Patch Notes — July 25, 2025
By wacko
General
Components
New component: Momentum Imparter (Unlocked on Ikarus/VTOL)
- Increases shell damage by 40 while traveling over 40 kph
- Will be unlocked from Ikarus/VTOL in a future update
New Component: Shell Charger (unlocked on Rika/Blink)
- Increases Shell Damage by 7.5% for 10 seconds whenever you penetrate an enemy. This can stack up to 4 times.
Movement
- Braking power of all vehicles has been increased, with the aim of making rapid back/forth movements feel more responsive and viable. Short peeks of angles and hills should feel much more reasonable now.
- Vehicles should now have less hull rocking when pushing each other, ideally making facehugging scenarios more predictable.
- Flipped vehicles should no longer slide with very low friction–these should come to a stop in more expected ways.
Penetration
- All vehicles have had their penetration values changed and some armor values changed, with the intent of adding more variety in penetration values, making the stat matter more, and providing identity for some vehicles.
- As a low pen tank you can expect more difficulty in damaging heavies (and some mediums) frontally. As a high-pen tank you can expect it could be easier than before to penetrate enemies in some cases.
- Shooting track treads will immobilize (“track”) enemies but will no longer damage them as well. Hitting drive wheels on the sides of tanks that power their tracks will still both immobilize and damage them.
Design Note: We want to enable shooters - particularly low-pen shooters - to assist their teammates with tracking shots without track treads on heavies being large frontal weak spots that let shooters bypass thick armor protection.
- Yellow 50/50 penetration areas now only appear on some heavies
Ammunition
- Momentum Shells - Shell velocity increased by 25%
- High Explosive - Penetration reduced to 45
UI
- The map you are playing next is now more prominently displayed before the match
- There are now unlock UI notifications that lead you to the pilot you unlocked something on
- Aiming in sniper mode has an updated UI
- Various pilots have had concept art added to pilot selection screens
Audio
- Adjusted the cannon firing sounds for Rika, Brawler, Vexa, Evrand, Aster, Arbalest, Donor, Cooper, Ikarus, Alexis, Sentinel, Kwame, Tigre, and Eir
Squads
Max squad size lowered to 2 from 4
Design Note: We want to support larger squad sizes in the future again when we’ve scaled up our player counts and set up matchmaking to consistently match premades against premades
Maps
Sandbox
- New visuals
- Added a bot that shoots at you for testing armor
- Added a “dragon teeth” style obstacle area for mobility testing
New Map In Rotation: Scorch (Prototype)
- This is a new experimental map
- It’s smaller in overall size than most of our other maps, which allows fast action and quick rotations
Vehicles
Alexis (Wall)
- Hull traverse increased to 42 from 41.720001
- Base dispersion penalty reduced to 0.175 deg from 0.25
Arbalest (Siege)
- Turret traverse reduced to 28 deg/s from 30
- Reduced turret armor significantly
- New pilot concept art
Aster (Recall)
- Hull frontal armor significantly reduced
- Turret frontal armor reduced slightly
- Time to redirect an enemy recall pad reduced to 4s (down from 12s)
Ability cost increased to 40 (up from 18)
Design Note: The intent here is to require more investment to project power to multiple locations on the map. The ability should maintain its hit-and-run identity in many cases but it will now require more active energy building to pull off multiple back and forths
Tech Tree
- Intraclip Reload - reduced to 0.05/0.1/0.15/0.2/0.25 from 0.1/0.2/0.3/0.4/0.5
- Capture Speed - replaced with damage taken energy tech option
- Powerup Capture Energy - replaced with module damage energy
Brawler (Mine)
- Now has a new model, and thus armor layout. While different shapes, it is intended to play in a similar way–expect strong sidescraping (and reverse sidescraping). You can also expect a strong upper glacis when directly facing enemies, especially if angled up by a few degrees.
Gun changed to a single shot from a 2 shot clip
- Base damage is 315 with a 11.5 second reload
- Max speed increased to 35 from 30
- Max reverse speed increased to 18 from 14
- Acceleration time to max speed reduced to 3.5s from 4s
- Base dispersion reduced to 0.26 from 0.32
- Ability cost increased to 40 from 33
- Hull traverse speed reduced to 29 from 34
Tech Tree
Secondary Shells - Reduced to 1/2/3/4/5 from 2/4/6/8/10
- Intraclip Reload - Replaced with a reload time reduction tech option
- Max Gun Depression - Increased to 0.4/0.8/1.2/1.6/2 from 0.3/0.6/0.9/1.2/1.5
- Mine Healing - New icon
- Mine Healing - Healing reduced to 75 from 150
Cooper (Stealth)
- Can no longer fire during stealth, and for a 3s windup period after exiting stealth
- Hoverdrifting Acceleration - reduced to 35/70/105 from 70/140/210
Stealth duration increased to 10s from 7s
Design Note: These changes are intended to keep Cooper’s focus on staying stealthed and moving around the battlefield freely rather than using the stealth as an ambush attack.
Evrand (Drone)
Tech Tree
- Capture Speed - Replaced with intraclip reload tech option
- Powerup Capture Energy - Replaced with shell velocity tech option
Ikarus (VTOL)
- Now unlocks a Momentum Imparter component instead of a Muzzle Damp
- New pilot concept art
Tech Tree
- Capture Speed - Replaced with shell swap tech option
- Powerup Capture Energy - Replaced with reload time tech option
Kwame (Repulsor)
- Max Speed increased to 32 from 28
- Dispersion reduction speed increased to 1.0 from 0.7
Rika (Blink)
- Now unlocks a Shell Charger component instead of a Phase Module
Tech Tree
- Hoverdrifting Acceleration - reduced to 25/50/75 from 50/100/150
Sentinel (Smokewall)
- New pilot concept art
Tigre (Sonar)
- Frontal armor values have changed somewhat. Overall, expect to be very protected against low pen tanks (70 and below), but you will need to be cognizant of your angling against high pen (~90) tanks. Against 100 pen (Vexa), expect some significant weak spots.
- The side armor of both hull and turret has been increased notably to allow angling to be more effective.
Vexa (Bush)
- The ability now spawns bushes that match the map’s biome
- Hull traverse speed increased to 35 from 32
- Turret traverse speed increased to 28 from 18
Tech Tree
- Elusive Growth shell damage buff increased to 5 from 3
Ranger (Ramp)
- Gun depression reduced to 8 from 10
- Base dispersion increased to 0.225 from 0.175
- Acceleration time to max speed increased to 4.25s from 3.6s
Bug Fixes
- Fixed an issue that caused some players to not get all unlocks on Ranger’s unlock track
- Fixed a bug where Rika’s spotting energy tech option gave more benefit at level 4 than 5
- Fixed a bug that caused levels 3, 4, and 5 of Kwame’s Hull Traverse Speed tech option to remove your ability to traverse your hull
- Fixed a bug that caused turret traverse sounds to not play
- Fixed a case where the reticle would show as red when Eir/Healer had their ability active
- Fixed a bug where you could select another vehicle after readying up in the lobby
- If switching to legacy settings clears your your keybinds, delete this file on your computer and restart the game: AppData\Local\Tyr\Saved\SaveGames\EnhancedInputUserSettings.sav
