Crossout Wikia

Hello, survivors! In this update, you can expect a new in-game event “Foxy's secrets”, the ability to call an artillery strike on your enemies on the “Fortress” map, a new temporary mission, important balance tweaks and other changes and improvements.

Event 2 en

Foxy’s Secrets[]

Attention! The event and pack will be available until August 16 inclusive!

  • The levels and corresponding rewards are unlocked as you complete special challenges and earn event experience points.
  • Event experience points are required to unlock levels and receive rewards.
  • As part of this event, you will be receiving new challenges: 1 main and 1 additional challenge.
  • The challenges are updated every 24 hours.
  • The base event rewards are available to all players without exception. They include:
    • 50 in-game coins;
    • Certain stickers, paint and decor “Short orange lamp”;
    • Containers with resources;
    • Engineer badges;
    • Coupons for special and epic workbenches.
  • All additional rewards (marked with a lock icon on an orange background) are only available to those who have purchased the “Foxy’s secrets” pack (standard or deluxe version). Purchasing the deluxe version immediately unlocks the following 10 levels and all the rewards of the unlocked levels.
  • Purchasing the pack gives you access to:
    • A number of already produced and upgraded parts;
    • Recipes for the production of these parts on the event workbench, as well as the ability to remove upgrades from them in order to sell them on the market;
    • Additional 600 in-game coins;
    • Additional stickers, paints and decor (including a new hologram);
    • Storage expansion;
    • Ability to produce certain parts during the event;
    • For each subsequent level, starting from 50, you will receive the “M-25 Guardian” machine gun as a reward. These machine guns can be used in the production of parts on a special event workbench, as well as sold or used in upgrades.

Attention! The “Foxy’s secrets” packs will be available:

  • PC: with the start of the event until August 16 inclusive.
  • PlayStation® and Xbox: from 10:00 GMT July 13 to August 16 inclusive.
Game-modes en 780 200

New Temporary Mission “Control (Respawn)”[]

Attention! The mission will be available from 07:00 GMT on July 17 until 23:59 UTC on July 23!

  • Unlike in the familiar “Control”, in the new mission it’s not possible to win only by destroying all the enemies, due to the respawns after destruction.
  • The victory is awarded to the team that will control 2 out of 3 bases.
  • The waiting time to respawn increases each time your car is destroyed.
  • The mission is played on 3 maps:
    • Orbital station.
    • Ship graveyard.
    • Chemical plant.


The “Slaughter” mode has been temporarily added to the “Assault”, “Encounter” and “Control” modes mission rotation. We remind that:

  • Slaughter is a team confrontation where you need to score a certain number of points faster than the opposing team.
  • If the required number of points is not scored within the allotted time, the victory is awarded to the team with the most points.
  • Points are issued for the destruction of separates parts and armoured vehicles of the enemies.
  • The mode no longer has the self-destruct restrictions that were present in previous variations.
  • The mode has respawns.
  • Battles are held on the following maps:
    • Abandoned town;
    • Ravagers foothold;
    • Chemical plant.


  • Now, during raids, as well as on the results screen, the amount of damage dealt by players is displayed, and the leader, who dealt the biggest amount of damage, is additionally highlighted.
  • Also, the results screen now displays the amount of damage that was inflicted on players’ armoured vehicles.
Maps en 780 200


Thanks to the clever use of artillery, you now have the opportunity to turn the tide of battle on this map!

Now, a special terminal is available on the map, and its activation will launch artillery shells at your enemies. Damage from such projectiles will only be dealt to players of the opposing team. Artillery support can be called once every 20 seconds (the reload time is common for all team members).

Don’t forget that your opponents can also use the terminal and don’t lose this strategically important point out of your sight!

Attention! The ability to fire an artillery strike is available only in missions (“Encounter” mode).

Parts en 780 200


Improved the physical model of the cabin: now any wheels can be freely mounted in the wheel arches.


  • Reduced the resistance to melee damage from 90% to 80% for all bumpers, except for the “Impact” bumper.
  • Reduced the resistance to melee damage for the “Impact bumper” from 80% to 70%.

Comment: bumpers are very effective in countering melee damage, which is especially noticeable after the frequency of their use as armour has greatly increased. Many will notice that the change is not as radical as in the first announcement — we decided to stop at these values and see if they would be sufficient in the game server conditions.

All turret cannons from “Little Boy 6LB” to “ZS-52 Mastodon”[]

Ammunition increased to 14 shells.

All cannons from “Judge 76mm” to “CC-18 Typhoon”[]

Ammunition increased to 12 shells.

Comment: cannons are weapons that are highly dependent on ammunition and, in the current realities, there may not be enough ammunition for them.

Prosecutor 76mm[]

Penetration ability increased from 10% to 25%.

Comment: the cannon’s effectiveness decreased a lot after all the changes, but bringing back the 2-pin penetration of the structure would be an overly powerful enhancement. Therefore, we are improving its penetration ability.

Executioner 88 mm[]

  • Penetration ability increased from 10% to 30%.
  • Durability increased from 600 to 655 pts.

Comment: just like with the “Prosecutor”, the parameters of the “Executioner” were also greatly reduced. These changes will help restore the cannon to its effectiveness and relevance.


  • Damage increased by 15%.
  • Penetration increased from 80% to 100%.
  • Improved accuracy.

Comment: the cannon’s effectiveness is noticeably lower than that of its epic equivalents.

“BC-17 Tsunami” and “CC-18 Typhoon”[]

  • Blast damage increased by 9%.
  • Penetration ability increased from 65% to 75%.

Comment: even after the change in damage dealing mechanics, the effectiveness of these cannons remained at an insufficient level.

ZS-46 Mammoth[]

  • Damage increased by 23%.
  • A direct hit now increases the cannon’s damage by 10% for 10 sec. (instead of 20% before).

Comment: with this change we make the cannon less dependent on its perk and preserve its maximum damage.


  • Rate of fire increased by 28%.
  • Improved accuracy.

Comment: the “Cricket” was insufficiently effective when compared to other epic weapons. Increased accuracy and rate of fire will help in the implementation of its perk and inflicting the maximum possible damage.

Barrier IX[]

  • Shield activation time increased from 1 sec. to 2 sec.
  • Cooldown increased from 20 sec. to 25 sec.

Comment: turrets have become an overly effective way of blocking damage. Reducing the possible frequency of shield deployment should bring the parameters in line with those expected. The implementation of the turret’s capabilities will become more dependent on thoughtful actions on the battlefield.


  • Penetration ability increased from 10% to 30%.
  • Damage increased by 10%.

Prometheus V[]

Penetration ability increased from 10% to 30%.


  • Penetration ability increased from 10% to 30%.
  • Damage increased by 12%.

Comment: the effectiveness of plasma emitters was greatly reduced after the change in the mechanics of dealing damage. Their penetration ability turned out to be too weak, and the projectile stopped its flight after colliding with the first part in its path. Also, the damage of “Synthesis” and “Helios” didn’t correspond to their rarity.

AC80 Stillwind[]

Damage reduced by 10%.

Comment: the autocannon’s ratio of damage to energy drain was too advantageous compared to other “legendary” weapons.


  • Initial rate of fire increased by 25%.
  • Maximum rate of fire increased by 14%.
  • The time required to reach the maximum rate of fire increased from 3 to 4 sec.
  • Durability increased from 661 to 714 pts.

Comment: our statistics showed that the “Cyclone” needs small improvements aimed at improving damage and survivability in battles. Changes to the rate of fire will also help the autocannon to become more effective. As a result, the autocannon’s rate of fire at any given moment will be higher than before these changes were made.


Damage reduced by 6%.


Damage reduced by 8%.

Comment: by gaining the ability to deal damage through the parts that let damage through, the flamethrowers became very effective. We don’t want to deprive them of this feature, and therefore we reduce the damage they deal.


The delay before activating the mine has been increased from 1 sec. to 2 sec.

Comment: “delay” refers to the time from setting the mine until it is able to capture the enemy. This change should reduce the effectiveness of planting mines directly in front of the enemy and give him a little more time to react.


  • Damage increased by 23%.
  • Now, when the machine gun is fully heated, its damage increases by 30% (instead of 60% before).

Comment: as with the “Mammoth”, we are making the weapon less dependent on its perk and preserving the maximum damage.


Changed the weapon’s perk. Pulsar will now deal 30% more damage to modules.

Comment: the previous perk of the “Pulsar” for increasing blast radius had almost no effect on the effectiveness of the weapon. Now successful hits will help you to quickly deprive the enemies of vital equipment on their armoured cars.


Durability reduced from 320 to 290 pts.

Comment: for a weapon capable of firing at long distances, the “Parser” had a very high durability parameter.


  • Damage reduction as parts are penetrated is now 6% faster.
  • Reloading time increased from 5 sec. to 5.5 sec.
  • Increased dependence of accuracy on movement speed.

Comment: with the old mechanics, the weapon’s damage was excessive, but this was offset by the “screen” armour. Now, it has become easier to implement damage and the average effectiveness of the “Scorpion” has increased. The changes should slightly increase the cost of a miss and make the weapon more dependent on the player’s skills.


Changed the perk: now damage is increased by 30% for every second of contact with the enemy. The effect stacks up to 7 times and gradually resets every second when the weapon doesn’t deal damage.

Comment: the weapon depends too much on Tesla emitters, but even with them it shows insufficient effectiveness. We have decided to return the old perk to the “Harvester” while also rebalancing its parameters. We took into account the community’s concerns about the fact that increasing the initial damage could cause possible issues with overestimated total damage of the weapon, and decided to make the Harvester’s effectiveness more dependent on the usage of its perk. Now each charge of the perk adds more damage, there are more charges, and they are not reset as quickly as originally intended.

Interface en 780 200
  • Added articles about projectile penetration, damage protection and damage resistance to the in-game guide.
  • Now the parameter “Range” is called “Effective range”, because the scale reflects the average indicator between the optimal and maximum possible firing range.
  • Improved the logic of the fuel tank replenishment window: now only one window is displayed with the choice of fuel amount and confirmation.
  • Added display of events related to activity in the clan to the notification center.
  • Updated the icon of the “Clans” section.
Sound en 780 200
  • Added a new music track for the garage:
  • Corrected hit sound effects of the “Synthesis”, “Prometheus V”, and “Helios” weapons.
  • Reworked the sound balance in favor of greater comfort during the game.
  • Retuned the sounds of wheel movement on surfaces.
  • Improved the sounds of engines.
Miscellaneous en 780 200(1)
  • Updated the appearance of the “Wasp” rocket launcher.
  • Added a special visual effect that accompanies the negative effects imposed by enemy energy weapons and hardware on your armoured vehicle.
  • Added visual effects of low durability to active melee weapons.
  • Updated suspension models for a number of wheels:
    • Starter wheel.
    • Small wheel
    • Studded wheel (including those with “CK Windfall”).
    • Buggy wheel
    • Stallion
    • Landing gear (including those with “CK Host”).
Bug-fixes en 780 200
  • Fixed a bug where a quick transition to a blueprint from the exhibition and checking used parts would result in an incomplete loading of the car parts list.
  • Fixed a bug with the lack of visual effect of pellet flight for the “Parser” and “Breaker” shotguns.
  • Fixed a bug that made it possible to mount a cannon so that its muzzle passed between two “AC80 Stillwind” autocannons mounted close to each other.
  • Fixed a bug with flashing smoke while an armoured car is skidding.
  • Improved the painting mask of the upper elements of the “Pegasus” engine.
  • Improved the painting mask for the weapon “Scorpion”: now the paint pattern is not distorted on individual elements of the part.
  • Fixed paint direction for the “Machinist”, “Deadman” and “Cockpit” cabins.
  • Improved environmental objects on the maps “Powerplant” and “Cursed mines”.
  • Fixed a bug where aiming with the “Incinerators” on the “Volcano” map could dim the screen.
  • Fixed a bug where precise firing with cannons on the “Orbital station” map could dim the screen.
  • Fixed a bug where the brake lights were activated all the time while the vehicle equipped with augers or the “Omni” wheels was moving backward or forward.
  • Fixed a bug where the talent of Atitlan could be triggered within a volley of multiple projectiles, although it should only be triggered on the next volley after charging.
  • Fixed a bug due where a certain sequence of actions when viewing a pack caused the car from this pack to be displayed in the garage as assembled.
  • Improved the painting mask of the “Thor-6S” generator. Now paint textures do not stretch on some elements of the part.
  • Fixed a bug where moving “To the pack” transition through the context menu item led to all parts not available in the storage to be painted black.
  • Corrected the placement of the missions “Patrol” and “Back on patrol” on the world map.
  • Improved a number of in-game texts, descriptions and icons.