Skip to content
Home » Escape from Tarkov 12.12 Patch Notes

Escape from Tarkov 12.12 Patch Notes

    Escape From Tarkov 12.12 Patch notes – All the fixes and changes listed, as well as the most recent updates


    Escape from Tarkov 12.12 Patch notes – Update

    List of fixes

    • Fixed an issue that caused players to lose their reputation with traders when they completed the quest “Reagent-Part 4”. Soon, the reputation that was lost will be restored.
    • Revisioned and fixed sniper fire zones at the lighthouse with the same name.
    • Fixed geometry of the river at Shoreline;
    • Correct water geometry removed at the Reserve location
    • Fixed flare in the Hideout, when Resampling 2x or 4x is enabled.
    • Increased splash effect when shooting in the water
    • Fixed lighting of the grass in rain when the SSR option has been turned on
    • Fixes an issue that caused the USEC safe to be opened using a different key.
    • Shturman was unable to provide reliable cover because of an unresolved issue.
    • Displaying the gained experience following a Run-Thru was incorrectly displayed.
    • An error could have occurred while inspecting a barter object;
    • Now, Rogues will react at a greater distance to Scav-player presence;
    • After warning players, the Rogues will give players less time for retreat;
    • Any player who is too close to a stationary weapon will be attacked by rogues without warning

    Escape from Tarkov 12.12 patch notes 1/3


    Escape from Tarkov 12.12 patch notes – Update

    List of Changes

    • Several adjustments can be made to increase performance, especially at the Lighthouse location.
    • Fixed an issue that caused bots to appear or move within objects.
    • Fixed sound “stuttering” during inventory work;
    • Other solutions

    Escape from Tarkov 12.12 patch notes 2/3

    Escape from Tarkov 12.12 patch notes –

    1. Added Lighthouse location. The Cape Dalniy lighthouse was an important strategic landmark on the road to Tarkov. It was used as a base of operations and entry point by USEC units during Contract Wars. Scavs began to take a liking to the place after the conflict. The old owners returned and decided to return to Tarkov to establish their own order.

    This is the first version of this location. The territory will expand in the future and will feature new Bosses.

    2. Lighthouse will have a new AI type, ex operatives of the USC. Also known as Rogues. They are an old gang of PMCs that used to work together. They are well-armed and well-trained, and they use coordinated combat tactics. Although they share similar interests as the Raiders, they have a common military past.

    Rogue USECs have seized control of the water treatment plant and are now firmly established there. Numerous fighters are stationed around the perimeter to protect the area. The guards use suppressive fire to stop the enemy from entering their territory if they detect an enemy in a fire area or suspect that there may be one.

    These bots have become more lenient towards USEC PMC. They won’t open fire on a USEC player unless he attempts to enter their territory. If the player is caught too close to them, they will give an order for him to leave and if he doesn’t comply, he will be shot. If a USEC player is with a BEAR PMC they will both be considered hostile and attacked without warning.

    A USEC player who engages in combat with the Rogues will be considered a traitor. He will also be treated hostile for the next few raids.

    3. For more realistic movements and actions, the game has added inertia. These are some examples of where inertia can manifest itself:

    • Walking and strafing
    • Sprinting
    • sharp turns during sprinting
    • Landing after falling or jumping from a height
    • Sidestepping and leaning

    The equipment’s weight and Strength skill level determine the inertial force. The Strength skill level will be lower the more heavy your equipment is.

    • The longer it takes for you to accelerate at the beginning of movement (walk strafe sprint),
    • The longer it takes for you to slow down after stopping your movement (walk, strafe or sprint).
    • The longer it takes for you to accelerate and slow down when you change direction from one to the other;
    • Sprinting in sharp turns causes your speed to drop.
    • The stronger and more powerful movements speed after landing from a height jump or fall decreases.
    • The slower you are able to lean, the more you can return to your normal position after leaning. Sidestep.

    For characters with Elite Strength level, the inertial force is increased from 0 to 10 kg equipment weight. Maximum inertial force is reached with 70 kg equipment weight for characters of Strength level 0, and 80 kg for Elite Strength level characters.


    4. Expanded Crouching and Getting upMechanics. The degree of weight overload will determine the length of these actions. The amount of stamina used for getting up is dependent on how high the character stands.

    5. Added the weapon mechanics. Weapons can also suffer from misfires.

    • Failure to eject after firing – the cartridge becomes jammed by the bolt, partially visible in the port for ejection. This problem can be traced back to the technical state of the weapon.
    • Failure to feed – After firing, problems arise with the cartridge feed. Rounds can get stuck in the mechanism of the weapon or cartridge case. This problem is most often caused by the weapon magazine, particularly the drum and high capacity magazines. Other causes include cartridge characteristics, weapon heat, and technical condition.
    • Jammed bolt – the bolt becomes jammed after firing. There are two types of jamming: normal or hard. There is only one difference: the time taken to troubleshoot. Overheating the weapon or the technical condition of the weapon can be the cause of a jammed bolt. Hard jamming is only possible at low levels of technical condition (5% or less).

    New weapons with durability greater than 93% cannot have malfunctions, except for overheating.

    Certain types of weapons are not able to have certain malfunctions because of their design or operation mechanism.


    To fix the malfunction, first determine the type of the weapon. You can inspect the malfunctioning weapon using the weapon inspection hotkey.

    Characters who have the Elite level Troubleshooting skill can detect any type of malfunction immediately, and they don’t need to inspect the weapon.

    After events or actions that are related to malfunctions (malfunction incidence, determining the type, fixing a malfunction), a colored notice is displayed and a sound signal played. You can disable these notifications and sounds in your game settings by unchecking “Malfunction notifications”.

    6. Weapon Overheating and other effects have been added.


    After each shot, weapons heat up. The temperature of each shot will vary depending on the cartridge, barrel, and other heating-related elements (receivers muzzle devices, handguards etc.). ).

    The weapon’s temperature is constant, and this is in contrast to heating. The barrel and other cooling elements (receivers muzzle devices, handguards etc.) also affect the cooling rate. ).

    You can monitor the barrel’s visual state and the muzzle devices to determine the degree of overheating. In ascending order, there are four stages to overheating. Each stage of heat can have new and more severe consequences.

    • A slight overheating is when the weapon is heated but not reddening the barrel or muzzle devices. The barrel, muzzle and handguard are heated. There is also possible mirage (heat cloud) from the barrel or muzzle devices.
    • Medium overheating – The weapon is heated. Reddening of the barrels and muzzle devices can be seen. These effects include a decrease in accuracy, increased malfunction chances, wear, and a reduction in the weapon’s maximum durability during firing.
    • Extreme overheating: The weapon’s temperature is extremely high, and the barrel as well as the muzzle devices are hot. Possible cooking-off chance, weapon’s fire rate changes.
    • Maximum overheating – When this level is reached, a malfunction takes place – the bolt becomes jammed.

    7. Improved mechanics of outside ammo . When calculating flight trajectory and energy, it is now possible to take into account the bullet weight, initial velocity, bullet diameter, shape, and ballistic coefficient. In the past, only the bullet weight and initial velocity were considered.


    This made it possible to get maximum correspondence with real-life data. The loss of any type of damage that depends on the distance of the bullet and the impact of bullet velocity changes on damage and penetration have been fixed. The drop in damage for 5.45×39 was approximately 20% at 150m distance. However, if the barrel is longer, which increases the velocity and damages, the penetrative capabilities and damage are also increased. It is important to understand that not all ammunition has data or are incomplete. These ammunitions will be modified as soon as the data is available.

    8. Adjusted recoil mechanics during shooting:

    • Reduced the automatic recoil compensation for firing long bursts
    • Skills have reduced the recoil reduction bonuses
    • General refinements and improvements to the weapon recoil mechanism

    9. VOIP is an enhanced voice communication function. You will need to enable it by going to the sound settings, and checking the “Enable VoIP” box.

    This functionality allows for negotiation and coordination.


    You should not misuse VOIP. This can cause problems for both you and the other players.

    Insults, music playing, clogging of the air and other inappropriate behavior when using VOIP could lead to the blocking of its functionality or the banning of the account.

    • VOIP is only available in-raid or in the Push to-talk mode.
    • Talking for longer than 15 seconds in a row is not allowed. This means that you cannot talk for more than 15 seconds consecutively in raids.
    • To often pressing the Push-to talk button will cause a temporary auto-block.
    • Reports can be sent regarding inappropriate VOIP usage. Go to the gesture menu, and click the report button. This will allow you to report inappropriate VOIP usage. You can’t report members of your group.
    • The distance to the speaker and all sound modifiers such as active headphones, walls, floor, walls, room partitions, floor, walls, active headphones, lowered glasses, etc., will affect the audibility of the voice.
    • Scavs can listen to players talk.
    • You can quickly disable VOIP using the hotkey or the gesture menu.
    • You can reassign the Push-to-talk hotkey in control settings.

    10. Added the Operational Tasks

    • All types of operational tasks now have the description variety.
    • The completed operational tasks statistics were added to the player stats screen.
    • For the “exit the place” type tasks, the “exit through the particular extract” condition was added.

    11. The ability to use part of different food and beverages has been added.


    • The amount consumed does not affect the duration of the effect. The duration of the effect does not change, nor the strength or delay before it starts.
    • All buffs can only stack up to the original buff value.
    • Negative buffs can also be used up to their original value.
    • Negative buffs consider skills (in particular the Metabolism skill which reduces the duration of negative effects by up to 50%).
    • Negative buffs consider immunity up to the maximum Metabolism skill levels.

    12. Added New Items:

    • New weapons
    • New parts for weapons
    • 4 brand new hand grenades, including impact grenades
    • Equipment new
    • New barter items
    • New keys
    • New storage cases (Keycard holder and injector case)
    • Rangefinders (handheld rangefinder and tactical rangefinder modules)
    • 5 brand new cartridges
    • New clothing sets for USEC/BEAR
    • New unique armbands
    • Both factions get new faces at the beginning of the game

    13. New quests added to the Lighthouse location

    Graphics optimizations and changes

    1. Screen Space Reflection is a reflection effect that occurs from water surfaces or wet surfaces. Technology has been completely overhauled. The reflections now look more real, and the load on your system is significantly reduced.


    2. Optimized rendering of vegetation at long distances. This enabled us to reduce CPU load at locations with many trees and other vegetation.

    3. Added optimization of collision objects

    4. Various server optimizations were added.

    5. SSR is now available by default in Ultra and High graphics presets.


    6. The picture is now vivider because of the reduction in the desaturation effect caused by rain.

    List Of Fixes:

    1. Fixed an issue in which trader restock times weren’t updated until client restarted.

    2. Fixes an issue that could have caused an inexorable charge to the cartridge when the flashlight was moved from one slot to the other.


    3. After the item was insured, an error 500 occurred when you tried to interact with it.

    4. Fixes an issue that caused insufficient lighting in Hideout

    5. Fixed an issue in which bots could shoot through walls at the Factory location.

    6. Fixed an issue in weapon inspect animation for Saiga-12 and SVDS.


    7. Fixed an issue with overlapping sounds at the stairs of the 3-story dorm located at the Customs location.

    8. Problem fixed where bots could move instantly to a crouched position.

    9. It was now possible to create a stack from just 10 pieces of currency or cartridges.

    10. Fixed an issue in which the player could open locked doors without having to use a key by using the Breach option located around the corner.


    11. Fixed an issue that caused a player to move from a prone to standing position in inaccessible locations if they changed their stance during weapon-loading.

    12. This issue was fixed. The water filter resource might continue to decrease after purification.

    13. Fixed an issue in which an expired Flea Market offer was lost from the “My Offers” section after it was extended at 00:00.

    14. Fixed an issue in which the eye protection effect of the “Gorilla”, welding mask, was not included.


    15. Fixed an issue in which the stationary running animation was not working when a person is prone.

    16. Fix for an issue in Flea Market Search that showed one part only when you were looking for parts to be assembled with multiple modifications.

    17. Fixed an issue in which a trader’s stock timer could vanish after it was ended.

    18. Fixed an issue in which the introductory message didn’t appear when you entered the Hideout the first time.


    19. This issue was fixed. More bots were spawned offline than necessary.

    20. Fixed an issue that caused the BEAR Oldschool pants to disappear.

    21. Fixed an issue that could have caused a stretched polygon to appear at the Hideout’s range of shooting.

    22. Fixed an issue in which Glukhar’s Guard Bot wouldn’t shoot at a player despite still having ammo.


    23. Fixed an issue in which the enemy’s first weapon was not displayed as fully broken.

    24. A visual discrepancy in the progress indicator for loading/unloading cartridges was fixed.

    25. A click sound was removed from silenced rifles after several shots.

    26. After a profile reset, an issue was fixed where the operational task level was saved.


    27. Fixed an issue that could have caused the door opening sound to be heard from any floor of the Health Resort.

    28. Problem fixed: Hand stamina consumption did not increase with decreased hydration.

    29. Fixed audio issues related to sound overlap

    30. Fixed several issues that caused error 228.


    31. Game crashes were fixed.

    Various fixes Escape From Tarkov 12.12 Patch Notes

    • Some weapons’ characteristics were modified and improved.
    • The ability to quickly-throw grenades has been removed. When you press the hotkey, your character can take any random grenade from your pockets or chest rig into his hands.
    • New crafting recipes added to the Hideout.
    • Modified the conditions to unlock Hideout zones.
    • All keys are now durable (100 units), except those keys that were already durable.
    • Modified the starting gear of bots and Player Scavs.
    • There are many balancing options for rarity and spawning locations.
    • Modifications and fixes to logic, parameters and other attachments.
    • There are many changes to the range of items that traders offer.
    • Numerous localization improvements and fixes.
    • Balance between task rewards and changing priorities
    • You can’t sell certain items on the Flea Market.
      • Bulletproof helmet “RysT”
      • Team Wendy EXFIL Ballistic Helmet (Black)
      • Bulletproof helmet Vulkan-5 (LShZ-5).
      • Bulletproof helmet “Altyn”.
      • 6B43 6A Zabralo–Sh body armor (0/85)
      • NFM THOR Integrated Carrier Body Armor
      • LBT-6094A Slick Plate Carrier
      • LBT-6094A Slick Plate Carrier (Tan)
      • LBT-6094A Slick Plate Carrier (Olive)
      • 5.11 Tactical Hexgrid plate carrier
      • FORT Redut T5 body armor
      • BNTI Zhuk-6a Body armor
      • IOTV Gen4 Body Armor (full Protection Kit)
      • FORT Defender-2 body armor
      • NPP KlASS Korund VM body armor
      • IOTV Gen4 Body Armor (Assault Kit)
      • FORT Redut M body armor
      • IOTV Gen4 body armour (high mobility kit).
      • BNTI Gzhel K armor
      • Ars Arma CPC MOD.2 plate carrier rig
      • 5.11 Tactical TacTec plate carrier rig
      • CQC Osprey MK4A plate carrier rig (Protection, MTP)
      • WARTECH TV-110 plate carrier rig
      • Ars Arma A18 Skanda plate carrier rig
      • CQC Osprey MK4A plate carrier rig (Assault, MTP)
      • Raid backpack 6Sh118
      • Mystery Ranch Blackjack 50 backpack (Multicam).
      • SSO Attack 2 raid backpack
      • Eberlestock F4 Terminator load bearing backpack (Tiger Stripe)
      • .45 ACP AP
      • 7.62x51mm M61
      • 7.62x51mm M993
      • 7.62x51mm M62 Tracer
      • 7.62x54mm R BS gs
      • 7.62x54mm R BT gzh
      • 4.6x30mm AP SX
      • Subsonic SX 4.6x30mm
      • 5.56x45mm SSA-AP
      • 5.56x45mm M995
      • 5.56x45mm M855A1
      • 5.56x45mm M856A1
      • 7.62x39mm BP gzh
      • 7.62x39mm MAI AP
      • 5.45x39mm BS gs
      • 5.45x39mm PPBS gs “Igolnik”
      • 5.45x39mm 7N40
      • 9x19mm AP 6.3
      • 9x19mm PBP gzh
      • 5.7x28mm SS190
      • 5.7x28mm SB193
      • 12/70 AP-20 slug
      • 12/70 Copper Sabot Premier HP slug
      • 12/70 SuperFormance HP slug
      • 9x39mm BP gs
      • 9x39mm SPP gs
      • 40x46mm M441 (HE) grenade
      • 40x46mm M433 (HEDP) grenade
      • 23x75mm “Zvezda” flashbang round
      • .300 Blackout AP
      • .338 Lapua Magnum AP
      • FLIR RS-32 2.25-9x35mm 60Hz thermal rifle scope
      • Trijicon REAP IR thermal scope
      • GPNVG-18 Night Vision goggles
      • SWORD International Mk-18.338 LM marksman rifle
      • FN40GL Mk2 grenade launcher
      • 5.56×45 Magpul D-60 STANAG 60-round Magazine
      • 5.56×45 SureFire Mag5-100 STANAG 100-round Magazine
      • AK 7.62×39 X Product X-47 50-round Drum Magazine
      • AK 7.62×39 ProMag AK-A-16 73-round drum magazine
      • TerraGroup Labs Access Keycard