Stalcraft: X’s October 15, 2025 patch is now live on Steam and delivers one of its more sweeping updates in months. The update overhauls the shotgun branch in barter, changes stopping power and burn mechanics, adjusts many weapons and armours, and adds minor visual and UI tweaks such as displaying equipped weapons on the character.
Patch Notes – Stalcraft: X – 15.10.2025
Below are the full notes provided by the developer. Key highlights first: a redesigned shotgun barter branch with the Franchi SPAS-15 as the master reward; display of equipped weapons on characters; a new season motif for the SPAS-15 branch; and extensive balance changes across hip-fire spread, stopping power, reactions, weapons and armour.
In this patch
- Barter update featuring a new shotgun branch
- Display of equipped weapons on the character
- New season motif
- Balance adjustments for hip-fire spread, stopping power, reactions, and weapon and armour tuning
- Other changes including sound updates, tracer rework, and side rails for the AK-15
Barter updates
The shotgun branch has been completely redesigned: its final, master version is now the Franchi SPAS-15 shotgun.
New weapon | Details |
---|---|
Winchester 1887 | |
Mossberg 500 | |
Franchi SPAS-15 |
Shotguns previously available in barter have been updated with new characteristics.
Weapon | Changes |
---|---|
Shorty 590 | Damage: 116 → 109 Minimum damage: 40.6 → 38.3 Recoil: 5° → 8° Horizontal recoil: 1° → 2° Damage multiplier to mutants: 1.85 → 2 |
Mossberg 590A1 | Rank: Newbie → Stalker Damage: 129 → 158 Minimum damage: 45.2 → 55.5 Minimum damage distance: 55 → 56 Recoil: 7° → 8° |
M1014 | Rank: Stalker → Veteran Damage: 145 → 167.5 Minimum damage: 43.5 → 73.5 Maximum damage distance: 8 → 7 Recoil: 4.8° → 7° Damage multiplier to mutants: 1.75 → 1.85 |
Franchi SPAS-12 | Rank: Stalker → Veteran Damage: 140 → 199 Minimum damage: 42 → 87.5 Minimum damage distance: 52 → 55 Recoil: 4.5° → 8° Horizontal recoil: 1° → 1.5° |
Because of the weapon rearrangement in the barter tree, the following item replacements were made for players:
- Mossberg 590A1 → Mossberg 500
- Franchi SPAS-12 → Mossberg 590A1
The display of barter branches of modules has been adjusted; grips were moved to a separate category.
New season motif
A new season motif, Doghunter, has appeared in the shop for the SPAS-15 shotgun branch.
Balance adjustments
Hip-fire spread adjustments
To increase the importance of aimed shooting, spread changes were introduced:
- Machine Guns: 3° → 3.25°
- Assault rifles: 2.7° → 3°
- Shotguns and SMGs: 2.4° → 2.75°
- Pistols: 2° → 2.25°
The spread multiplier and hip fire spread multiplier for all weapons except flamethrowers is now 1.5.
Stopping power changes
All ammunition with stopping power 30 | Stopping power: 30 → 35 |
All ammunition with stopping power 40 | Stopping power: 40 → 45 |
The stopping power of 5.45, 5.56 and 7.62 mm rounds was increased to bring them closer in effect to 9 mm and 12 mm ammunition.
Burn changes
The penalty for healing effectiveness from burn increased from -50% to -75%. Now all incendiary ammunition inflicts Burning on first hit, but the average amount of burning per unit of time has not changed because burning input per unit of damage was reduced.
All incendiary ammunition | Burning: 35% → 100% Bleeding: -45% → -100% |
Incendiary ammo was previously unpopular and ineffective due to poor performance and overprominent burns; burn penalties were increased and reaction power reduced.
Reaction changes
Reactions on artefacts have been weakened and now provide smaller bonuses. In compensation, affected artefacts received other properties or enhancements.
Duration of effect: 15 sec → 20 sec.
Several artefacts (Hoop, Colophony and Gills) received additional enhancements.
Frost | Added Reaction to laceration: 0.9% Additional properties: Reaction to laceration: 2% → Stamina: 9.7% |
Leaded Glass | Added Regeneration: 1.5% Reaction to burns: 1.6% → 0.5% Additional: Reaction to burns: 0.6% → Regeneration: 0.5% |
Embryo | Reaction to chemical burns: 2.4% → 0.7% Added Bleeding: -0.7 Additional properties adjusted |
Lard | Added Reaction to chemical burns: 1.1% Additional: Reaction to chemical burns: 2.5% → Stamina: 9.7% |
Sponge | Added Explosion protection: 9.6 Reaction to laceration: 2.9% → 0.9% Additional: Reaction to laceration: 1% → Explosion protection: 3.2 |
Spectral Crystal | Added Reaction to electricity: 0.9% Additional properties: Reaction to electricity: 2% → Resistance to electricity: 7.3 |
Lollipop | Added Laceration protection: 6.1 Reaction to laceration: 1.4% → 0.6% Additional properties adjusted |
Acid Crystal | Added Reaction to chemical burns: 0.9% Additional: Reaction to chemical burns: 2% → Protection to chemical burns: 7.3% |
Wolf Tears | Reaction to burns: 1.6% → 0.5% Added Stamina: 9.3% Additional properties adjusted |
Red Crystal | Added Reaction to burns: 0.6% Additional: Reaction to burns: 1.4% → Resistance to fire: 7.3% |
Swamp Rot | Reaction to chemical burns: 2.7% → 0.9% Added Stamina regeneration: 2.4% Additional properties adjusted |
Battery | Reaction to electricity: 2.9% → 1.3% Added Stamina: 11.4% Additional properties adjusted |
White Rose | Reaction to electricity: 1.9% → 0.9% Added Stamina: 7.6% Additional properties adjusted |
Disintegrator | Reaction to electricity: 2.2% → 1% Added Stamina regeneration: 1.9% Additional properties adjusted |
Kettlebell | Added Reaction to burns: 0.8% Additional properties adjusted |
Ilyich Lamp | Added Reaction to electricity: 1.2% Additional properties adjusted |
Hedgehog | Added Reaction to laceration: 1% Additional properties adjusted |
Lemna | Added Reaction to chemical burns: 1.2% Additional properties adjusted |
Inkwell | Reaction to laceration: 2.7 → 1.2% Added Laceration protection: 12.2 Additional properties adjusted |
Fahrenheit | Reaction to laceration: 2.2% → 1% Added Stamina: 10.4% Additional properties adjusted |
Chicken God | Reaction to electricity: 4.7% → 1% and other major adjustments including added Vitality: 1.7% |
Steel Hedgehog | Reaction to laceration: 3% → 1.3% and added Stamina: 14.6% Additional properties adjusted |
Dumbbell | Reaction to laceration: 4.3% → 1.3% and added Laceration protection: 19.5 Additional properties adjusted |
Scrubber | Reaction to laceration: 2.9% → 0.9% and added Stamina regeneration: 3.1% Additional properties adjusted |
Gum | Reaction to chemical burns: 3.5% → 1.1% and added Bleeding: -1.1 Additional properties adjusted |
Radiator | Reaction to burns: 2.4% → 0.8% and added Burning: -0.3 Additional properties adjusted |
Transformer | Added Reaction to electricity: 1.1% |
Sun | Reaction to burns: 2.5% → 1.1% and Bleeding Protection increased: 3.7% → 8.5% Additional properties adjusted |
Mirror | Reaction to electricity: 3.7% → 1.6% and added Resistance to electricity: 13.7 Additional properties adjusted |
Whirlwind | Reaction to burns: 2.5% → 1.1% and added Resistance to electricity: 13.7 Additional properties adjusted |
Heel | Reaction to laceration: 4% → Explosion protection: 13.4 and added Reaction to burns: 1.5% Additional properties adjusted |
Inside Out Rose | Added Reaction to burns: 1.5% and additional properties adjusted |
Hoop | Stamina: 14.6% → Bullet resistance: 9.1 and additional properties adjusted |
Colophony | Stamina regeneration: 2.9% → 1.3% and added Carry weight: 8.7 Additional properties adjusted |
Gills | Added Bleeding Protection: 3.7% |
SEP Round changes
Round | Laceration damage | Bleeding |
---|---|---|
9 mm SEP | 20% → 16% | 15% → 20% |
10 mm SEP | 20% → 16% | 15% → 20% |
5.45 mm SEP | 20% → 17% | 15% → 20% |
5.56 mm SEP | 20% → 17% | 15% → 20% |
7.62 mm SEP | 22.5% → 19% | 15% → 20% |
9×39 mm SEP | 23% → 20% | 15% → 20% |
SEP rounds were too effective against scientist and combo armour. The new stats bring them roughly equal to SBP rounds against combo armour, stronger against scientist armour, and weaker against combat armour.
Armour adjustments
Faction scientist suits were reworked because their previous versions were often inferior to Saturn. Super-heavy suits were slightly buffed to better compete with more mobile armour types.
SBA TANK | Stability: 35% → 45% |
Apostle Super-Heavy Armored Suit | Stability: 40% → 50% Bullet resistance: 300 → 310 |
Reiter Super-Heavy Armored Suit | Stability: 40% → 50% Bullet resistance: 300 → 310 |
Chieftain Super-Heavy Armored Suit | Stability: 40% → 50% Bullet resistance: 300 → 310 |
Granite Super-Heavy Armored Suit | Stability: 40% → 50% Bullet resistance: 300 → 310 |
Bear Exoskeleton | Stability: 40% → 50% |
Peresvet Jumpsuit | Bullet resistance: 191 → 209 Laceration protection: 104 → 144 Resistance to electricity/fire/chemicals: 500 → 900 each Psy-emission protection: 385 → 400 Movement speed: -3% → -5% |
Orion Jumpsuit | Bullet resistance: 176 → 192 Laceration protection: 104 → 144 Resistances: 500 → 900 each Psy-emission protection: 385 → 400 Movement speed: 0% → -2% |
Arc Jumpsuit | Bullet resistance: 181 → 203 Laceration protection: 104 → 164 Resistances: 500 → 900 each Psy-emission protection: 385 → 400 Movement speed: -2% → -4% |
Navigator Jumpsuit | Bullet resistance: 181 → 198 Explosion protection: 109 → 120 Laceration protection: 104 → 144 Resistances: 500 → 900 each Psy-emission protection: 385 → 400 Movement speed: -1% → -3% |
Container adjustments
Sheaf Container | Effectiveness: 100% → 97% |
Weapon changes
Several weapons had rank, damage and progression adjustments to better match where they appear in the barter tree. Players who already owned Varyag’s Gift and PP-2000 Anchor received new, fully upgraded barter versions preserving upgrade chance.
PP-2000 Anchor | Rank: Stalker → Newbie; Damage: 27 → 21.8; Minimum damage: 17.3 → 14 |
Varyag’s Gift | Rank: Veteran → Stalker; Damage: 35.8 → 30; Minimum damage: 30.4 → 25.5; Maximum distance: 135 → 125 |
Shotguns (general)
All shotguns except the KS-23 and Cobray Terminator had these changes:
- Limb damage increased to x1;
- Head damage reduced to x1;
- Increased damage multiplier to mutants to compensate for reduced maximum headshot damage.
This gives non-shotgun weapons with good headshot accuracy a better chance at close range.
KS-12 Komrad | Damage: 150 → 155; Minimum damage: 60 → 70; Max distance: 4 → 5; Headshot damage: 1.25 → 1; Limb damage: 0.8 → 1; Damage to mutant: 1.6 → 2.1 |
AA-12 | Headshot: 1.25 → 1; Limb: 0.8 → 1; Damage to mutant: 1.5 → 1.9 |
Pancor Jackhammer | Headshot: 1.25 → 1; Limb: 0.8 → 1; Damage to mutant: 1.45 → 1.85; Min damage distance: 20 → 18 |
Franchi SPAS-15 | Headshot: 1.25 → 1; Limb: 0.8 → 1; Damage to mutant: 1.75 → 2.2 |
Mossberg 590A1 / Mossberg 500 | Headshot: 1.25 → 1; Limb: 0.8 → 1; Damage to mutant: ~1.85 → ~2.3 |
Shorty 590 | Headshot: 1.25 → 1; Limb: 0.8 → 1; Damage to mutant: 2 → 2.5 |
Many others | Similar head/limb/mutant damage adjustments as listed above |
Machine Guns
6P62 Little Boy | Minimum damage: 55 → 60; Spread: 0.44° → 0.39°; Horizontal recoil goes exclusively to the right |
PKP Pecheneg | Damage: 49 → 49.5; Spread: 0.45° → 0.4° |
Worn PKP | Damage: 43 → 43.5; Spread: 0.45° → 0.4° |
MG 3 | Damage: 30.5 → 31; Minimum damage: 22 → 23; Magazine: 80 → 100; Overheat limit: 120 → 150 |
RPL-20 | Damage: 48 → 48.5 |
Rifles
LR-300 | Damage: 38.3 → 38.5; Minimum damage: 22.8 → 23 |
Legacy SCAR-L | Damage: 51.8 → 52.5 |
ASM Serval | Damage: 43 → 42.5; Recoil: 0.48° → 0.56°; Horizontal recoil: 0.1° → 0.11° |
Multiple other rifles | Various minimum damage and damage tweaks to bring baseline damage up slightly for some models |
Sniper Rifles
Wave | Damage: 93 → 81.3; Minimum damage: 89 → 67.2; Max distance: 30 → 20; Min distance: 80 → 60; RoF: 240 → 350; Recoil reduced; Added other handling changes including burst changes and ergonomics |
Arsenal Wave | Damage: 97 → 85 and similar handling changes as Wave |
Pistols
Heavy pistols were reworked for better accuracy and effectiveness at range at the cost of comfort. Veteran-rank pistols and below received smaller buffs. Extended Barrel D-Eagle was split into two attachments (VII and XIX) and compatibility adjusted. Owners of the old Extended Barrel D-Eagle automatically received the Master rank Extended Barrel D-Eagle XIX.
Desert Eagle Mark XIX / Big Bill / Twitch Eagle / Desert Eagle Mark VII | Various damage, range, spread and recoil adjustments; muzzle compatibility changed so each variant only accepts the appropriate Extended Barrel x variant |
RSh-12 | Damage: 156 → 160; Recoil and handling changes, reload speed 2.4 → 2.5 sec; added recoil increase after first shot |
R-92 | Damage: 63 → 56; Minimum damage and rate of fire adjusted (RoF 150 → 200) |
Many pistols | Wide set of damage and minimum damage improvements across PM, PB, TT, Fort-12, Walther P99, Glock variants and more |
Submachine Guns
Scorpion EVO III | Increased number of available grip attachments |
Consumables
Anomalous Champagne | Fixed rank display (Stalker → Veteran). Effect priority: 6 → 7; Speed: 4.5% → 3.8%; Stamina: 36.8% → 43.3% |
Soviet Champagne | Stamina: 39.3% → Carry weight: 26.3 |
Ice Cream Cone / Ice Cream / Chocolate Ice Cream | Stamina values reduced; stamina regeneration and small speed bonuses added |
Condensed Milk | Added Speed: 0.7% |
Other changes
- Added displaying of the equipped weapon on the character.
- Adjusted light reflections on weapons.
- Added side rails to the AK-15.
- Updated bullet tracer visuals to show the actual shot trajectory without simulating bullet flight.
- Fixed an issue where an eruption could reduce the number of artefact spawns.
- Updated the model and animations for the Desert Eagle Mark VII and Twitch Eagle.
- Updated the models for the KZS-1, KZS-2 and their “U” variants.
- Updated models of ergonomic magazines obtained through the barter tree.
- Updated first and third-person firing sounds for the SVCh, XM8, A-545, Scorpion EVO III, Kriss Vector, AK-308, FN SCAR-H, Legacy SCAR-L, QBZ-191, and QBU-191.
- Updated the models for the SUSAT and DOTSAT sights.
- Premium time will now be frozen during maintenance.
- Updated the model for the Browning Hi‑Power pistol.
- Fixed extended aiming time on the AK-308 after exiting sprint mode.
- Added stamina regeneration when climbing ladders.
- Changed loadouts of certain entities in the North (faction patrols, zombies).
- Updated the character creation menu.
- Fixed multiple translation inconsistency bugs across all languages and corrected several minor localization issues.
If you play Stalcraft: X, these changes will affect how shotguns perform in barter progression, how incendiary rounds behave in fights, and how artefacts and armour trade defensive reactions for more stable characteristics. The visual and audio updates are small but noticeable when inspecting weapons or switching equipment.
Please share your thoughts or impressions on social if you’ve spent time with the update.