Full notes
Full Tank 99 update
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What changed
- Balance
- Maps
- Gameplay
Tank 99 changes
Combat feel
LV1 / LV2 fire faster (less “one shot per second” at base level).
Clock lasts 12s and slightly boosts your fire rate while enemies are frozen.
Heavy tanks capped per stage (4 in 1P, 5 in 2P).
Fewer armored normal / fast / sniper variants (N2 / F2 / S2 hard caps + lower weights).
Maps — handcrafted
Stages 33 / 47 / 49 (map_17 / 24 / 25): clearer alleys, short iron covers, less brick-sea feel; HQ brick ring left intact.
Maps — procedural (random stages)
New block-city layout: left / mid / right corridors + 3×3 street modules (alley fight focus).
Bricks use clean half-edge pieces (easier to dig, less messy).
Mid-lane steel gate in front of the base; the tile next to HQ is half-steel so you can still slip past along the base edge.
Side-lane brick gates slow straight edge rushes (breakable).
Enemy spawn exits cleared so tanks aren’t walled in at spawn.
Late stages get more crossroads / gates / cover modules; fill density stops climbing past mid-late (no endless brick walls).
Already in (prior balance)
Death drops one level (not hard reset to LV1).
Softer late AI / enemy mix; smarter power-up weights.
Source
Changelog.gg summarizes and formats this update. How we read updates.
