suspicious input patterns for review.
Protocol update: hard-refresh the browser (Cmd/Ctrl-Shift-R).
