(includes server-sided changes made immediately following the Live Fire patch, and who knows how many subsequent changes made quietly)
- New Map: Colony
- New Weapon: R-101 Carbine
- "Factory issue scoped predecessor of the R-201 rifle."
- Comes with an AOG in place of iron sights
- Stats are identical to the R-201
- New Execution: Curb Check
- Prime Titan: Legion Prime
- Prime Titan: Northstar Prime
- Trial gameplay added for 2 SP levels
- A shitton of new patches, camos, banners, etc. purchaseable and free
- Ticks should now appear on the player's minimap like a normal minion
- 2 hot new eject lines
- New options to randomly select an execution from those you've unlocked
- Coin flip added for tie breaker after 3 ties in a match
- Core points earned from damage dealt to other Titans decreased from 0.01% per damage to 0.075% damage (decreased by 25%)
- Electric Smoke maximum effective radius increased from 21.9 feet to 23.4 feet
- Incendiary Trap, Firewall, and Flame Core flames no longer extinguished by Electric Smoke
- Fuel for the Fire kit no longer extend Firewall duration, instead decreasing cooldown from 10 seconds to 8 seconds
- Thermal Shield recharge/active time increased from 3 seconds to 4 seconds
- Inferno Shield kit now raises recharge/active time by 1.5x instead of 2.0x to retain its increase to 6 seconds of recharge/active time as it was pre-patch
- Targeted Titans will now be notified of locked and firing tracker rockets
- Sonar Pulse firing animation time decreased from 2.0 seconds to 1.5 seconds
- Inactive delay after firing Tracker Rockets increased from 0.5 seconds to 0.7 seconds
- Smart Core lock on time decreased from 0.5 seconds to 0.3 seconds
- Activation cost raised from 36% meter to 50%
- Damage scaling ranges decreased from 75-150 feet to 62.5-93.75 feet
- Positional check added to prevent lunges locking onto pilots who move outside of the initiator's line of sight or way beyond reach
- Lunges should no longer lock onto pilots who are in mid-air if the initiator is on the ground
- No longer invincible, with 1000 HP (for comparison, Hard Cover has 850 HP)
- Plays an alert sound to the owner when destroyed
- Displays owner HP bar and name when aimed at as if a regular player
- Will randomly pulse on enemy maps every 0.5 seconds as if firing a weapon
- Close range damage decreased from 35 to 33, far damage decreased from 30 to 25
- Amped close range damage decreased from 50 to 45
- Close range damage decreased from 40 to 35, far damage decreased from 35 to 30
- Quick Reload actually works now
- Pass-through depth increased from 32 to 64; shots can go through Reapers now
- Instead of firing instantly, Charge Hack will now reduce the charge time from the base 1.3 seconds to 0.429 seconds (33%) and the cooldown time between shots from 1.0 seconds to 0.66 seconds (66%)
- First zap delay increased from 0.3s to 0.4s; does not affect zaps after it's first hit something
- Zap radius against Titans decreased from 50 feet to 25 feet
- Damage per zap against Titans increased from 300 to 350
- Flight speed decreased from 34 MPH to 21 MPH
- Spectres have a new property that seems to prevent them from cowering like Grunts
- For whatever reason, some grappling hook related properties were removed from the base Titan datablock
- Pilot levels now display during killcams
- Improvements made to audio when spectatin and rapidly swapping between viewpoints/perspectives
- Grappling hooks should not longer be caught in Vortex Shields
(note: details are somewhat speculatory based on sparse amounts of game code and text bank tokens)
- New Titan: Monarch
- "Mid-range Vanguard-class Titan that can upgrade itself on the battlefield."
- Likely exclusive to Frontier Defense, god help us all if she isn't
- Primary Weapon: XO-16 Chaingun. "20mm armor piercing automatic rifle." You know what it is
- Offensive: Rocket Salvo. "Launches an unguided rocket swarm."
- Defensive: Energy Siphon (internally, Stun Laser). "Slows enemies and generates Shields. Heavily armored targets generate more Shield." Seems to be a laser shot with these effects
- Utility: Rearm. "Refreshes the cooldown of your Dash, Ordnance, and Defensive Ability."
- Core: Upgrade Core. "Recharges your Titan's shields and upgrades your Titan in order of the upgrades above."
- Level 1
- Arc Rounds - Increases ammo capacity and XO-16 rounds break through Defensive Abilities.
- Increases magazine capacity from 30 to 40 and seems to go through all shields
- Missile Racks - Rocket Salvo fires twice the amount of missiles.
- As found earlier, 12 rockets per salvo instead of 6
- Energy Field - Energy Siphon affects a large area around the point of impact.
- As found earlier, Energy Siphon's explosion radius increases from 3 feet to 25 feet
- Arc Rounds - Increases ammo capacity and XO-16 rounds break through Defensive Abilities.
- Level 2
- Swift Rearm - Rearm is almost instantaneous.
- As found earlier, 0.1 second activation time instead of 0.5 seconds
- Maelstrom - Electric Smoke is intensified, dealing more damage to Titans and Pilots.
- As found earlier, increases Electric Smoke DPS against Pilots from 45 to 90 and DPS against Titans from 450 to 1350
- Energy Transfer - Energy Siphon gives Shield to friendly Titans.
- Swift Rearm - Rearm is almost instantaneous.
- Level 3
- Multi-Target Missiles - Rocket Salvo can lock onto Titans and Reapers. Missiles fly faster and deal more damage.
- Apparently not yet implemented, I presume they are working on getting the MTMS to not lock onto human sized targets
- Superior Chassis - Upgrades Monarch's health, dash, and melee capabilities.
- Not yet implemented, and no numbers to be found yet.
- XO-16 Battle Rifle - Unlocks the hidden power of the XO-16, increasing precision, damage, and critical damage.
- Not yet implemented, and no numbers to be found yet.
- Multi-Target Missiles - Rocket Salvo can lock onto Titans and Reapers. Missiles fly faster and deal more damage.
- Level 1
- Unique Titan Kits:
- Data Siphon - Core Meter is earned 25% faster.
- Shield Amplifier - Increases your Titan's max shield strength by 50%
- This would mean a shield with 3750 HP rather than 2500.
- Rapid Rearm - Reduces the cooldown of Rearm by 5 seconds.
- Survival of the Fittest - Batteries can repair the Monarch out of Doomed State.
- Apex Titan - Enables a fourth and final upgrade.
- Apparently not yet implemented, with no fourth upgrade to be found just yet
- No apparent fifth kit yet
- There's even a Prime model in the item database
- There are separate voice entries for "Vanguard" and "BT", I'd bet that BT will be the Prime voice
- Coop Bounty Hunt development continues, having now been fully rebranded internally as Frontier Defense, with some new NPC classes added for the mode:
- No clear indications yet what Elite Guards are; my bet's on Shield Captains, but for now it's only clear that they have a new model
- Specialists seems to be using the Phase Shift pilot model, spawn with L-STARs and ticks as an ordnance
- Mortar Titans and Nuke Titans seem to be returning, using Tone and Scorch as their bases respectively
- There's also a "Sandbox" NPC class that is likely an AI test dummy, with a Sandbox PVE mode also added for devs
- Harvester will be the defense objective once more, with entities added for it
- Seems to use a MOBA-style internal leveling system, with players choosing a "path" of tactical and following upgrades to their tactical. The tacticals themselves are Phase Shift, Grapple, and... Sword Block?
- Path 1 - The Ghost
- Level 1 - The Ghost
- Enter and Exit Phase Shift at Will
- Level 2 - The Wisp
- Fast Travel in Phase Shift
- More specifically, you seem to be permanently stimmed when inside the Phase realm
- Fast Travel in Phase Shift
- Level 3 - The Banshee
- Destructive Exits from Phase Shift
- Explosions when you exit phase, with an impressive radius of 30 feet
- Destructive Exits from Phase Shift
- Level 1 - The Ghost
- Path 2 - The Hook
- Level 1 - The Hook
- Unlimited Grapple
- Level 2 - The Acrobat
- Long-Distance Grapple
- Dramatically increases maximum line distance from 68 feet to 187 feet
- Long-Distance Grapple
- Level 3 - The Devastator
- Assault Grapple
- As found earlier, the hook explodes when making contact with surfaces
- Level 1 - The Hook
- Path 3 - The Blade
- Level 1 - The Blade
- Hold to Block, Powerful Melee
- Gives you a Pilot Sword for your melee, and Sword Block as your tactical. Not 100% clear on how its damage mitigation works yet
- Hold to Block, Powerful Melee
- Level 2 - The Assassin
- Strike from Far Away
- As found earlier, drastically increases melee lunge distance from the base 8 feet to 48 feet
- Strike from Far Away
- Level 3 - The Machine Hunter
- Effective Against Titans
- As found earlier, the sword's power increases and become capable of damage to Titans for 1000 damage per swing
- Effective Against Titans
- Level 1 - The Blade
- Path 4 - The Wall
- No details currently available, but it doesn't take datamining to guess that this will be the Amped Wall's tactical path
- Path 5 - The Hound
- No details currently available, but I'm willing to bet this path will belong to the Pulse Blade
- Path 6 - The Jester
- No details currently available, but this should be the Holo Pilot guessing from the name
- Path 1 - The Ghost
- Previously leaked modes have had code moved into their own files from the global MP properties file, development moving along
- Communications and emoticons are likely to come very soon, with an announcement text already being the in textbanks (https://my.mixtape.moe/rwrqqi.png) to be rolled out at any time
- Seems it'll be a simple quick chat menu to point out objectives, commend teammates, and send emoji? No clue if it'll be voiced or anything
- Some support added for the minimap to be zoomed in or out by the player, surprised this isn't already implemented
- Seems like it'll be possible to invite friends to a network from within the game rather than having to mess with the official website
(includes server-sided changes made on 23 January, does not include server-sided changes made post-patch such as the Hemlok nerf)
- New Live Fire mode added, accompanied by 2 maps for the mode, Meadow and Stacks
- New Collisseum map added
- New Custom Mixtape matchmaking system rolled out
- Unique player movement behavior added to collisseum playertypes
- Added Pilot Kills stat to match scoreboards for Attrition and Bounty Hunt
- Improved icons and banners for each mode
- Lowered unlock requirements of select items that were beyond 10.49 to be obtainable now
- Added and enabled nose arts for Prime Titan chassis
- Added Bullseye camo for all Pilot items
- Added 20 new patches and 64 new banners (not all seem to be currently available)
- Added new Stim execution, Late Hit
- Game will now attempt to carry over any loadout items and attachments that are possible when items are replaced during regeneration or loadout customization
- Improved Network Administration controls
- Added Film Grain slider
- Added Party Members Color toggle
- Added Chat Messages toggle; will only disable chat pop-up, can still be viewed by opening the chat window to send a message
- Clarified texture quality options
- Full button remapping for controllers added
- "Hold Use to Rodeo" option added
- 2 new rare ejection lines
- Dash recharge rate raised from 8.33/s to 10/s (Recharge: from 6.0s to 5.0s per charge)
- Turbo Engine dash recharge rate raised from 4.165/s to 6.6/s (Recharge: from 7.9s to 5.0s per charge)
- Flight Core
- Ideal explosive radius increased from 5 ft to 9.4 ft, eliminating explosive falloff
- Dash recharge rate raised from 8.33/s to 10/s (Recharge: from 6.0s to 5.0s per charge)
- Turbo Engine dash recharge rate raised from 4.165/s to 6.6/s (Recharge: from 7.9s to 5.0s per charge)
- T-203 Thermite Launcher
- Aiming the weapon now shows an indicator of the flight path's arc
- Vortex Shield
- Explosive damage from refired hitscan shots completely removed (was 600)
- 40mm Cannon
- Bolt hitsize decreased from 4.0 to 3.5
- Impact damage to heavy armor rebalanced from 350-300 to a flat 300
- Burst Loader
- Cooldown between bursts recharging removed (was 0.5s)
- Salvo Core
- Impact and explosive damage to heavy armor decreased from 180 to 140
- Ideal explosive radius increased from 5 ft to 9.4 ft, eliminating explosive falloff
- Recharge rate lowered from 14/s to 12/s (Recharge: from 14.3s to 16.7s)
- Can no longer be destroyed by smart ammunition
- Damage increased from 35-25-15 to 35-30-20
- Amped damage decreased from 50-35-30 to 50-35-25
- Damage decreased from 32-22-17 to 23-18-14
- Amped damage decreased from 35-35-30 to 25-25-20
- Damage increased from 20-15-10 to 23-18-16
- Amped damage increased from 25-25-20 to 33-33-24
- Damage increased from 25-18 to 35-25-18
- Amped damage increased from 35-25 to 45-35-25
- Very far damage scaling added at 125 feet
- Damage increased from 20-15 to 25-18
- Amped damage increased from 25-25 to 35-25
- Very far damage scaling added: used to be 40-35, is now 40-35-25
- Damage scaling distances rebalanced: used to to be 125 ft - 112.5 ft, is now 137.5 ft - 112.5 ft - 93.75 ft
- Base ADS spread raised from 0 globally to 0.4 standing, 0.2 crouching, and 0.5 in midair
- First shot recoil raised from 0 to 0.5
- Maximum recoil in ADS raised from 0.25 to 0.5
- Damage increased from 25 to 30 per bullet (Total: from 75 to 90)
- Amped damage decreased from 50 to 35 per bullet (Total: from 150 to 105)
- Spread globally decreased from 7.0 to 6.0
- Launch speed increased from 119.1 MPH to 140.4 MPH
- Bolt speed increased from 63.8 MPH to 85.1 MPH
- Explosive damage to humans increased from 75 to 90
- Impact damage to heavy armor increased from 500 to 700
- Explosive damage to heavy armor decreased from 1300 to 700
- Amped impact damage to heavy armor increased from 700 to 900
- Amped explosive damage to heavy armor decreased from 1800 to 900
- Launch speed decreased from 76.6 MPH to 51.1 MPH
- Fuse time increased from 0.8s to 1.2s
- Effective range unnaffected, remaining at 89.9 ft with some difference of an inch or whatever
- Impact damage to humans increased from 50 to 70
- Amped impact damage to humans increased from 75 to 90
- Impact damage to heavy armor increased from 850 to 1000
- Launch speed decreased from 102.1 MPH to 76.6 MPH
- Top speed decreased from 119.1 MPH to 85.1 MPH
- Amped top speed decreased from 85.1 MPH to 68.1 MPH
- Turning speed decreased from 51.1 MPH to 12.8 MPH
- Impact damage raised from 35 to 75
- HP lowered from 850 to 600
- Damaage lowered from flat 25 to 25-10
- Damage scaling added, ranging between 150 ft to 133.3 ft
- Angel City has a banner now
- Fixed occasionally getting stuck in eject animation
- Fixed grenade indicator not showing up when it should
- Fixed recycled SP sounds for dropships being way too loud in MP
- Fixed suicide bombing not killing the user in Collisseum
- Some improvements attempted to Phase Shift's reliability when dodging incoming fire
- Holopilot is generally more resilient now
- Laser Core's visual effect in first person is more accurate now
- Hardcover and Amped Wall can now be thrown (and wasted) while Phased
- "Thermite Attached" notification no longer shown when friendly Thermite is attached
- Fixed R-201 missing the "dismemberment" damage tag for Stalkers
- Many many many typo corrections and clarifications in various game texts.
(note: details are somewhat speculatory based on sparse amounts of game code and text bank tokens)
- "Secure the Asset. Escape the Hunter."
- 4 on 4, 1 flag CTF?
- 1 team defending, another attacking
- Various objectives serving as "the asset", with black box to be extracted
- Prowlers and Shield Captain enemies returning from SP to help defense
- Includes weapon lockers for resupply
- No Titans, no Boosts
- "Plant a bomb at the enemy hardpoint. Protect yours from the same."
- Titanfall: Global Offensive
- "Kill both members of the enemy team."
- 2 on 2 elimination
- Includes a unique bleedout mechanic to allow teammates to revive one another.
- "Kill all enemy waves."
- Frontier Defense without a defense objective?
- Seems like it'll be about as harsh with enemy waves, includes resupply lockers and deployable unlocks; maybe the Engineer class equipment will finally get used?
- Confusingly, there is data such as "money earned for a player Pilot/Titan Kill"
- "Kill the marked Pilot."
- Titanfall 1 returnee
- Has been sitting alongside the older mode notes for a while as a leftover from R1, but some new mode objective and score event text was added with this patch, so I think we can safely surmise that it is planned to be rereleased in R2
- "Factory issue scoped predecessor of the R-201 rifle."
- Exact same performance as R-201 but with the Titanfall 1 model (probably)
- Comes with an AOG in place of iron sights
- Entertainingly, is missing the dismemberment tag that the R-201 just had added, hopefully that's fixed before the weapon is pushed to release
- "Parts salvaged from this old IMC shipwreck are sent into the valley below for further processing."
- Titanfall 1 returnee
- "IMC and Militia forces clash in the close-quarters of an uncharted rural colony."
- Titanfall 1 returnee
- "Curb check with style using your grapple."
- Grapple rope execution, confirming the tactical-inspired execution agenda
- Seems to involve head stabbing??
- Some recent commented out code suggests that there is a communication wheel and unlockable emotes coming soon, or at least in development
- I have no idea. Probably a dev tool, but seems to just be Phase Shift with a duration of 999999
- Execution will involve probably Flight Core, using dummy versions of the Tone's tracker rockets
(includes server-sided changes made on 4 November)
- Added Ion and Scorch Prime Titans; lots of backend work for future Prime Titans
- Added new passives for all Titans (Phase Reflex, Threat Optics, Scorched Earth, Hidden Compartment, Burst Loader, Refraction Lens)
- Added Angel City map
- Added new excution, Inner Pieces
- Added Wingman Elite, new Pilot secondary
- Added minibuy system for additional Pilot and Titan customization
- Added player FAQ to introduce game concepts and news
- Separate playertypes for collisseum Pilots
- Silent groundwork for future Prime Titans every other patch
- Added advanced controller options for thumbstick control
- Added 2D/3D damage indicator options to advanced HUD settings menu
- Added client stats menu
- Top 3 players now shown alongside match ending scoreboard
- More Rare ejection lines
- Flag in CTF silently returns itself after 20 seconds
- Resorted multiplayer playlists
- Backend work for Trial edition
- Changed some quantities of enemies during waves
- Boss Titans are now worth $500 instead of $400
- Spectres are now worth $15 instead of $20
- Stalkers are now worth $20 instead of $25
- AIs can now steal bonuses when killing players
- Viper Thrusters
- Now also affect Hover speed, from 8.5 MPH base to 12.8 MPH
- Flight Core
- Duration time decreased from 8 seconds to 6 seconds
- Impact and explosion damage to heavy armor and humans increased from 250 to 300 per missile
- Reinforced Armor
- 50% damage reduction improved to 80% damage reduction
- Refraction Lens
- Consumes 15% more energy when splitting shots
- Predator Cannon
- Damage to heavy armor decreased from 110-80 to 100-72
- Tracker Locks are no longer shown through walls
- Phase Dash/Reflex will now dispel Tracker Locks
- Salvo Core
- Impact and explosion damage to heavy armor decreased from 200 to 180 per missile
- Damage to heavy armor decreased from 100-80 to 80-60
- Amped damage to heavy armor decreased from 250-230 to 180-160
- Damage to heavy armor decreased from 110-90 to 80-60
- Amped damage to heavy armor decreased from 260-240 to 180-160
- Amped damage to heavy armor decreased from 235-215 to 185-165
- Suppressed damage decreased from 20-15-9 to 17-12-9
- Amped Weapons now adds to the damage rather than forcing a value, from 30-30-20 to +5 - +2 - +2 against humans, and 160-130 to +100 - +100 against heavy armor, allowing compatibility with suppressors
- Amped damage from 50-35 to +5 - +5 against humans, and 200-170 to +100 - +100 against heavy armor
- Suppressed damage decreased from 20-15 to 17-13 per bullet
- Amped damage from 35-35 to +5 - +10 against humans, and 50-40 to +30 - +30 against heavy armor
- Amped damage from 100-50-35 to +45 - +5 - +5 against humans, and 350-300 to +100 - +100 against heavy armor
- Fixed incorrect impact sounds for Grappling Hook catching on client from another player
- Fixed incorrect sounds for melee between two non-client players
- Checks and rewards for any unawarded Faction-related Advocate Gifts
- Chat HUD will no longer waste time loading on non-PC platforms
- Minimap remains active after death
- Fixed Spectator issues when trying to view the Round Winning Killcam
- Optimized ammo tracking when using an off-hand weapon in a Titan
- Bonus and Banked money during Bounty Hunt displays more clearly
- Fixed Grand Theft Semiauto execution not playing correctly during Single-Player mission Trial By Fire
- Futureproofing for gamemodes that may modify a Pilot's maximum HP
- Assists will not give any XP now
- Unknown players in a Network Invite queue will now display as the smiley face callsign rather than the question mark
- Sonar effects will no longer parent themselves to another player if the owner disconnects while a shot is active