Video Game Updates & Patch Notes

BattleBit Remastered Update 2.0.0 Finally Nerfs the Vector, Patch Notes and More

BattleBit Remastered has always thrived on the edge of innovation, keenly observing its player base and making meaningful adjustments. The recent update is no exception. Introducing Update 2.0.0, where the game leaps further, enhancing player experience, refining gameplay, and making crucial changes to keep things refreshing.

No more auto-locked squads, better targeting for downed players, and a smoother synchronization experience when players stand still. One of the significant changes involves shooting at explosives. From now on, if you shoot at a mine/C4/claymore, you’ll take ownership of the explosion, addressing those frustrating moments where shooting a teammate’s explosives resulted in unintended consequences.

The assault class gets access to new armor and weapons. Engineers receive a substantial XP bonus for vehicle destruction, promoting their role on the battlefield. Weapon adjustments include tweaks to Kriss Vector, ACR, AK5C, and SG550, providing a balanced weapon experience.

Without further ado, you can find the patch notes below:

BattleBit Remastered 2.0.0 Patch Notes


  • 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 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


  • 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.


    • After a long discussion, it’s apparent that the medic is the only class capable of enduring more than one fight. Other classes cannot survive a second fight after being shot. Consequently, making other classes very unpleasant to use, in response, the following change has been implemented:
  • 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 them, but it will not heal them, only the
  • Medic can heal OTHER players with their Medkit Gadget



  • 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.

    – New barbed wires deployable available for use


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


  • 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.


  • 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 core finished.
  • Community servers, ability to set map rotation, gamemode rotation added. (for admins)
  • Server option to host voxel gamemode ( 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.
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Angel Kicevski

I am ANGE1K. I started playing video games a long time ago. In a blink of an eye, I became a hardcore gamer. A couple of years later, I traversed to the professional Counter-Strike 1.6 scene. After the competitive ERA, I managed to find the gaming industry amusing and started working on FGR. 8 years after founding FGR, my mission remains the same. That is to discover secrets within the gaming industry, create guides for all the games I play, and provide you with some important news. Oh, yeah, I post tons of patch notes too. Currently stuck in WoW with high M+ keys, Tarkov, a bit of Gray Zone Warfare, Dota 2, and CS2. P.S. Last time I counted how many hours I've spent in video games turned out to be 13+ years. And that was a long time ago too. Almost 24/7 in front of PC. If you need anything, feel free to contact me on X!

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