Update:1.17.0
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| Update 1.17.0 Shrouded Sky | |
|---|---|
| Source | Patch Notes Update 1.17.0 |
| Release | 10 February 2026 |
| Previous | Hotfix 1.15.0 |
Attention Raiders!
Violent hurricanes are sweeping topside, forcing new strategies for low-visibility combat, powerful gales, and hurtling debris. Scouts have spotted two new ARC types in the Rust Belt; we advise caution while the storm runs its course, but those who know how to read the weather will find opportunity in the chaos.
What’s New?
- Hurricane Map Condition
- Two New ARC Enemies
- The Weather Monitoring System - Seasonal Player Project
- Free Raider Deck
- Dam Battlegrounds Map Update
- Expedition Window
- Facial Hair Customization
Patch Highlights
- Weapon balancing for Stitcher, Kettle, Venator, Jupiter and Aphelion.
- Added a piano as an interactable object in the world.
- Prevented enabling all NVIDIA Freestyle filters simultaneously to remove an unfair visual advantage.
- Feats can now be rerolled three times per day for free.
- Removed PvP Feats, updated a few existing Feats and added a few new ones.
- Ziplines can no longer be placed on carryable objects.
- Mines, traps, or remote flares can no longer be placed on other deployables.
Balance Changes
Weapons
In 1.13 we shipped an update that included an optimization fix for our weapons, but as many of you noticed this had the unforeseen consequence of lowering the total fire-rate of semi-automatic weapons. In 1.13.1 we reverted that fix, but something else made it into the update that shouldn't have.
Many of you have reported a "shadow buff" to the weapons, and after investigating it we found that 1.13.1 had inadvertently impacted our weapon input buffers. Where you previously would have to time your inputs to the intended cadence of a weapon to reach its full potential, you could now instead spam-click the button, effectively bypassing any skill requirement to learn the weapon's cadence. We want to keep some of that skill expression, but we also recognize that what we had previously didn't feel very responsive. To address that and land in some sort of middle ground, we have since added more levers for us to control the weapon input buffering window on a gun-to-gun basis, and we've adjusted the semi-automatic weapons accordingly. The weapons should now still be more responsive to fire when spam-clicking, but the players who choose to pace their shots will see better results.
In addition to these changes, we've also been looking into the balance between our low tier and high tier weapons. A lot of you have expressed concerns that some low tier weapons outperform our higher tier weapons at significantly reduced cost, and we're hoping to shift that balance a bit while still keeping some of that flexibility to punch above your weight if you are skilled enough. We're starting by reducing the overall TTK of the Stitcher and Kettle, and increasing the maneuverability of the Aphelion and Jupiter. We're also taking a second stab at the Venator, which still seems to be dominating a lot of our PvP encounters.
Stitcher
Dev Note: The Stitcher has played its role well as a close quarter weapon that rewards thoughtful positioning, but we've found that its fast TTK can sometimes lead to situations where you're ambushed and killed before you have much time to react. As many of you have pointed out, the high headshot damage is a large contributor to this problem. The TTK is often fine when the weapon is aimed at the center of mass, but when you get close enough to land the majority of the shots in your target's head, we see TTK numbers that are much faster than other weapons. These changes aim to bring that headshot TTK a bit closer to the body shot TTK by both reducing the full-spray accuracy of the weapon, and reducing the headshot multiplier.
- Reduced Headshot Multiplier from 2.5 to 1.75
- Reduced Base Damage from 7 to 6.5
- Increased Per Shot Dispersion by around 50% (Making it bloom faster)
Kettle
Dev Note: The Kettle has been in a bit of a weird place. Its high damage output was intended to be used in a more medium range setting at a more deliberate pace, but we see many of you bringing it up in close quarters and effectively turning into an SMG. We want to distinguish it more from the Stitcher, but we also see that you enjoy the versatility of this weapon. So we're reducing the base damage to bring its TTK more in line, but we're keeping the high headshot multiplier to see if we can push players to go for more headshots.
- Reduced Base Damage from 10 to 8.5
Venator
Dev Note: Since the last nerfs to the Venator in 1.3.0, we've kept an eye on our data to see how it performs. During this time many of you have raised concerns that it's still dominating in PVP, and our data has shown that it is one of the highest performing weapons in the game right now. For a weapon of this tier we want it to perform well, but maybe not this well. We're looking at an overall nerf to its damage to bring down its TTK, and if that doesn't work we might need to look into its ammo consumption and cost efficiency.
- Reduced Headshot Multiplier from 2.5 to 2
- Reduced Base Damage from 9 to 8
Jupiter
Dev Note: In PVP, the Jupiter does the most headshot damage in the game, but it's quite difficult to hit headshots with it at longer ranges. You're also quite vulnerable when you use it in closer ranges since missing one shot will make you a sitting target until you either reload or swap weapons. We're increasing how much you zoom when you use ADS to give you a better view of the targets you're trying to hit, and we're reducing its equip and unequip time to make it easier to swap to a secondary weapon to follow up on your shot.
- Improved ADS Magnification from ~1.9x to ~2.2x
- Improved Equip Time from 1.2s to 1.05s
- Improved Unequip Time from 0.9s to 0.75s
Aphelion
Dev Note: We weren't quite happy with the previous balancing of the Aphelion. It was intended to be a more PVP focused legendary weapon, but it couldn't quite keep up with the pacing of many of our other PVP weapons. We've made some changes to make it feel less bulky and a bit more nimble to use, to make it more viable in PVP.
- Reduced Base Reload Time from 4.5s to 3.5s
- Reduced Time Between Shots from 0.9s to 0.7s
- Reduced Vertical Recoil by ca 50%
- Improved ADS Settle Speed by ca 35%
Item and Crafting
Energy clip
- Now available by default in the Workbench.
