Full notes
Full Broken Arrow update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Fixes
- Balance
- Gameplay
Broken Arrow changes
Hi everyone,
The time has come, we’re happy to announce that the PTE Steam branch will be available for everyone to join on April 22nd at 5pm CEST.
On this branch, you’ll be able to test a wide range of gameplay improvements, balance adjustments and new systems designed to deepen strategy and enhance overall battlefield dynamics. Such as:
Game Mode Changes A new Conquest mode has been introduced with multiple score thresholds (500, 1000, 1500). Points are gained or lost based on zone control, with a fixed tick rate per objective. Destruction points remain unchanged, and phase-based WP compensation has been removed.
Income Changes Income is now calculated non-linearly based on the number of deployed units, with a cap of 1500 pts. The system is designed to improve early-game dynamics, encourage smaller and lighter armies (including air playstyles) and the ability to extend an army.
General Changes A new anti-overkill system has been added. Infantry transport vehicles now carry supply crates as an ability that can resupply and heal infantry. Ground units have custom respawn timers visible in their stats. Damage for automatic weapons in the unit info panel is now displayed as damage per second. New map layouts have been introduced, and infantry now inherit stress from destroyed transports.
Recon Units A new “Sneak” ability allows certain recon units to increase stealth at the cost of movement speed. Base stealth for these units has been slightly reduced.
Infantry Infantry weapons have improved damage and range. Their damage reduction system has been reworked so they are most resilient when calm or shocked, and most vulnerable when panicked.
Vehicles Tank gun damage has been increased, and aiming times for various vehicle weapons have been reduced.
Support Units Artillery has longer range and aim time, with increased costs. Howitzers are now divided into tiers with different roles and loadouts. Reload times have increased, and 82mm mortars gained an autofire option.
Anti-Air Anti-air damage and range have been slightly reduced, with missile damage capped to prevent one-shot kills. Radar bonuses against low-flying targets have been reduced, and vertical launch systems have faster animations.
Helicopters Helicopter agility has been slightly improved, transport helicopter prices reduced, and ATGM aim times shortened.
Aircraft Aircraft refund timers now depend on rearm time of ammunition instead of cost. Air superiority fighters rearm faster. Aircraft pricing has been standardized based on loadouts. Cargo plane prices have been reduced.
You can see more current details by clicking PTE v.1.
To celebrate, we’ll be live on Slitherine’s Twitch Channel starting at 3pm CEST, hosting VulcanHD as he showcases and plays the PTE for a couple of hours. After that, all of you will be able to jump in and start playing. Your feedback will be invaluable in helping us shape and refine the update before it is released on the main branch. Don’t miss it.
Source
Changelog.gg summarizes and formats this update. How we read updates.
