Patch Notes — October 24, 2025
By wacko
- Hi everyone. This update features a couple key things I’d like to highlight. First, we’re including an extremely new prototype vehicle in this playtest for your feedback. Second, you’ll see a range of new and reworked components for you to equip and try. Learn more about both below.
General
New Experimental Vehicle: Deadeye
Design Note: This is a fresh new prototype that’s still very early in evaluation. We’re including it in this playtest to get your feedback. Let us know what you think about playing with it and against it.
- Description: A fire support medium with a two-shot clip and limited armor. It’s able to detach and elevate its turret to see over obstacles and aim at weak spots.
- Ability: Detach and elevate your turret into the air. Intraclip reload time is reduced by 1.25s while detached.
Components
- New Component: Vuln Breaker - Increases damage against modules by 25%. Effect increases by 5% each time you damage an enemy module.
- New Component: Friction Capacitor - Increases Max Speed by 2 kph. Effect briefly quintuples on landing after being airborne.
- New Component: Signature Obscurer - Reduces time spotted by 1.5 seconds and Speeds up your active reload by 1.5 seconds when you become unspotted
- New Component: Propagation Drive - Increases base Shell Damage by 2 and Max Health by 20 on ability Use
- New Component: Catalytic Reservoir - Generates 4 energy when you land a penetration while having above 50 Energy
- Core Amp reworked - Using your ability empowers your next shot to generate 15 Energy if it penetrates
- Shell Charger reworked - Increases Shell Damage by 7.5 whenever you penetrate an enemy. This effect can stack up to 3 times but falls off on a non-penetration.
- Phase Gear reworked - Speeds up your active reload by 0.30 each second while traveling over 40 kph
- Synchronizer reworked - Increases Starting Energy by 7.5 and amplifies the Energy gained from spotting, tracking and bounce assists by 75%
- Power Converter reworked - Activating your ability heals you for every point of energy it consumes and your Ability Cooldown is reduced by 25%
- Calibration Agitator reworked - Increases your Aim Speed and lowers your Base Dispersion by 10%. Bouncing a shot or having your shot bounced will quadruple this value until your next penetration.
- Fabricator reworked - Generates 2 Secondary and Tertiary shells every 60 seconds
- Micro Plating effect increased to 15 from 10
- Duplicator now also passively increases Shell Damage by 5 in addition to doubling shells gained from all sources
- Mobility Surger now also passively increases Max Health by 100
- Bulkheads effect increased to 8.5% from 6.5%
- Sense Overdrive effect increased to 4.5 kph from 3 kph
- Kinetic Absorber effect increased to 1 second from 0.5 seconds
Tech Trees
- A tech node for increasing starting tertiary shells has been added to all vehicle tech trees
- Some tech trees were adjusted slightly to accommodate
Ammunition
Mobility Shells
- Loaded speed bonus decreased to 10% from 20%
- Damage decrease reduced to 10% from 15%
UI
- Tooltip descriptions have been added for all vehicle stats on the pilot screen
- A clear all unread badges button has been added to the pilots screen
- Initial color blind support has been added, you'll find the option in Settings under Accessibility
Audio
- Ikarus (VTOL) has new experimental VO, we’re trying a new voice actor and a different treatment
- New intraclip sounds have been added
- Hit impact sounds now scale with the damage received
VFX
- Hit and bounce impact VFX have been improved
Maps
Fields
- A number of visual improvements have been made across the map
Vehicles
Alexis (Wall)
- Fixed an issue that prevented placed walls from being able to stack, you can place walls on top of each other again
- Third component unlock swapped to Propagation Drive from Bulkheads
- Increased Sturdy Walls keystone effect to 10% from 9.5% (also see bug fix below, it was inadvertently giving more than 9.5% before)
Aster (Recall)
- First component unlock swapped to Vuln Breaker from Sense Overdrive
Brawler (Mine)
- Mine tracking duration increased to 200% of standard from 150%
- Mine placement should now have more even spacing to reduce inadvertent gaps enemies could drive through
- Mines are now visually smaller but still trigger and explode in the same size area of effect (there’s a visual circle that shows the detonation radius)
Increased some armor in unintended weak spots
- Front-facing fender armor increased to 120mm (up from 36mm). This is a very small plate above the front treads that was unintentionally pennable before.
- Hull upper plate armor increased to 25mm (up from 20mm). This plate was also unintentionally overmatchable by too many tanks previously, making sidescraping less reliable than it should be.
Design Note: Overall, these changes should not affect your gameplay or how you think about your armor, but should make it feel more reliable in the cases it is supposed to be.
Eir (Heal)
Heal amount reduced to 200% of shell damage (down from 250%)
- Note: The tooltip previously said this healed for 300% of shell damage. This was incorrect; it was actually 250%. The tooltip has now been updated to reflect the newest value of 200%.
- Added a new tech option in tier 6 that increases healing amount by an additional 8/16/24/32/40
- Second component unlock swapped to Catalytic Reservoir from Core Injector
Evrand (Drone)
- Third component unlock swapped to Friction Capacitor from Synchronizer
- Upper side plate increased to 100mm (up from 55mm)
- Front side plate increased to 95mm (up from 60mm)
- Rear side plate increased to 60mm (up from 38mm)
- Track side armor increased to 85mm (up from 42mm)
Design Note: Kwame has been struggling a bit recently since the current map rotation doesn’t have many strong sidescrape positions, which is where he would normally excel. Rather than buff his weaknesses (which tends to risk homogenizing the vehicle lineup), we’re leaning more into his strengths and buffing his side armor to accentuate his unique playstyle. With these changes, 90-degree peeking against mid-to-low pen should feel quite powerful, and should still maintain some reliability against high (90+) pen. A suggestion: The Sidescrape Gear component may help you make the best use of your now-ludicrous side armor.
Ranger (Boost)
- Updated armor to more closely match the power level of the previous prototype model
- Turret face armor increased to 45mm
- Turret ring armor increased to 55mm
Design Note: Overall, the gameplay should be similar (a reliable, but still sometimes pennable, turret). However, due to the new model’s shape, your armor will be more susceptible to correct angling than previously. Be sure to face your target and use your gun depression appropriately.
- The boost ramp now provides 95% fall damage protection until you touch the ground again
- Added placement limits for the boost ramp to limit the extreme sheerness of inclines it can be placed on
Sentinel (Smokewall)
New keystone talent replacing blinding wall
- Lingering Smoke - Adds 50 camo to allied vehicles that drive through the wall for 10s or until they fire
Vanguard (Missile)
- Embedded missiles now “glom” onto enemies, which means they have a wider footprint to shoot at and detonate
- It is no longer possible to shoot missiles off of allies or the ground
- First component unlock swapped to Vuln Breaker from Relentless Adapter
Vexa (Bush)
- Third component unlock swapped to Signature Obscurer from Sensitive Sights
Bug Fixes
- Fixed a bug that caused the Synchronizer component to reduce your assist energy gain by 25% instead of increasing it by 75%
- Fixed a bug that caused Alexis’ Sturdy Walls keystone to give a 20% of Max Health bonus instead of 9.5%
- Fixed a bug that could sometimes cause effects that sped up your active reload to slow it down instead
