Update 1.22 Common Test Is Here!

A whole lot of interesting stuff is soon to appear in World of Tanks, and from August 18 you can check it all out during the Update 1.22 Common Test, Commanders! The list of new experiences is long; it includes a new branch of British wheeled medium tanks, multiple rebalanced maps and vehicles, new seasons of Battle Pass and Onslaught, changes to Bootcamp, WoT Plus, and more.

Let’s have a look at what the Common Test has in store.

 
 

During the Update 1.22 Common Test, we also intend to check the technical stability of all changes to the game proposed so that we can decide whether they are ready for implementation in the main game.

British Wheeled Medium Tanks

The new branch of wheeled British medium tanks is one of the most interesting things coming to the game soon. It sprouts from its tree rather low, at the Cruiser IV medium tank, and contains six vehicles that play in a similar manner with a clearly defined gameplay style, sharing the same pedigree.

The first in the line is the four-wheeled AEC Armoured Car at Tier V, followed by the Tier VI Staghound Mk. III with its Crusader turret. The FSV Scheme A at Tier VII has more wheels (six) than its predecessor and more firepower, and the FV601 Saladin at Tier VIII, mass produced after World War II, sports a 90 mm gun and a powerful engine. The GSOR 1006 Scheme 7 at Tier IX, designed for airborne troops, gains in gun caliber (105 mm), and the top-tier Concept No.5 is the pinnacle of the branch, going after the same tactical niche as the Leopard 1 and the CS-63.

Although they are as hard to immobilize as their wheeled French counterparts, the new Brits are quite different from them in many aspects. They are larger and—though very agile—not blazingly fast, and therefore not as good at dodging enemy rounds. The islanders can turn in place like tracked vehicles and do not have two driving modes to switch between, which makes them somewhat easier to operate than the French wheelers. High specific power, good gun accuracy, and stabilization combined with a decent view range and relatively low damage per minute define the British newcomers’ battlefield role of mobile fire support.

XConcept No.5
Average Damage
430/430/515
 HP
Average Penetration
260/318/55
 mm
Hit Points
1,800
 HP
Top Speed / Reverse Speed
65/32
 km/h
Dispersion at 100 m
0.31
 m
Aiming Time
1.8
 s
Gun Reload Time
11.7
 s
Hull Armor
70/40/35
 mm
Turret Armor
150/40/40
 mm
Engine Power
580
 h.p.
Specific Power
25.2
 h.p./t
Gun Depression / Elevation Angles
−8/16
 deg
View Range
400
 m
IXGSOR 1006 Scheme 7
Average Damage
390/390/480
 HP
Average Penetration
248/315/53
 mm
Hit Points
1,650
 HP
Top Speed / Reverse Speed
65/32
 km/h
Dispersion at 100 m
0.32
 m
Aiming Time
1.9
 s
Gun Reload Time
11.7
 s
Hull Armor
60/35/20
 mm
Turret Armor
85/30/20
 mm
Engine Power
535
 h.p.
Specific Power
24.3
 h.p./t
Gun Depression / Elevation Angles
−8/16
 deg
View Range
390
 m
VIIIFV601 Saladin
Average Damage
250/250/330
 HP
Average Penetration
221/255/45
 mm
Hit Points
1,200
 HP
Top Speed / Reverse Speed
60/30
 km/h
Dispersion at 100 m
0.33
 m
Aiming Time
1.9
 s
Gun Reload Time
8
 s
Hull Armor
14/14/8
 mm
Turret Armor
25/16/16
 mm
Engine Power
310
 h.p.
Specific Power
23.8
 h.p./t
Gun Depression / Elevation Angles
−8/20
 deg
View Range
380
 m
VIIFSV Scheme A
Average Damage
150/150/200
 HP
Average Penetration
185/220/38
 mm
Hit Points
1,000
 HP
Top Speed / Reverse Speed
60/30
 km/h
Dispersion at 100 m
0.33
 m
Aiming Time
1.8
 s
Gun Reload Time
4.7
 s
Hull Armor
35/15/12
 mm
Turret Armor
40/25/12
 mm
Engine Power
220
 h.p.
Specific Power
24.4
 h.p./t
Gun Depression / Elevation Angles
−5/15
 deg
View Range
370
 m
VIStaghound Mk. III
Average Damage
125/125/175
 HP
Average Penetration
138/190/38
 mm
Hit Points
800
 HP
Top Speed / Reverse Speed
60/30
 km/h
Dispersion at 100 m
0.38
 m
Aiming Time
2.2
 s
Gun Reload Time
3.8
 s
Hull Armor
22/13/10
 mm
Turret Armor
51/24/16
 mm
Engine Power
320
 h.p.
Specific Power
24.3
 h.p./t
Gun Depression / Elevation Angles
−7/20
 deg
View Range
360
 m
VAEC Armoured Car
Average Damage
90/90/125
 HP
Average Penetration
121/180/30
 mm
Hit Points
580
 HP
Top Speed / Reverse Speed
60/30
 km/h
Dispersion at 100 m
0.39
 m
Aiming Time
2
 s
Gun Reload Time
2.8
 s
Hull Armor
18/16/16
 mm
Turret Armor
18/16/16
 mm
Engine Power
290
 h.p.
Specific Power
20.7
 h.p./t
Gun Depression / Elevation Angles
−10/20
 deg
View Range
350
 m
 
 
X
Concept 5
IX
GSOR 1006/7
VIII
Saladin
VII
FSV Sch. A
VI
Staghound
V
AEC

Joining the Common Test is the best way to get a feel for how these new wheeled vehicles play, so make sure to take them for a spin!

Onslaught: A New Season

Onslaught is gaining traction with the new Season of the Azure Pegasus. It will be the first in a year-long cycle of three seasons, at the end of which participants will reap hefty rewards based on their performance, including a new Tier X tank: Hurricane, a Polish medium that shares its stats with the CS-63, with an incredible 3D style and a custom crew.

Other Onslaught novelties include:

  • An updated Ranked System with Qualification: a series of ten battles to determine your starting rank (together with your results in the last season). No need to climb up the entire ladder now!
  • New season-themed vehicle customization.
  • Several maps new to the mode and updates to the ones already used.
  • Rebalanced Role Skills.
  • Arty-less battles.

And there’s much more! Read up on everything about the new season of Onslaught in our dedicated article and prepare to try out the proposed changes. Roam familiar yet different maps and fight 7v7 in your favorite researchable and Collectors’ Tier X vehicles during the Common Test!

Onslaught rewards in the Common Test are not representative of those awaiting you in the main game.

Battle Pass Season XII

Season XII of Battle Pass will use the Mirny-13 setting, and its story is a prequel of sorts. The progressive styles for the Core Vehicles—the Object 140, the M-V-Y, and the Jagdpanzer E100—will turn them into machines ready to face the unexpected and the unexplainable.

Season XII will offer the usual plethora of goodies to claim, as well as some interface improvements: Collections will get an animated interface allowing you to choose between sets of memorabilia from different events. You can start earning the new Season’s rewards and learning the secrets of Mirny-13 in early September

Proposed Changes to Vehicles

We are constantly monitoring the battle performance of all vehicles and the community feedback on it, and several categories of vehicles will undergo stat adjustments in Update 1.22. These categories include not only Tier X researchables but also mid-tier ones, and a number of Premium tanks. Plus, some Tier X reward vehicles will have their overall efficiency slightly decreased. All in all, the current overperformers will receive a small nerf, while underperforming vehicles’ stats will be improved. The main goal of these changes is to make gameplay more balanced, tactically diverse, and fair.

Check out our in-depth article for comprehensive details on the proposed (and not yet final) stat changes, and get a feel for how the vehicles play during the Common Test!

Premium Vehicles (Tier VIII)

Data and feedback analysis showed that several Tier VIII Premium Vehicles need their stats substantially increased to benefit players who already have them in their Garages.

VIIIT26E5
Top speed
45
 km/h
 (▲4.8 km/h)
Reverse speed
17
 km/h
 (▲2 km/h)
Dispersion during movement and on hull traverse
0.15
 m
 (▼0.07 m)
Hull traverse speed
35
 deg/s
 (▲5 deg/s)
Dispersion at 100 m
0.36
 m
 (▼0.02 m)
Aiming time
2.1
 s
 (▼0.2 s)
VIIIAMX M4 mle. 49
Hull traverse speed
30
 deg/s
 (▲5 deg/s)
Dispersion during movement and on hull traverse
0.18
 m
 (▼0.04 m)
View range
390
 m
 (▲20 m)
Aiming time
2.5
 s
 (▼0.4 s)
Dispersion on turret traverse
0.12
 m
 (▼0.04 m)
VIIIT25 Pilot
Standard shell penetration
208
 mm
 (▲16 mm)
Special shell penetration
268
 mm
 (▲25 mm)
Standard shell velocity
920
 m/s
 (▲67 m/s)
Special shell velocity
1,100
 m/s
 (▲79 m/s)
VIIICenturion Mk. 5/1 RAAC
Dispersion during movement and on hull traverse
0.14
 m
 (▼0.04 m)
VIIIStrv 81
Dispersion during movement and on hull traverse
0.14
 m
 (▼0.06 m)
VIIIFV4202
Dispersion during movement and on hull traverse
0.14
 m
 (▼0.06 m)
View range
400
 m
 (▲10 m)
Gun reload time
7.5
 s
 (▼0.5 s)
VIIITurtle Mk. I
Top speed
25
 km/h
 (▲5 km/h)
Reverse speed
12
 km/h
 (▲2 km/h)
Dispersion during movement and on hull traverse
0.18
 m
 (▼0.07 m)
Standard shell penetration
240
 mm
 (▲16 mm)
Special shell penetration
270
 mm
 (▲17 mm)
Standard shell velocity
1,050
 m/s
 (▲258 m/s)
Special shell velocity
1,200
 m/s
 (▲209 m/s)
 
 
VIII
T26E5
VIII
AMX M4 mle. 49
VIII
T25 Pilot
VIII
Centurion 5/1
VIII
Strv 81
VIII
FV4202
VIII
Turtle Mk. I

Researchable Vehicles (Tiers V to VIII)

Performance statistics and community suggestions have paved the way toward a proposed boost to the parameters of multiple Tier V–VIII vehicles of various types and nations.

VChurchill I
Dispersion during movement and on hull traverse with the Churchill I suspension
0.2
 m
 (▼0.02 m)
Dispersion during movement and on hull traverse with the Churchill III suspension
0.18
 m
 (▼0.02 m)
Dispersion at 100 m for the 75 mm Vickers HV gun
0.35
 m
 (▼0.01 m)
Aiming time of the 75 mm Vickers HV gun
2.1
 s
 (▼0.2 s)
VIChurchill VII
Top speed
25
 km/h
 (▲5 km/h)
Reverse speed
14
 km/h
 (▲2 km/h)
Dispersion during movement and on hull traverse with the Churchill IV suspension
0.18
 m
 (▼0.02 m)
Dispersion during movement and on hull traverse with the Churchill VII suspension
0.16
 m
 (▼0.02 m)
Aiming time of the OQF 17-pdr Gun Mk. VII
2
 s
 (▼0.3 s)
Dispersion during turret traverse
0.14
 m
 (▼0.02 m)
VIIBlack Prince
Top speed
25
 km/h
 (▲5 km/h)
Reverse speed
14
 km/h
 (▲2 km/h)
Dispersion during movement and on hull traverse with the Black Prince suspension
0.16
 m
 (▼0.02 m)
Dispersion during movement and on hull traverse with the Black Prince Mk. II suspension
0.14
 m
 (▼0.02 m)
Reload time of the OQF 17-pdr Gun Mk. VII
4.5
 s
 (▼0.5 s)
Aiming time of the OQF 17-pdr Gun Mk. VII
2
 s
 (▼0.3 s)
Dispersion during turret traverse
0.1
 m
 (▼0.1 m)
VIIAMX AC mle. 46
Front hull armor
140
 mm
 (▲20 mm)
Dispersion during movement and on hull traverse with the AMX AC mle. 46 suspension
0.22
 m
 (▼0.02 m)
Dispersion during movement and on hull traverse with the AMX AC mle. 47 suspension
0.2
 m
 (▼0.02 m)
Aiming time of the 100 mm AC SA47 gun
2.3
 s
 (▼0.4 s)
 
 
V
Churchill I
VI
Churchill VII
VII
Black Prince
VII
AMX AC 46

VIIIAMX 65t
Upper glacis plate (effective armor)
220
 mm
 (▲26 mm)
Upper glacis plate slopes (effective armor)
220
 mm
 (▲22 mm)
Hull traverse speed with the AMX 65 t bis suspension
26
 deg/s
 (▲1 deg/s)
View range with the AMX 65t tourelle classique de 120 turret
380
 m
 (▲10 m)
Reload time of the 120 mm D. 1203 gun
12
 s
 (▼0.5 s)
Standard shell penetration for the 120 mm D. 1203 gun
225
 mm
 (▲7 mm)
VIIIVK 45.02 (P) Ausf. A
Dispersion during movement and on hull traverse with the VK 45.02 (P) Ausf. A suspension
0.2
 m
 (▼0.02 m)
Dispersion during movement and on hull traverse with the VK 45.02 (P) Ausf. A verstärkteketten suspension
0.18
 m
 (▼0.02 m)
Reload time of the 105mm KwK45 L52 gun
8.9
 s
 (▼1.2 s)
Dispersion at 100 m for the 105mm KwK45 L52 gun
0.35
 m
 (▼0.02 m)
Aiming time of the 105mm KwK45 L52 gun
2
 s
 (▼0.3 s)
Vehicle durability with the VK 45.02 (P) Ausf. A turret
1,500
 HP
 (▲30 HP)
Vehicle durability with the VK 45.02 (P) Ausf. A Schwerer Turm turret
1,600
 HP
 (▲30 HP)
Junction of the upper glacis plate (effective armor)
260
 mm
 (▲48 mm)
VK 45.02 (P) Ausf. A Schwerer Turm turret
260
 mm
 (▲75 mm)
"Cheeks" of the VK 45.02 (P) Ausf. A Schwerer Turm turret
120
 mm
 (▲20 mm)
VIIIT69
Dispersion during movement and on hull traverse with the T84E1 suspension
0.22
 m
 (▼0.02 m)
Dispersion during movement and on hull traverse with the T95 suspension
0.2
 m
 (▼0.02 m)
Aiming time of the 90 mm Gun T178
2.5
 s
 (▼0.4 s)
Standard shell penetration for the 90 mm Gun T178
200
 mm
 (▲19 mm)
Special shell penetration for the 90 mm Gun T178
280
 mm
 (▲30 mm)
Magazine reload time of the 90 mm Gun T178
24
 s
 (▼3 s)
VIIIPershing M26
Aiming time of the 90 mm Gun T15E2M2
2
 s
 (▼0.3 s)
Dispersion at 100 m for the 90 mm Gun T15E2M2
0.34
 m
 (▼0.03 m)
Standard shell penetration for the 90 mm Gun T15E2M2
212
 mm
 (▲22 mm)
Reload time of the 90 mm Gun T15E2M2
6.8
 s
 (▼1.4 s)
VIIIM41 Walker Bulldog
Standard shell penetration for the 76 mm Gun M32 late
180
 mm
 (▲5 mm)
Special shell penetration for the 76 mm Gun M32 late
215
 mm
 (▲5 mm)
Reload time of the 76 mm Gun M32 late
4.5
 s
 (▼0.5 s)
Dispersion at 100 m for the 76 mm Gun M32 late
0.35
 m
 (▼0.03 m)
Aiming time of the 76 mm Gun M32 late
1.7
 s
 (▼0.2 s)
VIIIAT 15
Top speed
25
 km/h
 (▲5 km/h)
Reverse speed
12
 km/h
 (▲2 km/h)
Dispersion during movement and on hull traverse with the AT 15 suspension
0.2
 m
 (▼0.1 m)
Dispersion during movement and on hull traverse with the AT 15 Mk. II suspension
0.18
 m
 (▼0.1 m)
Armor behind the gun mantlet
227
 mm
 (▲100 mm)
VIII110
Reload time of the 100 mm 62-100T gun
8.5
 s
 (▼1.5 s)
Dispersion at 100 m for the 100 mm 62-100T gun
0.35
 m
 (▼0.01 m)
Aiming time of the 100 mm 62-100T gun
2.3
 s
 (▼0.2 s)
Lower glacis plate (effective armor)
200
 mm
 (▲21 mm)
 
 
VIII
AMX 65 t
VIII
VK 45.02 A
VIII
T69
VIII
Pershing
VIII
M41 Bulldog
VIII
AT 15
VIII
110

Researchable Vehicles (Tier X)

At Tier X, some vehicles are overlooked due to their statistically lower battle performance, and some popular rides are clearly overperforming. A stat adjustment is in order for four vehicles: two TDs and two heavies (as outlined in the interactive image below).

The WZ-113G FT will gain in mobility and gun precision, and the Object 268 Version 4 will be less of an unstoppable juggernaut with its top speed, HP, armor, and hull traverse values revised (the latter is to be increased). The ST-II will become more attractive with its reloading time, turret armor, and traverse all improved, and the autoloader gun of the Vz. 55 will have slightly longer reloading and aiming times.

XWZ-113G FT
Specific power
15
 hp/t
 (▲3.2 hp/t)
Top speed
40
 km/h
 (▲2 km/h)
Standard shell velocity
960
 m/s
 (▲200 m/s)
Reload time
16.5
 s
 (▼0.5 s)
Dispersion at 100 m
0.36
 m
 (▼0.02 m)
XObject 268 Version 4
Hull traverse speed
25
 deg/s
 (▲3 deg/s)
Top speed
40
 km/h
 (▼10 km/h)
Specific power
16
 hp/t
 (▼2 hp/t)
Hit Points
1,900
 HP
 (▼100 HP)
Rangefinder cover
210
 mm
 (▼20 mm)
XSТ-II
Turret traverse speed
23
 deg/s
 (▲7 deg/s)
Turret front (turret + gun mantlet)
350
 mm
 (▲30 mm)
Reload time between shots
4
 s
 (▼1 s)
Gun reload time
11.2
 s
 (▼0.5 s)
XVz. 55
Reload time between shots
2.5
 s
 (▲0.5 s)
Gun reload time
25
 s
 (▲3 s)
Aiming time
3
 s
 (▲0.3 s)
 
 
X
WZ-113G FT
X
Obj. 268/4
X
ST-II
X
Vz. 55

For select vehicles of Tiers VII to IX in the four respective branches, stat changes are also proposed—aligned with those for the top vehicle of the branch.

Reward Vehicles (Tier X)

Feedback regarding the T95/FV4201 Chieftain and the Object 279 early has been extensive, and the number of these tanks in the game is growing over time. The data confirms that both are currently overperforming to the extent that they often decide the outcome of battles—partly due to their stats, but also due to the skill of the players that managed to obtain these reward vehicles. Considering the value of these tanks, the decision to adjust their parameters is not an easy one, but it is still long overdue.

The proposed stat adjustments are to make competition fairer—while ensuring the T95/FV4201 Chieftain and the Object 279 stay among the best Tier X heavies. While the Chieftain‘s mobility and firepower are to become less overwhelming, it will still be a mighty universal heavy, ideal for terrain-based play. Having a lesser top speed, DPM, and HP pool, the 279e will keep all of its armor. And even with their special round armor penetration reduced, both vehicles are able to demonstrate great battlefield performance, and thus keep the status they earned among the community.

XT95/FV4201 Chieftain
Top speed
40
 km/h
 (▼6 km/h)
Hull traverse speed
28
 deg/s
 (▼5 deg/s)
Gun reload time
12
 s
 (▲1.5 s)
Special shell penetration
311
 mm
 (▼11 mm)
XObject 279 early
Hit Points
2300
 HP
 (▼100 HP)
Gun reload time
11.5
 s
 (▲1 s)
Top speed
35
 km/h
 (▼5 km/h)
Special shell penetration
320
 mm
 (▼20 mm)
 
 
X
T95/FV4201
X
Object 279 (e)

Proposed Changes to Maps

A whole ten locations are on track to receive adjustments of various depths with Update 1.22. These changes are to improve map balance and also to make gameplay more varied, allowing for different tactical approaches.

Four maps—Mountain Pass, Fisherman’s Bay, Studzianki, and Oyster Bay—have been extensively reworked. Check out all the areas of improvement in the interactive image below!

Interactive image. Hover your cursor over the numbers on the minimap to view additional information. Objects on the minimap are for informational purposes only. Their positions can change at the beginning of each Phase.
Mountain Pass
Studzianki
Fisherman's Bay
Oyster Bay

In square H8, the height of the hill has been reduced so that the lowermost team can take up anti-tank positions faster and more efficiently. The firing position for attacks along the 9th and 0th verticals has been removed.

Intermediate covers have been added at the intersection of squares F9–F0 and E9–E0 which will allow vehicles to advance to the lowermost base capture circle more safely. The shoreline position in the E0 square, which facilitated control over the entire entrance area to the lowermost base, has been removed.

Balconies and covers have been added to square E9 to allow for firing from medium and long distances.

Balcones and covers have been added to square E9 to allow for firing from medium and long distances.

In squares C7, D7, and D8, the collision zone for heavy tanks has undergone a complete overhaul. The terrain has been changed, new covers have been created, and finally, the play area has been expanded.

In squares H6–H7, part of the mountain has been removed and cleared of vegetation to open a small chamber for those holding the anti-tank position (the balcony in square H8). Through this chamber one can attack enemy vehicles in squares J3–J4, just like in the uppermost base.

In squares G5-H6, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the lowermost base and allowed new medium-range firing positions to be added.

In squares D2-E3, the balcony and its surrounding areas have been redesigned. This helped reduce the zone of engagement with vehicles coming from the uppermost base and allowed new medium-range firing positions to be added.

In squares E2-G1, the play area has been expanded: a balcony and intermediate covers have been added, enabling players from the lowermost team to attack more efficiently.

New covers have been added in the F4 square.

In square D4, a rock has been added to block the attacks along the bridge from the anti-tank firing position in square C3.

In squares E6–F7, the bridge approach area has been redesigned for the lowermost team: the play area has been expanded and better positions have been added for firing along the bridge from medium and long distances.

In squares H1-K4, the collision zone has been revamped. The balcony in squares H3–H4 has shifted toward the uppermost team. In squares F3–G3, part of the mountain was removed for broader firing options from the balcony. Both teams have been given new positions and shelters for medium-range combat. The time of approach to the collision zone has been rebalanced.

At the junction of squares A1 and A2, vegetation has been added for players from the uppermost team. Their positions for base defense have been improved to mirror those of the lowermost team.

The factory area has been expanded. In squares C4-C7 and D5-D6, several new spots have been added as an incentive to practice smart positioning.

A hill has been added in square D3 as an intermediate cover to be used when retreating from the factory part of the map.

A hill has been added in square D8 as an intermediate cover to be used when retreating from the factory part of the map.

For balance improvement, a few houses have been added to the central ravine (squares H5–H6, G5–G6).

The pit in squares E5–E6 has been deepened so that vehicles can hide from shooting from the factory area.

The village area on the K-line has been extended. The terrain has been reworked and new positions have been added in the ravine along the map border.

The vegetation density has been decreased in square K1.

The vegetation density has been decreased in square K0.

For balance improvement, an indestructible house has been added to square E0.

The path to the city has become safer thanks to the modified terrain in squares A6-B7.

In square E8, the troublesome position for attacking the urban area has been removed.

Vegetation has been added to the central part of the map (squares E5–E6). The house has been moved to give more of an advantage to the uppermost team against the lowermost team heading to the town.

The anti-tank position in square B2 has been improved: vegetation has been added while the location of the house has been changed.

The tree in square D1 has been removed. In certain scenarios, it acted as a double bush when it fell.

Some houses have been removed from squares H9-G9 to eliminate the blind spot when approaching the city and balance the time intervals for the lowermost team.

A new position has been added to square K7, which gives more opportunities for attacks on the central part. It can also serve as an additional secure point for the uppermost team in the event of a breakthrough to the east.

The upper sub-direction on the heavy tanks' flank in square E6 has become more open to shooting from the uppermost team's main anti-tank positions. Now it will be more difficult for the lowermost team to advance from it.

The upper sub-direction on the flank of heavy tanks in square F7 has become more open to shooting from the main anti-tank positions of the uppermost team. Now it will be more difficult for the lowermost team to advance from it.

The passage in the F8 square in the direction for heavy tanks has been redesigned to provide more options for attacks on the southern part of the map.

In square D6, the path to the position for the uppermost team's light tanks has been streamlined. Previously, one had to drive through the water, which slowed down movement.

The height of the mountains in squares H5 and G6 has been increased so that the lowermost team's self-propelled guns cannot fire at the main positions of the uppermost team in the direction for heavy tanks.

The entrance to the balcony in the G5 square has been improved. It cannot be accessed now.

The entrance to the balcony in the E7 square has been improved. It cannot be accessed now.

The location of the ship's gun in square C4 has been adjusted. Now it does not block the firing position of the uppermost team's anti-tank vehicles (square B5 in the direction for medium tanks).

The bushes have been adjusted on the lowermost team's anti-tank position in square E2. Shooting at square B3 now requires moving out of the bushes (similar to the uppermost team's balcony).

Three more locations (Murovanka, Cliff, and Live Oaks) have undergone medium-scale changes, and the final three (Lakeville, Ensk, and Siegfried Line) were given minor tweaks. Learn about every single change to the locations in our special article and prepare to examine the reworked battlefields personally!

You can learn about every single change to the locations in our special article, which will be released in a few days.

Learning to Play With Stories

The Bootcamp—which a new player has to complete to access the vast and dangerous world of armored battles against human opponents—used to teach the basic mechanics of tank combat in a technical way. Now, aspiring tank operators will take their first steps through Stories: single-player PvE battles that offer a narrative as well as showing rookies the ropes. Even veterans will find Stories interesting, so check them out!

The topics covered in old tutorial missions will stay in the game: they will be moved downstream so that newbies will encounter them after interacting with Stories.

WoT Plus Expanded

WoT Plus subscribers are about to receive another treat on top of the exclusive TS-54 heavy, the Gold Reserve, and Intensive Crew Regimen: a daily bonus for logging in to the game. Every fifth consecutive login will yield a larger bonus, and the previous four do not need to be in an uninterrupted streak (i.e. you can skip days and still receive a bonus on your fifth login).

Auto-Flipping Tanks

Last but not least, let‘s talk about a problem everyone has experienced from different angles: when there‘s a helpless tank with its tracks up, and you are subjected to an empathy test (if the affected vehicle isn‘t yours). It’s widely known that tankers help each other out, but we still decided to make toppled vehicles flip back over by themselves. So, if your vehicle is lying on its side or upside down and cannot move, fear not: it will be back on its tracks automatically after 15 seconds have passed, counted by a timer.

Join the Common Test and share your feedback, Commanders!

  • HOW TO PARTICIPATE IN THE COMMON TEST
  • NEW TO TESTING?
HOW TO PARTICIPATE IN THE COMMON TEST

To take part, you'll need the Wargaming.net Game Center (WGC), the latest Common Test game client, and a Wargaming.net account created prior to the cut-off date (see below).

Eligibility

All Wargaming.net accounts created before 31 July, 2023, 05:59 can participate in the test.

Download and Install the Test Client

TEST CLIENT INSTALLER

  • Run the test client installer.
  • Choose a different installation folder from where your regular World of Tanks game files are.
  • Select the freshly installed test client from the dropdown menu at the top of the WGC.
  • Roll out—and remember to pass on your feedback!

You can find more details about the WGC in the dedicated Wargaming.net Game Center guide.

NEW TO TESTING?

Check out our handy public test guide with all the details about Common Tests, Sandbox Tests, and Supertests.

TEST GUIDE

Patch Notes

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