Changes in the game world of tanks. Changes are coming to World of Tanks

Composers Andrius Klimka and Andrey Kulik studied folklore and authentic musical instruments characteristic of each region represented on the maps in the game. More than 50 musicians from all over the world recorded parts of national instruments. In update 1.0 you can hear melodies and motifs from different cultures - from Indian to Arab. The composers combined this material with a symphonic sound and a combat atmosphere. Some of the music was recorded with the Prague Symphony Orchestra FILMHarmonic. Orchestra conductor Adam Clemens participated in the recording of the soundtracks for your favorites “Game of Thrones,” “Fargo” and “District 9.” The new music is dynamic: it changes depending on the game moment and brings emotions from what is happening to the new level.

The team is structured in such a way that all people are composers, they create music and at the same time create a huge layer of game sounds: explosions, sounds of a running engine, caterpillar movements, gunshots. Update 1.0 is 1.5 years of continuous work by two composers and more than 80 thousand battles per department.

In a year and a half, two full-length albums were written. By music industry standards, this is more than fast. If we ignore the fact that the battle music is literally endless, and take 3 minutes from each composition, it turns out that more than 2.5 hours of music material was written for the update.

Andrius Klimka, sound designer, composer: “I remember how I had to make a shot from a tank - the most powerful shot in the game. Imagine what a responsibility! I needed to listen to it 250 times a day, and doing it quietly is pointless, you need to hear all the power. When I went home, my colleagues didn’t even talk to me: they knew that I couldn’t hear anything anymore.”

Creating a tank model begins with receiving technical specifications from historical consultants. Usually these are drawings, descriptions, and a selection of photographs for each element of the machine, which are sufficient to reproduce a 3D model. Sometimes find detailed information It's simply impossible. In such cases, the team goes to the armored museum to do a scan. unique car and get a dimensional model.

One of these tanks was the Strv-103b. After making sure that all the necessary information is available, the design artists computer graphics they begin to build the geometry of the tank. At this stage, it is important to observe many nuances: the angles of inclination of the armor plates, the axis of rotation of the vehicle components, the number of bolts, the declination angles of the gun, the correct intersection of elements. After this comes the stage of working out the details. Everything that cannot be conveyed using geometry is transferred to relief maps (Normal Map). These could be chips, traces of being hit by a shell, milling - anything that will make the tank more unique and graphically rich. The process of creating a model is completed by the stage of applying materials. Using a previously created library of materials, designers determine where rubber, abraded metal, paint, or spilled fuel will appear. Team World of Tanks is constantly looking for new solutions to make each of the materials even more beautiful and the tanks more realistic. When the final model is ready, it is sent to the game engine.

Mikhail Vaiser, computer graphics artist: “In the Swedish museum we took about 800 photos of the Strv-103b tank from all angles. When we processed the photographs and built a 3D model, of course, it turned out to be so heavy that it could not be released into the game: no computers would have been able to handle it. Therefore, we made a lightweight gaming model, where fine detail remained, right down to the bolts.”

New graphics in World of Tanks

First of all, World of Tanks programmers are tank players. And as players, they're trying to make tanks better: to increase realism and make people feel like they're driving a real vehicle in a combat environment, rather than on some toy plane in a toy world of tanks.

Three years ago it became clear that it was impossible to improve this immersion with new textures and models alone, and the content itself was severely limited by technology - the old BigWorld engine. Therefore, the company decided to rework almost all aspects graphics engine: from displaying small pebbles to huge mountains, from small puddles to lakes, from small blades of grass to dense forests.

In the new Core engine great attention paid attention to detail, especially the interaction of the player with the outside world: the grass sways from shots, the tank gets wet when immersed in water, creates waves and leaves realistic marks. Lighting is based on the laws of nature: the update introduced advanced glare from the sun. A mixture of all this gives a realistic perception of the picture.

Irakli Arkhangelsky, graphics engine software engineer: “For the last year and a half we have been optimizing so as not to lose our players. The principle point was not to change system requirements and keep performance the same: new graphics- that's great, but what if the player doesn't have a very powerful car? The game must provide a guaranteed level of quality. We succeeded, and after the update, even players with weak hardware can play World of Tanks.”

Location design. Cards

Work on the map begins in the level design department. Level designers take a piece of landscape and sketch out fields somewhere, forests somewhere, designate roads, paths and set up temporary houses.

Then the workpiece goes through several iterations of testing. As soon as the gameplay is more or less suitable, the workpiece moves to the supervision department. In supervision, references are collected for the map: analogues, pictures.

After that the card is coming to the level art department, where additional references are collected to saturate the map. Location designers choose a region for the map and look at what kind of paving stones there are, what kind of trees, houses, mountains, grass there are. After this, the map can be supplemented with finely detailed content, textures can be created and animations can be made for grass and water.

Pavel Sugak, location designer: “In update 1.0, the maps became more realistic due to the addition of geometry. The stones became sharper, edge geometry appeared, and the cards became more voluminous. If before it was just a playable square, now it is 16 km. The edge geometry is not gameplay, it is a continuation of the picture in the non-game zone. Now you can drive a tank to the edge of the map and look into the distance.”

Tank museum and World of Tanks community

The World of Tanks tank museum contains things that people make with their own hands at WoT competitions or simply send to the Wargaming office: tanks made from matches, tank shoes, knitted tanks. Those who send packages are always contacted and offered to thank them, and it turns out that people do this just for the sake of their favorite game. This is an indicator of the health of the project, which shows that the creators are moving in the right direction. People get hit by tanks positive emotions and are willing to spend time to additionally create something for the game.

Wargaming conducts many offline activities for players and the development of patriotic themes. These are tournaments in 20 cities of the CIS, WG-fest and Tankman Day in Minsk.

The product operations team in the CIS region of 41 people participated in update 1.0. The team prepared all tests for the update, starting with internal prototypes and the first sandboxes for players, collected and processed feedback during tests, and searched for bugs and inaccuracies. Here they created news materials for the portal and hundreds of posts on social networks from the very first stage of testing. We made streams, videos, reviews and test broadcasts of all preparatory stages updates. We wrote songs about the update, answered questions from players, helped with technical problems. During the days when the update was launched, the operations team was on duty at night and responded to the first messages in the game on the day of release.

Evgeniy Krishtapovich, regional producer: “Now we can confidently say that we have a unique collaboration with the players in the industry, but it was a difficult path. Over the eight years of the project's existence, we had different relationships: when we first started, we did not know how to take criticism. Then we realized that we were making a lot of mistakes because we weren’t listening to the players’ opinions. Now World of Tanks is made not only by the development team and the operations team, but also by the players. We show them all the changes, explain what we want to achieve with this, listen to their comments and criticism, and answer their questions. It is very important that this criticism exists. Only if all parties agree will we implement what we have in mind.”

Wargaming company

Last year, 411 people were hired in Minsk. Of these, 107 are from other countries, 90% are from Russia. Wargaming is constantly in search of expertise that the local market cannot always provide. Currently, 2,082 people work in Minsk; in total, the company has more than 4,000 people. Middle age employees are 31 years old, which is higher than in the industry as a whole, because people of expert level are attracted here: Wargaming practically does not employ junior developers. However, in 2017, the company began to specifically target students and provide training that will allow them to get into Wargaming or another company in the industry.

In Minsk, 70% of employees are men, 30% are women. In order for girls to come more often to development, game development, and IT, the company is separately promoted to a female audience.

From the first hours of work at Wargaming, new employees are immersed in the gaming atmosphere. The adaptation program here is a quest that an employee completes and earns achievements. At the end there is a prize waiting for him. Adaptation usually lasts three months.

Wargaming has its own university for employees. In 2017, 3,700 people were trained in Minsk and other offices. On average, every year 500 people study English language. In addition to English, the university has an online educational platform, leadership programs for managers and specialized proprietary courses taught by Wargaming employees.

The best minds gather where they are concentrated. Wargaming has 2 offices in the Czech Republic (Prague and Brno), a team in Cyprus (Nicosia), an office in China (Shanghai), Ukraine (Kyiv) and, of course, in Minsk, where 20 years ago a company emerged from a small group of enthusiasts that creates legendary games.

Olga Lavrentieva, Employer Brand Manager: “Wargaming employs unique people passionate about a common idea. Finding these people is extremely difficult. They know their worth, they are well educated - by the way, not always specifically in the field of game development. The main thing is that these are people with a passion for the gaming industry.”

User Experience

Wargaming has a laboratory where they conduct tests, to which real players are invited. Many techniques are used here, ranging from a regular interview to complex biometric studies, during which they measure the player’s reaction, determine how his brain works, how he reacts to what is happening in the game, and track his gaze. Why is all this needed? To answer the key questions that determine whether a person will continue to play: whether he likes it, what emotions arise during the process, whether he understands how to interact with our interface.

Representatives of the target audience of WoT take part in the research. Not developers or anyone who has nothing to do with tanks. It is important to understand that developers and players have different backgrounds, so their opinions often do not coincide.

Andrey Lizun, User Experience researcher: “A year and a half ago, we were given the task of taking the sound of tanks to a whole new level, making it as realistic and ambience as possible. A person who plays World of Tanks should feel like he is actually sitting in a tank and fighting. As life has shown, after the first tests, the ideas of players and developers about what is realistic did not coincide. The players said: “Where did you hear such sounds?” Of course, we were surprised, because our guys were at the training ground and, sitting in the tank, recorded the creaking of the tracks and the crunch of the gearbox. When we started looking into it, it turned out that the players think realistic sound tank heard in movies, TV shows or other games. As a result, there is now a sound in tanks that balances on the brink of realism and fiction, artistic realism. The players accepted this option and were happy.”

Emotions

For these years World of Tanks has become a space where people come primarily for emotions: the joy of victory, the excitement of battle, confidence in their teammates. Players gather and real life to do good deeds, visit museums, restore equipment, spend time with families. World of Tanks began digitally and is evolving as a game, but tanks have become a part of real life that takes place outside of the servers. The game brings people together different ages and different professions, it has become part of male culture. Tanks are a topic of conversation among avid friends and future comrades. Exit WoT updates 1.0 will be a new impetus for this movement.

The picture in WoT 1.0 has moved to a whole new level of realism: stains on the water, a blast wave. Little things like this blur the line between tank battles and real world. All this gives players new sensations. WoT remade a huge number of old maps, which sparkled with new colors, and added new locations, new map Calm.

Yuri Kuryavyi, Publishing Producer: “The other day we launched game servers, and what we saw was the most pleasant moment for us, the developers. Instead of shooting and breaking through flanks, players simply stand, rotate their turrets and look at this new world. WOT 1.0 begins."

Micropatch May 23 (Thursday).
A small update will be released on May 23rd. Game servers and the clan portal will be unavailable from 06:00 to 06:45 (Moscow time).
What will be fixed:
An error where, under certain conditions, it was impossible to invite a player to a platoon or start a dialogue with him from the referral program screen.
Some technical errors
The mod folders will be named /mods/1.5.0.4/ and /res_mods/1.5.0.4/
The general test of update 1.5.1 is open. The release of update 1.5.1 is expected in June.

List of changes in version 1.5.1 compared to 1.5

List of changes.
Main changes:

1. Session statistics.

Added viewing of combat effectiveness for the last 24 hours (session statistics). Information for it is collected for all Random battles (except General battle). Session statistics can be reset manually at any time, otherwise they will reset automatically with the daily reboot of the servers. The data is stored on the server, so viewing statistics is available when playing on different computers.

You can view the statistics by clicking the special button to the left of the Notification Center. The functionality allows you to:

View general statistics on income/expenses in completed battles.
- View your effectiveness based on the results of battles per session (or per day).
- See the effectiveness of your game on various techniques within the current session.
- View the impact of the current gaming session on the overall gaming performance for the entire time (the so-called “delta”).
- Reset current statistics and start collecting new ones.
- Go to the Hall of Fame to view more detailed statistics for the day.

Also, as part of the work on session statistics, the following changes were made to the Hall of Fame:

Added information about overall game performance over time.
- Added indicators of the influence of current daily statistics on overall game indicators for the entire time.

The changed and modified map “Kharkov” returns to the game in a new quality, with:

Types of battles: Standard battle only, vehicle levels IV-X;
- size increased to 1000x1000 meters;
- location of bases and general geometry of the map in comparison with old version rotated approximately 45 degrees;
- some changes have been made to city blocks, and the western zone of the city outskirts has also been completely redesigned for more comfortable game on medium and light tanks, as well as on tank destroyers;
- the map is completely designed in HD quality.

3. Changing equipment parameters.

Germany:
- Added a machine for testing by supertesters.
. VK 75.01 (K)

Changing equipment parameters.

Panzer 58 / Schwarzpanzer 58 / Panzer 58 FL / Panzer 58 Mutz
- Gun dispersion changed from 0.36 to 0.34 m.
- View changed from 380 to 390 m.
- Pzgr 39/48 projectile speed increased by 15%.
- Pzgr 40/48 projectile speed increased by 18%.
- Sprgr 48 projectile speed increased by 15%.
- The armor penetration of the Sprgr 48 projectile has been changed from 45 to 90 mm.
- The damage caused by the Pzgr 39/48 projectile has been changed from 240 to 250 units.
- The damage caused by the Pzgr 40/48 projectile has been changed from 240 to 250 units.
- The damage dealt by the Sprgr 48 projectile has been changed from 320 to 330 units.
- Durability changed from 1300 to 1350 units.

Indien-Panzer
- The dispersion of the gun due to the movement of the B-PS 102 chassis has been reduced by 8%.
- The dispersion of the gun due to the movement of the Indien-Panzer chassis has been reduced by 9%.
- The spread of the gun due to rotation of the B-PS 102 chassis has been reduced by 8%.
- The dispersion of the gun due to rotation of the Indien-Panzer chassis has been reduced by 9%.
- The spread of the 9 cm Kanone gun in the Indien-Panzer turret has been changed from 0.34 to 0.32 m.
- The aiming time of the 9 cm Kanone gun has been changed from 2.3 to 2.0 s.


Leopard 1
- The APDS-T M392 projectile has been replaced with a DM13 projectile (BP to BP) with damage of 420 units. The flight speed of the new projectile is 1480 m/s, armor penetration is 278 mm.
- The HEP-T M393 projectile has been replaced with a DM11 projectile (HE to HE) with damage of 510 units. The flight speed of the new projectile is 1173 m/s, armor penetration is 105 mm.
- The HEAT-T T384E4 projectile has been replaced with a DM23 projectile (KS on BP) with damage of 420 units. The flight speed of the new projectile is 1613 m/s, armor penetration is 323 mm.
- The dispersion of the gun due to the movement of the chassis has been reduced by 28%.
- Gun dispersion from chassis rotation has been reduced by 28%.
- The chassis turning speed has been changed from 54 to 48 degrees/s.
- Gun spread changed from 0.3 to 0.29 m.
- Gun dispersion when rotating the turret has been reduced by 12%.
- Reload time changed from 8.7 to 9.3 s.
- Aiming time changed from 1.9 to 1.7 s.
- The turret rotation speed has been changed from 36 to 40 deg/s.
- Maximum speed forward movement changed from 65 to 70 km/h.
- Durability changed from 1950 to 1850 units.

Leopard Prototype A
- The APDS-T M392 shell for the 10.5 cm L7A1 gun has been replaced with the DM13 shell (BP to BP) with damage of 420 units. The flight speed of the new projectile is 1380 m/s, armor penetration is 268 mm.
- The HEP-T M393 shell for the 10.5 cm L7A1 gun has been replaced with the DM11 shell (HE to HE) with damage of 510 units. The flight speed of the new projectile is 1173 m/s, armor penetration is 105 mm.
- The HEAT-T T384E4 shell for the 10.5 cm L7A1 gun has been replaced with the DM23 shell (KS on BP) with damage of 420 units. The flight speed of the new projectile is 1613 m/s, armor penetration is 315 mm.
- The spread of the gun due to the movement of the Leopard Prototyp A1 chassis has been reduced by 10%.
- The spread of the gun due to the movement of the Leopard Prototyp A2 chassis has been reduced by 11%.
- The spread of the gun due to rotation of the Leopard Prototyp A1 chassis has been reduced by 10%.
- Gun dispersion from turning the Leopard Prototyp A2 chassis has been reduced by 11%.
- The rotation speed of the Leopard Prototyp A1 chassis has been changed from 38 to 36 degrees/s.
- The rotation speed of the Leopard Prototyp A2 chassis has been changed from 42 to 40 deg/s.
- The spread of the 10.5 cm L7A1 gun in the Porsche Standardpanzer turret has been changed from 0.32 to 0.31 m.
- The spread of the 10.5 cm L7A1 gun in the Leopard Prototyp A2 turret has been changed from 0.36 to 0.34 m.
- The dispersion of the 10.5 cm L7A1 gun when rotating the Porsche Standardpanzer turret has been reduced by 29%.
- The dispersion of the 10.5 cm L7A1 gun when rotating the Leopard Prototyp A2 turret has been reduced by 50%.
- The reload time of the 10.5 cm L7A1 gun for the Porsche Standardpanzer turret has been changed from 10.3 to 10.6 s.
- The reload time of the 10.5 cm L7A1 gun for the Leopard Prototyp A2 turret has been changed from 13 to 12 s.
- The aiming time of the 10.5 cm L7A1 gun for the Porsche Standardpanzer turret has been changed from 2.1 to 1.9 s.
- The aiming time of the 10.5 cm L7A1 gun for the Leopard Prototyp A2 turret has been changed from 2.9 to 2.5 s.
- Leopard Prototyp A2 turret traverse speed changed from 36 to 33 deg/s.
- Porsche Standardpanzer turret traverse speed changed from 37 to 35 deg/s.
- The armor penetration of the Pzgr 39/48 projectile for the 9 cm Kanone gun has been changed from 212 to 218 mm.
- The armor penetration of the Sprgr 48 projectile for the 9 cm Kanone gun has been changed from 45 to 90 mm.
- The damage caused by the Pzgr 39/48 shell of the 9 cm Kanone gun has been changed from 240 to 250 units.
- The damage caused by the Pzgr 40/48 shell of the 9 cm Kanone gun has been changed from 240 to 250 units.
- The damage caused by the Sprgr 48 shell of the 9 cm Kanone gun has been changed from 320 to 330 units.
- The maximum reverse speed has been changed from 23 to 20 km/h.
- MTU MB 838 CaM 500 engine power changed from 830 to 770 hp.

Added a machine for testing by supertesters.
. T-116

STA-1
- The dispersion of the gun due to the movement of the STA-1 chassis has been reduced by 11%.
- The dispersion of the gun due to the movement of the STA-3 chassis has been reduced by 12%.
- Gun dispersion from turning the STA-1 chassis has been reduced by 11%.
- Gun dispersion from turning the STA-3 chassis has been reduced by 12%.
- The spread of the 90 mm Gun Type 61 gun in the STA-3 turret has been changed from 0.36 to 0.38 m.
- The reload time of the 90 mm Rifled Gun for the STA-3 turret has been changed from 7.7 to 7.2 s.
- The reload time of the 90 mm Gun Type 61 gun for the STA-3 turret has been changed from 7.5 to 6.5 s.
- The aiming time of the 90 mm Gun Type 61 gun for the STA-3 turret has been changed from 2.3 to 2.2 s.

STA-2
- Increased armoring of the gun mantlet.
- M318A1 projectile speed increased by 34%.
- M71 projectile speed increased by 16%.
- Type 70 projectile speed increased by 16%.
- Engine power changed from 570 to 650 hp.

Type 61
- Reinforced hull and turret armor.
- The dispersion of the gun due to the movement of the STA-4 chassis has been reduced by 19%.
- Gun dispersion due to movement of the Type 61 chassis has been reduced by 29%.
- Gun dispersion from turning the STA-4 chassis has been reduced by 19%.
- Gun dispersion from turning the Type 61 chassis has been reduced by 29%.
- The rotation speed of the STA-4 chassis has been changed from 44 to 46 degrees/s.
- The turning speed of the Type 61 chassis has been changed from 48 to 50 deg/s.
- The spread of the 105 mm Rifled Gun in the Type 61 turret has been changed from 0.36 to 0.38 m.
- The dispersion of the 105 mm Rifled Gun when rotating the Type 61 turret has been reduced by 21%.
- The reload time of the 105 mm Rifled Gun for the Type 61 turret has been changed from 10 to 8.2 s.
- The aiming time of the 105 mm Rifled Gun for the Type 61 turret has been changed from 2.3 to 2.1 s.
- The armor of the Type 61 turret and hull has been strengthened.
- The L28A1 projectile for the 105 mm Rifled Gun gun was replaced with the M392XB (BP to BB)
- The speed of the M318A1 projectile for the 90 mm Gun Type 61 gun has been increased by 18%.
- The Type 75 projectile speed of the 105 mm Rifled Gun has been reduced by 19%.
- The speed of the M456 projectile for the 105 mm Rifled Gun has been reduced by 19%.
- The speed of the M392XB 105 mm Rifled Gun projectile has been reduced by 20%.
- The damage caused by the Type 75 shell of the 105 mm Rifled Gun has been changed from 480 to 440 units.
- The damage caused by the M456 shell of the 105 mm Rifled Gun has been changed from 390 to 360 units.
- The damage caused by the M392XB shell of the 105 mm Rifled Gun has been changed from 390 to 360 units.
- Maximum forward speed changed from 47.6 to 45 km/h.
- The maximum reverse speed has been changed from 20 to 23 km/h.
- Mitsubishi 12HM20WT engine power changed from 570 to 650 hp.
- Mitsubishi 12HM21WT engine power changed from 604 to 750 hp.
- Durability with the STA-4 turret has changed from 1600 to 1720 units.
- Durability with the Type 61 turret changed from 1700 to 1750 units.

STB-1
- Added hydropneumatic suspension.
- The dispersion of the gun due to the movement of the chassis has been reduced by 44%.
- Gun dispersion from chassis rotation has been reduced by 44%.
- The chassis turning speed has been changed from 52 to 55 degrees/s.
- Gun dispersion changed from 0.36 to 0.37 m.
- Reload time changed from 8 to 7.1 s.
- Aiming time changed from 2.3 to 2.0 s.
- View changed from 410 to 400 m.
- The turret rotation speed has been changed from 42 to 46 deg/s.
- The armor of the turret has been strengthened, and the collision model of the gun mantlet has also been redesigned.
- L28A1 projectile replaced with M392XB (BP to BB)
- M392XB projectile speed reduced by 20%, damage changed from 390 to 360 units.
- M456 projectile speed reduced by 19%, damage changed from 390 to 360 units.
- Type 75 projectile speed reduced by 19%, damage changed from 480 to 440 units.
- The gun elevation angle has been changed from +13 degrees to +9 degrees (with active suspension +15 degrees).
- The gun declination angle has been changed from -10 to -6 degrees (with -12 degrees suspension).
- The maximum forward speed has been changed from 53 to 50 km/h.
- The maximum reverse speed has been changed from 20 to 25 km/h.
- Engine power changed from 750 to 950 hp.
- Durability changed from 1950 to 2000 units.

This post will be updated as new information becomes available.

Today, March 20, 2018, the World of update was released Tanks versions 1.0. What changes have occurred in the game?

Graphics changes in WOT 1.0

First of all, this is the new Core graphics engine instead of the old BigWorld. The main goal of introducing its own engine for World of Tanks is an attempt to reduce operating costs and costs associated with renting a BigWorld license from an Australian developer. What awaits players in new World of Tanks 1.0?

The main change in graphics will be the ability to increase detail and performance. World of Tanks Core allows you to increase the number of triangles for each texture as much as necessary for a particular user's computer. The more powerful the PC, the more realistic World of Tanks will be. At the same time, performance will not be overly loaded due to the use of optimization in the Core engine.

How the Core graphics engine works

Trees in the game will become a set of 3D screenshots, which will significantly save computer resources with high quality textures. Any fire effects will only be detailed externally, and the invisible area of ​​the effect will remain in low resolution. This will significantly reduce resource consumption and add smoothness to the movement of the tank, eliminating lags due to the lack of graphics adapter performance on average PCs. Most graphics calculations will be performed once in advance. The triangles will not be recalculated each time, and the Core engine will only display the reflections of surfaces, water, or the shine of metal that it already has.

World of Tanks 1.0 update review

List of changes in update 1.0

We have divided all changes in World of Tanks version 1.0 into global and local. Here are their lists.

Global changes

  • Core graphics engine
  • HD cards 29 pcs.
  • New sound design
  • New hangar in HD graphics
  • Visual effects World of Tanks Core
  • Optimizing the use of PC resources

Local changes

  • Now, the closer the car is, the louder you hear sounds from it;
  • If you set the graphics setting fov above 120 in the hangar, the rendering level will change;
  • The camera in the Core engine will penetrate inside combat vehicles;
  • Added the ability to control the crew of a tank in battle;
  • The camouflage of tanks has become brighter;
  • Loading screens in World of Tanks 1.0 are new;
  • The training ground has a new hangar and all its maps are now HD;
  • Now, when shooting in a random battle, you will receive notifications about repelled damage, ricochets, and critical damage inflicted;
  • Added sound design for maps, such as nature sounds, and also added new vehicle sounds;
  • The World of Tanks sound theme has been replaced with a new one, as well as the sounds of defeat, victory and draw;
  • Animated characters are now displayed in the hangar;
  • Projectile tracers have been replaced;
  • Water in patch 1.0 has a new design and visual effects, and has become more deeply developed;
  • The tracks left by tank tracks have been completely redesigned;
  • The effects of destruction of static objects on maps have been changed.

Update 1.3 for World of Tanks will be released very soon. What awaits players in the new patch and when its release date we will tell you right now.

WOT 1.3 update

Firstly, new maps will be added, decals will appear with which you can change the appearance of the equipment. Personal combat missions Now it will be possible to browse quickly and conveniently. New tanks will be added to the game. The old legendary "firefly" will be returned to the Soviet tree. They will rework the cards and add one new one. There are a lot of changes. Now the details of what awaits us in patch 1.3 for World of Tanks.

Maps in WOT 1.3

Adding new maps to World of Tanks will be a constant and continuous process. So version 1.3 will delight you with fresh game locations. The "Oryol Ledge" is being added to the game - this is a map with industrial buildings and railway tracks on the outskirts of the city. Against the backdrop of huge clouds of smoke blocking the sunlight, battles will take place on this map in World of Tanks 1.3.

In addition to the map "Oryol Salient" in wot, in patch 1.3 such maps as "Himmelsdorf", "Mannerheim Line", " Fisherman's Cove" and "Industrial Zone". These are the changes in World update of Tanks version 1.3 awaits these maps:

  • Fisherman's Bay will receive additional shelters, which can be used effectively to attack from the urban part of the map. Some trees have been removed from the center of the game location. The shooting positions will be blocked.
  • Himmelsdorf will receive a new redesigned central part and convenient angles for firing. When climbing the mountain, an embankment will appear behind which you can put your combat vehicle to protect from enemy preemptive fire. Embankments have also been added to the northwestern part of Himmelsdorf near the destroyed depot. (at the very beginning you can see it on our forum)
  • The Industrial Zone is perhaps the most modified map in update 1.3. Buildings will appear on the map in places where tanks pass. The hills will become lower. Relocated obstacles in major battle areas, such as mounds of rubble and construction debris. On the territory of the coal mine, mountains of mined ore have shifted. The river in the northeast of the map will no longer have a hole, but a house will appear. And the entire eastern part of the map has been completely redesigned to give this area balance during battles on both sides.
  • Mannerheim Line in patch 1.3 it will have new places for ambushes and defenses in the northern and eastern parts of the map. So, after the update, new trees and defensive fortifications will appear on the map. Also on the Mannerheim Line, the shots that players love will disappear - you will have to look for new ones. Many obstacles that impede passage have been altered or completely removed.

In general, changes to game locations can be called balanced. The reworks are aimed at providing high-quality and interesting combat for each of the maps reviewed. Also, previously found bugs have been fixed in some other game locations.

LBZ in WOT 1.3

The number of new LBZ in patch 1.3 will be impressive. The classification of LBZ has changed. All old combat missions have been reworked. The menu for viewing personal combat missions will become truly new. At one time you will be able to see the general situation regarding the progress of the LBZ on your account.

Now for implementation of LBZ in wot 1.3 reward tanks will be given out. They were the T-55A and Object 260, which received additional improvements. New rewards have been prepared for completing combat missions. To view the LBZ in update 1.3, visit the new menu in the game interface.

Changes in the LBZ include a new interface of tips with descriptions and tips for their implementation. Platoon tasks will become personal. Added a graphical progress indicator for each combat mission.

The LBZ of Operation Second Front, which we talked about in the changes in Update 1.2 and Operation Excalibur, have also been reworked.

General test of update 1.3

From 15 to 30 percent of the entire mass takes part in testing future updates World players of Tanks. What changes await the game in the next patch? An overview of the general test will tell you details about all the upcoming innovations and changes that are already being tested on test servers.

Download general test World of Tanks 1.3

To participate in the general test of update 1.3, download a special installer (4 MB)

The second general test of update 1.3 will be accompanied by the addition of AI-controlled tanks to test the possibility of adding them to World of Tanks new game modes. For now, the goal of adding AI tanks is to reduce the waiting time before battle.

Tanks in update 1.3

The main work in World of Tanks today is in the area of ​​expanding functionality to change appearance tanks. Update 1.3 marks the beginning of a long and complex journey to personalize the vehicles in the game.

Return of the T-50-2 tank to World of Tanks

The sensation of update 1.3 will be the return of the legendary Soviet tank T-50-2 to the game. At one time, when the T-50-2 was removed from World of Tanks, this resulted in a large wave of negative reviews for the game creators. But then the developers did not listen to the opinion of the gaming community and removed the tank anyway. And now, a few years later, the tank returns. For now only for the super test.

We are waiting for the "firefly" based in patch 1.4 or 1.5. The likelihood that a tank will be added to level 5 is negligible. Most likely he will receive the status of a level 10 tank or 7th in extreme cases. The developers plan to maintain the characteristics of the T-50-2 that it previously had.

Decals in World of Tanks

The new patch version 1.3 will add large decals to the game for all level 10 vehicles and premium level 8 tanks. To select a decal, you need to enter the tank appearance menu "Decals" and go to the last tab at the bottom. There will be 40 pieces added to choose from. various decals, each of which can be adjusted to size in the chosen location. You can add up to four different decals to one tank.

At the end of the year, the World of Tanks developers shared some plans for the development of the project. In addition to the transition to fundamentally new engine with improved graphics and sound, new equipment, combat capabilities and game events are being prepared. Thus, in the upcoming update 9.22, the USSR research tree will change.

It's worth waiting for two alternative mini-branches to appear heavy tanks. From Tier VIII to X, three new vehicles with a rear turret will appear: IS-2Sh, Object 705, Object 705A. In the branch between the IS-3 and IS-7, the relatively lightly armored T-10 will receive an alternative with a rear turret.

As a result of the balance change, three branches of medium tanks will appear (each with its own style of play). Finally, the SU-122-54, which does not fit into the concept, will disappear from the rear-mounted tank destroyer tree. The characteristics of the SU-101M1 and SU-101 will be improved, “Object 268 option 4” will replace “Object 263” at level X, and the latter will move to level IX.

The developers promise to also work on premium equipment with a preferential level of battles. These machines sometimes cannot effectively resist linear “classmates”, which have improved significantly. What is promised is not individual changes, but some kind of comprehensive (albeit not quick) solution that will improve the machines and not upset the balance.

The emergence of two new gaming nations is also promised. These will be some kind of European research trees, but the developers do not provide details (although hints can be found in the video provided). New ways to receive and spend bonds, the development of a system for changing the appearance of tanks and many game events, which will diversify tank battles next year.

Screenshots of the game World of Tanks:

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