BattleBit Remastered Update 2.0 Patch Notes Now Available

Update 2.0 for BattleBit Remastered is now live, offering new map reworks, gameplay enhancements, and bug fixes to refine the gaming experience.
Battlebit Remastered Art Promo
Image: SgtOkiDoki

The latest update for BattleBit Remastered, version 2.0, has been released, ushering in a number of changes designed to refine the gaming experience. These changes have been shaped by player feedback, with the intention of bringing improvements to core gameplay.

The alterations coming with this update are extensive. Players can anticipate quicker progression, an additional healing method for all classes, two reworked maps, as well as various polishing measures and bug fixes. Significant advancements have also been made in the Community Server API, with plans for expansion testing leading up to a broader rollout of access.

The general player UI/UX has seen a number of refinements, such as improvements in the detection for targeting downed players for revival, and bugs regarding player armor and body sync have been resolved. Notably, the game will no longer auto lock squads when a party member reserves one for their party to join. Instead, non-party members will be forced to change squads if the reserved party squad is full while a party member is joining the server.

Progression and XP earning have been improved, with the progression curve easing after level 15 to maintain consistent leveling up time. Changes have also been made to how XP is earned, with the destruction of empty transport/boat vehicles no longer yielding points. An XP score event has been added where destroying enemy explosives will yield a hitmarker and additional XP.

Further enhancements have been made to the clan system. Clan submissions will now open with a minimum requirement of Prestige 1, and issues concerning the persistence of used clan invites and the inclusion of expired invites in the 100 clan invite limitation have been resolved.

A noteworthy change to universal healing has been introduced, with bandages now applying self-heal to all classes, even when bleeding, gaining +40 HP for each bandage used. However, bandaging will not heal other players, it will only stop bleeding or revive them. Only the Medic class can heal other players with their Medkit Gadget.

Several class adjustments have been made, particularly to the Assault, Engineer, and Support classes. The Assault class now has access to Ranger Armors and a wider range of weapons, while the Engineer class has received a significant XP bonus for vehicle destruction. The Support class, along with the Engineer, now have a new barbed wires deployable available for use.

Weapon adjustments have also been made, including fixes to weapon attachments affecting player speed and changes to the aim punch/flinch scale. Specific changes to weapons include the Kriss Vector, ACR, and AK5C, among others, affecting damage per bullet, magazine capacity, recoil, and reload speed.

Vehicles have received their share of updates too. A new sea vehicle, the RCB90, has been added, and the XP rewards for destroying enemy vehicles have been diversified based on vehicle type. Various fixes and improvements have been implemented for helicopters, and players will now be healed when they return to base for repairs without needing to exit their vehicles.

Finally, map updates form a crucial part of this patch. Two maps, District and Wine Paradise, have been reworked and expanded. Numerous tweaks have been made to other maps, including shifting objectives and the addition of points of interest. Additionally, measures have been implemented to enhance Capture The Flag (CTF) gameplay, such as the addition of safe zones for teams and increased XP rewards for capturing the enemy flag and killing the enemy flag carrier.

Here’s a look at the full patch notes:

GENERAL PLAYER UI / UX

  • Game will no longer auto lock squads when a party member reserves a squad for their party to join, instead, a non party member will be forced change squad (with their role) if the reserved party squad is full while a party member is joining to server.
  • Improved detection for targeting downed players to bandage/revive.
  • A bug where player’s armors & body does not sync when player is standing still and client loads their object for first time until they move – fixed.
  • When a player shoots at a mine/C4/claymore, the shooter will take ownership for the explosion, as if they owned the mine/C4/claymore. Previously, ownership remained with the person who deployed the mine, even when someone else shot at it. This led to instances where shooting a friend’s claymore/mine would kill them.
  • Players will no longer be allowed to place mine/claymore under water

PROGRESSION/XP IMPROVEMENTS

  • Progression curve will ease after level 15 to keep consistent time to level up.
    – This is intended to decrease the time commitment and XP required to reach level 200 on average.
  • Empty transport/boat vehicles will no longer give points when destroyed.
  • XP Score Event added: Destroying enemy c4/mine/claymore will give a hitmarker and additional XP

CLANS

  • Clan submissions will open with requirements of minimum Prestige 1.
  • Used clan invites persisting once used from clan invite list has been fixed.
  • The issue where the 100 clan invite limitation included expired invites has been fixed.

UNIVERSAL HEALING

  • Bandages now apply self-heal, even when bleeding, gaining +40 HP for each bandage used. This applies to all classes.

    – You cannot heal other players by bandaging, it remains the same as before, you can only stop bleeding or revive, but it will not heal them, only the Medic can heal OTHER players with their Medkit Gadget.

CLASS ADJUSTMENTS

  • ASSAULT
    – Access to Ranger Armors.
    – Access to the Personal Defense Weapon and Designated Marksman Rifle weapon types: Honey Badger – Groza – P90 – AsVal – MK20 – M110 – MK14 – SVD.
  • ENGINEER & SUPPORT
    – New barbed wires deployable available for use
  • ENGINEER
    – 2.5x XP bonus for vehicle destruction.
  • XP with Engineer Bonus
    Transport vehicles: 1000xp
    APC: 2,000xp
    Tank: 4,000xp
    Helicopter: 4,000xp
    Boat: 1,000xp
  • Other Classes
    Transport vehicles: 400xp
    APC: 800xp
    Tank: 1,600xp
    Helicopter: 1,600xp
    Boat: 400xp

WEAPON ADJUSTMENTS

  • Weapon attachments wouldn’t affect player speed – fixed.
  • Aim punch/flinch will exponentially scale down based on damage received, instead of pistol on leg and sniper on chest having the same effect for example.

    Kriss Vector
  • Damage per bullet adjusted to 22, down from 24.
  • Damage drop-off now starts at 10 meters, down from 50.
  • Standard/Quick magazine now holds 36 bullets, down from 40.

    ACR
  • ACR aim down time buffed from 0.25 seconds to 0.21 seconds.
  • ACR player running speed buffed from 1.01 to 1.05 x.
  • ACR control reduced from 100% to 105%.
  • ACR damage increased from 25 to 27.

    AK5C
  • AK5C damage increased from 30 to 34.
  • AK5C vertical recoil increased from 1.4 to 1.6
  • AK5C horizontal recoil increased from 1.2 to 1.4
  • AK5C’s first shot recoil reduced from 1.5 to 1.0
  • AK5C’s reload speed increased by 12.5%.

    SG550
  • SG550’s muzzle flash size reduced from 100% to 85%.

VEHICLES

  • New Sea Vehicle: RCB90 added
  • Destroying enemy vehicles will give different XP rewards based on type
  • Improved road kill detection
  • Littlebird minigun’s light vehicle damage increased from 2 to 4
  • APC receives 2x damage from the rear
  • Tanks & APCs – Upon firing, resupply cooldown will reset to 60 seconds to avoid player supplying & firing same time.
  • When players return to base for repair, the driver/pilot will also be healed. Exiting the vehicle is no longer neccesary, which should reduce cases of vehicle hijacking
  • Helicopter’s sensitivity will no longer be affected by FPS (it used to be more sensitive as you had less FPS, less sensitive as you have more FPS)
  • Stutters while piloting helicopter should be improved (need to be tested)
  • Helicopter inflicting self-damage when game lags (i.e. opening scoreboard, etc) – fixed.
  • Player would not able to see blood screen while inside some vehicles – fixed.
  • Turret/minigun shots does not count as ‘bullets fired’ in stats – fixed.

MAPS

  • District Rework integration
  • Wine Paradise – Rework + Expansion to support CONQ 254p gamemode
  • MultuIslands – CONQ Ultra downscaled twice until there are more options of mobility for players
  • MultuIslands – 32v32 Rush added. New POI was added East from middle of map to make use of Rush layout.
  • Wakistan – Objective F was shifted to the East by 222 meters with some additional ways to enter in the middle of map.
  • TensaTown – RUSH block silo position for Defender team to avoid spawn camping of Attacker team.
  • Namak – Potential fix of an issue causing an inability to spawn on Objective B
  • Further GPU optimization on 3D models of map objects
  • Salhan – removed a OP tank spot at USA side and added some of hesco walls on long line road.
  • Salhan – Tanks removed until exploit with tanks will be fixed to not let them climb on the cliffs.
  • Bricks not spawning when walls are destroyed – fixed.

CTF Quality of Life

  • District and Sandy Sunset now support CTF
  • Added safe zones for teams.
  • Moving the flag to the safe zone will no longer teleport it back to the enemy base, but will instead teleport it next to the safe zone border.
  • When flag carrier gets killed while swimming, players cannot recapture the flag fixed.
  • Successfully capturing the enemy flag will award more XP.
  • Killing the enemy flag carrier will award an additional bonus.

COMMUNITY SERVER API

  • Community server API core finished.
  • Community servers, ability to set map rotation, gamemode rotation added. (for admins) https://www.youtube.com/watch?v=b7XCLudrifw
  • Server option to host voxel gamemode (https://youtu.be/flFrpaIdYv8?t=771) for community servers added/
  • Community API – get/save stats.
  • Community API – control over player roles added (if you want to restrict roles per team/squad or have other intentions)
  • Community API – Read Access from official stats, admin can choose to ignore, replace, use the stats.
  • Community API – ability manipulate player’s weapon, attachments, skins, spawn position, armors added.
  • Community API – admin will also get a callback when a player reports another player in their server.
  • Community API – callbacks when player is alive / dead and access if they are alive or not.
  • Community server API core finished.
  • Backend client API fix where backend becomes unresponsive time to time.

Source: Steam

Shaun Savage

Shaun Savage

Shaun Savage is the founder and editor-in-chief of Try Hard Guides. He has been covering and writing about video games for over 9 years. He is a 2013 graduate of the Academy of Art University with an A.A. in Web Design and New Media. In his off-time, he enjoys playing video games, watching bad movies, and spending time with his family.

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