Media: user-provided authorized asset pack · Official Steam Announcements · Update 0.8.0 & Hotfix 0.8.8. This image supports context, not every mechanic described on the page.
Field notes
- 01 · Armor Penetration Subtraction (AP): AP rounds feature 50% armor penetration that subtracts directly from target armor. Because human enemies have capped armor ratings (Gunners 45%, Mechanists/Palatines 20%, Vultures 15%, Bandits 10%, Rada 10%), AP rounds completely neutralize all human armor.
- 02 · Hollow Point (HP) Target Discipline: HP rounds add 25% (pistol) or 50% (rifle, shotgun, high caliber) to the armor of targets that already possess armor. Never fire HP into armored humans; reserve HP exclusively for flesh damage against mutants and unarmored targets.
- 03 · Caliber & Specific Ammo Stats: Every individual round now features dedicated accuracy, bleed chance, and bleed amount parameters. Firing mode and loaded ammo type display directly on the HUD (e.g. SEMI · FMJ).
- 04 · Expanded Shotgun Ammunition: Update 0.8.0 introduces specialized 12-gauge variants: standard Buckshot for wide mutant stagger, Hollow Point Slugs for unarmored targets, and Sabot Hard-Cast slugs for punching through armored sentries.
- 05 · Magazine Ammo Type Memory (Hotfix 0.8.8): Each magazine now remembers its specific loaded ammo type. Reloading an empty magazine automatically refills the same type from your backpack (e.g. your sidearm stays on AP while your main rifle loads FMJ).
- 06 · Container & Corpse Unloading (Hotfix 0.8.8): You no longer need to transfer looted firearms into your backpack to strip them. Unload Ammo, Remove Sight, and Remove Muzzle work directly on weapons located inside containers, safehouse stashes, and corpses.
Evidence boundary
| AP Penetration Math | 50% penetration subtracts directly from target armor (Update 0.8.0) |
| HP Armor Penalty | Adds +25% (pistol) or +50% (rifle/shotgun) to target armor if armor is present |
| Human Armor Ratings | Gunners 45% (HP 50), Mechanists/Palatines 20%, Vultures 15%, Bandits 10%, Rada 10% |
| Armor Cap | Base armor capped at 80% (HP rounds can push effective armor higher) |
| Shotgun Ammo Options | Buckshot, Hollow Point Slugs, and Sabot Hard-Cast (Update 0.8.0) |
| Magazine Ammo Memory | Empty magazine reloads automatically refill the same remembered ammo type (Hotfix 0.8.8) |
| Container Unloading | Unload, Remove Sight, and Remove Muzzle work on guns in containers, stash, and corpses |
| Verified Baseline | Official Steam Announcements · Update 0.8.0 & Hotfix 0.8.8 |
Questions players ask
How does the Armor Penetration (AP) rework work in Update 0.8.0?
Armor penetration now subtracts from armor instead of scaling it. AP rounds (50% penetration) cut through up to 50% armor, which covers every human enemy in the game (Gunners 45%, Mechanists/Palatines 20%, Vultures 15%, Bandits 10%, Rada 10%).
When should I use Hollow Point (HP) ammunition?
HP rounds add 25% (pistol) or 50% (rifle, shotgun, high caliber) to the armor of targets that already have armor. Save HP rounds strictly for unarmored hostiles and mutants.
Does reloading an empty magazine mix my ammo types?
No. As of Hotfix 0.8.8, each magazine remembers its ammo type, so reloading an empty magazine refills the same type automatically (e.g. sidearms stay on AP while your main gun uses FMJ).
Can I unload ammo and remove attachments from guns inside loot containers?
Yes! Hotfix 0.8.8 allows Unload, Remove Sight, and Remove Muzzle actions to work directly on weapons inside containers, your stash, and enemy corpses without transferring them to your hands.
What new shotgun ammunition types were added in Update 0.8.0?
Update 0.8.0 added Buckshot, Hollow Point Slugs, and Sabot Hard-Cast shells, each with distinct accuracy, bleed chance, and bleed amount profiles.