moonst3ad
OFFLINE
RU
Contractors Showdown: ExfilZone
// Contractors Showdown: ExfilZone

Patch 1.108.0 — baseline report: combat, quests, items, hideout and maps

ExfilZone 1.108.0 baseline: ammunition, weapons, armor, quests, traders, items, hideout, loot and map data from a read-only snapshot of the installed build.

EXFILZONEPATCH 1.108.0COMBATQUESTSITEMSHIDEOUTMAPS

Snapshot of installed build oculus-5.5.3-release-1.108.0-v76.0-CL-0 from 2026-08-09. The analysis was read-only. An asset's presence in the PAK does not guarantee player availability.

About this page

This is a technical snapshot of patch 1.108.0, extracted from serialized ExfilZone assets. The report combines the combat layer — ammunition, damage, penetration, armor, receivers, magazines, compatibility and DOD/velocity curves — with the persistent quest, trader, item, hideout, loot and map structure.

The page keeps the key examples and explanations.

Verified scope

Combat layer:

  • 81 ammunition profiles across 11 calibers;
  • 61 receivers and 90 magazines;
  • 709 part records and 151 dependency rows;
  • 32 weapon DOD/velocity curves;
  • 480 armor/global-curve rows;
  • 729 distance rows and 4491 weapon × ammunition × distance scenarios.

Persistent game structure:

  • 227 quests and 913 localized objective strings; graph, rewards and transitions remain runtime-only;
  • 5 trader groups and 174 quest links; assortment, prices and loyalty levels remain runtime-only;
  • 322 normalized non-combat items;
  • 70 hideout upgrades and 261 requirements;
  • 55 extractions and 41 keys; 447 loot profiles with 3,209 rows and 28 static difficulty weights;
  • 4,186 static map3/map5 actors summarized across 262 class/category combinations.

A few ammunition examples

Profile Damage DOD, m:damage Pen Pen DOD m/s
127x55_DamageType_FMJ 120 0:120; 120:120; 400:48 3.4 0:3.4; 120:3.4; 400:1.36 290
12Gauge_DamageType_Buckshot7 20 0:20; 15:20; 260:5 1.2 0:1.2; 45:1.2; 260:0.3 420
545x39_DamageType_APv2 38 0:38; 160:38; 500:27.360001 6.2 0:6.2; 160:6.2; 500:4.464 910
556x45_DamageType_FMJv3 49 0:49; 140:49; 480:34.299999 4.4 0:4.4; 140:4.4; 480:3.08 945
762x39_DamageType_HPv2 84 0:84; 160:84; 460:57.959999 1.4 0:1.4; 160:1.4; 460:0.966 750
762x51_DamageType_APv2 63 0:63; 200:63; 650:50.400002 6.5 0:6.5; 200:6.5; 650:5.2 910
9x19_DamageType_APv1 53 0:53; 80:53; 360:22.790001 3.4 0:3.4; 80:3.4; 360:1.462 410
9x39_DamageType_FMJv3 61 0:61; 100:61; 440:27.450001 4.3 0:4.3; 100:4.3; 440:1.935 320

Points are distance_in_meters:value. Unreal uses linear or cubic interpolation between them.

Weapon-parameter examples

Receiver Caliber RPM* Head × Weapon DOD Legacy pen Ergo Velocity / drop Source
LowerReceiver_AK_AKMN 762x39 1.6 BR_DOD_Rfile_GY 1.1 71.5 BR_AKM_MuzzleVelocityCurve / 1.2 Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/AKM/Gunparts/LowerReceiver_AK_AKMN.uasset
LowerReceiver_AR_RC416A5 556x45 850 1.6 BR_DOD_Rfile_GY 0.8 91 BR_hk416_MuzzleVelocityCurve / 1.2 Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/HK416/Gunparts/LowerReceiver_AR_RC416A5.uasset
LowerReceiver_G18C 9x19 1000 1.4 BR_DOD_Pistol_GY 0.3 37 BR_Pistol_MuzzleVelocityCurve Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/G18C/GunParts/LowerReceiver_G18C.uasset
LowerReceiver_Vector_9mm 9x19 1000 1.4 BR_KrissVDOD_GY 0.5 35 BR_SMG_MuzzleVelocityCurve Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/Vector/GunParts/LowerReceiver_Vector_9mm.uasset
LowerReceiver_PKP 762x54R 600 1.3 BR_DOD_LMG_GY 1.5 86.8 BR_PKP_MuzzleVelocityCurve / 1.55 Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/PKP/GunParts/LowerReceiver_PKP.uasset
LowerReceiver_M40A5 762x51 1000 2 85 BR_Sniper_MuzzleVelocityCurve / 1.2 Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/M40A5/Gunparts/LowerReceiver_M40A5.uasset
LowerReceiver_Malyuk762 545x39 630 BR_DOD_Rfile_GY BR_AKM_MuzzleVelocityCurve / 1.2 Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/Malyuk/Gunparts/LowerReceiver_Malyuk762.uasset

FiringRate is a configured cyclic value, not guaranteed practical fire rate. Ergo is stored raw value / 1000. A blank cell means no reliable override was serialized.

Shotguns

Receiver Sub-projectiles Spread (raw) Buckshot7 if all hit
LowerReceiver_Flame12 9 2.95 180
LowerReceiver_M870 9 2.6 180
LowerReceiver_M870M 9 2.6 180
LowerReceiver_Sjogren 9 0.1 180

The 180 figure is the scenario 20 Buckshot7 damage × 9 sub-projectiles when every pellet hits, before armor and other modifiers. It is not promised final shot damage.

Magazine examples

Magazine Capacity Evidence Compatibility key
Mag_AR15_Drum50 50 CDO gunsmith.ar15.clip.drum50
Mag_AKM_75Drum 75 CDO gunsmith.ak.clip.762drum60molot
Mag_Evo3_Drum 50 CDO gunsmith.evo3.clip.drum
Mag_G18C_33rounds 33 CDO gunsmith.g18c.clip.33rnd
Mag_MP5_100rnd 100 CDO gunsmith.mp5.clip.100rnd
Mag_M897_UnDettachable 7 catalog key gunsmith.m1897.clip.7round
Mag_PKP_Drum unresolved gunsmith.pkp.clip.drum

CDO marks a serialized ClipSize candidate; catalog key means the number is in the identifier while the override is absent. Unresolved magazines in this snapshot: 0.

Armor examples

Object Kind Level Curve Points Durability
AntiPenetrationDurabilityScalarCurveLv6 helmet+vest 6 anti_penetration_durability_scalar 5
WarfareHelmet_6B47 helmet 3 penetration_chance 5 67
WarfareHelmet_6B47 helmet 3 penetration_damage_scalar 3 67
WarfareTecVest_6B23-1 vest 4 penetration_chance 3 110
WarfareTecVest_6B23-1 vest 4 penetration_damage_scalar 4 110

Quest and trader examples

Quests are stored with localized names, descriptions and a graph status. Sample row: download.dam.dlc_mica1 from the dam chain — "Deep in the Logging Camp", whose objective is to find and decrypt the agent computer near the Dam logging camp. The transition graph, rewards and unlock conditions are not serialized in static files and remain runtime-only.

Traders come as five groups; their display names are not confirmed in static sources, but their quest links are: the doc group has 36 linked quests and gear has 39. Assortment, prices and loyalty levels live server-side.

Item and hideout examples

Non-combat items are normalized with EN/RU names and usage flags. Sample: card.map1.basementexit — "Suburb Western Bunker's Key" (category key); key-to-door links are not confirmed in this snapshot.

Hideout upgrades store prices and localized effects. Sample: the level 1 "Toilet" costs 120,000 and grants "Increased EXP Gain"; level 2 costs 228,000 with the same effect type.

Map and loot examples

Extractions are serialized with localized names and descriptions: for example, Extraction_zombieextract1 — "Transport Gate East", the east side of the transport passage gate. Coordinates are not confirmed by static files and are intentionally omitted.

Static loot difficulty weights:

Level Tag Casual Standard
Level_01 1 1.8 1.0
Level_02 2 1.6 1.0
Level_03 3 1.4 1.0
Level_04 4 0.6 1.0
Level_05 5 0.4 1.0
Level_06 6 0.2 1.0

These are serialized weights. Static files do not confirm how or when runtime selects a profile or mode.

Compact static map actor sample:

Category map3 map5
loose_loot_location 1,266 1,599
loose_loot_profile 250 372
loot_container 251 262
extraction 10 6
key_door 7 8
ai_spawner 4 5
player_spawn_group 9 12

This is serialized level inventory, not proof of runtime spawn/loot.

Evidence levels

  • extracted is a confirmed static fact for this build;
  • partial is decoded static evidence with explicitly named missing links;
  • candidate is a research lead, not a gameplay claim.

Why there is no single “final damage” number

Receivers carry a legacy layer (DamageRangeCurve, PenetrationPower, DamageType) while ExfilZone separately stores advanced bullet profiles (DamageOverDistance, PenetrationPowerOverDistance). Their runtime composition is unconfirmed, so the report does not multiply them and label the result exact.

DPS/TTK in the scenario table uses an explicit model: 100 HP, no armor, blunt damage, bleeding, misses, reloads or manual bolt/pump cycling.