2025-11-14 2026-05-04 playtest
Patch Notes — November 14, 2025
By wacko
Developer Note
- From @Veigar: Hi everyone, it’s exciting to have a lot of new faces for this playtest, so I figured I’d write a quick note at the start to orient everyone on where we are and what we’re focusing on.
- To New Players: There’s still a bunch of stuff in development, and we try to flag it with a WIP tag. That being said, if something sucks, we want to hear about it; don’t pull any punches. Players who have been with us for the last two years can tell you how far the game has come in that time, and it’s been thanks to direct feedback. We’d love to hear your thoughts on the general gameplay, tanks, and maps.
- To Returning Players: This playtest has some new progression systems aimed at smoothing out the unlocking experience by giving you an additional source of guaranteed progress (territory scans) which can also give you various items like pilot boosters that help you get off the ground quicker when you want to unlock and play a new vehicle (or to insta-boost it and unlock its components, if that’s the goal). Note that this still isn’t the final tuning; it’s accelerated since we have limited playtest hours and want to give people the opportunity to unlock and play multiple tanks during that time.
General
Progression
- Eir/Lyra added to the starting set of free vehicles
New System: Territory Scans
- When you finish a match, you can perform a territory scan for bonus rewards
- You can perform up to 5 territory scans a day
- Territory scans can drop SLVR, Career XP Boosters, Pilot Boosters, Salutes, and even vehicle styles (we haven’t added any yet, but keep your eyes out in future updates)
- New Item: Pilot XP Booster - Use on any pilot to instantly boost up 5,000 XP
- New Item: Career XP Booster - Use to instantly boost your unlock track up 20,000 XP
- New Item: Salutes - Use on the end-of-match scoreboard to salute worthy allies and enemies. It notifies them of your salute and grants them 2,000 SLVR.
- New System: Once you reach the end of the Career XP track (where you unlock vehicles), you can now complete a repeatable unlock of bonus territory scans
- New System: Once you reach the end of the pilot upgrade track (at level 20), you can now complete a repeatable unlock for bonus Career XP, which will help accelerate unlocking your next vehicle.
- Vehicle SLVR cost increased to 75,000 from 10,000
- All existing players with less than 75,000 SLVR had their SLVR increased to 75,000, so they can unlock at least one new vehicle
- Component SLVR cost increased to 10,000 from 1,000
- Alternate Shell SLVR cost increased to 7,500 from 1,000
Components
- Sensitive Sights Reworked - Increases Aim Speed and reduces Reload Time by 15% while unspotted
- Core Amp effect reduced to 12 from 15 10 from 15
Sniper Camera
- Sniper camera now adopts orientation from the hull, so you will see it tilt with your hull as you go over uneven terrain
Falling
- Velocity cutoff for tracking your vehicle from falling, minimum fall damage, and fatal fall damage have been increased
- Note: This means you should have less instances of tracking yourself from falling, and take damage from falling less often. This should primarily help fast-treaded tanks (like Nikos, Vanguard, and Ranger) maneuver and escape more reliably.
- Alongside this change, fall damage should be more consistent and should actually happen when landing on your hull rather than your tracks.
Light Tanks
- Many light tank stock configurations have been adjusted so the difference between a stock and fully loaded configuration is closer in power
Auto-flip
- Ram damage no longer resets the auto-flip countdown
Ammunition
- Energy Shells - Reduced energy gain to 7 from 10
UI
Some pilot names have been changed
Alexis -> Nova
Arbalest -> Atros
Donor -> Donor M-623
Eir -> Lyra
Rika -> Yumiko
Tigre -> Langston
- Updated the art for many pilots that were missing it
- Added icons for SLVR and GOLD
- Added a space between currency numbers and their names (thanks @banana-galaxy)
- You can now clear all notification badges with one “clear all” button press
- Notification badges also clear on mouse-over instead of needing to click through each one
Graphics
- Added an FPS limiting while in menus and the lobby to prevent unnecessary GPU load
Game Tech
- Updated the camera system to provide smoother transitions, reduce jitter, and improve fluidity when switching between sniper view, third-person view, and ability-targeting modes
New Feature
- Title Selection: You can now choose your Title directly from the Profile Page
- Click your profile icon in the upper-right corner to view and proudly display your earned title rewards.
Maps
- Wind Valley has been pulled out of the rotation for this playtest as it’s receiving some visual updates
- Fields continues to see performance improvements in this update
Vehicles
Arbalest/Atros (Siege)
- Increased strafe max speed to 12 km/h (up from 7 km/h)
Brawler (Mine)
- Added small vehicle animation for mine deployment
- Updated mine model
- Mine radius VFX changed from line circle to circular glow to reduce circlegore
Deadeye (Elevate)
- Shots now generate energy from damage while the turret is elevated
- Note: This felt more correct, as despite being “in the ability” technically, these still felt like normal shots, which should nominally generate energy. This should make the Deadeye able to use its ability more often without having to overly invest in energy generation in its loadout.
- Reduced Elevate turret height to 600 from 1000
- Stealth Turret keystone reworked: Turret Boost - Elevate raises the turret 40% higher
- Note: While using the stealth turret to scout was fun, we felt that getting shot from a stealthed turret felt too random and cheesy. Replacing this is a way to get the ability feeling good for both the play as, and the play against cases.
- Lowered shell damage to 235 from 245
- Lower base gun depression to 5 from 7
- Turret traverse down to 35 from 50
- Max speed down to 45 from 50
- Acceleration down to 4.0s from 3.5s
Eir/Lyra (Heal)
- Removed ability cost tech option (it reduced the energy cost by 4.5 at max investment)
- Ability cost reduced to 28 from 33
- Removed reload time tech option (it reduced the reload time by 1.2s at max investment)
- Reload time reduced to 4.8s from 6s
- Rescaled max health tech option to 50/100/150 from 70/140/210/280/350
Evrand (Drone)
- Hair tie removed, conditioner added
Ikarus (VTOL)
- Removed flight dispersion tech option
- Adjusted baseline flight dispersion to match previous fully teched behavior
- Reduced shell swap tech option to 1 point and rescaled it to -1.5s reduction
- Added new starting energy tech option that replaces flight dispersion on the tree
Langston (Sonar)
- Added a brief visual effect on enemies that have been detected by sonar to let them know they have been detected
- Roof armor and hull upper plate armor increased to 25mm (up from 15mm)
Ranger (Ramp)
Keystones Reworked
- Regenerative Suspension - Generate 2 Energy whenever you land after being airborne
- Speed Ramps - Ramps increase the Max Speed of anyone using them by 20% for 10 seconds
Rika/Yumiko (Blink)
- Removed ability cost reduction tech option in the tech tree (it reduced the energy cost by 3 at max investment)
- Reduced ability cost to 22 from 25
- Increased aim speed tech option effect to 5%/10%/15%/20%/25% from 4%/8%/12%
Vanguard (Missile)
- Dev note: These changes are intended to let Vanguard more reliably put out missiles into the battle and have those missiles be more likely to actually take effect. It is not really intended for you to very reliably pop your own missiles, but now you can focus on putting more stats into the battle through more missiles rather than a more reliable gun. That said, the gun’s DPM has also increased significantly to make it feel worth despite its other poor gun stats (like aiming stats and pen).
- Camo Percent increased to 42 from 33
- Reload reduced to 7s from 9s
- Ability Cooldown reduced to 3s from 10s
- Ability Cooldown now starts on landing the missile instead of firing it
- Missiles will now detonate other missiles in their explosion radius
- Missiles now slow down the target briefly on impact
- Vanguard missiles no longer track the target on detonation
Ability cooldown tech node removed
- Replaced with Reload Time tech node from tier 5
- Reload Time tech node effect increased to 0.15s/0.3s/0.45s/0.6s/0.75s
Bug Fixes
- Fixed a bug that caused the Sonar Malleance keystone tech to heal for more than intended
- Fixed a bug where Vanguard missiles attached to allies would break their tracks or engine when popped (Thanks @Troposcatter for the find)
- Fixed a bug where Vanguard missiles could accidentally significantly push the vehicle they attach to, sometimes causing instant death
- Fixed a bug where Vanguard missiles could play the sound and visual as if they had been popped, but they were not actually hit
- Vanguard missiles will no longer collide with some things they shouldn’t (like fallen trees and in-flight shells)
- Fixed a bug that caused Deadeye to get a permanently reduced reload when using the Gambler’s Raise keystone
- Fixed the combat log entry for self-healing with Eir/Lyra to correctly show your own portrait
- Fixed a bug that could cause vehicles to get caught on terrain when going up or down elevation (please keep reporting instances of this if you see them)
- Fixed an issue that could cause smokescreens to last forever if Sentinel was killed while deploying one
- Fixed the range on Drone’s range keystone tech to be triple (was previously double)
- Fixed Brawler spotting points that were in slightly incorrect positions, resulting in odd mis-spotting scenarios
- Fixed some bugs with fall damage to make it more consistent when landing on your hull rather than your tracks
- Deadeye’s alternate shell techs now give the correct number of shells for its two-shell clip
