Patch Notes 1.2.0

Season 2 arrives: 20v20 Conquest, a new Hangar, and a sweeping mission re-balance

Update 1.2.0 goes live on September 2, 2026. Downtime runs from 7:00 AM to 10:00 AM UTC.

Update 1.2.0 kicks off Season 2 with a brand-new 20v20 Conquest mode, a fresh Season 2 Hangar, console upgrades, module tuning, and a broad mission re-balance. Here’s everything that’s changed.

New Content for Season 2

Season 2, Fire & Ash, brings a new Defender Agent to HEAT: Gambit, arriving with two new vehicles built around disruption and battlefield support. Ember also gains a new flamethrower vehicle, the M1150 Breacher.

New Agent & 2 New Tanks

Gambit, Defender Agent

Gambit Defender

New Agent

Born to rebuild the terms of a fight, Gambit turns his allies' hulls, tracks, and shields into problems the enemy solves twice, and every hit that lands on him becomes a signal he traces straight back to its source. Where other Agents defend a position, Gambit defends the whole team and makes attacking him a mistake in itself.

Agent Trait: Feedback Loop

Whenever Gambit takes damage, the attacker is hit with Interference equal to the damage dealt, more if they got in close, and even more if they rammed him. Shoot Gambit from far away and the trace fails, but get close and his systems turn every shot against you.

Agent Ultimate: Iron Curtain

Gambit deploys a swarm of drones that reinforces every ally in a radius: hulls, tracks, and shields all surge with temporary protection that fades over time. It turns an ally squad into one that can suddenly absorb far more than the enemy expects.

M60A3E2

M60A3E2 New Vehicle

The M60A3E2 is built around applique armor plating that reacts to an applied electric current, growing harder under load. It cannot be welded or press-formed, which limits where it can be used structurally, but as bolt-on protection it is excellent: a mobile, mid-armor off-tank suited to diving into a fight rather than holding a line.

The M60A3E2 carries two abilities built around soaking damage and then punishing whoever gets close.

1st Ability: Energized Plating

Charges the vehicle's armor plating, making its shell screens immune to damage for the duration and boosting track health and regeneration so it becomes far harder to immobilize. Any shell screens already broken when the ability activates begin regenerating immediately. The ability can be interrupted by Interference.

2nd Ability: Blast Projectors

Detonates concussion charges hidden beneath the applique armor, releasing a blast wave that damages nearby enemy vehicles, tracks, and shields. The longer it is charged before detonating, the more damage it deals. Hold it too long, however, and the M60A3E2 goes into overcharge, taking damage itself and eventually slowing or immobilizing on release. All of the vehicle's own shields are destroyed on detonation regardless of charge time. This ability can also be interrupted by Interference.

How to Play
  • Dive into engagements, using mobility and armor to absorb the opening exchange.
  • Activate Energized Plating to shrug off incoming shells and hold position under fire.
  • Charge Blast Projectors to punish enemies who group up or overextend near you.
  • Detonate early for a safer, smaller blast, or hold the charge for maximum damage at your own risk.
  • Use track durability to stay mobile even while soaking damage.
T-72SH

T-72SH New Vehicle

The T-72SH runs an autoloader feeding APHE rounds, so it can put several shells downrange in quick succession rather than leaning on a single heavy hit. Where the M60A3E2 dives into a fight, the T-72SH is built to control the space around it and scramble what the enemy can target in the first place.

Its two abilities are built to disrupt enemy targeting and lock down ground.

1st Ability: Disruption Field Generator

Projects a magnetic field in front of the T-72SH that distorts laser rangefinders and other targeting systems. Enemies looking through the field are hit with a targeting-disruption effect, reducing the effectiveness of many of their weapon systems for as long as they stay in view of it. The field is attached to the turret, so it tracks wherever the T-72SH aims. This ability can be interrupted by Interference.

2nd Ability: Tesla Discs

Slings three floating Tesla Discs out from a turret-mounted launcher. They come to rest a few meters off the ground at set points ahead of the tank, or wherever they first collide with something solid. Once deployed, each disc periodically drops an energy pulse that deals true damage and applies Interference to anything caught in it. The discs have their own health pool and can be destroyed by enemy fire, but until then they keep pressuring the area they were placed in.

How to Play
  • Use Disruption Field Generator to blunt incoming fire before trading shots.
  • Aim the field at whoever is threatening you most, since it only affects enemies looking through it.
  • Place Tesla Discs to lock down chokepoints, objectives, or flanks.
  • Let the discs apply sustained Interference and damage while you focus on other targets.
  • Fall back on your APHE shell for decisive single hits once the enemy is disrupted.

New Vehicle for Ember

Ember, Defender Agent

Ember Defender

The M1150 Breacher pairs a flamethrower turret weapon with explosive reactive armor along its sides, covering what would otherwise be thin side protection, plus reinforced frontal turret armor. It is built to get close, apply pressure, and control where the enemy can go.

M1150 Breacher

M1150 Breacher New Vehicle

Main Gun: Flamethrower

LMB shoots a stream of fire; RMB uses grease to set up bigger burns. This is an overheat weapon: fire continuously and the gun overheats, forcing a brief cooldown before you can shoot again. The M1150 Breacher pairs its flamethrower turret with explosive reactive armor along the sides - covering what would otherwise be thin side protection - plus reinforced frontal turret armor. It is built to get close, apply pressure, and control what the enemy can see and where they can go.

1st Ability: Line Charges

Launches a volley of munitions from the back of the turret in two parallel lines extending forward, which detonate simultaneously after landing. It works like a faster, smaller-scale area-denial tool, trading size and windup for speed. The projectiles can be intercepted by APS or other physics objects, and the turret cannot rotate while the ability is active. This ability can be interrupted by Interference.

2nd Ability: Incendiary Launchers

Fires projectiles roughly 40 meters out that create a combined fire zone and black smoke screen on impact, blocking both regular and thermal vision. It is built to cut enemies off from their team, isolating targets inside the smoke where they cannot easily see or be seen. Like Line Charges, these projectiles can be intercepted before landing, and the ability can be interrupted by Interference.

How to Play
  • Push in close, where the flamethrower and reactive armor are most effective.
  • Use Line Charges for a fast, close-range burst against grouped enemies.
  • Deploy Incendiary Launchers to cut off an isolated target from support.
  • Rely on smoke to block thermal sighting as well as regular vision.
  • Lean on turret armor when facing return fire from the front.

New Map

Inferno One volcanic map key art
New Map

Inferno One

A new volcanic town map: Inferno One sets rival factions on a collision course over a town smothered by advancing lava.

New Battle Pass

Season 2 Battle Pass, Gambit Forest Fire skin
New Battle Pass

Season 2 Battle Pass

The Fire & Ash Battle Pass runs on a single track: play matches and complete missions to earn Intel and unlock rewards. The Premium Pass lets you claim unlocked rewards in any order.

New This Update

New Game Mode

20v20 Conquest

Conquest is going bigger. Alongside the Conquest you already know, we’re adding a brand new 20 vs 20 version, same objective, same fight for the bases, just twice the tanks on the field.

  • 20 vs 20. Full-scale warfare.
  • 5 bases up for grabs at once.
  • Unlimited respawns, so get back in there and keep fighting.
  • Available during peak hours only, just like Plant/Defuse.
New

Distance-Coded Reticle

Your reticle now shows the distance to whatever it's pointed at. For AP, APHE, and canister shells, this distance reading is color-coded to reflect your shot's effectiveness: green while within optimal range, yellow once you're past optimal range but not too far out, and red when you're far enough that damage and penetration drop off significantly. HE, HEAT, and ATGM shells aren't affected by this system, so their distance reading won't change color.

New

LOCK DENIED Marker

When you're unable to lock onto a target, you'll now see a "LOCK DENIED" marker letting you know the lock-on attempt was blocked. This applies to Fuzzer's Strike Laser ultimate, Kent's Contracted Strike ultimate, and AMX 10 RC's Top-Attack Missiles. This is separate from the existing "Out of Range" marker, so you'll always have clearer feedback on exactly why a lock-on isn't going through.

New

Ping Spam Cooldown

Added a cooldown system for pings to prevent spam. Cooldowns are applied per object, so repeatedly pinging the same target too quickly will trigger a temporary cooldown before it can be pinged again.

New

Randomized Base Order

Control matches no longer always start with Base A, then B, then C in the same order. Base order is now randomized each battle, so every game feels a little different.

New

Keyboard & Mouse Support

Consoles now support keyboard and mouse input, so you can play with your preferred setup.

New

Archive Battle Pass

We have implemented the Archive Battle Pass, allowing you to complete Battle Passes from previous seasons if these were not already completed. Season 0 is excluded.

Changes to Agents & Vehicles

Changes are grouped by agent, then by vehicle. Each vehicle card folds in its bug fixes, module tuning, and mission re-balance for this update.

Kent

Kent

Assault

Agent Ultimate

Contracted Strike
  • FixedThe activation sound effect could be heard even at times when the ability was not activated.
XM1 90

XM1 90

Fixes
  • FixedThe XM156 module's cost reduction was not accompanied by its indicator widget, and the PDU-1546S module failed to refresh both magazines as intended
  • FixedOn the XM156 module, meeting the module's conditional requirement did not display the expected UI icon indicating it was active.

Mission Re-balance

  • Deal 20,000 damage with Unload → Deal 25,000 damage with Unload
  • Destroy 10 enemies with secondary magazine shells → Destroy 5 enemies with secondary magazine shells
  • Use Contracted Strike 5 times → Use Contracted Strike 3 times
  • Destroy 30 enemies → Destroy 12 enemies
  • Deal damage to 2 unique enemies with Unload → Deal damage to 5 unique enemies with Unload
  • Deal 12,000 damage with the gun while Rising Tempo is active → Deal 10,000 damage with the gun while Rising Tempo is active
  • Deal 15,000 damage with Contracted Strike → Deal 5,000 damage with Contracted Strike
  • Destroy 8 enemies with Contracted Strike → Destroy 5 enemies with Contracted Strike
  • Destroy 15 enemies with critical hits → Destroy 5 enemies with critical hits
  • Deal 30,000 damage → Deal 40,000 damage
  • Capture 10 bases → Capture 5 bases
ALVT

ALVT

Dirty Substance
  • FixedCertain abilities (e.g. "Dirty Substance") could place Grease on water, when it should instead be washed away and not created at all.
  • FixedA mission requiring damage dealt to enemies affected by the "Dirty Substance" ability was not displayed in the Missions tab and did not track progress.

Module Rebalance

TR-27G

ALVT's 'TR-27G' granted the vehicle the Zealous effect (–25% to reload time for 10s after a successful hit).

ModuleAffectsChange
TR-27GZealous effectRemoved
TR-27GTurret Traverse Speed+22% –6.5%
TR-27GEngine Power–5% 0%
TR-27GShell Alpha DamageAdded, +16%

Mission Re-balance

  • Use Contracted Strike 10 times → Use Contracted Strike 6 times
  • Use Dirty Substance 20 times → Use Dirty Substance 30 times
  • Deal 6,500 damage with Grenade Cluster → Deal 20,000 damage with Grenade Cluster
  • Block 5,000 damage → Block 12,000 damage
  • Destroy 30 enemies → Destroy 20 enemies
  • Capture 10 bases → Capture 6 bases
  • Deal 10,000 damage → Deal 70,000 damage
  • Use Grenade Cluster 20 times → Use Grenade Cluster 30 times
  • Deal damage to 20 unique enemies with Dirty Substance → Deal damage to 30 unique Greased enemies
  • Deal 5,000 damage to Greased enemies → Deal 7,500 damage to Greased enemies
  • Destroy 8 enemies with Contracted Strike → Destroy 4 enemies with Contracted Strike
  • Destroy 5 enemies with critical hits → Destroy 8 enemies with critical hits
Reaper

Reaper

Assault

Agent

  • NewReaper's character art has been updated.

Agent Ultimate

Napalm in the Morning
  • FixedCould spawn Fire floating in the air instead of on the ground when targeted on an inclined surface.
M60A1

M60A1

Fixes
  • FixedThe "M456E4" module's icon and 3D model depicted a HEAT shell, despite the module actually changing the vehicle's shell type to canister.

Mission Re-balance

  • Deal 15,000 damage with Suppressive Fire → Deal 3,500 damage with Suppressive Fire
  • Use Suppressive Fire 10 times → Use Suppressive Fire 25 times
  • Block 15,000 damage → Block 10,000 damage
  • Destroy 20 enemies → Destroy 15 enemies
  • Deal 5,000 ramming damage → Deal 10,000 ramming damage
  • Block 7,000 damage in a single battle → Block 5,000 damage in a single battle
  • Deal 5,000 damage with the Napalm in the Morning Ultimate → Deal 2,000 damage with the Napalm in the Morning Ultimate
  • Destroy 5 enemies with Suppressive Fire → Destroy 2 enemies with Suppressive Fire
  • Repair your vehicle 15 times → Repair your vehicle 30 times
  • Use Charge 15 times → Use Charge 25 times
  • Use Napalm in the Morning 5 times → Use Napalm in the Morning 3 times
  • Play 10 battles → Play 8 battles
  • Hit 6 unique enemies in a single battle → Hit 5 unique enemies in a single battle
M60A2

M60A2

Airburst
  • FixedThe mission "Use Airburst 5 Times" could be completed by canceling the ability repeatedly, without it actually being used.

Mission Re-balance

  • Use Airburst 5 times → Use Airburst 25 times
  • Restore 10,000 HP → Restore 15,000 HP
  • Destroy 3 enemies by ramming → Destroy 2 enemies by ramming
  • Capture 10 bases → Capture 5 bases
  • Restore 2,000 HP in a single battle → Restore 4,000 HP in a single battle
  • Deal 10,000 close-quarters damage → Deal 40,000 close-quarters damage
  • Deal 5,000 damage to Burning enemies with Autocannons → Deal 7,500 damage to Burning enemies with Autocannons
  • Hit 10 unique enemies with Airburst → Hit 20 unique enemies with Airburst
  • Deal 5,000 damage with Napalm in the Morning → Deal 2,000 damage with Napalm in the Morning
  • Block 5,000 damage in a single spawn → Block 3,500 damage in a single spawn
  • Hit 3 unique enemies in a single battle → Hit 5 unique enemies in a single battle
  • Play 10 battles → Play 8 battles
Raketa

Raketa

Assault

Agent Ultimate

Rampage
  • FixedCaused a performance drop due to its vignette effect while active.
T-62AV

T-62AV

Pyro-Trail
  • FixedCertain fire-based effects (e.g. "Pyro-Trail" with the relevant progression module) disappeared when applied over water on certain maps, instead of correctly continuing to burn underwater.
Fixes
  • FixedThe mission "Destroy 5 Enemies While Rampage Is Active" did not track progress correctly.
  • FixedThe mission "Destroy 20 Enemies with Critical Hits" did not track progress correctly.

Mission Re-balance

  • Deal 10,000 ramming damage → Deal 15,000 ramming damage
  • Destroy 10 enemies by ramming → Destroy 5 enemies by ramming
  • Deal 5,000 damage → Deal 20,000 damage in close quarters
  • Deal 5,000 ability damage → Deal 7,500 ability damage
  • Destroy 25 enemies → Destroy 20 enemies
  • Capture 10 bases → Capture 6 bases
  • Deal 10,000 damage → Deal 50,000 damage
  • Play 10 battles → Play 8 battles
  • Block 5,000 damage → Block 10,000 damage
  • Use Pyro-Trail 10 times → Use Pyro-Trail 15 times
  • Use Rocket Barrage 10 times → Damage at least one enemy using Rocket Barrage 35 times
  • Deal 3,000 damage in a single battle → Deal 25,000 damage in a single battle
  • Destroy 5 enemies using Rocket Barrage → Destroy 3 enemies using Rocket Barrage
  • Destroy 5 enemies while Rampage is active → Destroy 3 enemies while Rampage is active
  • Destroy 20 enemies with critical hits → Destroy 10 enemies with critical hits
Object 287

Object 287

Harpoon
  • FixedThe Rampage UI would shift downward while the Harpoon ability was in flight.

Mission Re-balance

  • Deal 2,000 ability damage → Deal 5,000 ramming damage in a single battle
  • Deal 2,000 ramming damage → Deal 12,000 ramming damage
  • Deal 10,000 damage → Deal 60,000 damage
  • Destroy 10 enemies in close quarters → Destroy 15 enemies in close quarters
  • Destroy 5 enemies by ramming → Destroy 10 enemies by ramming
  • Destroy 5 enemies as payback → Destroy 3 enemies as payback
  • Pick up 10 Scrap Tokens → Pick up 20 Scrap Tokens
  • Deal 3,000 damage in a single battle → Deal 25,000 damage in a single battle
  • Play 10 battles → Play 8 battles
  • Use Harpoon 10 times → Use Harpoon 20 times
  • Ram 25 Immobilize unique enemies → Ram 15 Immobilize unique enemies
  • Destroy 5 enemies while Rampage is active → Destroy 10 enemies while Rampage is active
  • Block 10,000 damage → Block 30,000 damage
  • Deal 5 critical hits in a single battle → Deal 35 critical hits in a single battle
Twister

Twister

Assault
HSTV-L

HSTV-L

MK19 Auto Turret
  • FixedCould lock onto and fire at an enemy hidden in smoke.
  • FixedThe "Out of Range" indicator did not appear when targeting an enemy more than 75 meters away.
  • FixedIt did not always target the nearest enemy vehicle, which is its intended design.
Fixes
  • FixedThe mission "Hit 45 Unique Traced Enemies" did not track progress correctly.
  • FixedLost most of steering control at high speeds, above roughly 80 km/h.

Mission Re-balance

  • Place 15 probes with Recon Probe → Place 25 probes with Recon Probe
  • Deal damage to 10 unique enemies with MK19 Auto Turret → Deal damage to 15 unique enemies with MK19 Auto Turret
  • Deal 15,000 damage to enemies with MK19 Auto Turret → Deal 7,500 damage to enemies with MK19 Auto Turret
  • Capture 10 bases → Capture 6 bases
  • Destroy 5 enemies in a single battle → Destroy 7 enemies in a single battle
  • Deal 7,500 damage in a single battle → Deal 25,000 damage in a single battle
  • Hit 10 enemies with MK19 Auto Turret → Hit 5 enemies with Lights Out
  • Get 4 assists in a single battle → Get 6 assists in a single battle
  • Deal 2,000 damage in a single spawn 2 times → Deal 2,500 damage in a single spawn 2 times
  • Destroy 20 enemies in close quarters → Destroy 10 enemies in close quarters
  • Deal 50,000 damage → Deal 120,000 damage
M551A1

M551A1

Canister Volley
  • FixedThe MKIV KRIS M78 module displayed the wrong ability icon on the free activation widget after securing a kill with Canister Volley - instead of showing the current main ability's icon.
  • FixedCompleting the "Canister Volley close-quarters kill mission" could cause the mission progress value to jump incorrectly, instead of incrementing by one as expected.
Fixes
  • FixedLost most of steering control at high speeds, above roughly 80 km/h.

Mission Re-balance

  • Repair your vehicle 10 times → Repair your vehicle 30 times
  • Damage 10 enemies with Lights Out → Damage 3 enemies with Lights Out
  • Deal 8,000 ability damage → Deal 4,000 ability damage
  • Capture 10 bases → Capture 6 bases
  • Block 2,500 damage → Block 3,500 damage
  • Deal 7,500 damage in a single battle → Deal 20,000 damage in a single battle
  • Destroy 30 enemies in close quarters with Canister Volley → Destroy 5 enemies in close quarters with Canister Volley
  • Deal 20 critical hits → Deal 60 critical hits
  • Deal 2,000 damage in 3 shots → Deal 1,500 damage in 3 shots
  • Deal 20,000 close-quarters damage → Deal 75,000 close-quarters damage
  • Use Manual Emergency APS 10 times → Use Manual Emergency APS 25 times
  • Block 5,000 damage with Manual Emergency APS → Block 10,000 damage with Manual Emergency APS
Ember

Ember

Defender
XM1V

XM1V

Fixes
  • FixedThe gun barrel's interior incorrectly displayed a visible end cap, making it appear non-hollow when viewed from inside.

Mission Re-balance

  • Deal 10,000 ability damage → Deal 15,000 ability damage
  • Deal 10,000 damage with Minefield → Deal 12,000 damage with Minefield
  • Destroy 5 enemies with Demolition Charges → Destroy 3 enemies with Demolition Charges
  • Use equipment 15 times → Use equipment 30 times
  • Destroy 15 enemies in close quarters → Destroy 5 enemies in close quarters
  • Destroy 15 enemies with Grand Slam → Destroy 5 enemies with Grand Slam
  • Deal 15,000 damage to Immobilized enemies → Deal 20,000 damage to Immobilized enemies
  • Deal 7,500 damage with Demolition Charges → Deal 2,500 damage with Demolition Charges, Minefield and Grand Slam each
  • Destroy 30 enemies with abilities → Destroy 6 enemies with abilities
  • Deal 5,000 damage with Demolition Charges → Deal 7,500 damage with Demolition Charges
  • Use Minefield 15 times → Use Minefield 25 times
  • Use Grand Slam 5 times → Use Grand Slam 3 times
  • Destroy 40 enemies → Destroy 20 enemies
  • Play 10 battles → Play 8 battles
Chopper

Chopper

Defender

Agent

Fixes
  • FixedSome voice lines were cut off before finishing.
M1E1

M1E1

Vulcan Auto Turret
  • FixedActivating "Creeping Barrage" and "Vulcan Auto Turret" simultaneously in Control mode could cause the crosshair to disappear, the ability cooldown timer to freeze on screen, and the previous round's Victory UI to incorrectly persist into the next round.
  • FixedIn the Firing Range, the ability sometimes failed to acquire a target immediately upon activation, though it would begin targeting correctly once the tank moved slightly.
  • FixedThe "System Power Meter" text overlapped when both "Active Protection System" and "Vulcan Auto Turret" were activated.
Fixes
  • FixedThe mission description stated "Get Warded 5 times," while completing the mission actually required getting Warded 15 times.

Module Rebalance

HL-1634
ModuleAffectsChange
HL-1634Fire Resistance1.19% 1.3%
HL-1634Radiation Resistance0.7% 0.53%
HL-1634Interference resistance1.19% 1.3%
HL-1634Slow resistance1.19% 1.3%
SIS-90

M1E1's 'SIS-90' granted the vehicle +30% damage, 40% penetration and –20% reload time for 30s if the vehicle took more than 5000 damage before being destroyed.

ModuleAffectsChange
SIS-90Damage-taken prerequisite to trigger effect5000 4000
ACIL-28

M1E1's 'ACIL-28' fired smoke grenades in front of the turret when the vehicle received a critical hit.

ModuleAffectsChange
ACIL-28Smoke placement on critical hitFront of turret Front of the direction the hit came from

Mission Re-balance

  • Block 5,000 damage → Block 17,500 damage
  • Block 20,000 damage with Active Protection System → Block 25,000 damage with Active Protection System
  • Survive 4 critical hits → Survive 10 critical hits
  • Deal 10,000 damage → Deal 35,000 damage
  • Deal 8,000 damage with Vulcan Auto Turret → Deal 10,000 damage with Vulcan Auto Turret
  • Destroy 15 enemies → Destroy 10 enemies
  • Use Active Protection System 15 times → Use Active Protection System 20 times
  • Use Creeping Barrage 6 times → Use Creeping Barrage 3 times
  • Deal damage with Vulcan Auto Turret 15 times → Hit 20 unique enemies with Vulcan Auto Turret
  • Destroy 15 enemies in close quarters → Destroy 8 enemies in close quarters
  • Deal 7,500 close-quarters damage → Deal 20,000 close-quarters damage
FV4030 X

FV4030 X

Bastion
  • FixedThe Armor Flashlight could highlight penetration zones through the "Bastion" ability shield.

Mission Re-balance

  • Use Bastion 10 times → Use Bastion 30 times
  • Use Jamming Field 15 times → Use Jamming Field 20 times
  • Block 5,000 damage → Block 20,000 damage
  • Deal 3 critical hits in a single battle → Deal 5 critical hits in a single battle
  • Get Warded 10 times with Stubborn → Get Warded 20 times with Stubborn
  • Deal 3,500 close-quarters damage → Deal 18,500 close-quarters damage
  • Recapture 20 bases → Recapture 10 bases
  • Win 1 battle → Win 2 battles
Hound

Hound

Marksman

Agent

Fixes
  • FixedThe cinematic was missing in the second part of the actual cinematic when finishing off a target with the Hunting Time Ultimate.
Leopard 1A6

Leopard 1A6

Fixes
  • FixedThe shell casing ejection hatch on the turret's port side lacked a proper opening animation, causing the hatch and shell to visually clip through the armor instead.

Mission Re-balance

  • Hit enemies with Trapping Shot 10 times → Hit 25 unique enemies with Trapping Shot
  • Deal 10 longshot critical hits → Deal 8 longshot critical hits
  • Deal 5,000 critical damage in a single battle → Deal 10,000 critical damage in a single battle
  • Destroy 12 enemies with longshots → Destroy 5 enemies with longshots
  • Destroy 10 enemies with critical hits → Destroy 5 enemies with critical hits
  • Use Decoy 15 times → Use Decoy 40 times
  • Deal 15,000 damage to Immobilized enemies → Deal 20,000 damage to Immobilized enemies
  • Deal 7,000 damage in 5 shots → Deal 5,000 damage in 5 shots
  • Deal 30 critical hits while Hunter's Eye is active → Deal 50 critical hits while Hunter's Eye is active
  • Use the Decoy 10 times in a single battle → Use the Decoy 8 times in a single battle
  • Use Hunting Time 5 times in a single battle → Use Hunting Time 3 times in a single battle
  • Play 10 battles → Play 8 battles
  • Destroy 15 enemies → Destroy 10 enemies
AMX 10 RC

AMX 10 RC

Top-Attack Missiles
  • FixedWith the RRC-9450I progression module installed, the "Top-Attack" ability displayed the wrong icon state during its cooldown after using the first charge.
  • FixedThe "Top-Attack Missiles" ability charge replenish time did not match the values stated in the "SYDAD" module description.
Fixes
  • FixedThe wheels could dig into the terrain up to the wheel hub, causing erratic behavior. Wheels now dig into terrain only partially, as intended during normal driving.

Mission Re-balance

  • Use UAV Drone 10 times → Use UAV Drone 25 times
  • Destroy 10 enemies with Top-Attack Missiles → Destroy 5 enemies with Top-Attack Missiles
  • Deal 5,000 ability damage → Deal 12,000 ability damage
  • Deal 10,000 longshot damage → Deal 12,000 longshot damage
  • Capture 10 bases → Capture 5 bases
  • Hit 20 unique Traced enemies → Hit 15 unique Traced enemies
  • Use Hunting Time 5 times in a single battle → Use Hunting Time 3 times in a single battle
  • Activate Hunter's Eye 30 times → Activate Hunter's Eye 150 times
  • Deal 5,000 damage → Deal 50,000 damage
Fuzzer

Fuzzer

Marksman

Agent Ultimate

Strike Laser
  • FixedIt would occasionally fail to lock onto a target or have its lock interrupted unexpectedly.
M3E1 Bradley

M3E1 Bradley

Fixes
  • FixedOn the MHW-714B module, the description text referenced dealing damage in a 24-m blast, when the module actually spreads the active status effect to nearby targets instead.

Mission Re-balance

  • Get 30 assists → Get 15 assists
  • Survive 2 critical hits → Survive 10 critical hits
  • Deal 10,000 ability damage → Deal 25,000 ability damage
  • Deal 5,000 ability damage in a single battle → Deal 10,000 ability damage in a single battle
  • Deal 10,000 damage with TOW ATGM → Deal 35,000 damage with TOW ATGM
  • Hit 10 unique enemies with TOW ATGM → Hit 20 unique enemies with TOW ATGM
  • Deal 5,000 damage to Traced enemies with TOW ATGM → Deal 10,000 damage to Traced enemies with TOW ATGM
  • Deal 10,000 damage to Vulnerable enemies → Deal 20,000 damage to Vulnerable enemies
  • Trigger NBC Protection 30 times → Trigger NBC Protection 15 times
  • Use Strike Laser 5 times → Use Strike Laser 3 times
  • Deal 10,000 damage with Strike Laser → Deal 5,000 damage with Strike Laser
  • Deal 15,000 longshot damage → Deal 20,000 longshot damage
  • Destroy 15 enemies with longshots → Destroy 3 enemies with longshots
Marder 1A3

Marder 1A3

Smart Mines
  • FixedThe "Smart Mines" ability did not target enemies protected by Active Protection System shields, when it should be able to target them regardless.

Mission Re-balance

  • Capture 10 bases → Capture 5 bases
  • Deal 5,000 ability damage → Deal 25,000 ability damage
  • Deal 15,000 ability damage → Deal 50,000 damage
  • Deal 10,000 damage with Suppression Strike → Deal 20,000 damage with Suppression Strike
  • Deal 5,000 longshot damage → Deal 15,000 longshot damage
  • Deal ability damage to 5 unique enemies → Deal ability damage to 10 unique enemies
  • Place 20 mines with Smart Mines → Place 100 mines with Smart Mines
  • Deal damage to 10 unique enemies with Smart Mines → Deal damage to 15 unique enemies with Smart Mines
  • Get 5 assists in a single battle → Get 8 assists in a single battle
  • Deal 5,000 damage with Smart Mines → Deal 15,000 damage with Smart Mines
  • Destroy 5 enemies with Suppression Strike → Destroy 8 enemies with Suppression Strike
  • Use Strike Laser 3 times in a single battle → Use Strike Laser 2 times in a single battle
  • Deal 20,000 longshot critical damage → Deal 7,500 longshot critical damage
  • Deal 15 critical hits in a single battle → Deal 35 critical hits in a single battle
  • Destroy 20 enemies with longshots → Destroy 5 enemies with longshots
Flair

Flair

Marksman
Leopard 2FK

Leopard 2FK

Electro-Optical Jammers
  • FixedActivating, using, or deactivating the ability could cause noticeable performance drops.
  • FixedThe UI remained active after switching to the Echo Proxy and back, causing it to display and overlap even when the ability was only active on one of the two.
  • FixedCertain missions requiring damage dealt while Electro-Optical Jammers was active did not track progress correctly, and the same issue affecting missions requiring critical damage while Signature Masking was active.
Active Camo
  • FixedThe Active Camo UI remained active after switching to the Echo Proxy, causing it to display and overlap even when the ability was only active on one of the two.
Fixes
  • FixedThe "Sem 25-A" module's behavior did not match its description when using "Feign Death" and "Electro-Optical Jammers" together.
  • FixedThe reload animation (shell slot filling up in the loader UI) did not play for the stock ATGM autoreloader.

Mission Re-balance

  • Deal 10 critical hits → Deal 30 critical hits
  • Destroy 10 enemies with longshots → Destroy 3 enemies with longshots
  • Use equipment 10 times → Use equipment 30 times
  • Deal 15,000 critical damage → Deal 30,000 critical damage
  • Deal 10,000 longshot damage → Deal 15,000 longshot damage
  • Deal 30 longshot critical hits → Deal 20 longshot critical hits
Leopard 2K ST

Leopard 2K ST

EMP Trap
  • NewEMP Trap's damage rules have been standardized. On a direct hit or landing on terrain, the initial explosion still deals one-time damage and applies a Slow effect to both the owner vehicle and enemies caught in it. However, any follow-up sustained AoE damage (the 5 ticks over 3-second intervals when landing on terrain) will now only affect enemies, no longer harming the owner vehicle.
  • FixedThe owner of an EMP Trap did not receive any damage or status effects after a direct hit on an enemy or an impact with the ground, when they were expected to take damage and receive the Slow status in both cases.
Active Camo
  • FixedThe description did not mention that dispersion (accuracy) worsens by x2 while the ability is active.
  • FixedThe Sniper mode vignette stopped correctly adjusting its opacity after using Active Camo on only the tank or only the Echo Proxy, causing it to remain non-translucent until affected by Active Camo on both, or by destruction.
  • FixedThe Active Camo UI would incorrectly display a high visibility level after switching to and from Echo Proxy, even while Active Camo remained active.
Fixes
  • FixedThe "MSF-53" module's description incorrectly stated it increased critical damage dealt by canister shells, when canister shells cannot deal critical hits. The Critical hit bonuses have been removed from the module description, and successful shots now apply a Slow status (50) instead.
  • FixedInstalling the "MSF-53" module caused the canister UI to overlap with the reticle.

Mission Re-balance

  • Deal 3,000 damage in 3 battles → Deal 15,000 damage in 3 battles
  • Deal 10,000 close-quarters damage → Deal 15,000 close-quarters damage
  • Use equipment 15 times → Use equipment 30 times
  • Deal 5,000 damage with EMP Trap → Deal 12,000 damage with EMP Trap
  • Deal 10,000 critical damage while Active Camo is active → Deal 15,000 critical damage while Active Camo is active
  • Capture 10 bases → Capture 5 bases
  • Recapture 30 bases → Recapture 6 bases
  • Destroy 15 enemies in close quarters → Destroy 8 enemies in close quarters
  • Deal 15,000 critical damage → Deal 30,000 critical damage
  • Destroy 20 enemies with EMP Trap → Destroy 8 enemies with EMP Trap

Other Changes & Fixes

Core Gameplay

  • FixedThe armor penetration zone indicator was incorrectly displayed on surfaces and obstacles when aiming at an enemy from behind cover.
  • FixedFire effects from certain abilities, when applied over water on various maps, either disappeared entirely or kept burning instead of correctly converting to a smoke effect.
  • FixedBeing in water on certain maps did not apply the "Wet" status, resulting in vehicles missing the expected increased Fire resistance, and removal of the "Grease" status while in water.
  • FixedThe Repair Kit correctly restored HP but incorrectly displayed a white outline on destroyed ERA (implying it would be repaired) without actually repairing it. ERA repair now properly continues until complete or until the vehicle takes damage, matching the same rules as HP recovery.
  • FixedChanging the keybind for an ability did not also update the keybind used to cancel that ability (e.g. Chopper's FV4030 X "Jamming Field").
  • FixedThe aim circle retained its progress visually after manually reloading the magazine (e.g. Twister's HSTV-L), instead of resetting to default.
  • FixedThe Rebuild Kit's health bar indicator would remain stuck at "+50" instead of updating to reflect its actual, increasing rate of HP recovery over time.
  • FixedVehicles would briefly twitch when beginning to rotate after moving backward while the Invert Reverse Steering option was enabled.
  • FixedIn the "Hardpoint" game mode, a timer under the last base marker caused the battle to end prematurely. The last base now remains active until the battle is resolved through gameplay rules.
  • FixedBlocked APHE damage was not counted correctly as "damage blocked," preventing it from triggering related effects the way other ammo types do.
  • FixedThe voice chat indicator was not displayed on the pre-battle countdown screen.
  • FixedA vehicle with an active "Extra HP" effect (e.g., from the Hull Reinforcement Kit) would not be destroyed after the death zone destruction timer ran out, allowing it to move outside the battle zone indefinitely. Death zones will now destroy vehicles regardless of active abilities, equipment, or other effects.
  • FixedA player who reconnected to a battle would see incorrect statistics in the Tab scoreboard, showing all scores and KDA reset to zero and destroyed player vehicle missing until they respawned, instead of the correct, synced statistics shown to other players.
  • FixedCritical damage text (e.g., "Crit. damage to ammo rack," Engine, or Fuel tank) was displayed fully in uppercase instead of with only the first letter capitalized.

UI & UX

  • FixedToggling the Tactical Map with TAB caused ally and enemy icons to briefly flicker to the wrong icon type in the 3D scene before displaying correctly.
  • FixedA tank's turret could sometimes spin rapidly if the vehicle was destroyed from fall damage.
  • FixedIn Control mode, a Bombing event icon briefly appeared on the base marker after capturing the base.
  • FixedIn Conquest mode, a base ping could not be canceled within the first 2 seconds, and multiple base pings from the same player could exist simultaneously instead of being limited to one at a time.
  • FixedDamage indicators could overlap and display incorrect multipliers (e.g. "x2") when dealing repeated critical hits to the same module in quick succession.
  • FixedIn Control mode, the player count widget did not appear while contesting a base in the "Overtime" and "Contested" states.
  • FixedThe Destroyed and Squad icons on the Scoreboard would appear stacked in a column instead of aligned in a row.
  • FixedThe welcome screen would only appear once per account, causing update information to be missed after subsequent server deployments. The welcome screen will now correctly appear on the first login following each new update.
  • FixedBase and vehicle markers would overlap with in-battle splash messages, including positive, neutral, and negative messages, as well as messages about agent skill activations.
  • FixedIn "Control" mode, a vehicle destroyed at the exact moment of a base capture or round transition would fail to respawn for the rest of the battle.
  • FixedA skull icon was displayed in the Squad HUD when a Squad member was destroyed, instead of the intended cross icon.
  • FixedThe missions UI would overlap with the scoreboard UI when viewing the scoreboard.
  • FixedCertain missions were not displayed in the hangar or in battle.

VFX & SFX

  • FixedVehicles did not leave track marks when driving over stone or metal surfaces.
  • FixedVisual effects for firing, ability usage, and driving through water did not appear.
  • FixedA scorch mark did not appear on the ground beneath a destroyed vehicle.
  • FixedDestroyed props, such as fuel barrels, would sometimes flicker or disappear during camera rotation.
  • FixedOn the "Eden" map, vehicles did not leave track marks on sandy terrain.

Tech

  • FixedAccepting a squad invite between PC and PS5 could cause the PC client's UI to become unresponsive.
  • FixedA vehicle's turret would unexpectedly rotate while the Tactical Map was open, if the vehicle was moving and the camera was facing down when the map was opened.

Maps & Level Design

  • FixedM1E1's ultimate targeting could collide with rooftops on certain maps (such as the Aircraft Carrier map), making it unclear where the ability would be applied.
  • FixedOn the "Aircraft Carrier" map (Control game mode), some rooftops incorrectly disappeared while using Tactical View.
  • FixedOn the "Aircraft Carrier" map, vehicles could get stuck in the ramp support arms.
  • FixedIn the Firing Range, certain dry areas incorrectly had water effects applied to them, causing fire abilities (e.g. T-62's "Pyro-Trail") used there to convert into smoke as if placed on water.
  • FixedIn Control mode, vehicles could spawn outside of the playable area after redeploying.
  • FixedOn the "Project Phoenix" map, grass could be seen growing out of a wall.

Shop & Battle Pass

  • FixedIn the Store, the vehicle skin counter, in the "Bundle Includes" section, displayed a duplicated count instead of correctly summing all skin types (3D skin, 2D skin, paint) within a bundle.
  • FixedThe next Battle Pass reward could sometimes not be claimed, and the previously claimed reward would appear missing. Reconnecting resolved the issue temporarily.

Localizations

  • FixedIn the Polish localization, the Scoreboard's "Destructions" and "Assists" columns were swapped, with destruction counts appearing under the "A" (Assists) label instead of "Ś" (Destructions).
  • FixedIn the German localization, Fuzzer's Marder 1A3 "Suppression Strike" ability description contained a misspelled word ("Effekladungen" instead of "Effektladungen").
  • FixedOn the Welcome screen, the Russian localization displayed an extra comma.
  • FixedKent's "Shell Velocity Mode" and "Combat Blur System" skill titles did not fit properly in the German localization.
  • FixedThe firing mode description for Kent's XM1 90 did not fit properly in the vehicle rotation widget on the "Deployment" screen in French localization.
  • FixedIn the "Plant/Defuse" game mode, the text on the "Hold to pick up bomb," "Hold to plant the bomb," and "Hold to defuse bomb" widgets did not fit properly in the ES, FR, PL, PT_BR, RU, UK, and DE localizations.

Consoles

New on Console

  • PSSR 2 Support for PS5 Pro. Improved image quality on PS5 Pro for sharper visuals and enhanced detail, along with a performance boost in certain scenarios.
  • Intel XeSS 3 integration. Intel XeSS has been upgraded to version 3, delivering improved image quality and greater visual stability compared to the previous version.
  • Added Keyboard and Mouse support for consoles.
  • For Xbox, free DLCs from a Game Pass subscription are now invoiced automatically to players' accounts.

Console & Controller Bug Fixes

  • FixedIt was not possible to hover over vehicle armor using a gamepad on the "Armor Inspector" screen, including on Xbox and PS5.
  • FixedOn Steam Deck, an unwanted warning message appeared on first launch, could only be dismissed via touchscreen or mouse (not Steam Deck buttons), and did not properly block interaction with the login screen behind it.
  • FixedOn Steam Deck, the Battle Pass reward level info showed a misaligned lock icon and title, along with truncated text.
  • FixedOn Xbox, changes made to the Dynamic Camera Effect setting on an Xbox Series X did not carry over when logging into the same account on an Xbox Series S.
  • FixedOn PS5, some art assets, such as fences on the "Scarred City" map, could flicker
  • FixedOn Xbox/PS, if a player blocked or muted a squadmate through the console's system-level settings, the affected squadmate would see the "Mute" and "Mute Squad" buttons as enabled but unresponsive, along with an incorrect "Unmute" hint in the HUD, instead of those controls being properly disabled.
  • FixedSystem achievement progress did not update correctly when switching to a different account without relaunching the app.
  • FixedOn PS5, being near Twister's Lights Out Ultimate could cause freezes or FPS drops.
  • FixedOn PS5 and Xbox, the System Information setting would incorrectly appear on the Video settings tab.
  • FixedOn gamepad, occurring only with Invert Reverse Steering enabled, smoothly moving the stick from forward to backward could cause the vehicle to briefly steer in the wrong direction before continuing into reverse.
  • FixedSquad member numbering was not synced between the hangar and the battle, causing Squad members to be misnumbered.
  • FixedThe game could crash when a PS5 player left or was kicked from a squad.
  • FixedOn PS5, a player who had previously blocked and then unblocked a squadmate could still see them appear muted after rejoining the squad, even though the mute could be manually cleared through the in-game UI.