2025-05-27 2026-05-04 playtest
Patch Notes — May 27, 2025
By wacko
General
Progression
You now earn XP and currency for each match
- The amount of XP and currency earned is based on the damage you deal and the assist score you earn for the match
- Currency can be used to unlock new vehicles, components, and ammunition types
- XP levels up your vehicle and unlocks alternate ammunition types, tech tree points, and customizable components
- Every vehicle now has a unique tech tree that enhances various vehicle characteristics
- At the end of each tech tree is a keystone tech option that modifies the behavior of that vehicle’s special ability and might enable entirely new strategies
- Each vehicle can unlock up to three slots for components that can give you a variety of benefits
- In addition to leveling up vehicles, XP gained also progresses a vehicle track that will unlock new vehicles
- There’s now a battle log to review your recent matches and claim the XP for matches that have not been automatically claimed
Movement
- Acceleration times adjusted to make it take a bit longer to reach max speed while keeping starting from a standstill responsive
- Hoverdrifting max speed boost reduced to 7% from 20%
Audio
- New sounds added for various things, including shell impacts, ground crunching (foley), and unique engine and firing sounds for many vehicles
Visual Effects
- New visual effects added for disabled modules
- New visual effects added for vehicle destruction
Armor Modeling
- New armor modeling system simplifies external hull details (rivets, vents, attachments, etc.) away from the underlying penetration model
- This should remove the chance for erroneous auto-bounce angles on armor plates that would otherwise be easy penetrations
Crushing Damage
- Driving onto an enemy vehicle now deals crushing damage to it
Ammunition
- Shell swap time increased to 4 seconds from 3 seconds
- Lowered the amount of starting secondary shells to 2 from 5 (however, you can start with more if unlocked via the tech tree)
- Gargantuan Shell accuracy penalty increased to 60% from 50%
- Gargantuan Shell damage bonus increased to 30% from 25%
- High Explosive Shell damage bonus reduced to 20% from 25%
Energy Gain
- Base energy gained for spotting, tracking, and bounce assists increased to 3% of the assist value, up from 1.5%
- Base energy gained from dealing damage lowered slightly to 3.5% from 5%
- Spotting enemies no longer generates energy baseline
- All vehicles have options in their tech trees for increasing energy gain from these various sources
Modules
- All modules now have diminishing returns on break time so that repeatedly broken modules will repair faster and faster until, after the third time, they are immune
- The diminishing return timer will reset after the module hasn’t been broken for a bit
Precision Aiming
- Precision aiming now breaks if you move your reticle too fast
Maps
Wind Valley
- New lighting
- New grass
- Cliff visuals improved in a number of areas
- Trees should now behave more consistently when knocked over
Fields
- This new map remains in prototype state with temporary art assets, but some starting changes have been made
- The barrier between the corridor and the field now has high walls so that it’s not possible to shoot down into the corridor or the field.
- The endpoints on either side of the barrier between the corridor and field can be mantled up onto, given the right vehicle, loadout, and technique
- The endpoints on either side of the barrier now have bushes with birds on them; driving through these bushes will startle the birds, which will alert the enemy team
- More rocks and cover added around the barrier tunnels on the field side to enable strategic repositions from the corridor to the field
Ravine
The desert side has been reworked
- The strong sniper positions have been removed
- There is now a large crescent-shaped dune with a steep ridge surrounding the center heal zone and separating the west side from the desert area
- The desert now serves as a more protected lane between the two bases. Sniping from the desert is still possible via controlling the large crescent dune, but it is much riskier and easier to contest or counter.
- More structures, columns, and rocks added for cover across the map
Core
- The majority of the map has been reworked, with the intent of providing more direction and variety in experience the map while still keeping the tight-corners city feel the map had initially
- The Northeast corner is now a more visually open "rails" area
- It is the quickest way to threaten the enemy base, but provides little in the way of full cover
- Brawling and hulldown heavies will find a home here
- The Southwest corner now features a tall hill that overlooks the city
- Controlling this early means your team can set up snipers to threaten other flanks, but its vision is somewhat limited and it is quite far from the bases
- Fast lights can rush the field below this area to attempt to spot enemies crossing to the hill itself
- The center remains a similar maze of buildings and corridors surrounding an open courtyard
- Maintaining presence in this area will be key to preventing surprise enemy rotations between flanks
Vehicles
General
- Various vehicle tuning changes made to accommodate tech trees and components
- Shell swap time increased to 4 seconds from 3
NEW VEHICLE: Brawler (Temporary Name)
- A heavy tank with a two-shot autoloader and solid armor. A front-mounted turret and strong side armor make it effective at reverse sidescraping. When you combine this with its mine-laying ability, this tank is highly effective at holding an outnumbered corner or flank.
- Ability: Deploys a row of mines out of its rear that lightly damage and break the tracks of enemies that drive over them.
Rika
- New visual model (still placeholder, but more directionally accurate)
- The Blink ability now only teleports forward by default; there is a keystone tech option to enable backwards blinking as well
Evrand
- Updated textures
- Updated drone ability visual effects
Donor
- Updated textures
Arbalest
- New visual model (still placeholder, but more directionally accurate)
- New siege ability transformation animation
- Siege mode shell damage increased to 30% from 25%
- Siege mode no longer increases shell velocity
Cooper
- The stealth ability cooldown now begins once the stealth effect is over instead of when the ability is activated
- This should give opponents more time to react and punish a stealth bike that appears near them
Alexis
- New visual model (still placeholder, but more directionally accurate)
- Base ability cooldown, build time, and energy cost have been increased; there is now a keystone tech in the tech tree that enables you to build more rapidly
Ikarus
- New visual model (still placeholder, but more directionally accurate)
- New ability transformation animation
- The VTOL ability cooldown now begins once the vehicle has landed instead of when the ability is activated
- Similar to the Stealth ability change, this should give more opportunities for counterplay, and VTOL players will need to be more careful about their escape routes when they engage enemies from the air
Kwame
- New visual model (still placeholder, but more directionally accurate)
- The repulsor ability duration and cast range have both been reduced; there are now keystone tech options in the tech tree to increase either
Eir
- New visual model (still placeholder, but more directionally accurate)
Sonar
- Sonar ability cooldown and energy cost increased; there are tech tree options to lower them
- Sonar armor has been changed quite a bit. The tracks are no longer a weak frontal spot, but presenting the front of the turret face-on will provide some tanks with the opportunity to penetrate that area. Higher-penetration tanks (Kwame, Vexa, and Arbalest, for example) will be able to take the most advantage of this, while low-penetration tanks (Aster and Ikarus, for example) will not be able to take any advantage of this.
- Turning your turret 20-35 degrees away from your enemies while not actively aiming is the best way to mitigate this weakness
- Your overall hull armor remains quite strong, except on the back
Bug Fixes
- Fixed a number of scenarios that could result in reticle jitter
- Fixed a bug where ally “help” pings could float too low and enter your vision in sniper mode
- Map boundaries no longer push your camera in when they intersect
- Fixed a bug where you would sometimes get a false “Matchmaking cancelled by squad member” message when entering a match in a squad
- The movable blocks on Wind Valley will now correctly update for all clients when pushed
- Fixed an issue where fall damage was not applied in some cases when a vehicle landed on its tracks
- Ram damage reworked to behave more consistently
- Fixed some scenarios that could lead to minimap icons for dead enemies lingering
