(part 2, see above for part 1, see below for part 3)
Vehicles - Behemoth (new T5 combat mech)
- Improved balance across all different mechs to give each of them their distinct role
- New fuel cells for vehicles (gasoline and liquid pragmium) which replace the old pragmium cores
Skills - New Fishing skill
- New Vehicles skill
- Maintenance skill is now much easier to advance
- Cybernetic affinity skill has been adjusted now that you can equip 3 implants at the same time
- It's a bit easier to advance combat skills and conventional weapons in particular
- Saplings drop now depends on woodcutting skill—you get more at higher levels, this is especially important for rubber trees
Technology - Fishing (T2)
- All new T5 technology groups
- All existing technology groups have been reworked for the new 5-tiers approach
- New art for many of the existing technology groups
- Technology progression in the game have been sped up roughly 3 times and rebalanced from scratch for smoother progression! No more grind at Tiers 3 and above
Quests - New fishing quest
- New electric grid related quest
- New mining drones related quest
- Quests order has been changed significantly to make progression more logical and smooth
Farming - New sprinklers to allow fully automatic watering of crops
- Growth bonus from watering reduced since it's easier to water crops with sprinklers now
- Hygroscopic granules are made significantly cheaper
- Chemical fertilizer is now cheaper to craft, hopefully, more people will start using it now as it's a great way to increase crop yield
Balance - Pickaxes are now slightly more powerful, meaning you can mine minerals faster before you can obtain drones. Less grind, more enjoyment!

- Crafting and building recipes for practically everything in the game have been adjusted in some way to make progression smoother and eliminate the grind
- Chanced recipes for some of the food since there are now new ingredients and new dishes (recipes now make more sense)
- All trees have had their drop lists reworked. Total amount of wood received has increased. Also, their loot will be more predictable and easier to understand
- Trees that aren’t fully grown now take less time to cut (proportional to their growth progress)
- Pragmium hatchet now has more durability
- Order of the alcohol tech tree in Recreation technology group is now more logical
- Antitoxin medicine made significantly cheaper to craft and moved to T2
- Synthetic recipe for camp fuel now doesn't use gasoline and mineral oil (both complex recipes from late T3) and instead uses raw petroleum making it more accessible
- You can now craft canisters from plastic as well
- Medkit now also adds a short Fast healing status effect alongside Slow healing so it is a bit more useful in combat. But stimpacks are still the primary healing method in combat starting from T4
- Increased water output from water collector and well
- Removed "Leaf" item from the game—it no longer served any useful purpose and only cluttered the inventory, plus some people didn't understand where it was used, which only exacerbated the situation
- Mining explosives will provide Prospecting skill experience now. You can also obtain gold and gems when using mining explosives (depending on the skill level)
- Peredozin mechanic changed—now it takes 5 seconds to apply completely, meaning player cannot put their armor back until peredozin application is finished
- ATP Energy Extractor implant effect doubled (twice the energy, twice the hunger)
- Increased organic value of: leather, fur, animal fat, bones
Improvements & changes - You can now build lithium extractors even in tropics
- You can now build wells in the swamp, but they will produce stale water (which requires boiling before use)
- Clan tags are now displayed in the "Online players" tab
- New land claim placing mechanic with a designated area of placement and upgrade tiers
- Improved bomb placement mechanic—bomb explosion range and especially the pragmium bomb explosion pattern are now displayed to help you understand the explosion pattern and range
- Added reverse order hotbar selection mode for "Use scroll wheel for" option. Also, the default order is now the same as in other similar crafting games
- Number of formatting improvements for energy units in power grid info, equipped devices, etc
- Added a faster way to pick an icon in a crate container—just click on the icon plate in the crate window while you hold an item in your cursor
- Characters under Dazed protection now have a status effect displayed over them to make it clear
- You can now walk between the clay pots, as well as in front of barrels and cisterns
- Improved base decay system (clearer and more logical)
- Continuous construction (you can continue building more structures by pointing on them without releasing LMB and clicking again)
- Pragmium spires will no longer explode on decay (they will still explode when mined by players)
- "Weapon hardpoint: Large/Normal" added to the vehicle weapon tooltips and to the weapon slots in the vehicle window
- When crafting/manufacturing, items of the same type are prioritized by their freshness now. Meaning the recipes will automatically use items with lower freshness first when possible
- Vehicle window will switch to Cargo tab automatically when any item is placed into the vehicle storage (such as by Shift+Click)
- Land claim window will switch to safe storage tab automatically when any item is placed there (such as by Shift+Click)
- Tree health bar location now depends on the tree growth stage
- You can now see how many ammo you have in total for each particular gun in your hotbar
- New cursor style during weapon reloading (to make it clear when you can and can't shoot)
- After refilling a helmet with oil or inserting a new battery (such as by pressing the activation key [F]), it will automatically turn on the light
- Added a toggle button in the equipment menu to make your helmet invisible for yourself and your party members
- Bridges now provide movement speed boost the same as roads
- Status effect Drunk will provide some small bonus to fishing knowledge

- Trading station will buy items only with 95% or higher durability/freshness
- Barrel filling/draining speed increased
- Improved visual effects for drunk/nausea and Psi
- Animation improvements for mech movement
- Added footstep sounds for human movement start/stop animations
- Radiation effect (Geiger counter sound) made quieter
- Now you can shot over crates, loot crates/piles, and most other low objects and structures. You can still destroy such objects by melee weapons (including pickaxes), grenades, and bombs
- Server backup/savegame—instead of chat message the game now displays a notification with a timer in the top right corner of the screen
- Several crafting stations have been redrawn to make their shape more uniform, compact, and easier to place inside your base (no more L shaped crafting stations)
- Reduced land claim sizes by 1 tile in each direction (necessary to make the planning of bases easier, compensated by the smaller footprint of reworked crafting stations)
- New console command: /admin.notifyPlayer playerName messageInQuotes—useful to notify an online player about something
- Item names (especially equipment) have been standardized for easier management in mods and when using console commands
- Vehicles will be not destroyed by pragmium source explosions in PvE
- Health max changes (such as by a Healthy food boost) will adjust the current HP amount as well to keep the HP ratio
- Toilet is interactive now and produces some peculiar sounds when you use it
- Various improvements of the server browser menu
- Boss event will announce the winners by sending a notification to all the online players! (even in PvP)
- Reworked hitboxes for ruins props such as bulldozer, construction blocks, etc (17 objects). There will be no longer unexpected issues when such objects prevent you from firing when you stay too close to them
Server rates - New server rates added making it possible to configure more parameters for your servers
- Each world event rate now could be configured separately (EventInterval.* settings)
- PvP default time gating scheme changed to 1 3 5 7 9 9 days (respectively: T3 basic, T3 specialized, T4 basic, T4 specialized, T5 basic, T5 specialized)
- By default, servers are now PvE (if you want to host a PvP server you need to find "ServerIsPvE" and change it to 0)
- Community servers will now have extended decay rate by default (5X) as building space is rarely an issue on community servers. This value can be configured as any other in ServerRates.config
Fixes - Charred ground will now appear only on solid ground
- Incorrect damage calculation by explosives to vehicles
- Blueprints not decaying even when they're outside the land claim area
- It was possible to wall-off the bridges and prevent players from accessing them
- It was possible to interact with objects through a closed vertical door in some positions
- Fixed respawn animation (there should be no blending between death and idle animation)
- It was not possible to harvest from plant pots that were placed right below the walls
- Improved algorithm for stacking gathered items when the inventory is full (items will no longer drop on the ground if there is any free space available in the inventory)
- A rare issue when the textures are getting stuck and cannot be loaded requiring to restart the game client
- An issue when the damage from the grenade launcher propagated to the lower/higher ground under certain conditions
- Minor rendering issues which appeared under specific conditions such as different resolutions or rendering quality