We're working to bring you a more immersive World of Tanks experience! This Special Test will introduce subtle yet significant changes to game physics and sound, so as to provide a more immersive for all players.
Want to send us some feedback about the Special Test? Do make your way to the forums to let us know how you feel. Your opinions may influence changes to future Updates!
Special Test: Improved Physics and Sound is now ACTIVE.
To participate in the test you need to do the following steps:
- Download & Run the installer found here.
- Update the game via the launcher. If you have previously installed 9.13 Common Test #1, run the launcher and allow it to update in order to run this Special Test.
The Special Test is scheduled to commence at 01:00 UTC +8 (17:00 UTC) on 01 December 2015, and will be available until 17:00 UTC+8 (09:00 UTC) on 02 December 2015, for a total of 36 hours.
Special features of the Special Test server:
- Payments are not accepted on the public test server.
- All test accounts will receive a one time crediting of:
- 100,000,000 free experience
- 100,000,000 credits
- Progress will not be transferred to the main Asia server.
- Credit and experience rates will not be increased for this test.
The test server is subject to EULA and general rules of World of Tanks game server. The restrictions and punishments are the same as on the official game server of World of Tanks.
Special Test Patch Notes
This is the list of changes and features that will be implemented on the Special Test server.
Changes in Special Test: Physics and Sound
Changes in Physics:
- Increased Mobility of Light and Medium Tanks
- Light and medium tanks will be more mobile due to the fact that they will no longer lose speed when driving over various terrain irregularities (bumps, rails, etc.).
- Vehicle Turns
- While on the move, press SPACE and a directional button to execute the clutch-braking maneuver (not available for tank destroyers and SPGs).
- Control of Turn Radius
- While turning, release the forward directional button to decrease turn radius. Press forward again to regain speed.
- New Ramming
- You can now turn over enemy vehicles by pushing them off steep hills.
- Reticle Stabilisation
- By popular demand, the reticle and camera in Sniper aim are stabilized as much as possible. The "gun rocking" mechanics has been disabled.
Changes in Sound Design:
- Replaced the current FMOD sound engine with Wwise.
- Emphasized the informational component of sound. Now, the players always hear the most important in-game events first.
- Fully reworked all gameplay sound content.
- New battle ambience is composed of unique content, recorded at various proving grounds.
- Increased the overall distance at which important sounds are heard. Now, all events for shots, explosions, and hits cover the whole vehicle visibility range (~600m). This creates a more informative and immersive combat environment.
- Reworked the sound design for both arcade and Sniper aim modes.
- Fully reworked the sound of vehicle engines. The new sounds are based on authentic recordings of WWII armoured vehicles.
- Fully reworked the sound of vehicle tracks. Now, as with engines, the sound of tracks changes depending on manoeuvres of a vehicle.
- Fully reworked the sounds of gun shots, both inside and outside of vehicle turrets. However, the current system of calibres has been kept.
- Fully reworked the sounds of penetration. Now, a player can not only identify the calibre of the penetrating shell; they can also identify how much damage such a penetration has caused to their vehicle.
- While in Sniper aim, players can now identify by ear the direction from which their vehicle was hit.
- Reworked the sounds of tracers. Now, there is a discernible difference in how shells of different calibers sound when hurtling in close proximity to your vehicle.
- Reworked the sounds of vehicle explosions.
- Reworked and re-implemented the special sound upon causing a critical hit.
- Introduced sound notifications upon destruction of vehicle modules.