⚙️ General
Vehicles
- New alpha tank added: Seeker
- Description: Hunter-killer light tank armed with an accurate gun. Capable of extremely fast top speed, but has slow acceleration. Useful for tracking and quickly hunting hidden enemies.
- Ability: Launch a tracking snitch droid that flies at and pings the closest unspotted enemy within 400m. Loiters at its initial location if no enemies are found. Clans
- You can now see three options of open clans you can quick-join and you can cycle the options to look for different clans to join
- Clan leaders can now generate a new clan code to disable the previous one
- Chat improvements:
- Messages from the same author are now grouped together when received in quick succession
- Common emoji short codes (like 🤣 for example) are now automatically replaced with the appropriate emoji when sending a message
- Chat log is now separated by date
- Clan rewards are now split out by claim Ammunition
- Siphon Shells
- Base heal increased to 20 from 15 Components
- Drift Sparker
- The effect now requires you to continue your movement through the drift to get the speed buff on release (it won't happen if your drift becomes a stop)
- The effect now increases max speed by 15% instead of 12kph
- Design Note: Since the speed effect doesn’t trigger on stopped drifts anymore, the secondary confirmation audio cue that would play when you’ve held spacebar long enough has been removed. This was initially added when Drift Sparker required holding hoverdrift for 2+ seconds and it would now be inaccurate in cases where you come to a full stop.
- Propagation Drive
- Updated the tooltip to clarify that it also heals you for the same amount it increases your Max Health by
- Quick Slot
- Effect increased to 15% from 10% UI
- Equipped cosmetics will now show on your tanks in the pre-match tank selection screen
- You can now jump to the next or previous tank in the Tanks detail screen, allowing for much easier comparison between tanks without needing to back-out of the detail screen
- The auto-lock aim indicator now scales a bit smaller at far distances
- The description for the Alpha Program has been updated to clarify that it gives access to Alpha Tanks while they are in the Alpha Program Progression
- Echo Scans have been renamed to Rushed Scans
- XP requirement is now 50k from 500k
- SLVR rewards have been reduced back to previous values
- Salutes have been added back to the list of potential rewards
- Anyone that had more than 50k XP progress on their Echo Scan when the patch landed has gotten a random charm drop as compensation for the reset
- Design Note: Echo Scans were meant to be an end-of-track consolation reward that can still have a small chance of giving you something meaningful. The move to 10x the requirements and rewards was an attempt to make the scan more interesting when it unlocked, but ultimately we realized this was exacerbating a busted expectation. We’re renaming the scan type to Rushed Scans to try to set a better expectation and setting them back to 50k XP. Replays
- You can now select how many replays are saved in the settings, including unlimited Performance
- The HUD is more performant across all quality presets and resolutions
- Improved server performance around vision system queries
- Improved performance of armor queries when projectiles hit vehicles or the player's reticle was over a vehicle
- Improved overall performance across all maps by reducing the vistas to no longer have shadows and collision
- Improved sniper mode rendering performance by making some bush optimizations and no longer showing the transparent bushes for trees and bushes in the vistas
Cosmetics
- New tank skins have been added:
- Arbalest's Zero
- Maul's Reentry
- Atlas' Kingmaker
- Kestrel's Venom Misc
- Tanks now leave tread trails on the ground in the areas they drive on
- Pools of water now ripple and react to being driven through
- Added server-side lag compensation for projectile weapons, improving hit registration under latency by evaluating shots against the historical positions of vehicles and obstacles when fired
- Improved game server performance when loading from the lobby to the game
- Hardened the backend services connection and properly communicate to the client when they get disconnected and are attempting to re-connect
- Improved mature language filtering to not have as many false positives for both in-game names and clan names
- High DPI Mode is now enabled by default allowing higher screen resolution options to be selected from the in-game settings
- Changed the naming schema of the displays in the settings to be more in line with OS naming schemas
- Steam errors now properly display in the client if Steam is having issues and preventing login
- Improved overall bandwidth usage of the game
- Reduced the amount of logging on the client to be less spammy
- Hardened Matchmaking flow where you could get an error while going into a match which would cause a black screen to be shown
- Added new Frame Pacing options to Graphics settings, including support for NVIDIA Reflex and AMD Anti-Lag. These can reduce input latency (the delay between pressing a button or moving the mouse and seeing it on screen), making aiming, camera movement, and vehicle controls feel more responsive, especially when the GPU is under heavy load.
🗺️ Maps
Sandbox
- Updated the art visuals Prototype: Expanse
- Adjusted the area around the two center tunnels
- There is now a large rectangular block spanning across the tunnels
- The visuals for this are very placeholder, but the intention is to block off some of the sightlines between the east and west parts of the map
- The tunnels now have scattered rocks inside them that can act as cover
- The hills and bushes on the west side of the map have been adjusted slightly to better complement the now more closed off tunnel section Prototype: Dunes
- Fixed an issue that could let players Blink outside of the map
- Added a map ceiling so players cannot fly out of the map
- Fixed an issue that prevented Alecto Blinks, Tempest Recalls, and Ark Bushes on some parts of the map
🛞 Tanks
Atlas
- Tertiary Shell tech node increased to 2 from 1 Deadeye
- Updated side armor to be slightly stronger, allowing for some situational bounces on flat ground and some (unreliable) side scraping
- Updated turret armor to be more intuitive to the visuals
- The steeply-angled turret sides are no longer an overmatch for most vehicles
- The mantlet plate of the vehicle is now thin
- Design Note: While this will increase the power somewhat against low-pen vehicles, this is intended to be more of a “feel” change than a power one--aiming at an enemy Deadeye turret should now always be center-mass, and should be more in line with what you’d expect looking at the geometry of the vehicle. The armor is still not intended to be reliable, but may get some sporadic bounces here and there. Fortis
- Mines now provide module assists Ikarus
- Ability cost reduced to 25 from 30
- Base Flight Form thrust time increased to 4.5 seconds from 3.5 seconds
- The Extended Thrust keystone now increases thrust time by 30% from 60%
- The Stealth Flight keystone now also reduces time spotted by 2 seconds
- Hard Surface Speed tech node replaced with a node that reduces time spotted
- Flight physics changes:
- Glide physics altered such that turning "over the wing" no longer maintains excess kinetic energy
- Glide phase turning is more reliably quick, and should cause slippage/stalling less often. This allows for tighter and more agile turns.
- Glide phase drag reduced, so the vehicle keeps more forward speed in the air.
- Design Note: These changes are aimed at making Ikarus more effective and versatile, particularly stock and regardless of which keystone it uses. The flight changes should allow Ikarus players to more reliably accomplish their initial goal, such as a strafing run or spotting enemies w/ stealth flight, and then have enough kinetic energy leftover to get to a safe landing spot (or another strafing run if you want to push your luck). Ranger
- Updated model, textures, and animations
- Increased size of its track sprockets, thus increasing trackable area on the side of the vehicle
- Cleaned up some thicknesses on very-angled plates to prevent some unreadable/unexpected bounces from the side, and thus making shooting the sides of the vehicle more reliable Rook
- Rook’s armor now has yellow intermediate zones. This means that in areas where the shooter’s penetration is within 10% of the armor thickness, they have a 50%/50% chance of penetrating.
- Overall armor values have been adjusted slightly thicker to incorporate this change, particularly the armor on the gun mantlet and the central upper glacis Tricera
- Updated color and textures
- Turret Traverse speed reduced to 24 from 28
- Reload Time increased to 11 seconds from 10 seconds
- Lingering Mist keystone effect reduced to 2 seconds from 2.5 seconds
- Smoke Wall VFX now more closely contour to the shape of the terrain they’re over. The visual is still temporary and in progress. Vanguard / Fuse
- Vanguard has been renamed to Fuse
- Apologies for the name change, we know this is always annoying and it takes a bit to adjust. Future Alpha Tanks that get added (like Seeker) will have their final names on entry to avoid this.
- Max Speed reduced to 62kph from 65kph
- Camouflage increased to 45% from 42%
- Missiles now slightly knock back targets on impact
- Missiles can now trigger other missiles on impact
- Firing a missile no longer locks out the gun for 3s on impact and now causes a significant amount of dispersion instead
🪰 Bug Fixes
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Fixed a bug with Atlas' corpse where it would do weird things when pushed
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Fix a bug that caused shooting while using Maul’s Ram ability to not grant energy
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Fixed Ranger Regenerative Suspension energy gain to account for global energy gain modifiers
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Fixed cases where elevation / depression limit indicators did not update correctly or were placed in the wrong place on the screen. Also added some interpolation to these to prevent jumping.
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Fixed slight camera drift when entering and exiting sniper camera caused by calculating the new aim point pitch and yaw from the turret center immediately, instead of calculating yaw first, finding the new muzzle location, and then finding pitch
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Rocks on Expanse no longer provide a warp tunnel for Alecto to teleport into
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Tank Deployment Roster screen will now move more smoothly, especially when scrolling through with arrow keys or using a gamepad
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Unlocking a new tank will no longer show a brief visual glitch before the 3D garage set dressing finishes loading in
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Fixed an issue where unlocking a new tank would stop handling gamepad input until the screen was dismissed with mouse or keyboard input
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Fixed multiple cases where a button in the UI would not be the correct color
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Fixed an issue where a loadout slot could not be renamed if the player was pulled into a match while renaming a loadout slot
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Tank unlock SLVR price is now correctly updated after claiming battle XP
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Fixed a case where clicking ‘NEXT’ before an XP progress bar finishes animating could leave future XP progress bars in the post-match screen stuck in a filled state
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Summary progress bar for each tank in the Tanks tab now accurately reflects the current mastery progress of that tank
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Squad code will now remain hidden between matches if hidden by the player (even when streamer mode is off)
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Fixed a server crash when projectiles would hit a vehicle and the owner of the projectile was dead
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Fixed vehicle unlock animation not showing when using pilot boosters
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Fixed a bug with Weakness Analyzer that caused it to sometimes not register on module hits at close range
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Fixed an issue where using the siege/healer shot at the same time as firing your normal weapon would cause an unnecessary reload
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Mature Language filter settings is now properly honored across the game
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Fixed an issue where the armor viewer would not properly consider rounding
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Fixed an issue where the “Ready” text would not properly show after reloading
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Fixed cases where Squads could get stuck as “IN GAME” if one of the Squad members didn’t properly connect to the lobby
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Clan errors now show more meaningful errors
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Fixed several issues where Windows Audio Defaults would clash with previously cached audio devices in the settings menu thus causing the audio to go to the wrong device
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Fixed several issues with the spawn barrier showing up improperly as a dome or totally broken on lower quality settings
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Improved GDPR flow to now not look so sketch when you got an email with your data
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Fixed a case where the same results screen would be presented again when re-joining a custom game lobby
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Fixed an issue that caused spotting notifications to sometimes animate from 0 degrees instead of the correct direction
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Fixed an issue with late deaths not showing up properly in End-Of-Game stats and Match-End scoreboard
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Fixed an issue where a deployed drone would stick around forever after its owner died
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Fixed an issue where when hit by Arbalest ability and you had a charged ability as either Arbalest or Valor it would still show you as having a valid ability shell even though your ability module was hit
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Fixed an issue where sometimes the turret rotation sound would loop forever in sniper mode
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Fixed an issue where sometimes an empty shell or component slot in a loadout would cause it not to be able to be saved
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Fixed an issue where sometimes titles would not properly show for all players in a lobby
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Fixed Siphon Shells not granting health with a killing shot
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Fixed Vanguard missile occasionally not attaching to an enemy when aiming at the very edges of the enemy armor
