Update 1.0.1

1. Update 1.0.1 Common Test

Updated
IMPORTANT: There will be technical tests on the game economy on the Common test. Due to the tests, there might be problems with crediting free exp, credits and bonds. Hope for your understanding!

World of Tanks began this spring with the most crucial update in the game’s history. Today, we launch the first Common Test of Update 1.0.1, which builds on the recent visual improvements with a host of new content including the much-awaited return of Province. Read on for a detailed overview!

Italian Tanks

Italy is not just another nation. Equipped with autoreloaders, the top-tier Italian tanks add an original twist to the traditional gameplay. The autoreloader is hard to master, but pays off once you learn how to use it effectively.

Eleven light and medium vehicles coming in Update 1.0.1 fall into three main categories:

  • Low tiers. The “fledging” period in the Italian tank building, a time of copying successful designs from foreign designers and timid in-house experiments. A typical low-tier Italian tank is a thinly-armored machine with guns in a range of calibers.
  • Mid tiers. The “pursuit” period. Combat experience led to revising the approach to armored engineering and attempts to catch up with the leading tank superpowers. Armor got thicker and guns increase in size and firepower.

FUN FACT: Italian engineers attempted to design heavy tanks, but ended up with mediums, compared to other nations.
  • Top tiers. The “post-war” period. Influenced heavily by the “western” school, late Italian tanks featured high mobility, excellent guns with superior depression angles, and autoreloading guns paired with non-existent armor.
  • Tier I
  • Tier II
  • Tier III
  • Tier IV
  • Tier V
  • Tier VI
  • Tier VII
  • Tier VIII
  • Tier IX
  • Tier X

Fiat 3000

M14/41

L6/40

M15/42

P26/40

P.43

P.43 bis

P.43 ter

P.44 Pantera

Prototipo Standard B

Progetto M40 mod 65

How the Autoreloader Works

In automatic mode, the autoreloader can shoot one shell every two seconds. You can switch to the classic loading mechanic, however, if combat conditions require.

As opposed to autoloaders, loading time in the autoreloader differs for each of the three shells. In case with the Progetto M35 mod 46, it’s 12 seconds for the first shell, 9 for the second and 8 seconds for the third, and you’ll get similar proportions for the other high-tier mediums. These stats can be improved with Crew training, a gun rammer, or improved ventilation.

Province Revival

Italy advances on all fronts! This time, it’s a striking comeback of one of our most discussed maps—Province. Everyone had a strong opinion about this compact location that embraced highly dynamic tactical combat. Only available for Tiers I–III, the map had been intended to become an optimal firing ground for new players. Instead, it turned into a magnet for highly skilled tankers looking for easy prey.

We eventually took the map out of rotation, but now, after a lengthy revision process, Province is ready to re-enter the fray.

Province has grown from the compact size of 600x600 meters to 850x850 meters, and thanks to this change, the map now welcomes vehicles all the way up to Tier X. The revised design promotes faster engagements. Occupying your slope will no longer mean victory: you’ll need to attack the other one, too. If you don’t press forward, the enemy will—and the things will surely get dire. Running a successful attack will be quite a challenge, but if you manage to reach key positions you’ll be able to break through your opponents’ defense in power.

We tried to keep the environment’s character as a place of constant spotting and long-range shootouts. Along with that, Province has gained in dynamics and the variety of possible moves and tactical tricks.

Our intention was to fix Province’s design flaws, while also emphasizing its strengths. Please keep the feedback coming as it will help us tweak it further, so join the fray and share your thoughts!

Premium Shells & Consumables Now for Credits Only

Premium shells and consumables have been one of the hottest topics on the agenda, and during the upcoming Common Test, we’ll take the first step toward making a key revision to the entire mechanic.

For Update 1.0.1, we’re planning to disable purchasing Premium shells and consumables with Gold. And that’s just the first step as it will take some time to completely phase out the number of shells acquired with Gold. This is when the state of “shell economics” settles down and we can go ahead with rebalancing.

In terms of rebalancing, we will put several models through the paces in upcoming tests. The best “fit” will be decided by the community and dev team, so stay tuned for more news.

Frontline Returns

IMPORTANT: Frontline will only be available from the 2nd day of testing onwards, on 14th April @ 16:00 UTC+8.

 

Among numerous other features, the Sandbox server hosted the 30-vs-30 Frontline mode last year. It will soon return, this time to production servers, inviting you to join the attack/defense fight for dominance on a huge HD map.

The mode will be available on a temporary basis and will occasionally appear in the game.

Gameplay Basics

  • Vehicles: Tier VIII vehicles
  • Teams: 30 players on each side with an opportunity to team up in Platoons of five.
  • Roles: One team plays in defense; the other attacks.
  • Objectives: Attackers must break through defensive fronts and destroy at least three out of five pillboxes (explained in more detail further down). Defenders must hold strong and keep at least three out of five pillboxes intact.

We revised the mode based on your suggestions from the first Frontline testing reworking the battlefield into HD and iterating on its key gameplay aspects, from the vehicle roster through to economy.

Tier VIII Vehicles: Following your vocal concerns about Tier X economy and its constraints, we made Frontline only be available for Tier VIII vehicles

New Consumables:

  • Smoke screen: A cloud of smoke conceals tanks
  • Morale boost: A tank's Crew and nearby Crews receive a bonus to their major qualifications
  • Engineering crew: Decreases base capture time, increases the effect of knocking down base capture, and is able to halt the base capture if placed within the borders of the base that’s being captured

Overtime: The battle timer often interferes at the most intense moment of a fight. To exclude the time factor as a decisive element, we're introducing the Overtime feature. If the battle timer expires while the attacking team is capturing an enemy sector, the battle will continue until the sector is captured or the defenders protect their territory

Level Design Improvements: terrain, objects and their positions on the map have been significantly revised to promote diverse gameplay

Sector Capture Mechanic: Now, the fewer Tier I sectors you’ve taken, the harder it will be to capture Tier II sectors

2. Shaping the Frontline

Updated

World of Tanks has passed the first wave of its 1.0.1 Common Test, where everyone got a chance to test the new incarnation of Frontline. For the second Common Test, we’ve decided to alter our approach, based on the assumption that Frontline may become more exciting as a time-limited in-game event, with all respective mechanics.

(For those who still haven’t heard about the mode and the changes we’ve got planned, jump to the respective article.)

Planned to be released as part of the forthcoming update, the “Frontline: Road to Glory” event will offer revised game mechanics, which start testing today as part of 1.0.1’s Common Test 2.

That said, let’s examine it in more detail.

Scheduling and Vehicles

 “Road to Glory” kicks off shortly after the release of 1.0.1 and will be available during the following several weeks. Just like with the version being tested at our Common Tests, the release version will be limited to Tier VIII machines only.

Core Mechanics

Your journey through the event will include 30 levels to reach, and passing every level will grant you valuable loot. Now let’s see how it works.

At the end of every battle, you’re handles a title identical to real-life military ranks. Starting from a private and ending up with a general, the title you get depends on your performance and input.

With each title, comes a respective amount of Fame Points spent on unlocking new levels, which happens automatically.

Passing each level, in its turn, will give you Supply Points that you can spend on unlocking and upgrading battle consumables, and an extra reward (those will get better and better with your progress).

Second Tour of Duty

If you’d like to relive the experience, you can apply a special “Prestige” option that will totally reset your progression, allowing to blaze the war path once again and earn the same rewards once again.

More to it, going for this option will grant you a special reward that will, among others, add Bonds to your wallet. And it’s not just the chance to head back into battle—this reward will improve each time you retake the challenge.

By the way, “Prestige” can be used three times throughout the four-week event, meaning you can earn x3 as many rewards.

Additions to Your Tank Fleet

Unlike the testing stage, where you only have standard tanks at your disposal, Frontline’s release version gives you two rental Tier VIII tanks exclusively for the event.

 “Frontline: Road to Glory” has the opportunity to become a challenging and exciting event, and to reach that, some balance and gameplay tweaks may be needed. The current list and value of the rewards you’ll be earning, as well as the currently implemented mechanics, are not finalized and will be fine-tuned as we gather more player feedback and stats.

We’ll be keeping you informed on progress, sharing crucial details; but for now, let’s get down to testing 1.0.1.

See you in battle!

 

3. Get Ready for Italian Tanks

Updated

Late last year, we announced that two new European nations will be coming in 2018: Poland and Italy. The supertest of Progetto M35 mod 46 in January revealed that the new nation’s tech tree would be full of Mediterranean machines. As Progetto’s brethren roll out for a supertest, we want to give you a little heads-up about these new kids on the block.

The first post-1.0 update will unleash 11 Italian medium tanks reinforcing the game with the tenth Tech Tree. Tiers I–VII retrace the history of the nation’s tankbuilding, from Italy’s early tank designs at lower tiers through to post-WWII machines at mid-to-higher tiers. But the cherry on the cake are Tiers VIII–X with a new gun system, a hybrid between an autoloader and a regular gun. This Italian revolver of sorts, called “autoreloader,” can automatically reload a shell in the drum even when the drum is not empty yet.

Historical Spotlight

The new branch of mediums covers three periods of Italian tank design: the timid first steps, the catch-up and post-war, western-oriented.

  • The timid first steps: Out in front in terms of tank design at the time was the French. The Italian tanks drew inspiration from, or more blatantly copied, French designs but over time experimented with their own ideas. Distinguishing features were light armor and var-ious gun calibers.
  • Catch-up Phase: Attempting to reach the standard set by the most developed tank-building nations, it was about more firepower and thicker armor.  When they originally started to produce heavies, it was actually mediums that made it off the production line.
  • Post-war, Western-oriented: Now it was all about mobility, excellent firepower, good angles of depression and insignificant armour. How times had changed...

Tiers I–VII Overview

The first thing you will notice straight off the bat is the choice between the M14/41 and L6/40 at Tier II. Similar when it boils down to game characteristics, both tanks left a huge mark in Italian armoured vehicular history. We’re paying homage to them by adding both for you to try. The M14/41 won’t impress you with its speed, but can show who’s who to its peers working a solid 47mm gun. The L6/40 sports excellent speed for its tier and a 20 mm machine gun. Learn more about the mass-produced duo and their elder brethren and get ready to work your way up the Italian tree!

 
  • Tier I
  • Tier II
  • Tier III
  • Tier IV
  • Tier V
  • Tier VI
  • Tier VII

Fiat 3000

M14/41

L6/40

M15/42

P26/40

P.43

P.43 bis

P.43 ter


Tier VIII and Upwards – Autoreloader

You’re free to use higher-tier Italians as a single shot tank, or as a clip thanks to a new loading mechanic. Basically, it's a combination of a drum and single shot system. As soon as you fire, the drum begins to reload. The more shells you have in the clip, the faster it loads the empty part of the magazine. The first shell takes the longest to reload, and it speeds up from there. If you fire again, before the shell is reloaded, the reloading is interrupted and starts anew.

“How can I leverage it then?” you ask? Here’s a simple tip: analyse what’s happening on the battlefield and use the drum situationally. Empty your clip when you know you'll have time to reload. Single-shot when you need to get someone down to where they can then be clipped out. This way, you can offer sustained fire and your enemy won’t know where you're at in terms of re-loading. Besides, you never have to worry about managing your clip reload—it always starts re-loading when you fire. Now that we’re done with the autoreloader basics, let’s take a closer look at vehicles that come with it.

Tier VIII – P.44 Pantera

Let’s kick things off with the Tier VIII P.44 Pantera—the first in the branch to have that feature you’ve all been waiting for – the auto-reloading drum.

The Pantera was one of the variants sparked by a project that was developed during the Second World War. Work on the medium tank never made it past the preliminary design stage.

With a long-barreled 90mm cannon, good depression and mobility, it can occupy advantageous positions. The new mechanic means that the tank can feel more at home at close and medium distances but just be cautious when at long-range.

Tier IX – Prototipo Standard B

Stemming from a group of prototypes developed and manufactured during the Kampfpanzer Standard program which Italy first took part in in 1958. In collaboration with Ingeniuerbüro Warn-eke, Rheinstahl Hanomag, Henschel and Rheinmetall, only two models were produced under the program. After extensive testing, preference was given to the group “A” prototypes, which after further work came to be known more commonly as the Leopard 1.

The first post-WWII tank in the Italian tree, it bears a striking resemblance to the German prototype Leopard in terms of dimensions and silhouette. As with the Pantera, the Prototipo also features the new mechanic. Possessing a 105mm gun and a similar angles of depression, this tank could be seen as the direct descendant of the Tier X Progetto. This means you can hone your tactics in preparation for unlocking the Tier X steel beast.

As with the Pantera, the tank performs well at close and medium distances but the Leopard’s inherent weak armour still means you need to be careful.

Tier X – Progetto M40 mod 65

In 1969, a military delegation from Italy visited Germany to discuss purchasing Leopard tanks. However, not all the delegates agreed with the idea of acquiring foreign tanks. The Italian military and constructers outlined their basic wishes: decent depression, cast turret and gun mantlet and the powerful Mitsubishi engine. Their wishes resulted in the creation of a small, light, mobile but well protected tank.

During the design process, British and Soviet developments were taken into account. Other than further drawings and blueprints, the tank never went any further.

Futuristic form and better gun characteristic with the new mechanics make it possible to fully unleash the skills acquired from the tanks further down the tech branch and the Italian premium. The Progetto M40 mod 65’s good depression and mobility will help you occupy advantageous positions on the battlefield. As at Tiers VIII and IX, the tank performs well at close to medium dis-tances but the armour isn’t something to be relied upon, other than possible bouncing of shells from the hull and turret. 

As you can see these high-tier tanks have a consistent play style meaning each progression up the branch won’t be jarring and the skills you hone at Tier VIII will benefit you at Tier X.

4. Lowdown on Tier VIII–X Italian Tanks

Updated

The elephant in the room right now is the impending arrival of the Italian Tech Tree. Comprised of 11 new vehicles and fine-tuned following your feedback from Common tests, it joins the game on 03 May. Compact, lightly armored, and mobile low-tier tanks, as well as mid tiers packing more firepower and better protection prepare you for the futuristic post-WWII designs at Tier VIII and up. Rooted in a group of prototypes developed during the Kampfpanzer Standart program, they’re equipped with autoreloader guns and compensate for inherently light armor with good mobility, decent gun depression and rate of fire.

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Even if you aren’t a big-time fan of the nation’s tankbuilding, meeting top-tier Italians (in the hands of a skillful player) is likely to send you back to the Garage. Besides, it’s not that often that we introduce a new nation and shooting mechanic all at once. So sit back, arm yourself with a slice of pizza, and get comfy as we explain how to fight in or against this Mediterranean pack.

P.44 Pantera

Your introduction to the autoreloader begins with the P.44 Pantera at Tier VIII. Essentially, its gameplay revolves around finding close- and mid-combat situations where it can leverage good gun depression and work its fast-firing and accurate gun sniping down enemies.

Mouse over the points to display the info on the vehicle
Main Characteristics
 
 
 
 
P.44 PANTERA
VIII
Hit Points
1,400 HP
Average Damage
240/240/320 HP
Top Speed / Reverse Speed
60/20 km/h
* Autoreloader gun
CREW
Commander (Radio Operator) / Loader / Gunner / Driver
GUN
Average Damage
240/240/320 HP
Average Penetration
212/259/45 mm
Dispersion at 100 m
0.33 m
Aiming Time
2.1 s
Number of Shells in One Magazine
3 psc
Time for Autoreloading One Shell
11/10/8 s
Gun Depression/Elevation Angles
-8°/+20°
TURRET
Turret Traverse Speed
32 deg/s
Signal Range
710 m
Turret Armor
120/60/60 mm
View Range
380 m
HULL
Hit Points
1,400 HP
Load Limit
48 t
Hull Armor
80/50/50 mm
Ammo Capacity
60 psc
MOBILITY
Engine Power
1,000 hp
Specific Power
22.22 hp/t
Traverse Speed
54 deg/s
Top Speed / Reverse Speed
60/20 km/h

COMBAT ROLE: Sniper, close and medium distances

Useful hints:

  • Make sure you have cover nearby: The Pantera takes after the P.43 bis in the armor department meaning it isn’t hard to make a few holes in your hull.
  • Amplify your firepower and view range: Consider installing a Rammer and boosting DPM with perks, equipment, and consumables to take full advantage of the long-barreled 90mm cannon you have.
  • Make every shot count: Unload your clip only when you see it can make a difference or you’ll be left reloading in front of an armed-to-the teeth enemy.
  • Play off DPM: Only use the second and third rounds when you want to detrack an enemy.

Prototipo Standard B

While the Pantera teaches you to keep count of shots fired, the Tier IX Prototipo helps hone this skill. Armed with up to 9 HESH rounds, it feels at home dismantling lightly armored enemies at the 2nd line of fire. Downsides: reload time and insufficient armor.

Mouse over the points to display the info on the vehicle
Main Characteristics
 
 
 
 
PROTOTIPO STANDARD B
IX
Hit Points
1,700 HP
Average Damage
360/360/440 HP
Top Speed / Reverse Speed
65/23 km/h
* Autoreloader gun
CREW
Commander (Radio Operator) / Loader / Gunner / Driver
GUN
Average Damage
360/360/440 HP
Average Penetration
268/330/105 mm
Dispersion at 100 m
0.35 m
Aiming Time
2.3 s
Number of Shells in One Magazine
3 psc
Time for Autoreloading One Shell
15/13/11 s
Gun Depression/Elevation Angles
-10°/+20°
TURRET
Turret Traverse Speed
34 deg/s
Signal Range
745 m
Turret Armor
60/55/55 mm
View Range
390 m
HULL
Hit Points
1,700 HP
Load Limit
39 t
Hull Armor
50/25/15 mm
Ammo Capacity
60 psc
MOBILITY
Engine Power
750 hp
Specific Power
21.75 hp/t
Traverse Speed
54 deg/s
Top Speed / Reverse Speed
65/23 km/h

COMBAT ROLE: Second line support MT

Useful hints:

  • Move around: The Prototipo doesn’t have the accuracy to stay efficient at long distances. Close in on enemies, bite them, and then pull back to safety.
  • Use the drum situationally: It takes 3.25s to reload. Analyze what’s happening on the battlefield and switch between single-shot and autoloader. Empty your clip when you know you'll have time to reload. Single-shot when you need to get someone down to where they can then be clipped out.
  • Position yourself safely: Rather underwhelming armor makes you a tasty snack for enemies.
  • Magnify your strengths: Just as with the Pantera, don’t shy away from using a Rammer, as well as perks, equipment, and consumables at your disposal to increase DPM.

Progetto M40 mod. 65

Unlike its brethren at Tiers VIII and IX, the crown jewel of the Italian line really shines when working in bursts of 2–3 shots rather than single shots. Otherwise it inherits the best they have to offer: excellent gun depression, decent mobility, and the nation’s trademark autoreloader gun with a 4-round clip.

 

Mouse over the points to display the info on the vehicle
Main Characteristics
 
 
 
 
PROGETTO M40 MOD. 65
X
Hit Points
1,900 HP
Average Damage
360/360/440 HP
Top Speed / Reverse Speed
65/23 km/h
* Autoreloader gun
CREW
Commander (Radio Operator) / Loader / Gunner / Driver
GUN
Average Damage
360/360/440 HP
Average Penetration
268/330/105 mm
Dispersion at 100 m
0.33 m
Aiming Time
2.1 s
Number of Shells in One Magazine
4 psc
Time for Autoreloading One Shell
16/14/12/10 s
Gun Depression/Elevation Angles
-9°/+20°
TURRET
Turret Traverse Speed
36 deg/s
Signal Range
750 m
Turret Armor
120/40/30 mm
View Range
400 m
HULL
Hit Points
1,900 HP
Load Limit
43 t
Hull Armor
50/40/25 mm
Ammo Capacity
60 psc
MOBILITY
Engine Power
750 hp
Specific Power
18.75 hp/t
Traverse Speed
54 deg/s
Top Speed / Reverse Speed
65/23 km/h

COMBAT ROLE: Second—and at times—third-line support MT

HIGHLIGHTS:

  • Accuracy:  A sharp-shooting gun makes a universal soldier out of the Progetto. It feels at ease at the 2nd line and can be of use (although much less efficient) at the third.
  • Damage per clip: Wait until an enemy’s attention (and HP) wears down in the second part of the battle, then hunt them down and send them back to the Garage by fully unloading a clip.
  • HESH rounds: A load of HESH rounds (6–9) will come in handy should you meet lightly armored enemies.

Useful hints:

  • Adjust your tactics: Wear down enemies with single shots at the start of a battle and switch to the full predator mode when they grow tired and distracted.
  • Forget old habits: Unloading a clip at the first chance won’t do you any good. Watch as the battle unravels and only empty it when your enemy has just as much HP left or when you’re changing a flank and have enough time to find a safe spot to reload fully.
  • Stay close to the pack: Sloped armor can occasionally bounce shells, but is still unreliable. Changing positions will help avoid damage and lead your team to victory. Bring the pain to as many enemies as possible and then seek protection behind better-armored allies.
  • Avoid one-on-one encounters: An autoloader will fully empty a clip and destroy you without breaking sweat—just like your chances are low when trading shots with someone who has a traditional gun. Use the autoreloader situationally, rely on allies, and pick enemies you’re certain to destroy or damage.
  • Watch shell reload time: If you fire again, before the shell is reloaded, reloading is interrupted and starts anew. Should you desperately need to make that next shot, make it right after a shell’s loaded so as not to prolong the reload. If not, don’t rush it and wait for a full reload.

Summary

Although each top-tier Italian has something unique to offer, they have a consistent play style meaning the skills you hone at Tier VIII and IX will benefit you at Tier X. Snipe down opposition with the Pantera, support allies from the second line with the Prototipo or go full predator with the Progetto — whichever you choose will come with the autoreloader mechanic, adding a new dimension to your experience.

5. Redesigned Province

Updated

Remember how the Province map, with its layout and spawning points, made camping an efficient tactic for the map? We addressed these systemic issues ahead of the Italian Tech Tree release! The map got significantly redesigned to ramp up the gameplay pace, while also increasing the map size. As it returns for Tier IV–X vehicles, we invite you to rediscover this battlefield.

Overview:

  • Sizes: 850x850 m
  • Mode: Standard Battles
  • Season: Summer
  • Vehicles: Tiers IV–X

Key Improvements

Increased size: The new Province has enough space to accommodate Tier X tanks, while retaining one of its trademark features: long shoot-through areas across the central valley. Eastern and western ridges are approximately 560 m from each other, which allows both teams to keep track of enemy movements using scouts.

Split pathway on the east flank: Mountain ridges on the east flank used to be a deadly trap for the team spawning in the south. Those who tested their luck and made it up the serpentine road ended up being overwhelmed by the northern team. We fixed it by splitting the pathway from the mountain into two parts: one for attackers and the other for defenders. If you’re at the south camp, send some punchy allies to the opposite pathway, then take a few teammates and drive uphill. This opposite path offers a clear view at the newly added open area right between the two ridges. The mates you sent there can keep northerners at bay, meticulously squashing their attempts to take over the area.

New cover spots: When the northern team was preparing to capture the enemy base, they were often met with a downpour of shells from tankers positioned on mountain pathways. Now, northerners can find cover behind newly added buildings, which should also force the southern team to move downhill and meet opposition head-on.

Gameplay Summary

The redesigned Province plays like a loop. Each team splits into two parts: one group defends their ridge and offers support, while the second one attempts to cross the gorge’s snaking roads to assault the ridge controlled by their opponents. Although this tactic might leave them exposed to enemy scouts, the risk pays off if they take over the opposite ridge and establish attack positions there. It’s just one of many ways to play this map. It’s also a good idea to secure cover spots by the enemy ridge and funnel opponents into the gorge. Or you can take the long snaking road and pick off enemies head-to-head. Whichever tactics you choose, it won’t leave you pointlessly camping until the timer runs out.

We know there are many people eager and excited to jump in and check the redesigned Province! You can do it right now. Don’t forget to join the discussion on the forum!

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