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	<channel>
		<title><![CDATA[Official Battle Tanks Community - Beta Area]]></title>
		<link>https://btanks.net/forum/</link>
		<description><![CDATA[Official Battle Tanks Community - https://btanks.net/forum]]></description>
		<pubDate>Wed, 08 Apr 2026 08:49:09 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[how to join the game?]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4317</link>
			<pubDate>Fri, 18 Jul 2014 22:23:56 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=3356">Pefren</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4317</guid>
			<description><![CDATA[how to join the game?]]></description>
			<content:encoded><![CDATA[how to join the game?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to edit this map?]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4250</link>
			<pubDate>Mon, 21 Apr 2014 19:45:13 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=3150">RAF_Fenix</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4250</guid>
			<description><![CDATA[After opening the map and saving with Editor, I see that all buildings disappear, and that I cannot play the map at all.<br />
<br />
I wanna edit, because I have a couple of suggestions, which I would like to try out... <br />
<br />
(since no one could answer in "Bug reports" forum, I cross-posted over here)<br />
<br />
-RAF Fenix]]></description>
			<content:encoded><![CDATA[After opening the map and saving with Editor, I see that all buildings disappear, and that I cannot play the map at all.<br />
<br />
I wanna edit, because I have a couple of suggestions, which I would like to try out... <br />
<br />
(since no one could answer in "Bug reports" forum, I cross-posted over here)<br />
<br />
-RAF Fenix]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Plasma discharger - minor things]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4171</link>
			<pubDate>Fri, 28 Feb 2014 09:37:26 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2785">Max</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4171</guid>
			<description><![CDATA[Hi,<br />
<br />
I just have a question/suggestion about this item : I think it needs an information of which range it pushes enemy tanks away (pushes between 400-700 range the closer the enemy come close to you for example).<br />
<br />
I have another (stupid ^^) question about the killing spree count : it gets +1 for each kill, I got that. You make 5 kills w/o dying you have a killing spree of 5. But it also gets +1 when you make a multikill, so you can make 5 kills but have a spree of 7 if you have made 2 double kills. Is that right?<br />
<br />
(Btw I made a report in a game when I couldn't choose q spell with q key on keyboard - but I actually could activate the spells with this key - it was only on raider that it happened.<br />
Same thing about siege pack I used with tinker, some times it sent 3 mortars, sometimes 2, I don't know why... But I reported it too)<br />
<br />
Hope it will help,<br />
Cheers,<br />
Max.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I just have a question/suggestion about this item : I think it needs an information of which range it pushes enemy tanks away (pushes between 400-700 range the closer the enemy come close to you for example).<br />
<br />
I have another (stupid ^^) question about the killing spree count : it gets +1 for each kill, I got that. You make 5 kills w/o dying you have a killing spree of 5. But it also gets +1 when you make a multikill, so you can make 5 kills but have a spree of 7 if you have made 2 double kills. Is that right?<br />
<br />
(Btw I made a report in a game when I couldn't choose q spell with q key on keyboard - but I actually could activate the spells with this key - it was only on raider that it happened.<br />
Same thing about siege pack I used with tinker, some times it sent 3 mortars, sometimes 2, I don't know why... But I reported it too)<br />
<br />
Hope it will help,<br />
Cheers,<br />
Max.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Killing spree - Replay]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4169</link>
			<pubDate>Wed, 26 Feb 2014 17:46:46 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2785">Max</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4169</guid>
			<description><![CDATA[Here is what I was talking about :<br />
<br />
When you make a kill, die next to it and make another one when you die, you normally get a double kill bonus. But after re spawning and making another kill you get another bonus for 3 kills in a row (in a killing spree), even if you died after the first one.<br />
<br />
Happened in early game (around ~ 5 min) - the rest of the game doesn't have any interest at all (nothing more to report in it).<br />
<br />
<img src="https://btanks.net/forum/images/attachtypes/unknown.gif" title="" border="0" alt=".w3g" />
&nbsp;&nbsp;<a href="attachment.php?aid=2462" target="_blank" title="">LastReplay.w3g</a> (Size: 397.65 KB / Downloads: 525)
]]></description>
			<content:encoded><![CDATA[Here is what I was talking about :<br />
<br />
When you make a kill, die next to it and make another one when you die, you normally get a double kill bonus. But after re spawning and making another kill you get another bonus for 3 kills in a row (in a killing spree), even if you died after the first one.<br />
<br />
Happened in early game (around ~ 5 min) - the rest of the game doesn't have any interest at all (nothing more to report in it).<br />
<br />
<img src="https://btanks.net/forum/images/attachtypes/unknown.gif" title="" border="0" alt=".w3g" />
&nbsp;&nbsp;<a href="attachment.php?aid=2462" target="_blank" title="">LastReplay.w3g</a> (Size: 397.65 KB / Downloads: 525)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bounty bug?]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4156</link>
			<pubDate>Wed, 12 Feb 2014 16:13:39 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2785">Max</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4156</guid>
			<description><![CDATA[Hi,<br />
<br />
I just read the thread about bug report, so I join here the replay of that game in which there were some bounty problems.<br />
Maybe was it because we played royal flush mode?<br />
<br />
Anyway there were a difference between bounty value wrote on tank and bounty value killer get after making a kill. Also some difference in bounty from 1 second to another one : comes from 1500 to 900 ??<br />
<br />
Some players noticed it in game, so you can find easily in game. I think it was around 8-11 min while I was heli top going mid. Maybe I didn't see good but I saw 1500 bounty on me and after a move it went to 800. Same thing on orange around 20-21 when he goes back on enemy town to attack.<br />
And some problems too with trader bounty that he reported in game.<br />
<br />
I hope it will help - I'll check this in next beta game running.<br />
<br />
Cheers,<br />
Max.<br />
<br />
<img src="https://btanks.net/forum/images/attachtypes/unknown.gif" title="" border="0" alt=".w3g" />
&nbsp;&nbsp;<a href="attachment.php?aid=2445" target="_blank" title="">LastReplay.w3g</a> (Size: 731.74 KB / Downloads: 589)
]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I just read the thread about bug report, so I join here the replay of that game in which there were some bounty problems.<br />
Maybe was it because we played royal flush mode?<br />
<br />
Anyway there were a difference between bounty value wrote on tank and bounty value killer get after making a kill. Also some difference in bounty from 1 second to another one : comes from 1500 to 900 ??<br />
<br />
Some players noticed it in game, so you can find easily in game. I think it was around 8-11 min while I was heli top going mid. Maybe I didn't see good but I saw 1500 bounty on me and after a move it went to 800. Same thing on orange around 20-21 when he goes back on enemy town to attack.<br />
And some problems too with trader bounty that he reported in game.<br />
<br />
I hope it will help - I'll check this in next beta game running.<br />
<br />
Cheers,<br />
Max.<br />
<br />
<img src="https://btanks.net/forum/images/attachtypes/unknown.gif" title="" border="0" alt=".w3g" />
&nbsp;&nbsp;<a href="attachment.php?aid=2445" target="_blank" title="">LastReplay.w3g</a> (Size: 731.74 KB / Downloads: 589)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game duration]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4154</link>
			<pubDate>Tue, 11 Feb 2014 15:41:07 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2583">gozo1985</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4154</guid>
			<description><![CDATA[Played like 4 Beta games since the update.<br />
All those games last, lets say, longer then expected.<br />
<br />
Also (maybe its just a matter of feeling) but the gold earned during the game in the last version was increasing slightly, while in the new version its more linear.<br />
I talk about my playstyle here which is a rather defensive with less kills and less death in a, about 3:2 ratio - focusing on assists (just a sidenote).]]></description>
			<content:encoded><![CDATA[Played like 4 Beta games since the update.<br />
All those games last, lets say, longer then expected.<br />
<br />
Also (maybe its just a matter of feeling) but the gold earned during the game in the last version was increasing slightly, while in the new version its more linear.<br />
I talk about my playstyle here which is a rather defensive with less kills and less death in a, about 3:2 ratio - focusing on assists (just a sidenote).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Weapon efficiency]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4153</link>
			<pubDate>Tue, 11 Feb 2014 15:26:23 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2583">gozo1985</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4153</guid>
			<description><![CDATA[Maybe its becouse I'm a bit confused of all those changes made but:<br />
<br />
Anyone else noticed high speed weapons and/or mix of projectiles are getting more ineffective? (Flamer, Poison,...) Maybe just against creeps, or also vs Tanks? dk^^]]></description>
			<content:encoded><![CDATA[Maybe its becouse I'm a bit confused of all those changes made but:<br />
<br />
Anyone else noticed high speed weapons and/or mix of projectiles are getting more ineffective? (Flamer, Poison,...) Maybe just against creeps, or also vs Tanks? dk^^]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Stuns : inf vs demon]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4150</link>
			<pubDate>Mon, 10 Feb 2014 15:36:42 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2785">Max</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4150</guid>
			<description><![CDATA[Hi,<br />
<br />
I saw something I really don't like : comparing stuns of infernal and demon, demon's one is a lot op, even more now.<br />
<br />
Inf : lvl 1 to 5 : stun go from 0,5 sec to 1,5. Tank cost is 18k.<br />
Demon : lvl 1 to 5 : stun ALWAYS last 2,5 sec (!). Tank cost 10k.<br />
<br />
I think demon stun should be increased with lvls (as for infernal) and downgraded. Almost downgraded to 1 or 1,5 second. I always wondered how much time this stun last (I do never use this tank) because it's too long imo. 2,5 sec is eternity comparing to actual game time (and even more with good team play : demon stun = death).<br />
<br />
I know there must be a reason for that difference, but I still think there's a gap between those stuns but not in the right direction (higher tank should have better stuns, no?).<br />
<br />
Cheers,<br />
<br />
Max.]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I saw something I really don't like : comparing stuns of infernal and demon, demon's one is a lot op, even more now.<br />
<br />
Inf : lvl 1 to 5 : stun go from 0,5 sec to 1,5. Tank cost is 18k.<br />
Demon : lvl 1 to 5 : stun ALWAYS last 2,5 sec (!). Tank cost 10k.<br />
<br />
I think demon stun should be increased with lvls (as for infernal) and downgraded. Almost downgraded to 1 or 1,5 second. I always wondered how much time this stun last (I do never use this tank) because it's too long imo. 2,5 sec is eternity comparing to actual game time (and even more with good team play : demon stun = death).<br />
<br />
I know there must be a reason for that difference, but I still think there's a gap between those stuns but not in the right direction (higher tank should have better stuns, no?).<br />
<br />
Cheers,<br />
<br />
Max.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Static Charge]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4146</link>
			<pubDate>Fri, 07 Feb 2014 01:56:18 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=29">Exodus</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4146</guid>
			<description><![CDATA[So, I changed the Static Charge again.<br />
<br />
My main goal was, to somewhat weaken the spell in the early game, while making it more useful in the midgame.<br />
<br />
Now I want to know from you guys: did it work? Is better than before, in terms of balance or worse?<br />
<br />
To be frank, I have no idea how the current form of Static Charge does in terms of balance, since it's really difficult to estimate the overall effectiveness of this skill.]]></description>
			<content:encoded><![CDATA[So, I changed the Static Charge again.<br />
<br />
My main goal was, to somewhat weaken the spell in the early game, while making it more useful in the midgame.<br />
<br />
Now I want to know from you guys: did it work? Is better than before, in terms of balance or worse?<br />
<br />
To be frank, I have no idea how the current form of Static Charge does in terms of balance, since it's really difficult to estimate the overall effectiveness of this skill.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bounty and killing sprees]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4145</link>
			<pubDate>Wed, 05 Feb 2014 16:00:51 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=2583">gozo1985</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4145</guid>
			<description><![CDATA[I keep it simple with a small statement, hopefully I am not right but if the new spree system stays that way (ofcourse without the bugs<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> ) I think people will use Longrange more often. Its easier to start sprees. Shortrange benefit was the +200, +300 for multikills nevermind if you get killed afterwards. Like I said hopefully im not right - but maybe the playstyle of many shifts into using more ranged weapons. This will not affect many pros or high quality games, but everything below...<img src="https://btanks.net/forum/images/smilies/sad.gif" alt="Sad" title="Sad" class="smilie smilie_8" /> ?<br />
<br />
<br />
/split into a new thread<br />
<br />
Exodus]]></description>
			<content:encoded><![CDATA[I keep it simple with a small statement, hopefully I am not right but if the new spree system stays that way (ofcourse without the bugs<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> ) I think people will use Longrange more often. Its easier to start sprees. Shortrange benefit was the +200, +300 for multikills nevermind if you get killed afterwards. Like I said hopefully im not right - but maybe the playstyle of many shifts into using more ranged weapons. This will not affect many pros or high quality games, but everything below...<img src="https://btanks.net/forum/images/smilies/sad.gif" alt="Sad" title="Sad" class="smilie smilie_8" /> ?<br />
<br />
<br />
/split into a new thread<br />
<br />
Exodus]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Battle Tanks 8.80 Public Beta]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=4141</link>
			<pubDate>Tue, 04 Feb 2014 17:08:03 +0100</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=29">Exodus</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=4141</guid>
			<description><![CDATA[Hey guys,<br />
<br />
time for new stuff! This time around it's a mechanics update. It potentially will change the way BT is played quite a lot. Not all of this stuff (like the bounty) is final and most likely is going to change, depending on what you guys tell me.<br />
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80-beta-1/" target="_blank" rel="noopener" class="mycode_url">Changelog Beta 1</a><ul class="mycode_list"><li>Highlights<ul class="mycode_list"><li>Added Killing and Assist sprees<br />
</li>
<li>Remade the bounty system, it no longer is based on your tank worth, but the kills you make<br />
</li>
<li>Tank armor now also reduces magic damage by the same percentage as physical damage<br />
</li>
</ul>
 <br />
</li>
<li>Tank Changes<ul class="mycode_list"><li>Reduced the damage distribution of S.I.C. (Distributor) from 33% to 25%<br />
</li>
<li>S.I.C. and Darkness Sphere now also grant assists<br />
</li>
<li>Reworked Static Charge (Raider), it now triggers when cast a second time, it no longer triggers on damage<br />
</li>
<li>The heal of Shape Memory Alloy (Raider) now takes 1.5s intead of being instant<br />
</li>
<li>Reworked Goblin Synergy (Goblin Shredder) a bit, to make better use of the new armor system<br />
</li>
<li>Orb of Darkness (Darkness Tank) now always stuns, stun time increases with damage<br />
</li>
<li>Removed the mana costs of Missile Battery (Darkness Tank)<br />
</li>
<li>Reduced the pull of Hell Fire (Demon Tank) from 350 to 250<br />
</li>
<li>Reduced the casting time of Devastator Shot (Goliath) from 1.0 to 0.75s<br />
</li>
<li>The animation of Chaos Teleport (Infernal Robot) is no longer interuptable<br />
</li>
<li>Reduced the max stun of Chaos Teleport from 2.5s to 1.5s<br />
</li>
</ul>
 <br />
</li>
<li>Item Changes<ul class="mycode_list"><li>Mass Converter now heals more, when you kill a tank<br />
</li>
<li>Negator Pack can no longer be activated, while being netted<br />
</li>
<li>Increased the cooldown of Negator Pack from 15 to 30 seconds<br />
</li>
<li>Troop Command and Advanced Troop Command are now counted as one item for the spawn delay system<br />
</li>
<li>Black Sun Project now gathers mana in a 700 aoe (from 500), but no longer has a passive regeneration<br />
</li>
<li>Black Sun Project now has an toggleable ability, which lets it pause the mana collection<br />
</li>
<li>Reduced the required mana of the Black Sun Project from 400 to 250<br />
</li>
</ul>
 <br />
</li>
<li>Game Changes<ul class="mycode_list"><li>Increased the time window for assists from 5s to 7.5s<br />
</li>
<li>Tanks now start with zero armor<br />
</li>
<li>Reduced the heal of Strategic Locations from 25 to 15 HP/s again<br />
</li>
<li>All items and abilities that granted magic resistance, now grant armor instead<br />
</li>
<li>The hero info now shows the tanks DPS instead of the respawn time<br />
</li>
<li>Multikills no longer grant extra gold<br />
</li>
<li>Kicks now always need at least two votes to be successfull<br />
</li>
<li>Kicks are now executed instantly, when enough votes were given<br />
</li>
<li>-income now shows a rough estimation of the next force gold you'll receive<br />
</li>
<li>Skills that apply forced movement no longer work on invulnerable units<br />
</li>
<li>Leavergold is now given out with your passive income over several minutes<br />
</li>
</ul>
 <br />
</li>
<li>Bug Fixes<ul class="mycode_list"><li>Fixed Teleport Breakers triggering on disrupted teleports<br />
</li>
<li>Fixed the Camouflage Generator from breaking transparency<br />
</li>
<li>Fixed some cases in which the Black Sun was indestructable<br />
</li>
<li>Fixed Ricochet (Raider) from disabling certain damage detection related triggers (like HitnRun)<br />
</li>
<li>Fixed Orb of Darkness (Darkness Tank) from being affect by several abilities<br />
</li>
<li>Fixed some minor bugs<br />
</li>
</ul>
 <br />
</li>
</ul>
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80-beta-2/" target="_blank" rel="noopener" class="mycode_url">Changelog Beta 2</a><ul class="mycode_list"><li>Fixed Heavy Armor (Heavy Tank) from increasing the Heavies resistance against magic damage<br />
</li>
<li>Fixed kill suicide kill messages, when an assist was involved<br />
</li>
<li>Fixed the assist spree bonus being lower than intended<br />
</li>
<li>Fixed the APM counter being too low<br />
</li>
<li>Fixed Marines from blocking the Control Point capturing<br />
</li>
<li>Fixed some tooltip errors regarding changes made in the last beta<br />
</li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><a href="http://btanks.net/wordpress/battle-tanks-8-80-beta-3/" target="_blank" rel="noopener" class="mycode_url">Changelog Beta 3</a></span><ul class="mycode_list"><li>New Changes<ul class="mycode_list"><li>Added a new item: Plasma Discharger<br />
</li>
<li>Rebalanced Orb of Darkness (Darkness Tank) damage<br />
</li>
<li>Emergency Repair now increases its heal with each upgrade by 7.5% (instead of only weapons by 10%)<br />
</li>
<li>Emergency Repair now grants bonus armor based on the healed allied tanks<br />
</li>
<li>Kinetic Shield now increases its block with each upgrade by 20% (instead of only weapons by 25%)<br />
</li>
<li>Aura upgrades are now available at the HQ and Aura Creeps no longer require the Troop Command Center<br />
</li>
<li>Tanks now receive half XP for tank and buildings kills when they are dead (was 100%)<br />
</li>
<li>Fixed Black Sun from sometimes not dieing (hopefully for real this time)<br />
</li>
<li>Fixed a rare bug that caused CPTPs to malfunction and caused performance problems<br />
</li>
<li>Fixed Devastator Shot (Goliath) projectiles from being misplaced, when it was shot above forests or cliffs<br />
</li>
<li>Fixed bad kill interaction between Explosives (Exploder skill) and Mines<br />
</li>
<li>Fixed Root (Guard) and Offroad Engine (Goliath) from disabling Burst Armor<br />
</li>
<li>Fixed Conversation (Darkness Tank) sometimes scoring a null kill<br />
</li>
<li>Fixed Explosives from going off on respawn when the tank died during countdown<br />
</li>
</ul>
 <br />
</li>
<li>Beta Related Changes<ul class="mycode_list"><li>Killing sprees now automatically end 3 minutes after your last kill<br />
</li>
<li>Multikills now provide a bonus to your current kill streak<br />
</li>
<li>Trader bounty now increases for his trades<br />
</li>
<li>Self and team kills no longer decreases the tank bounty<br />
</li>
<li>Spree text tags are now color coded<br />
</li>
<li>Fixed Trader not having his base Trade ability<br />
</li>
<li>Fixed the new bounty system behavior in Royal Flush mode<br />
</li>
</ul>
 <br />
</li>
</ul>
Alright, some of this stuff actually needs clarification.<br />
<br />
First: the killing / assist sprees<br />
<br />
They work mostly like you would expect. The killing spree grows, by getting at least 3 kills in a row, without dieing. Once the killing spree is active, each kill will grant you 5% bonus gold for each kill in the spree. So, if you got 5 kills in a row, you get a 25% extra on the bounty. This bonus is capped at 10 kills or 50%.<br />
<br />
The assist spree system is a little different. This spree does not end when you die, but rather when you get a kill. Similiar to the killing spree, it increases the gold you get for assists, for each assist in the current spree. A small but important difference here: each assist grants a 5% bonus on the original bounty of the killed tank. When you normally get an assist, you get 25% of the original bounty for this assist (when there is only one tank who got an assist). Like with the killing sprees, it is capped at 50% bonus, so you can get up to 75% of the original bounty, just with an assist!<br />
<br />
<br />
The bounty was based on your tank worth until now. The new system bases the bounty on the gold you earn. To be more specific, you now increase your bounty by: killing creeps, tanks, buildings, assist gold and the gold crom CP captures.<br />
A small part of the gold you earn will be added to your own bounty and when you die, your bounty will go down. To make sure, that the bounty won't go into extreme regions, it has upper and lower limits, which are bound to the tank value.<br />
<br />
Here are some example values with a tank worth of 10k:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>old bounty:<br />
125 + tank worth / 65 (262g)<br />
<br />
new lower boundary:<br />
125 + tank worth / 100 (225g)<br />
<br />
new upper boundary:<br />
125 + tank worth / 33 (428g)</code></div></div><br />
The new magic resistance system was created for more clarity and simpler mechanics (so easier for me to code). You now can actually see how much magic resistance you have, by looking at your armor. Since this value was invisible before, it should now be easier to see, how much a tank can actually ... well, tank damage. Since a lot of people actually thought that it already worked that way, it should not take too much getting used to<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> But as a result of that, I had to set the default armor for every tank to 0, otherwise the more expensive tanks would have a ridiculous advantage.<br />
Another advantage for me is, that it is now much easier to create skills and items which utilize magic resistance. Also, those weird stacking rules for magic resistance can now be ignored (half of those were not visible to players, but workarounds in the map code were necessary).<br />
<br />
<br />
Alright, that's about it. If you got any more questions, just ask. Also, I really really need your feedback on the bounty change, as it is very hard to consider every single possible effect this change might have. So you have to tell me, how it actually works out and if it's better than the old system.<br />
<br />
<br />
For information about the beta process, please view <a href="http://btanks.net/forum/showthread.php?tid=631" target="_blank" rel="noopener" class="mycode_url">this</a> thread.]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
time for new stuff! This time around it's a mechanics update. It potentially will change the way BT is played quite a lot. Not all of this stuff (like the bounty) is final and most likely is going to change, depending on what you guys tell me.<br />
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80-beta-1/" target="_blank" rel="noopener" class="mycode_url">Changelog Beta 1</a><ul class="mycode_list"><li>Highlights<ul class="mycode_list"><li>Added Killing and Assist sprees<br />
</li>
<li>Remade the bounty system, it no longer is based on your tank worth, but the kills you make<br />
</li>
<li>Tank armor now also reduces magic damage by the same percentage as physical damage<br />
</li>
</ul>
 <br />
</li>
<li>Tank Changes<ul class="mycode_list"><li>Reduced the damage distribution of S.I.C. (Distributor) from 33% to 25%<br />
</li>
<li>S.I.C. and Darkness Sphere now also grant assists<br />
</li>
<li>Reworked Static Charge (Raider), it now triggers when cast a second time, it no longer triggers on damage<br />
</li>
<li>The heal of Shape Memory Alloy (Raider) now takes 1.5s intead of being instant<br />
</li>
<li>Reworked Goblin Synergy (Goblin Shredder) a bit, to make better use of the new armor system<br />
</li>
<li>Orb of Darkness (Darkness Tank) now always stuns, stun time increases with damage<br />
</li>
<li>Removed the mana costs of Missile Battery (Darkness Tank)<br />
</li>
<li>Reduced the pull of Hell Fire (Demon Tank) from 350 to 250<br />
</li>
<li>Reduced the casting time of Devastator Shot (Goliath) from 1.0 to 0.75s<br />
</li>
<li>The animation of Chaos Teleport (Infernal Robot) is no longer interuptable<br />
</li>
<li>Reduced the max stun of Chaos Teleport from 2.5s to 1.5s<br />
</li>
</ul>
 <br />
</li>
<li>Item Changes<ul class="mycode_list"><li>Mass Converter now heals more, when you kill a tank<br />
</li>
<li>Negator Pack can no longer be activated, while being netted<br />
</li>
<li>Increased the cooldown of Negator Pack from 15 to 30 seconds<br />
</li>
<li>Troop Command and Advanced Troop Command are now counted as one item for the spawn delay system<br />
</li>
<li>Black Sun Project now gathers mana in a 700 aoe (from 500), but no longer has a passive regeneration<br />
</li>
<li>Black Sun Project now has an toggleable ability, which lets it pause the mana collection<br />
</li>
<li>Reduced the required mana of the Black Sun Project from 400 to 250<br />
</li>
</ul>
 <br />
</li>
<li>Game Changes<ul class="mycode_list"><li>Increased the time window for assists from 5s to 7.5s<br />
</li>
<li>Tanks now start with zero armor<br />
</li>
<li>Reduced the heal of Strategic Locations from 25 to 15 HP/s again<br />
</li>
<li>All items and abilities that granted magic resistance, now grant armor instead<br />
</li>
<li>The hero info now shows the tanks DPS instead of the respawn time<br />
</li>
<li>Multikills no longer grant extra gold<br />
</li>
<li>Kicks now always need at least two votes to be successfull<br />
</li>
<li>Kicks are now executed instantly, when enough votes were given<br />
</li>
<li>-income now shows a rough estimation of the next force gold you'll receive<br />
</li>
<li>Skills that apply forced movement no longer work on invulnerable units<br />
</li>
<li>Leavergold is now given out with your passive income over several minutes<br />
</li>
</ul>
 <br />
</li>
<li>Bug Fixes<ul class="mycode_list"><li>Fixed Teleport Breakers triggering on disrupted teleports<br />
</li>
<li>Fixed the Camouflage Generator from breaking transparency<br />
</li>
<li>Fixed some cases in which the Black Sun was indestructable<br />
</li>
<li>Fixed Ricochet (Raider) from disabling certain damage detection related triggers (like HitnRun)<br />
</li>
<li>Fixed Orb of Darkness (Darkness Tank) from being affect by several abilities<br />
</li>
<li>Fixed some minor bugs<br />
</li>
</ul>
 <br />
</li>
</ul>
<br />
<a href="http://btanks.net/wordpress/battle-tanks-8-80-beta-2/" target="_blank" rel="noopener" class="mycode_url">Changelog Beta 2</a><ul class="mycode_list"><li>Fixed Heavy Armor (Heavy Tank) from increasing the Heavies resistance against magic damage<br />
</li>
<li>Fixed kill suicide kill messages, when an assist was involved<br />
</li>
<li>Fixed the assist spree bonus being lower than intended<br />
</li>
<li>Fixed the APM counter being too low<br />
</li>
<li>Fixed Marines from blocking the Control Point capturing<br />
</li>
<li>Fixed some tooltip errors regarding changes made in the last beta<br />
</li>
</ul>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><a href="http://btanks.net/wordpress/battle-tanks-8-80-beta-3/" target="_blank" rel="noopener" class="mycode_url">Changelog Beta 3</a></span><ul class="mycode_list"><li>New Changes<ul class="mycode_list"><li>Added a new item: Plasma Discharger<br />
</li>
<li>Rebalanced Orb of Darkness (Darkness Tank) damage<br />
</li>
<li>Emergency Repair now increases its heal with each upgrade by 7.5% (instead of only weapons by 10%)<br />
</li>
<li>Emergency Repair now grants bonus armor based on the healed allied tanks<br />
</li>
<li>Kinetic Shield now increases its block with each upgrade by 20% (instead of only weapons by 25%)<br />
</li>
<li>Aura upgrades are now available at the HQ and Aura Creeps no longer require the Troop Command Center<br />
</li>
<li>Tanks now receive half XP for tank and buildings kills when they are dead (was 100%)<br />
</li>
<li>Fixed Black Sun from sometimes not dieing (hopefully for real this time)<br />
</li>
<li>Fixed a rare bug that caused CPTPs to malfunction and caused performance problems<br />
</li>
<li>Fixed Devastator Shot (Goliath) projectiles from being misplaced, when it was shot above forests or cliffs<br />
</li>
<li>Fixed bad kill interaction between Explosives (Exploder skill) and Mines<br />
</li>
<li>Fixed Root (Guard) and Offroad Engine (Goliath) from disabling Burst Armor<br />
</li>
<li>Fixed Conversation (Darkness Tank) sometimes scoring a null kill<br />
</li>
<li>Fixed Explosives from going off on respawn when the tank died during countdown<br />
</li>
</ul>
 <br />
</li>
<li>Beta Related Changes<ul class="mycode_list"><li>Killing sprees now automatically end 3 minutes after your last kill<br />
</li>
<li>Multikills now provide a bonus to your current kill streak<br />
</li>
<li>Trader bounty now increases for his trades<br />
</li>
<li>Self and team kills no longer decreases the tank bounty<br />
</li>
<li>Spree text tags are now color coded<br />
</li>
<li>Fixed Trader not having his base Trade ability<br />
</li>
<li>Fixed the new bounty system behavior in Royal Flush mode<br />
</li>
</ul>
 <br />
</li>
</ul>
Alright, some of this stuff actually needs clarification.<br />
<br />
First: the killing / assist sprees<br />
<br />
They work mostly like you would expect. The killing spree grows, by getting at least 3 kills in a row, without dieing. Once the killing spree is active, each kill will grant you 5% bonus gold for each kill in the spree. So, if you got 5 kills in a row, you get a 25% extra on the bounty. This bonus is capped at 10 kills or 50%.<br />
<br />
The assist spree system is a little different. This spree does not end when you die, but rather when you get a kill. Similiar to the killing spree, it increases the gold you get for assists, for each assist in the current spree. A small but important difference here: each assist grants a 5% bonus on the original bounty of the killed tank. When you normally get an assist, you get 25% of the original bounty for this assist (when there is only one tank who got an assist). Like with the killing sprees, it is capped at 50% bonus, so you can get up to 75% of the original bounty, just with an assist!<br />
<br />
<br />
The bounty was based on your tank worth until now. The new system bases the bounty on the gold you earn. To be more specific, you now increase your bounty by: killing creeps, tanks, buildings, assist gold and the gold crom CP captures.<br />
A small part of the gold you earn will be added to your own bounty and when you die, your bounty will go down. To make sure, that the bounty won't go into extreme regions, it has upper and lower limits, which are bound to the tank value.<br />
<br />
Here are some example values with a tank worth of 10k:<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>old bounty:<br />
125 + tank worth / 65 (262g)<br />
<br />
new lower boundary:<br />
125 + tank worth / 100 (225g)<br />
<br />
new upper boundary:<br />
125 + tank worth / 33 (428g)</code></div></div><br />
The new magic resistance system was created for more clarity and simpler mechanics (so easier for me to code). You now can actually see how much magic resistance you have, by looking at your armor. Since this value was invisible before, it should now be easier to see, how much a tank can actually ... well, tank damage. Since a lot of people actually thought that it already worked that way, it should not take too much getting used to<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /> But as a result of that, I had to set the default armor for every tank to 0, otherwise the more expensive tanks would have a ridiculous advantage.<br />
Another advantage for me is, that it is now much easier to create skills and items which utilize magic resistance. Also, those weird stacking rules for magic resistance can now be ignored (half of those were not visible to players, but workarounds in the map code were necessary).<br />
<br />
<br />
Alright, that's about it. If you got any more questions, just ask. Also, I really really need your feedback on the bounty change, as it is very hard to consider every single possible effect this change might have. So you have to tell me, how it actually works out and if it's better than the old system.<br />
<br />
<br />
For information about the beta process, please view <a href="http://btanks.net/forum/showthread.php?tid=631" target="_blank" rel="noopener" class="mycode_url">this</a> thread.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Public Beta testing - basic information]]></title>
			<link>https://btanks.net/forum/showthread.php?tid=631</link>
			<pubDate>Sat, 03 Apr 2010 12:18:58 +0200</pubDate>
			<dc:creator><![CDATA[<a href="https://btanks.net/forum/member.php?action=profile&uid=29">Exodus</a>]]></dc:creator>
			<guid isPermaLink="false">https://btanks.net/forum/showthread.php?tid=631</guid>
			<description><![CDATA[Hello everyone,<br />
<br />
as you may have noticed, we changed our beta testing system, to a public one. We did that to get a lot of feedback fast, to reduce testing times.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">And here again the important facts about the beta:</span><br />
<br />
The public beta versions will have the following <span style="text-decoration: underline;" class="mycode_u">limitations</span>:<ul class="mycode_list"><li>the map is hostable with our special beta bot (hosting on all 4 battle.net realms)<br />
</li>
<li>the map is hostable in singleplayer mode</li>
</ul>
The mode will be chooseable by red/first player like in the normal versions without hcl modes.<br />
<br />
<span style="color: #BF0000;" class="mycode_color">Please always keep in mind that these versions are <span style="font-weight: bold;" class="mycode_b">BETA</span> versions. So there is absolutely no guarantee for a bug-free version.<br />
Additionally there may be changes which won't be included in the final version. Changed/added items or tanks may be unbalanced in the beta!</span><br />
<br />
So if you find any bugs or if you have suggestions and/or feedback please let us know!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">If you discover a Bug</span></span><br />
From now on, please use this forum just as the beta bug report forum. This means: don't post your bug reports into the normal bug forum. Open a new thread for each bug you want to report. Please chose a clear thread title and no generic phrases like "Beta bugs". Use a tag instead, which shows the beta version you were using, including a short bug describtion, like: [8.58 Beta 2]Hail of Bombs hotkey broken.<br />
Use a new thread for each new bug report.<br />
On the beta bot we've also added a command to report bugs directly in the game. In game you can use the "!report &lt;YOUR MESSAGE HERE&gt;" command. But the report on this forum is still the favored option<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
<br />
Of course it's also possible to test the map alone. There are two commands which might be useful for that: -gold und -xp<br />
What they do should be obvious, they'll give you maximum gold and xp for your tank. They only work in single player of course, but also outside of the beta.<br />
<br />
<br />
Some people already told us (via the !report command), that the map shouldn't tell them to report bugs every few minutes. Keep in mind: these are beta versions. This means feedback is important for us. You just want to play for fun, without getting told, to report bugs every few minutes? Then please play the final and stable versions.]]></description>
			<content:encoded><![CDATA[Hello everyone,<br />
<br />
as you may have noticed, we changed our beta testing system, to a public one. We did that to get a lot of feedback fast, to reduce testing times.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">And here again the important facts about the beta:</span><br />
<br />
The public beta versions will have the following <span style="text-decoration: underline;" class="mycode_u">limitations</span>:<ul class="mycode_list"><li>the map is hostable with our special beta bot (hosting on all 4 battle.net realms)<br />
</li>
<li>the map is hostable in singleplayer mode</li>
</ul>
The mode will be chooseable by red/first player like in the normal versions without hcl modes.<br />
<br />
<span style="color: #BF0000;" class="mycode_color">Please always keep in mind that these versions are <span style="font-weight: bold;" class="mycode_b">BETA</span> versions. So there is absolutely no guarantee for a bug-free version.<br />
Additionally there may be changes which won't be included in the final version. Changed/added items or tanks may be unbalanced in the beta!</span><br />
<br />
So if you find any bugs or if you have suggestions and/or feedback please let us know!<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">If you discover a Bug</span></span><br />
From now on, please use this forum just as the beta bug report forum. This means: don't post your bug reports into the normal bug forum. Open a new thread for each bug you want to report. Please chose a clear thread title and no generic phrases like "Beta bugs". Use a tag instead, which shows the beta version you were using, including a short bug describtion, like: [8.58 Beta 2]Hail of Bombs hotkey broken.<br />
Use a new thread for each new bug report.<br />
On the beta bot we've also added a command to report bugs directly in the game. In game you can use the "!report &lt;YOUR MESSAGE HERE&gt;" command. But the report on this forum is still the favored option<img src="https://btanks.net/forum/images/smilies/wink.gif" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
<br />
Of course it's also possible to test the map alone. There are two commands which might be useful for that: -gold und -xp<br />
What they do should be obvious, they'll give you maximum gold and xp for your tank. They only work in single player of course, but also outside of the beta.<br />
<br />
<br />
Some people already told us (via the !report command), that the map shouldn't tell them to report bugs every few minutes. Keep in mind: these are beta versions. This means feedback is important for us. You just want to play for fun, without getting told, to report bugs every few minutes? Then please play the final and stable versions.]]></content:encoded>
		</item>
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</rss>