Update 1.2.1 adds 20 new Legendary modules, a set of new features and quality-of-life improvements, a broad balance pass across abilities, modules, and vehicles, and a long list of bug fixes. Here's everything that's changed.
Social Hub: Friends
Friends, Requests, and Blocked now sit in the Garage, grouped by where each player comes from: in-game, platform (Xbox, PSN, Steam), or Discord. You can look someone up and send a request, and incoming requests arrive as notifications.
You can invite to Squad as always, with the ability to remove a friend. Check it out in the game!
20 New Legendary Modules
Update 1.2.1 adds one new Legendary module for every vehicle: twenty in total. Each one reshapes a signature ability or role, trading a powerful new effect against tuned stat changes.
Kent
Assault
XM1 90 · CLM (FASTDRAW Magazines Ability Module)
Replaces HESH-T rounds in the secondary magazine with AP rounds.
- Max Damage: 320
- Max Penetration: 375
- Magazine Reload Time: 12 s
- Magazine Shell Count: 3
- FASTDRAW Magazines Energy Cost: +30.8% (10.45 Energy)
- Incoming Crit Modifier for Ammo Rack: +5%
ALVT · ACPI (Firepower Module)
+5% to damage for each enemy you destroy, up to a maximum of 25%. Stacks reset upon vehicle destruction or round end.
- AP Ammo Crit Modifier: +0.05
- Reticle Size While Moving: -15%
- AP Shell Velocity: -12%
- Max AP Penetration: -8.1%
Reaper
Assault
M60A1 · GTM-286 (Charge Ability Module)
Using Charge grants Hellfire. While engulfed in Hellfire, it gains 100% resistance to Fire, Interference, and Slow, and creates a moving Fire area that applies the Burning status effect to nearby enemies.
- Turret Traverse Speed: -10%
M60A2 · PDS-321 (Utility Module)
Hitting an enemy with an HE shell restores 4 Ultimate Energy.
- HE Explosion Radius: +10%
- Max HE Explosion Damage: +9%
- Min HE Explosion Damage: +9%
- HE Velocity: -15.5%
Raketa
Assault
T-62AV · S5KP (Rocket Barrage Ability Module)
Switches to HEAT rockets. If Rocket Barrage destroys an enemy, its cooldown is reset for the next 6 s and it can be reused at no cost.
- Max HEAT Rocket Damage: +14.1%
- HEAT Rocket Slow Status: +125
- HEAT Rocket Fire Status: +125
- Rocket Barrage Energy Cost: +20%
OBJ. 287 · 6TDFMU (Mobility Module)
+1 Boost Energy for every 20 damage you deal.
- Forward Speed: +24.5%
- 1st Gear Power Efficiency: +15%
- 2nd Gear Power Efficiency: +15%
- 3rd Gear Power Efficiency: +15%
- Track HP: +22.4%
- Boost Mode Regeneration Rate: -25%
Twister
Assault
HSTV-L · ARES (Firepower Module)
Replaces the default burst magazine with an autoloader and changes its shell from AP to APHE.
- Shell Count: 6
- Time Between Shots: 1.46 s
- Drum Loading Time: 8.2 s
- APHE Shell Speed: +7.87%
- Turret Traverse Speed: +7.87%
- APHE Engine Crit Modifier: +5%
- Track HP: -17%
- HP: -10.67%
- Side Hull Armor: -15%
M551A1 · BCA-803 (Active Protection System Ability Module)
+20% to damage, +30% to penetration power, and -10% to reload time for 15 s after blocking a shell.
- Manual Emergency APS Duration: +15%
- Manual Emergency APS Energy Cost: +10.9%
Ember
Defender
XM1V · XM1-UL/25 (Toughness Module)
+10% temporary HP and +15% to frontal turret armor upon receiving a status effect. Cooldown: 30 s
- Reverse Speed: +20.5%
- Hull Traverse: -5%
M1150 ABV · ATLIC (Line Charges Ability Module)
If Line Charges destroys an enemy, its cooldown is reset and it can be reused at no cost for the next 6 s.
- Explosion Damage: +23.5%
- Explosion Radius: +30%
- Line Distance (Between): -40%
- Explosives Per Line: -25%
- Energy Cost: +20%
- Cooldown: +20%
Chopper
Defender
M1E1 · LCP-179 (Active Protection System Ability Module)
The APS can be discharged at enemies while active. Damage dealt scales with the shield HP remaining after absorbing incoming damage: the less HP remaining, the more damage dealt (minimum 300). Your vehicle is Slowed while the discharge is active. Damage is dealt in a short cone in front of the vehicle.
- Active Protection System HP: +25%
- Active Protection System Energy Cost: +15%
FV4030 X · 3DLS (Jamming Field Ability Module)
Drains ability Energy from enemies inside the Jamming Field. If an enemy under this effect reaches 0 ability Energy, they take 500 damage. Cooldown: 45 s
- Jamming Field Energy Cost: -20%
- Jamming Field Radius: -16%
- Spaced Armor HP: -20%
Gambit
Defender
M60A3E2 · Cerberus (Energized Plating Ability Module)
Blocking 750 damage grants Lucky Strike, Empowered, and Tactical Resistance for the next 15 s.
- Lucky Strike: +20% to penetration.
- Empowered: +30% to main gun damage.
- Tactical Resistance: Removes status effects from the vehicle and makes it temporarily immune to all status effects.
- Turret Frontal Armor: +20%
- Interference Resistance: +20%
- Fire Resistance: +20%
- Track HP: -20%
- Forward Speed: -12%
T-72SH · UMTO-V (Toughness Module)
Instantly repairs broken tracks. Cooldown: 15 s
- HP: +15%
- Frontal Hull Armor: +15%
- Frontal Turret Armor: +15%
- Equipment Cooldown: +11.1%
Hound
Marksman
LEO 1A6A1 · SEM80-90 (Recon Module)
+20% to damage dealt to Traced enemies.
- Vehicle Optics: +20%
- Reticle Size When Stationary: -9%
- Aiming Speed: -15%
AMX10 RC · F5 (Firepower Module)
+3% to ammo, engine, and fuel critical damage for every target you Trace, up to a maximum of 15%. Resets upon destruction or round end.
- Reload Time: -15%
- Max HEAT Damage: +7%
- Reverse Speed: -20.2%
- Hull Traverse: -17.5%
Flair
Marksman
LEO 2FK · SEM 35 (Recon Module)
Damaging an enemy with the main gun makes all enemies within 80 m of the target Traced. Cooldown: 20 s
- Hit Data Value: -20%
- Aim Data Value: +10.72%
- Vehicle Camouflage: -18.52%
- ATGM Penetration: -10.05%
LEO 2KST · MULTAR-ST2 (Active Camo Module)
Active Camo is no longer canceled when EMP Trap is used or the main gun is fired.
- Active Camo Duration: +10.4%
- Active Camo Energy Cost: +13.5%
Fuzzer
Marksman
M3E1 · MEW-718A (Utility Module)
Destroying an enemy resets main gun heat.
- APHE Fire Status: +10%
- ATGM Sensitivity: +6%
- Hull Traverse: +10%
- Reverse Speed: +10%
- Max APHE Damage: -10%
- Emergency Cooling Duration: +14.5%
MARDER 1A3 · SEM70-60 (Recon Module)
After remaining stationary for 2 s, your next 2 shots or bursts (main gun or ability) produce no data. Moving after being stationary for 5 s reduces movement data by 75% for 5 s.
- Vehicle Optics: +20%
- Vehicle Camouflage: +50%
- Boost Mode Energy Volume: -34.9%
Balance Changes
Update 1.2.1 brings a broad balance pass. General changes come first, then everything grouped by vehicle. A recurring theme this update: many placeable abilities can now be temporarily disabled by an enemy Jamming Field.
General Changes
- Standardized loader and shell type descriptions across all vehicles for consistency.
- Phantom Curtain smoke now launches from a dedicated slot on all vehicles instead of from the gun.
- Fragile: Duration increased from 3 s to 15 s; penetration bonus per stack reduced slightly (1.09x to 1.075x); stacking no longer extends duration.
- Wings of War: Velocity bonus reduced from 1.5x to 1.2x.
- Fixed an issue where some destroyed placeable abilities (e.g. the LEO 2KST's EMP Trap) could disappear without a destruction effect.
- Placeable abilities disabled by a Jamming Field now show a spark effect and stop functioning appropriately (mines won't trigger, probes stop detecting, Decoy stops acting, Bastion stops healing, EMP Trap and Tesla Discs stops pulsing, Smart Mines stop targeting).
Status Resistance and Decay
Status resistance affects status accumulation and status decay. By increasing status decay only, we keep the original intent of the progression modules (stay under a given status effect for less time) without allowing for permanent status immunity and complete damage mitigation.
- M1150 Breacher (ISAC): Fire Resistance +50% changed to Fire Status Decay +50%.
- FV4030 (ADFT-176): Interference Resistance +54.5% changed to Interference Status Decay +54.5%.
- LEO 2FK (MB839 KA500): Fixed the Holy Fire modifier to work as intended (+75% all status decay).
Agent Changes
Raketa
Raketa's Ultimate has been a big point of discussion and feedback. We aim to reduce its impact, especially in Kill Confirmed, by reducing the stims provided during the Ultimate and letting default countermeasures (high-APM damage sources) work regardless of Raketa's HP when the Ultimate is used. This should also introduce some decision-making for Raketa himself, through considering when to activate the Ultimate.
Rampage (Ultimate)
- Rampage's duration can now be reduced with damage regardless of Raketa's vehicle's HP.
- Shell Magazine Loading Time in Rampage: 0.3 → 0.4
- Shell Loading Time Between Shots: 0.7 → 0.85
- AP Shell Damage Multiplier: 1.3 → 1.105
- APHE Shell Damage Multiplier: 1.4 → 1.19
- Canister Damage Multiplier: 1.4 → 1.19
- HEAT Shell Damage Multiplier: 1.4 → 1.19
Perks
- Supercharger: Ultimate charge speed 25% → 20%
- Fixed the Rampage Overstay tooltip to correctly display 3 seconds instead of 5.
Flair
Perks
- Unseen Fighter: Fixed an issue where the effect could end earlier than intended.
Vehicle Changes
XM1 90
The XM1 90 underperforms at low investment levels, so we're dropping FASTDRAW Magazines' Energy cost for an easier time learning how to ammo juggle (in this Energy economy), and increasing base mobility, particularly uphill and at low gear, for easier movement over uneven terrain or when the tank is brought to a standstill.
FASTDRAW Magazines
- Energy cost reduced from 13 to 8.
Mobility
- Uphill engine force increased on initial startup.
- Engine power multipliers for gears 1, 2, and 3 increased.
ALVT
The APHE module should now be even compared to the previously changed old Zealous. Setting a tank on fire will now require an extra hit on top of a fuel crit. We're also making the distinction between the two mods clearer: MS-253 is for the designated fast-shooting playstyle, while the other is for less frequent but harder shots. This concludes our campaign against the ALVT for the time being.
Progression Modules
- MS-253: Reload time from -12% to -16.2%; Fire status on hit reduced from 400 to 95.
M60A1
Suppressive Fire had an excessive cooldown for its role in the tank's play pattern. We're dropping it so it can become more relevant in the M60A1's ram-heavy playstyle.
Suppressive Fire
- Cooldown reduced from 40 s to 30 s.
T62-AV
The T-62AV has been brawling a bit too well, blurring its intended role of a guerrilla opportunist. We're reducing the cost of Pyro-Trail for more fiery disruption, while winding down the frequency of Rocket Barrage and dropping HP, so it has to choose its engagements a little more wisely.
Pyro-Trail
- Energy Cost: 25 → 22
Rocket Barrage
- Energy Cost: 36 → 40
- Cooldown: 27 → 32
- Charge Reload: 27 → 32
Survivability
- HP: 2660 → 2400
OBJ. 287
The OBJ. 287's HP exceeded Assault-class values due to the very all-in nature of the tank, but that turned out to be a little overbearing, so we're reining it in. Combat Cage has been compressed to make the pattern of locking an enemy inside it more frequent and dynamic, and we've reevaluated shell parameters to make them more accurate to our models.
Scrap Barricade
- Cooldown reduced from 45 s to 30 s, duration reduced from 30 s to 20 s.
Progression Modules
- Mines from the PTM-37A module can now be temporarily disabled by an enemy Jamming Field.
APHE shell
- Damage: 199.13 → 194.98
- Min Damage: 199.13 → 194.98
- Explosion Damage (End Value): 8.3 → 14.62
- Explosion Damage (Start Value): 49.78 → 58.49
- Penetration Falloff: 5.08 → 4.81
- Min Penetration: 87.78 → 83.19
- Penetration: 292.6 → 277.29
AP shell
- Damage: 221.25 → 187.73
- Damage Falloff: 3.84 → 3.26
- Min Damage: 66.38 → 56.32
- Penetration: 308.0 → 330.0
- Penetration Falloff: 5.35 → 5.73
- Min Penetration: 92.4 → 99.0
Canister shell
- Damage: 40.93 → 32.85
- Damage Falloff Start: 28.8 m → 36.0 m
- Damage Falloff: 3.55 → 2.28
- Min Damage: 12.28 → 9.86
- Penetration Falloff: 28.8 m → 36.0 m
- Penetration Falloff: 6.68 → 6.65
- Min Penetration: 23.1 → 28.71
- Penetration Power: 77.0 → 95.7
- Shell Velocity: 533.33 → 733.33
Burst ammo loader
- Burst Full Reload Time: 8.0 s → 10.0 s
Survivability
- HP: 2800 → 2700
HSTV-L
Recon Probes have been a little crazy in terms of combat data generated. To diminish the constant wallhack, we're reducing the duration and detection radius while increasing placement radius. We want the HSTV-L to have more frequent interaction with the probes in moment-to-moment gameplay. Similarly to the OBJ. 287, the HSTV-L's AP shell parameters have also been reevaluated.
Ability Changes
- MK19 Auto Turret: Cooldown reduced from 40 s to 35 s.
- Recon Probes: Duration reduced from 120 s to 80 s, radius reduced from 100 m to 60 m, and placement range increased from 40 m to 55 m.
- Recon Probes' effects can now be temporarily disabled by an enemy's Jamming Field.
- Fixed an issue where Recon Probes' effect could still apply after the enemy vehicle left the detection zone.
- Fixed an issue where the size of an ally's Masked zone didn't match the detection zone.
Loader
- Burst Full Reload Time: 8.8 s → 9.2 s
AP shell
- Damage: 204.77 → 195.69
- Damage Falloff: 3.76 → 3.6
- Min Damage: 61.43 → 58.71
- Penetration: 304.76 → 279.68
- Penetration Falloff: 5.6 → 5.14
- Min Penetration: 91.43 → 83.9
- Shell Velocity: 1555.56 → 1259.26
M551A1
The M551A1 is getting some highly requested improvements to mobility to make traversing the battlefield and flanking enemies more comfortable and responsive.
Mobility
- Engine power increased by 10.
- Overall vehicle mobility improved (hull traverse, center of mass).
XM1V
It's now easier to spot placed mines. Don't drive into them.
Minefield
- Mine warning light draw distance increased from 25 m to 50 m.
- Mines can now be temporarily disabled by enemy Jamming Fields.
FV4030
Bastion now heals baseline. Skill and internal cooldowns have been reduced slightly for better cycles, but at the cost of lower HP. Overall, we want it to have a greater team impact instead of serving only as extra cover for the FV4030 X itself. Mod tweaks should offer better building decision-making.
We also changed Jamming Field so it's easier to maintain and toggle off without suffering so much on the economy side. On the other hand, Interference now builds up gradually based on distance to the FV4030 X, so caster tanks have an easier time fighting it without being dead-zoned completely.
Ability Changes
- Gun: corrected ammunition type description.
- Bastion: Now restores 40 HP/s by default in an area directly behind the shield (shown with a green rectangle); this healing can be temporarily disabled by an enemy's Jamming Field. Internal cooldown reduced from 5 s to 3 s, charge cooldown reduced from 40 s to 35 s, shield HP reduced from 2000 to 1500, shield HP decay reduced from 10/s to 7.5/s, placement distance adjusted (min 5 m, max 8 m), and aiming-camera vertical rotation limits updated.
- Jamming Field: Cost reduced from 10 to 6; status strength at 36 m reduced from 40% to 33%, status strength at 24 m changed from 60% to 66%, hold-to-cancel time reduced from 1 s to 0.3 s. Now also temporarily disables enemy placeables (mines, probes, etc.) within its radius. Ability description updated.
Progression Modules
- BASTION MK1/3 now applies Traced to enemies shooting allies within the effect area, in addition to applying it when Bastion shields are shot.
- BASTION MK2/L now applies a single stack of Warded but reduces HP restoration by 25% and total Bastion charges by 1.
- INENBAT-5 now reduces Jamming Field's Energy cost by 10%, up from 5%.
T-72SH
Shell parameters have been reevaluated to reflect our models accurately.
Tesla Discs
- Can now be temporarily disabled by an enemy Jamming Field.
HE shell
- Damage: 688.8 → 800.66
- Min Damage: 688.8 → 800.66
- Explosion Damage (End Value): 41 → 96.08
- Explosion Damage (Start Value): 245.97 → 384.32
APHE shell
- Damage: 442.8 → 514.72
- Min Damage: 442.8 → 514.72
- Explosion Damage (End Value): 18.45 → 38.6
- Explosion Damage (Start Value): 110.7 → 154.41
LEO 1A6A1
Reduced Decoy cost will provide extra cycles over time and allow the LEO 1A6A1 to use decoys more liberally. More mindgames!
Decoy
- Energy cost reduced from 25 to 20.
- Can now be temporarily disabled by an enemy Jamming Field.
AMX10 RC
Top-Attack Missiles economy has been greatly improved to better reflect its intended damage profile. We're also slightly reducing UAV Drone cooldown to support the Top-Attack changes.
Top-Attack Missiles
- Energy cost: 36 → 28
- Cooldown: 40 → 30
UAV Drone
- Cooldown: 30 → 25
LEO 2FK
We're dropping duration of Electro-Optical Jammers to create slightly longer vulnerability windows for frontal exchanges.
Ability Changes
- Electro Optical Jammers: Duration reduced from 15 s to 10 s.
- Feign Death: Now ends upon a fired shell's impact, instead of when the gun fires.
Progression Modules
- The ORI module now grants Overdrive and Masked for 10 s after exiting Feign Death.
- The BOINAYEL BHZ-2786 and OYA RK-5673 modules now also affect reload time with VGS-152G.
VGS-152G module
- Reload Time: 10 s to 6 s
- Missile Acceleration: 0.05 to 0.1
- New effect added · Missile Max Speed: x1.75
- Critical modifiers changed from +30% to +10% each, now: ammo crit +0.23, engine crit +0.15, fuel crit +0.138
- Turret Traverse Speed: 1.2 to 1.25
- Missile Sensitivity on Click: 0.2 to 0.05
LEO 2KST
The munitions used by the LEO 2KST and other vehicles featuring magazine loaders have had their damage and penetration values updated to boost the performance of guns with longer cycle times.
EMP Trap
- Can now be temporarily disabled by an enemy Jamming Field.
Progression Modules
- MSF-53: Hull Traverse from -26.3% to +18.6%
- BDK-3: Autoloader changed to a passive loader (shells load in automatically); loading time 5 s to 5.25 s; shell-count loading time 3 s to 2.63 s
- VSB-1246: Hull traverse from 20% to 8.3%; engine force from -6% to -20%
Armor
- Multiple hull, turret, and gun armor values rebalanced.
BDK-3 shell
- Damage: 456 to 420
- Max Penetration: 310 to 365
- Min Penetration: 93 to 109.5
- Optimal Range: 140 to 192
- Shell Speed: 1297 to 1777
HEAT shell
- Damage: 476.0 → 517.16
- Min Damage: 476.0 → 517.16
Canister burst shell
- Damage: 26.38 → 106.47
- Damage Falloff Start: 48.0 m → 35.0 m
- Damage Falloff: 1.37 → 7.61
- Min Damage: 7.91 → 31.94
- Penetration Falloff Start: 48.0 m → 35.0 m
- Penetration Falloff: 5.51 → 7.56
- Shell Velocity: 977.78 → 712.96
Gun
- Drum Reload Time: 14.0s → 12.0s
Module MSF-53
- Before: Swapped in a burst-fire gun and ammo loader, showing burst-related stats and a "changes loader to burst" description.
- After: None of that; the module now condenses the damage of each burst into a single shell.
- Before: No Slow effect value set.
- After: Slow status value of 480 added, capped at 1 trigger event.
MARDER 1A3
We're introducing some quality-of-life changes and a power shift to the MARDER 1A3. Mine economy and placement have been improved, and rotating skills are more fluent than before. The primary shell has been changed to AP for more consistent damage, but it requires more conscious use of Vulnerable stacks and a bit more space due to lower turret traverse.
Ability Changes
- Smart Mines: Max deployment range increased from 25 m to 30 m, Energy cost reduced from 25 to 20. No longer blocks using Suppression Strike or Strike Laser while active. Can now be temporarily disabled by an enemy Jamming Field.
- Suppression Strike: Reload time reduced from 15 s to 13 s, shell-swap time reduced from 2.2 s to 2 s. Now always applies 3 stacks of Fragile on hit to all damaged targets, including indirect hits (still capped at 5 stacks). No longer blocks using Smart Mines or Strike Laser while active. General improvements to canceling and switching the ability mid-use.
Progression Modules
- BKF-305: Effect changed to 13 Slow status applied by the primary weapon.
- EVS-328: The debuff now reduces AP penetration (to account for the shell change), from the previous APHE penetration stat.
Armor
- Multiple hull, turret, and gun armor values rebalanced.
AP shell (changed from APHE)
- Damage: 63
- Min Damage: 18.9
- Max Penetration: 280 mm
- Min Penetration: 84.2 mm
- Optimal Range: 192 m
- Shell Velocity: 1777 m/s
- Shells become progressively less accurate
HE ATGM
- Damage: 1108 to 1255.5
- Penetration: 29.2 to 21
- Max Explosion Damage: 776.16 to 448.34
- Min Explosion Damage: 129.36 to 74.7
- Ammo Crit: 1.3 to 1.525
- Engine Crit: 1.2 to 1.3
- Fuel Crit: 1.13 to 1.1875
Turret
- Turret Traverse Speed: 130 to 90
- Turret Elevation Speed: 30 to 90
- Minimum Gun Elevation Angle: 10 to 18
New Features & Improvements
- Discord Invites (PC): Players with a linked Discord account can now invite their Discord friends to a squad or to the game directly from the game client, and Discord Rich Presence now has a working "Join" button so friends can jump straight into your session from Discord. Available on WGC and Steam (PC only).
- New Agent and vehicle icons: New, higher-resolution Agent portraits and vehicle icons on the Agent Selection screen, optimized for 4K displays.
- Battle Pass season header: The season banner section in the Battle Pass now displays a "Season X" header.
- Vehicle preview zoom controls: Zoom controls for vehicle previews in the Garage (Customization, Armor and Modules, and Store skin previews) are now fixed and no longer follow your battle key bindings: Scroll Up/Down on KBM, and Right Stick Click on controller.
- Reworked "Bundle Includes": The "Bundle Includes" section on bundle product pages now shows a full, itemized list of everything in the bundle (type, name, amount, and associated vehicle/Agent where applicable) instead of just aggregated totals.
- Reworked Missions screen: Missions are now grouped into sections sorted by priority, empty or fully completed sections are hidden automatically, and the "Go to Mission" banner has been replaced with a header.
Bug Fixes
Combat & Gameplay
- Fixed an issue where the OBJ. 287's Combat Cage ability could collide with smoke, sometimes launching tanks into the air.
- Fixed an issue where player input could stop registering (unable to open the menu or control the vehicle after the intro cinematic) when starting the Operation Phoenix tutorial mission or a battle on Project Phoenix, especially if pressing buttons rapidly while the map was loading.
- Fixed an issue where the Line Charges ability for Ember's M1150 ABV didn't deal damage to soft cover.
- Fixed an issue where the Traced status from the T-72SH's OTSHU-1-19 module would expire partway through Disruption Field Generator's duration instead of lasting the whole time.
- Fixed an issue on the LEO 2FK where HP restoration with a Recovery Kit or Rebuild Kit would stop after returning from Feign Death, even without taking further damage.
- Fixed an issue where vehicle turrets could randomly stop following the camera during battle, continuing to rotate but aiming in the wrong direction.
- Fixed an issue where M551A1 bots wouldn't use the Canister Volley ability.
- Fixed an issue on the Aircraft Carrier map where vehicles could drive through the garage gates due to a missing collision.
HUD & Battle Interface
- Fixed an issue where part of the ability UI would remain visible on the tactical map after using the M1150 ABV's Line Charges, the M60A3E2's Blast Projectors, or the LEO 2KST's Active Camo.
- Fixed an issue where the Operation Phoenix tutorial mission notification "Investigate the facility and capture Base B" would incorrectly appear in Firing Range mode.
- Fixed an issue where the wrong mission condition was displayed in battle instead of "Win 3 battles."
- Fixed an issue where already activated Skill notifications would reappear one after another after respawning.
- Fixed an issue where the crosshair wasn't displayed in the reticle when using Static aim mode on either of Fuzzer's vehicles.
- Fixed an issue in Plant/Defuse where the "Carrying the bomb, assist me" ping wasn't displayed in the battle log.
- Fixed an issue where the crosshair would disappear on the XM1 90 when activating the FASTDRAW Magazines ability with the XM364 module equipped.
- Fixed an issue on Hound's LEO 1A6A1 where a conditional widget could appear without a title or icon.
- Fixed an issue where the FV 4030 X's Jamming Field ability showed the guided rocket targeting icon (green triangle) on affected enemies instead of the correct white square icon.
- Fixed an issue where the FV4030 X's Jamming Field ability displayed the distance to the affected enemy when it shouldn't have.
- Fixed an issue where the background of some long subtitles during the Operation Phoenix tutorial mission didn't stretch to fit the full length of the text.
Menus & Customization
- Fixed an outdated Burning Magazine effect description for the MSF 53 module for Flair's LEO 2KST.
- Fixed an issue where post-battle screen buttons were missing if the game client wasn't the focused window.
- Fixed an issue where the camera wouldn't zoom in on an equipped charm when opening the Customization tab in the Armor menu.
- Fixed an issue where the vehicle preview wouldn't update after selecting or equipping a new skin in the Customization tab. (The same issue also affected charm previews.)
- Fixed an issue where Steam and Steam Deck platform icons weren't displayed in the Squad menu.
- Fixed an issue where, after finishing a 20v20 battle in a Squad, the non-leader's game mode selection would reset to Quick Match, and the Squad leader would need to press Play twice to queue for 20v20 again.
- Fixed an issue on Steam and consoles where the Friends and Blocked lists would show a loading spinner indefinitely and never display until the client was relaunched.
- Fixed the RT 523T module description on Twister's HSTV-L: Traced and Masked are now bolded, the cooldown now shows its time unit (e.g. "Cooldown: 20 s"), and the incorrect Masked duration display has been removed.
Graphics & Visual Effects
- Fixed an issue where the Solid Gold skin would produce overly intense sun glare on maximum graphics settings.
- Fixed an issue where the skill matrix on the Agent Skills screen was hard to read against the new Garage background, especially on low-contrast monitors.
- Fixed an issue where the M1150 ABV's armor plates would flicker while recovering after being destroyed.
- Fixed an issue where some parts of M60A1 would turn white when destroyed while using the Tempered 3D skin.
- Fixed an issue where the Tactical View (M) had significant flickering during Conquest battles on the Aircraft Carrier map.
- Fixed an issue where Kill Confirmed Tokens were missing their visual effects, appearing as plain metal plates instead.
- Fixed an issue where the M1150 ABV's Incendiary Launchers ability didn't leave scorch tracks on sand terrain.
- Fixed an issue where the FV4030 X's Jamming Field ability decal would disappear if the ability stayed active for more than 60 seconds.
- Fixed an issue where the aim trajectory for Ember's XM1V's Minefield and Demolition Charges abilities would remain visible after the player was destroyed.
Audio
- Fixed an issue where most in-battle sounds would be missing for a Squad member if they were watching the season trailer when the battle started.
- Fixed a voice chat issue where players with restricted communication weren't shown a mute icon and couldn't be muted correctly by other Squad members.
- Fixed an issue in Control mode where HQ would play a losing voice line for the team that captured the base instead of a winning one.
Store & Economy
- Fixed incorrect shell type descriptions in the Store's firing mode info for the XM1 90, ALVT, M60A2, OBJ. 287, M551A1, XM1V, FV4030 X, LEO 1A6A1, M3E1, and MARDER 1A3.
Console & Platforms
- Fixed an issue in the Operation Phoenix tutorial mission where the crosshair wouldn't track a moving enemy with a gamepad's Aim Assist setting enabled.
- Fixed an issue on Xbox where suspending and resuming the game could leave the in-game Store in an inconsistent state, causing a previously failed currency purchase to complete unexpectedly on the next purchase attempt.
- Fixed an issue on Xbox and PS5 where mouse scroll wheel input would not work in battle or on the Armor screen, even when rebound to a different input.
- Fixed an issue where selecting a module with a gamepad in the Modules tab (Modify Vehicle > Armor) didn't work.
- Fixed an issue where, with the Menu panel open, the Control Hints for Settings couldn't be accessed on Xbox, PS5, or PC. The same issue also prevented opening the Store from the currency tooltip.
- Fixed an issue on the Armor screen where clicking Input Hints played a sound but didn't perform any action.
- Fixed an issue where description text for the Armor and Modules tabs wasn't displayed when using a gamepad or on console.
Localization
- Fixed an issue where the Audio Preset dropdown options in Settings > Audio were missing translations in non-English languages.