Full wipeThursday 15 October, 12:00 PM CentralWhat is coming
Escape From DayZ
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Patch notes · 15 October 2026

Built In-House

More than 25 community mods replaced with our own: traders, flea market, tasks, levels, stash, secure containers, map, groups and more, all rebuilt for Escape From DayZ and modelled on Tarkov. Full wipe on DayZ 1.30.

  • Full wipe
  • DayZ 1.30
  • 15 October 2026

Built in-house#

For most of its life, Escape From DayZ has run on community mods: Expansion for the traders, quests, reputation and stash, LBmaster for groups, the map, the bank and the stats, and a dozen smaller mods for everything from loot chests to secure containers. They are well made, and they got us here.

This wipe, we replaced more than 25 of them with our own. Every system you use between raids, from the traders, the flea market, your tasks, your level and your stash to your secure container, the map, your group and your stats, has been rebuilt from the ground up by our team, for this server, and modelled on how Tarkov does it.

A wide, dramatic in-game shot: a squad at the edge of the safezone at dusk, or the trader hub with players

What that means for you

  • Built for EFD. The old mods were made to suit every kind of DayZ server. Ours are made for one: per-trader loyalty, weapon modding, insurance, a Tarkov flea market and a real player level, all working together.
  • Fixed in days, not worked around. Several of the old mods were locked, so when one misbehaved all we could do was patch around it. Now every line is ours, and a bug is something we fix and ship.
  • A smoother server. The old stash rebuilt every item inside it each time someone opened it, which is what caused those server-wide stutters. Lean mods built for one job leave DayZ room to breathe, and room for new content.
  • Your gear is protected. The stash, the secure container and the flea market are written so that a crash or a restart cannot lose or duplicate your items.
  • Ready for DayZ 1.30. Some of the mods we replaced have no 1.30 version. Ours are built for it.
  • A leaner download. Retiring the extra vehicle pack alone takes about 3.8 GB off.

What we replaced#

Before Now The headline
Expansion Market Our traders Tarkov's trade screen, loyalty per trader, weapon modding, barters, repairs, insurance
Expansion P2P Market Our flea market Tarkov's flea screen, search and filters, barter offers, crash-proof listings
Expansion Quests Our tasks Tarkov's task screen, standing with each trader, built-in dailies and weeklies
Expansion Hardline Player levels and loyalty Levels 1 to 79 from everything you do, with Tarkov-style XP lines
Expansion Personal Storage Our stash Opens instantly, Tarkov's grid, sorting, holds your money, keys and magazines
LBmaster ATM Your stash Your money lives in your stash: one place, always safe
GZ Secure Containers Our secure containers Your case is moved, never copied, so it always comes back
LBmaster Groups, map and chat Our map and groups A cleaner map, floor plans, radio intel, group territories, a reserve slot
LBmaster Killfeed, Leaderboard, Achievements Our stats screen One Tarkov-style profile: raids, survival rate, 41 achievements, a full leaderboard
LBmaster Raid Alert Our raid alarm One kit at half the price, alerts your whole group, can't be chopped down
LBmaster spawn menu and sleeping bags Our deploy and respawn screens Tarkov's deploy screen, safer spawns, one bag per base
LBmaster Utility Workbenches Our repair and ammo benches The price shown up front, repair everything at once, never lose a round
CJ Loot Chests Our loot chests Tarkov's search, item by item, on every container
BS KeyRoom Our key rooms The same rooms, ready for 1.30, with smarter resets
BetterStash, Dogtags, FlipTransport, Vehicle3PP, Mag Obfuscation, Inventory Move Sounds, LightObjects, Expansion Map Assets and two small fixes Our own versions The same features, now ours, several of them improved

Before you play#

  • Full wipe. Characters, bases, stashes, levels, loyalty and task progress all reset. Everyone starts at level 1, with loyalty level 1 at every trader you can reach. Fence has no loyalty levels, and the Lightkeeper opens through his task chain.
  • Your money lives in your stash. The ATMs have retired. Your stash starts with ₽500,000, and the safezone traders pay into it and charge from it.
  • Keys. The trade screen opens with I (it was F8). Tasks stay on O and the tracker on /. Your stats are on Ctrl+L. All of them can be rebound under Controls.
  • Groups: three active and a reserve. See Groups and the reserve.
  • Clothing rework. Clothing follows one clear ladder, each piece sized like its vanilla counterpart, with military clothing at the top. Backpacks take the same space on your back as their Tarkov twins, and their insides follow the Tarkov shape with about twice the room. No jacket or trousers can hold a rifle: carry it on your back, in your hands, or upright in a large backpack.
  • Armbands now go in your eyewear, gloves, belt or mask slot, and ghillie suits and the camo net poncho in the backpack slot.
  • Bases stay worth raiding. Your base is for living in, and your stash is for keeping your wealth safe. Log out at your base with more than ₽5,000,000 of gear, or more than two C4, two rockets or one chainsaw, and the extra waits for you in a crate on the spot, where raiders can find it too. You get a heads-up before you log out and a reminder when you return, and what you wear, what is in your hands and your secure case always stay with you.
  • Weight system. Carry what you like: up to 45 kg you feel nothing, and heavier loads tire you a little faster when sprinting, jumping and climbing. Walking and jogging are never affected; heavy loads also shorten how long you can hold your breath and make falls land a little harder. Strength raises your limits and your skills ease the effect as they level.
Carrying a raid pack full of car batteries
Carrying a raid pack full of car batteries

Traders#

Our traders replace the Expansion Market. You still walk up to the same traders in the same places, but everything behind the counter is new, and modelled on Tarkov.

The trade screen at the hub: trader portrait cards, goods at their real inventory size, your gear on the right, the DEAL bar
Before Now
The screen A plain list menu, one trader at a time, about 60 categories Tarkov's trade screen: every trader in the zone on one board, portrait cards with loyalty and restock clock, goods at their real size and tinted by rarity, your gear beside them, a DEAL bar, search and price sort
What you can buy One reputation number for every trader Four loyalty levels per trader, from your player level, your standing with him and what you have spent with him
Barters None Barter deals at every loyalty level, with the very best items available by barter. Every barter item can be found as loot
Prices Set by hand Tarkov's own trader prices, for ammo and armour too
Weapons Fixed sets of attachments Weapon modding at the counter: every slot laid out around the gun, your own parts first and free, live recoil and sway stats, and up to 20 saved builds
Repairs Only at a workbench Prapor, Skier and Mechanic repair your gear, each to a different quality and price
Insurance None Prapor and Therapist insure your gear. Anything left on your body comes back to you as a parcel
Stock Unlimited, or the odd item sold out for good Tarkov-style restocks, each trader on his own clock with a countdown, and fair per-player limits on the rarest items
Money Paid in whole banknotes, so change was lost Exact amounts, change given, piles topped up; currency exchange as a service

Also at the counter

  • Buy magazines loaded with any round the trader sells, and loose ammo by the round. A free Load Ammo service loads, tops up or empties every magazine you carry.
  • Know what you are buying. The deal panel shows what an item is: armour class, what it stops and its durability on armour and helmets; storage, size and weight on gear and clothing; and a description on everything. Guns show their fire modes, rate of fire, accuracy, muzzle velocity, size and weight, and the calibre and magazine they take. Every round shows its damage and penetration.
  • Sell smarter. Press Space to sell, or Ctrl+click several items to sell them in one deal. Sell a whole category in one go. A kitted gun sells whole, paying for every part on it (parts on parts too) and the rounds in its magazine, or part by part, each part going to whoever pays most.
  • Out on the map, Fence and the Lightkeeper pay best. Fence pays 70% of an item's value and the Lightkeeper the full value, never more than it costs to buy. The safezone traders pay Tarkov's own rates, from Therapist at the top to Peacekeeper at the bottom.
  • Ammo unlocks by penetration, in every calibre: the everyday rounds for every starter gun at level 1, the best armour-piercing rounds at level 4, and a weaker round is never dearer or later than a better one. Level 1 shelves match Tarkov's level 1.
  • Every gun has its magazine and its ammo on the same trader's shelf, and guns from barters come with their stock and handguard.
  • A pickup crate for full pockets. Anything that doesn't fit on you goes into a crate at your feet that only you can see and open. It disappears 30 minutes after the last item went in, with whatever is still inside.
  • Trade from your stash. At the safezone traders, sell straight from your stash, buy straight into it and pay from the money in it.
  • Vehicles delivered. Mechanic places your new vehicle on a free pad with its kit and full fluids, locked, with the key in your pocket (at your feet if your pockets are full). He buys vehicles back too.
  • Currencies. Peacekeeper prices in dollars, as in Tarkov, but if you are short your roubles make up the difference automatically. Ref sells for GP coins, earned from his daily and weekly tasks.
  • Fence's shelf rotates. He shows part of his stock at a time and swaps some of it every few minutes, so it is worth checking back.
  • Smaller shelf changes. Radios and GPS at Skier from level 1, battery fitted; foregrips at the hub from Skier and Peacekeeper; a keycard holder case at Ref. The premium .338 AP round is found, never sold. A Zippo pays a barter at any fuel level.
  • Lightkeeper is the endgame trader, reached through his task chain.
The weapon modding screen: a rifle drawn large with its slot cards and the stats panel

Flea market#

Our flea market replaces the Expansion P2P market, and is built to work like Tarkov's.

The flea market BROWSE tab with the category tree, filter chips and a page of offers
Before Now
The screen A category list Tarkov's flea screen: BROWSE, WATCH LIST and MY OFFERS, a picture category tree, search, filter chips and sorting
Prices Roubles only Roubles, dollars or euros, or ask for items instead with a barter offer
Fee A flat 10% Tarkov's formula: about 6% at a fair price, more the further you price from an item's worth. You see the fee, the cheapest live offer and the trader price before you list
Buying Whole listings Buy part of a stack, such as 15 of 40 rounds, and see each offer's parts, condition and contents
Trader stock A separate place Trader offers appear beside player offers, as in Tarkov
Your items A crash at the wrong moment could leave an item in two places Every listing is saved and checked before an item leaves you, so a crash can never lose or copy one
  • Post up to six offers at a time, each for 48 hours. Collect your money or unsold items from MY OFFERS, and you are told at your next login if something sold while you were away. Unsold items wait 48 hours for you to collect them, which keeps the market fresh, and money from your sales is always kept safe for you.
  • Watch list. Follow up to 50 items and get told when one is listed. Sellers carry a rating from their completed sales.
  • Open it at any trader zone, from the trader board, or from the Base Terminal in your base.
  • Items bought from players go into your own containers, never your secure case and never the ground. Trader offers bought on the flea arrive the way trader purchases do: on you, or in your pickup crate. Vehicles are traded at Mechanic.

Tasks#

Our tasks replace Expansion Quests. Every quest you knew is here, with a proper Tarkov task screen around them.

The TASKS screen on O: the task table, a task's briefing and objective bars, and the HUD tracker
Before Now
The screen A quest log and tracker Tarkov's TASKS screen: a sortable table with filters and search, briefings, objective bars and reward tiles. Pin up to three tasks to your HUD
Handing in All at once, and two quests wanting the same item could take each other's items Hand over per objective, part now and the rest later
Dailies and weeklies Picked by an outside script Built in: three dailies a day and two weeklies a week, each task coming round in turn, with a countdown
Your standing None Every task builds your standing with the trader who gave it, towards his loyalty levels
Reliability A broken gate could leave a trader open to everyone Every unlock is checked, and every task passes an automatic walk-through
  • 174 tasks across ten traders, plus new "place it" objectives. Twelve "mark it" tasks are done by planting an MS2000 marker, which stays where you plant it.
  • Your task log anywhere. O opens every task you have wherever you are. Accept or restart a task from the screen anywhere; hand-ins and rewards still happen at the trader. Two tasks have to be taken in person: Signal - Part 3 and Getting Acquainted.
  • Hand in from 10 m at Ref, the Kappa board, Mechanic and the Lightkeeper, and from 6 m at the hub traders. A gun on your shoulder or in your melee slot counts; it doesn't have to be in your hands.
  • New tasks pin themselves only while the tracker has room, and accepting one tells you where its start items went.
  • Abandon a task at any time without it counting as a failure. Hand-ins never need found-in-raid items.
  • A cleaner world. As in Tarkov, task boards are no longer marked on the map. The places for all your active tasks are, pinned or not.
  • Base Terminal. A computer for your base that opens your tasks and the flea market.

Levels and XP#

Player levels replace Expansion Hardline reputation. Reputation was one number that did everything. Now your level and your standing with each trader are two separate things, as in Tarkov.

Before Now
Progress One reputation number Player levels 1 to 79 on a Tarkov-style curve
Earning it Mostly kills and quests Everything you do: kills, surviving an extract, tasks, looting, searching bodies and containers, unlocking doors and chests, healing, crafting and more
Seeing it A "+N" on the HUD Tarkov-style XP lines, such as "Treatment experience - Healing", and your level above the Equipment panel
  • Your level counts towards trader loyalty and opens the endgame.
  • Easy repeat sources are capped per hour and per day, and kills of freshly spawned or downed players pay nothing, so the ladder rewards playing, not farming.

Stash#

Our stash replaces Expansion Personal Storage and the LBmaster ATM.

The STASH screen: the full grid, a sorted stash, the upgrade panel with its timer
Before Now
Opening it Every item rebuilt one by one, in one moment, every time. A full stash made the server stutter Opens instantly; an item is only built when you take it out
The screen A container in your nearby inventory Tarkov's stash screen: the real grid, search and filters, your gear alongside
Sorting None A SORT button and an AUTO-SORT option, or arrange it by hand: drag items around the grid (R turns them), with AUTO-SORT off
Upgrades Six quests Paid on the stash screen like a Tarkov hideout upgrade, with a build timer from one hour to four days. Hand in the parts as you find them: click a part to hand over what you carry or have stored, and pay the money with UPGRADE
Money In a separate bank at the ATM In your stash, with room that grows as you upgrade
What it holds No keys, keycards, car keys or magazines Guns, armour and worn gear, room for keys and keycards that grows as you upgrade, plus magazines and car keys. Backpacks and cases stay out
Safety A crash could lose or duplicate a stash Written in two copies with a journal, plus automatic backups, so your stash is always recoverable
  • Open it at any of the safezone lockers, or from the STASH tab at the safezone traders. Your first stash starts with ₽500,000.
  • Move things fast. Ctrl+click moves an item between your gear and the stash, and dragging across works too. Gear you put in from the EQUIPMENT list comes back to the right place: a gun to an empty shoulder or melee slot, a vest or bag to its body slot.
  • No more false "full". If something only fits once the stash is laid out again, the stash makes room for it.

Secure containers#

Our secure containers replace GZ Secure Containers.

Before Now
Surviving death Saved to a file at death and rebuilt on your next character, which could fail The case itself is moved into your own vault and moved back onto your next character
Logging out after a death Could leave you with no case Every way back into the game returns it
Killed while logged out The case could be lost It still goes to your vault
A server crash Could duplicate a case The case is always in exactly one place
Magazines and car keys Blocked Allowed: the same magazine comes back with the same rounds
  • The same eight tiers, sizes and models, in their own slot with a padlock icon. Everyone starts with an Alpha, given the moment you first reach the safezone; Beta, Epsilon, Theta and Kappa are earned through tasks.

Map and groups#

Our map and groups replace LBmaster Groups, its map and its chat.

The map: your white facing arrow, squad markers, the legend at the bottom right and the side panel on the left
Before Now
Your marker A standard marker A white arrow showing which way you face, sized for your screen
The legend Safezone, no-build, toxic, extract Every layer, each one clickable to hide or show, remembered for you. No-build zones start hidden
The Lab and the safezone The Chernarus map Floor plans, floor by floor, with your squad on its floor, the Lab's exits and keycard doors
Events Marked for everyone Radio intel: patrols, wrecks, crash sites and airdrops show for your whole group when anyone in it carries a working radio
In the world 3D markers, pings and name tags A small dot over each teammate in your group's colour, with their name up close. Cleaner and more immersive
Group and base No link between them A territory a member holds becomes the group's, and every member is authorised on it automatically
The compass A plain strip Redesigned, with ticks and a heading box. With a GPS your group, private and task marks sit on it at their bearing, the nearest ahead with its name and distance
  • Chat. Direct, Group and Global, switched with , and . or typed as /d, /g and /a. The open chat box shows its recent history, scrollable with the mouse wheel or Page Up and Page Down. Staff tags, [VIP] for supporters, a chat box you can move, and server messages in red.
  • Group management in one tab. Every player has a private four-letter invite code on their GROUP page: give it to the leader, who types it in. NEW CODE cancels the old one, and codes change at every restart. Member, Officer and Leader ranks, rename, tag colour, kick and disband. A leader who leaves hands over automatically.
  • Map marks with a name, icon, colour and opacity, for your group or just for you. Placing and seeing marks needs a GPS, as it should.
  • A tidier map. No-build zones are shaded red, the map never scrolls past the edge of the world, Lab keycard doors are labelled by colour, and nothing is drawn on the sea around the Lab or the safezone.
  • Walkie-talkies found in the world now always come with a battery.

Groups and the reserve#

Groups are three active players, and now each group can also have one reserve: a fourth friend on your roster who can be swapped in. Before, a fourth friend had no fair way to play with you, and a swap was permanent.

  • The three actives are the group: map, chat, friendly-fire protection and everything else. The reserve joins the group when swapped in.
  • Naming a reserve. The leader types !roster reserve <invite code> in chat, using the player's invite code from their GROUP page, and that player accepts with !roster accept within two minutes.
  • Swapping. The leader types !roster swap <out> <in>: the active's name, then the reserve's name or a new player's invite code. The reserve comes in and the player who sat out becomes the reserve. !roster add <invite code> and !roster remove <name> change the roster, !roster info shows it and when your next change is available, and a reserve can step down with !roster leave.
  • Fair-play rules. A swap waits 12 hours after the last roster change, and an hour after anyone in the group dies, so nobody is swapped in fresh mid-fight. Swaps also wait until nobody involved is in combat, in a raid, or in the Lab.
  • The reserve plays solo between swaps. If the reserve keeps close to an active out in the world, both are reminded and staff can see it.

Deploying and respawning#

Our deploy and respawn screens replace the LBmaster spawn menu and sleeping bags.

The deploy screen: the dark satellite map with named areas, the side panel with extracts in reach, READY
Before Now
The deploy screen A list beside the game map Tarkov's deploy screen: a satellite map naming every area, the extracts in reach with their distances, time and weather, and READY
Where you land Fixed points 24 towns, every point checked before you land on it: never in water, on a steep slope or inside something, never within 500 m of an extract, and never near a base
Arriving 5 seconds of protection Up to 15 seconds, until you fire, hit someone or move away; busy areas say BUSY, and points near a base are skipped
Deploy waits Reset at every restart Ten minutes per town, kept across restarts
The jump Instant Tarkov's GET READY screen with your destination and a countdown
Sleeping bags One per bag type One per base, near a generator you are authorised on, shareable with your group
  • Deploy with your group by ticking WITH MY GROUP.
  • Respawning. Choose the safezone, one of seven coastal towns or one of your bags. Towns within 1.5 km of where you died stay shut for 50 minutes, and bags share a 20-minute wait. Your choice survives a restart or a disconnect.
  • The Lab is entered from its doors in the safezone with an access keycard, which is used on entry. It opens 30 minutes after each restart, and each player waits 30 minutes between entries.
  • The Lab is a true raid. Once you are in, the way out is an extract. Log out inside and come back after more than ten minutes, and your gear waits on the ground where you stood for whoever finds it first; your secure case, dogtags and shoes stay with you.
The respawn screen
The respawn screen

Extracts#

Extracting at the Rog Castle helicopter
Extracting at the Rog Castle helicopter
  • 32 extracts: 28 across Chernarus and the Lab's four exits, all free and open all the time. Stand in one for seven seconds and you are back at the safezone with everything you carried out.
  • No building at extracts. Every extract sits inside a no-build zone, and so do the military loot spots.

Loot#

Our loot chests replace CJ Loot Chests, and our key rooms replace BS KeyRoom.

A crate mid-search: hatched cells, the SEARCHING counter and timer, items appearing
Before Now
Searching Everything appeared at once Tarkov's search: items appear one at a time while you stay close, and the Search skill speeds it up
Which containers Loot chests only Every container you loot: jackets, cabinets, crates and chests
Keys Guesswork "Check the lock" names the key a chest needs
Loot that doesn't fit Deleted Placed beside the chest
Chests Could be used as storage Chests are for looting: they clear shortly after you empty them, and a fresh one never appears right next to a player
Key rooms A reset could move players out of the next room Each room resets on its own and waits while someone is inside. Logging in inside a locked room moves you out safely
DayZ 1.30 The old key room mod has no 1.30 version Built and tested on 1.30
  • Themed chests. A mine holds industrial loot, a dorm household goods, a military base military gear. Police stations hold police weapons and a guaranteed vest and helmet.
  • Tarkov-style caches. Buried stashes and hidden caches hold mostly barter and supplies, with the odd SMG, shotgun or kitted rifle.
  • Infected are worth searching. They carry what their outfit suggests, and any of them may carry a chest key.
  • The night-vision ladder. Entry-level goggles are the common find, and the GPNVG-18 at the top is a real prize.
  • Train wrecks have their own loot: tools, medical supplies, ammo, fuel, bags and the odd civilian gun.
  • Crash sites carry service rifles, SMGs, plates, helmets, night vision, meds and plenty of ammo.

The Lab#

Inside the Lab: a keycard room or a lit corridor
  • A guarded Lab, as in Tarkov. While anyone is near, the Raiders hold it, patrolling between rooms, and three times in ten Black Division are there as well under their leader Wedge. Clear them, and the next squad arrives 30 minutes later.
  • The Lab is rebuilt from its author's newer pieces, so rooms and furniture no longer vanish as you walk up to them, and walls that let you through are solid.
  • Keycard rooms are rebuilt on their Tarkov counterparts, each with a strong weapon, an explosive and real body armour. Coloured keycards come from the marked rooms and the Lab itself.
  • The Lab sounds like the Lab, with its own ambience inside and the weather outside reduced to a murmur.
  • Clear door prompts. A locked door names the key or card it needs and how long until it opens again.
The Lab's floor plans on the map
The Lab's floor plans on the map

Patrols, bosses and squads#

The patrol helicopter overhead, the BTR on a road, or a crash site with its squad
  • New: the patrol helicopter. It tours the map, leaves you alone until you open fire, and drops a wreck with five loot crates when it comes down.
  • New: the BTR. It drives the roads on patrol and drops three crates when destroyed. Bring rockets: it shrugs off rifle fire.
  • Crashed convoys and downed helicopters. USEC, BEAR, Rogue and Black Division squads guard a wreck with a locked crate. The squad leader carries its key: a faction rifle, a helmet, a Level IV vest, a large pack, medical supplies and valuables.
  • Bosses walk their ground, patrolling a loop around their area with their guards. When a boss is announced, the alert tells you in one plain sentence who was spotted and roughly where.
  • Scav patrols are assembled piece by piece, so no two in a group look alike, and they spread through whole towns: up to 40 groups of three to five out at once.
  • The Raiders guard crash sites half the time, and the downed Mi-8 now sits on its hull.

Medical#

  • Tarkov's medkits. A kit is a health pool, spent only on what it treats. An AI-2 holds 25, a Car kit 55, an IFAK 75, a Salewa or AFAK 100, and a Grizzly 450. Each use treats your whole body and your worst injury together, taking a moment longer to apply, as in Tarkov.
  • Destroyed limbs. A limb taken to zero turns black and needs a CMS or Surv12 kit, or five minutes, to come back. It counts as broken, so a splint keeps it working. Falls never destroy a limb.
  • Fewer heavy bleeds. Infected can no longer cause one, and a hit your armour mostly stopped cannot open one.
  • Hit zones, Tarkov style. The chest is always the best target. Your vest now protects your arms and legs too, and every body part takes damage the way it should.
  • Sturdier legs, taking about one and a half times as many hits to break.
  • Tarkov's health panel. Open your inventory to see every body part's health, and a destroyed limb stays marked until it is treated.
  • Medical items do what they say. Several now stop heavy bleeds or kill pain as described.

Weapons and ammo#

  • Attachment rework. Every attachment is a real choice now. Heavy stocks and long handguards steady the gun; light parts make it quick to aim. Muzzle brakes tame the up-kick, compensators the side-kick, and each kind of part counts once. A fully built rifle handles clearly better than a bare one, without becoming a laser.
  • Recoil is back to normal for every gun, so a bare rifle handles about a third better than before.
  • Pistol armour-piercing rounds rebalanced. 9x19 PBP, .45 AP and 5.7 SS190 are still the best rounds in their calibre.
  • Ammo by the round. Magazines you find come with standard ammo, and premium rounds are a real find or a trader purchase. Heavy rifles' ammo is sold by the traders.
  • Ammo piles follow Tarkov's stack sizes, and rounds are priced at Tarkov's own trader prices.
  • The MPX handles like an SMG: 950 rounds a minute, MP5-style recoil and an SMG's sound.
  • Magazine check. Magazines show a fill bar, and inspecting one tells you roughly how full it is: Full, Nearly full, About half and so on. The weapon panel shows READY, EMPTY or JAMMED.
  • The heaviest rifles hit like it. .408, .50 BMG and 14.5 rounds kill with one hit anywhere, and these one-shot rifles are about half as common in chests, key rooms, airdrops and patrol crates, so finding one is an event.
  • The PM's 84-round drum now works, and the Kedr and MPX are as durable as other SMGs.

Armour and clothing#

  • New at the traders: the THOR (Level VI) in three colours, the Gen4 (Level V) in two, and the JPC in Ranger Green.
  • The Osprey is now a Level IV vest, sold by Ragman.
  • The Zryachiy set is endgame kit at Ragman.
  • Tidier inventory sizes. Heavy armour vests, helmets, face masks, shoes, boots, gloves and ghillie gear take up a sensible amount of room.
  • A cleaner look. Pink, purple and novelty gear has been retired.

Base building and raiding#

  • Generators grow with your base. Start at level 1 and upgrade through five levels to grow your territory and member limit. Upkeep stays the same at every level.
  • A new generator screen shows its level, fuel and time left, what the next level gives, and a territory map of everything you have built.
  • Room to breathe. Generators are at least 150 m apart, and the hologram tells you how far the nearest one is. Member limits are enforced. Every extract and military loot spot sits in a no-build zone.
  • Generators are packed up by hand, so nobody can strip one from your base with a screwdriver.
  • Two base rules. No floating base pieces, and no parkour bases: every base needs a door or gate you can walk through. See the rules.
  • Workbench craft: two improvised charges and a remote detonator make one heavy C4.
C4 on a vault door
C4 on a vault door

Our raid alarm replaces LBmaster Raid Alert.

Before Now
The kit Two parts at 1,000,000 each One kit at 1,000,000
Who is told The owner only The owner and the whole group in game, plus the owner's own Discord channel, with a Test button
Taking it down Anyone with a hatchet, in 40 seconds Only the owner or their group can pack it away
Alerts Silently failed for unnamed towers Every alert gets through, including losing the alarm

Our repair and ammo benches replace LBmaster Utility Workbenches.

Before Now
Price Not shown, and one repair could take everything you had Shown on the action before you pay, and capped
Repairing One item Everything you are wearing, or your weapon and everything on it, in one go
Magazines Rounds that didn't fit were deleted Every round is kept, and you can fill every magazine you carry at once
The workbench with a craft running
The workbench with a craft running

Quality of life#

Our stats screen replaces LBmaster's Killfeed, Leaderboard and Achievements, three mods on separate keys, now one screen on Ctrl+L.

The stats screen on Ctrl+L: the OVERALL profile, achievements or the leaderboard
Before Now
Your profile Kills, deaths, K/D Tarkov's profile: raids, survived, KIA, MIA, survival rate, average life, streaks, time online, and full statistics panels
Raids Not tracked Every trip counted, Tarkov's way: survived, run-through, KIA, MIA
Leaderboard Kills, deaths, K/D Every player, with search, your rank, and columns from level to longest kill
Achievements 32, and some could never be earned 41, all earnable, each showing how many players hold it
Counting Simple tallies Fair counting: teamkills and repeat kills of the same player don't count
  • New: a Sort button on every container. One click and it is tidy.
  • New: press B to see what fits. Hover a gun and press B: every magazine, round and attachment that fits it lights up, and the reverse.
  • Item rarity, Tarkov style. Backgrounds use Tarkov's colours by kind of item, and rarity shows as a strip along the top and a line in the tooltip. It can be turned off under Options.
  • White-phosphor night vision. Goggles show a clean teal-white picture, and GPNVG-18 owners can choose their own colour.
  • A new look. A subtle colour grade gives the server its own atmosphere. Prefer vanilla? Set Screen Look to Default under Options.
  • Dogtags belong to one person each, one tag per person: name, date and blood type, and the story of their death.
  • Vehicles. Flip with a wrench, lug wrench or melee item; vehicles come with a lug wrench; third person in vehicles stays.
  • Notifications sit on the right edge of the screen, with proper icons.
  • The chainsaw just works, starting when you cut and stopping when you finish, and planks and logs go straight into your inventory. You can also switch it on and off in your hands and carry it on your shoulder.
  • Open and close doors while aiming, and every item now has its own pickup sound.
  • New: a welcome screen for new players with the rules and the Discord, a new loading screen full of tips, and new menu music.
Night vision at night: the white-phosphor picture

Skills#

  • Two new skills. Search makes you quicker at searching containers, and Aim Drills gets you onto your sights faster, about 30% quicker at its top level.
  • Max level means more. At level 50, Endurance drains 55% slower and recovers 125% faster, Vitality refuses 45% of bleeds, Covert Movement makes you 50% quieter to infected and Marksmanship halves sway.
  • Skills grow from playing. Skill XP is capped per hour, so steady play levels you and a macro gets nowhere.

Smaller changes#

  • The Lega Medal fits in any container that takes money.
  • Grenades take one slot. Water bottles, snacks and other food take less room, and an opened can no longer grows.
  • The Leupold scopes with a red dot take 2x1, the PPSh drum 2x2 and the RPK-16 drum 3x2.
  • The Transformer bag and the Tactical sling bag now hold the right amounts: 16 and 12.
  • Money is simpler: roubles, dollars, euros and GP coins are the currencies.
  • Anti-materiel and .50 cal rifles are kept out of the stash; their magazines can go in.

Retired#

  • The extra vehicle pack: 66 modded cars and trucks. The vanilla vehicles stay, Mechanic adds a line of armoured vehicles, and the download is about 3.8 GB lighter.
  • The ATMs. Your money lives in your stash.
  • Every mod in What we replaced, now running as our own.

Fixes#

  • Fixed several exploits that duplicated items or handed out free materials and repairs.
  • Fixed loot that never spawned, chest weapons missing their handguard, stock or grip, and infected with empty pockets.
  • Guns sold by traders come with the stock, handguard and suppressor they need.
  • The Banshee now sells as the Level IV vest it is.

Known issues#

  • This is the biggest update we have shipped, and nearly every system in it is new. We will keep improving it with regular updates through the wipe.
  • Found a bug? Report it in the Discord with what you did, where, and roughly when, and we will find it in the logs.