How to update world of tank. Latest World of Tanks update

Encyclopedia of Plants 10.10.2019
Encyclopedia of Plants

With a huge delay, we publish the exact release dates for the next update in World of Tanks - 0.9.20.1 and approximate changes. The penultimate update of the year of the Fire Rooster.

Update 9.20.1 WOT is officially released on the RU cluster 17 October, or rather on the night from Monday to Tuesday (October 16-17)
👹 Time to replace FV215b is getting shorter and shorter.

WOT 9.20.1 Update Release Dates

The release dates for the World of Tanks 0.9.20.1 update on the test and main servers of the game have become known.

  • News preparation by WG - September 12-13.
  • Official WG announcement - September 13-14.
  • Exit to ST (RK) - September 14.
  • Launch of RB Beta Season 2 - September 18th.
  • The release of the first public test of update 9.20.1 is on September 21st.
  • Release of the second public test of update 9.20.1 - October 5th.
  • Departure to base - mid-October *.

* more the exact date we will announce the release to the base in a separate post.

Video review of update 9.20.1

The official video review of the general test of update 9.20.1 has arrived, take a look!

General Test Overview 9.20.1

Major update changes

  • Changes for next. tanks that were tested at the supertest: XM551 Sheridan, Rheinmetall Panzerwagen, T-100 LT, AMX 13 105, T71, Type 59, FV215b, Challenger, FV4004 Conway, FV4005 Stage II, Centurion Mk. I, Centurion Mk. 7/1, FV4202, Centurion Action X, Caernarvon, Conqueror.
  • Translation of some cars in HD.
  • A number of changes have been made to the matchmaker.

And other. Stay tuned for the next nightly posts this week. Full list changes will come later.

Vehicle rebalance in update 9.20.1

In update 9.20.1, British vehicles, LT 10 and premium vehicles will be reworked. What will become of the FV215B? What will Super Conqueror be like? And how the legendary Type 59 will change. The answers to all these questions are already waiting for you in the new episode of the In Development program. Watch till the end for good news! Happy viewing!

In developing. Vehicle rebalance in 9.20.1

List of changes in version 0.9.20.1 ST1 compared to 0.9.20.

Innovations:

— Large-scale update of the first campaign of Personal Missions "Long-awaited Reinforcements"

essence of change.

* Completely redesigned visual and audio components of personal combat missions.
* Completely new and unique rewards have been added.
* The conditions of tasks have been revised so that the main reward for the operation is always relevant for the player.
* Added "Order Forms", which will greatly facilitate the implementation of personal combat missions.
* You can find out about changes in personal combat missions in a special video available right in the game.

Interface and sound

— All interfaces of personal combat missions have been reworked:

1. The entry point to personal combat missions has been changed: now it is located on the top panel of the Hangar under the "To battle!" and is called "Campaigns";
2. Added screen "General Staff" with a map of all operations;
3. The operations screen has been completely redesigned: now it is geographic map with tasks in the form of areas on it;
4. The campaign rewards screen has been completely redesigned:
a) Now the main reward - the car - is located in the center of the screen;
b) Added operation statistics: now you know how many credits you can still earn.

- Added new musical accompaniment:
1. A music track was recorded specifically for personal combat missions;
2. Added interactive music: the more tasks are completed within the same branch, the more intense the music.

A new way to get reward cars.

"Award lists" have been removed, instead, the "Components" of the machine have been introduced:

1. To get a reward vehicle for an operation, you need to collect all 5 components: hull, chassis, gun, power plant and radio station;
2. Each component has its own branch of tasks in the operation:
a) Power plant - task branch for light tanks;
b) Chassis - task branch for medium tanks;
c) Hull (+ turret or wheelhouse) - task branch for heavy tanks;
d) Weapon - task branch for tank destroyers;
e) Radio station - task branch for ACS.
3. To get the component, you need to complete the final fifteenth task in the corresponding branch.

Order forms.

Added a new entity "Order Forms":

1. To earn an order form, you must complete any final task of any branch with honors;
2. Order forms can be included (that is, used) in any tasks. Thus:
a) The selected task will automatically be considered completed without distinction;
b) You will receive a reward for the main conditions of the task;
c) The spent order form will remain embedded in the task;
d) The pledged order form does not disappear, but is temporarily frozen until you take it back.
3. To pick up the pledged order form, you must complete the task in which it is embedded with honors. This way you get your order form back and can reuse it.
4. The number of order forms required for inclusion in tasks:
a) For any task from 1 to 14 - 1 order form;
b) In task 15 - 4 order forms.

To sum up: order forms can be used to skip tasks that are difficult or uninteresting for you. And most importantly: you can add order forms to the final, fifteenth task in the branch, even if you haven't completed the previous 14 tasks yet. Thus, you can instantly get the 5th missing machine component by completing 4 branches of tasks with honors.

New awards.

1. Added a new reward - patches:
a) In each operation, you can earn 2 patches:
* Patch of the II degree is issued simultaneously with the receipt of the award car;
* I degree badge is issued for completing all 75 tasks of a specific operation with distinction.
b) For completing all tasks in all operations, you will receive a special unique patch "Champion of the 1st Campaign"
2. A new reward has been added - camouflage schemes:
a) In each operation, you can earn a set of 3 (summer, winter, desert) unique camouflage schemes:
* A set of 3 camouflage schemes for a reward vehicle is issued for completing all 75 tasks of the operation;
* The same set of schemes is unlocked for use on all vehicles of the same nation as the award vehicle for completing all 75 objectives of the operation with distinction.

Changing task conditions

The objectives in each operation have been revised to increase the relevance of the main reward. For example, now all missions from Operation StuG IV can be completed using Tier V vehicles, from Operation T28 Heavy Tank Concept - at Tier VII, and so on. At the same time, participation restrictions have not changed. You can perform the tasks of any operation, even at Tier X.

We have also diversified additional terms in the final, fifteenth tasks of each branch. This is due to the fact that the additional reward for the tasks that complete the branches has become more valuable: Order Forms are now located there.

Note! If, according to the condition of the task, you need, for example, to detect 5 vehicles in a battle, and you have discovered 7 - obviously, the task will be successfully counted. This rule is true for all numerical conditions.

Bonds and medals

Starting from 9.20.1, upon receiving a medal from the categories "Epic Achievements" and "Battle Heroes", the player will receive additional rewards in the form of bonds. Bonuses will not be awarded for cumulative medals. The number of bonds is not final and is subject to change. Read more.

Training Ground Improvements

Changes:
* Disabled irrelevant options in the context menus of the windows for improving the car, the Research Tree, as well as the "carousel" of equipment.
* Balanced rewards (credits and experience) for victories and defeats during the passage of the training ground.
* The accrual of rewards for completing the Training Grounds is now displayed in the notification center.
* Added a notification to players that they will not receive a reward when re-passing the Training Grounds.
* The crew recruitment window has been made more informative.

Fixes

* Fixed incorrect display of some interface elements in color blind mode.
* Fixed errors in saving and restoring player settings when entering and leaving the Training Ground (vehicle panel and sights).
* Fixed bugs with incorrect rendering of some game tips (unmasking when shooting, the need to return to the capture circle).
* Fixed a rare bug where the "Skip Tutorial" button was displayed incorrectly.
* The results of battles in the mode have been removed from the notification center.
* Fixed display of the EULA license window when restarting the game client.
* Description of vehicle characteristics in the loading screens of the Training Grounds now correspond to reality.
* The music in the battle, the Hangar, and in the final cinematic of the Training Grounds no longer overlaps each other.
* Added reward descriptions to the victory screen.
* Fixed bugs in the behavior of bots.
* Fixed bugs in displaying map borders.

Alteration of game models of equipment in HD quality

Technique translated into HD:

1.M6
2. T-34-3
3. Batignolles-Châtillon 155 ml. 58
4. Batignolles-Châtillon 155 ml. 55
5. Vickers Medium Mk. I
6. Valentine
7. Vickers Medium Mk. II
8. Churchill I
9. Valentine AT
10. STB-1
11. Valentine II
12. Object 416
13. T-150
14. KV-4
15. T-44-122

Upgrading to Wwise 2017.1.1

Made the transition to new version Wwise 2017.1.1, which will expand the scope for further audio improvements.

Vehicle balance changes

United Kingdom

Equipment replacement:
* FV215b replaced with Super Conqueror

Changing the parameters of military equipment:

Caernarvon
* Changed second turret name from Centurion Action X* to Centurion 32-pdr
* Added OQF 32-pdr Gun Mk. II with 50 ammo into the Centurion 32-pdr. The basic performance characteristics of the guns are as follows:
elevation angle 18 degrees
declination angle -10 degrees
spread per 100 m 0.34
reload time 6.5 s.
mixing time 2.3 s.

damage 280
penetration 220 mm
speed 878 m/s

damage 280
penetration 252 mm
speed 1098 m/s

damage 370
penetration 47 mm
speed 878 m/s

* Removed the OQF 20-pdr Gun Type A Barrel with 60 ammo from the Centurion Action X turret*
* Removed the OQF 20-pdr Gun Type B Barrel with 60 ammo from the Centurion Action X turret*






* Load capacity of FV221A undercarriage changed from 63000 kg. up to 64000 kg.
* Dispersion of the gun from the movement of the chassis FV221 increased by 12%
* Dispersion of the gun from the movement of the FV221A suspension increased by 14%
* Dispersion of the gun from the rotation of the chassis FV221 increased by 12%
* Dispersion of the gun from the rotation of the chassis FV221A increased by 14%
* Dispersion of the OQF 17-pdr Gun Mk. VII when turning the Centurion 32-pdr turret increased by 25%
* Turret traverse speed of the Centurion Mk. II changed from 30 deg/sec to 26 deg/sec
* Centurion 32-pdr turret traverse speed changed from 36 deg/sec to 30 deg/sec

* Elevation angle of the OQF 17-pdr Gun Mk. VII in the Centurion Mk. II changed from 15 degrees to 18 degrees
* Declination angle of the OQF 17-pdr Gun Mk. VII in the Centurion Mk. II changed from -8 degrees to -10 degrees

Conqueror
* Changed first turret name from Centurion Action X** to Conqueror Mk. II
* Changed name of second turret from Conqueror Mk. II on the Conqueror Mk. II ABP
* Added OQF 32-pdr Gun Mk. II with 50 ammo into the Conqueror Mk. II. The basic performance characteristics of the guns are as follows:
elevation angle 15 degrees
declination angle -7 degrees
spread per 100 m 0.33
reload time 5.9 s.
mixing time 2.1 s.
* Added OQF 32-pdr Gun Mk. II with 50 ammo into the Conqueror Mk. II ABP. The basic performance characteristics of the guns are as follows:
elevation angle 15 degrees
declination angle -7 degrees
spread per 100 m 0.33
reload time 5.9 s.
mixing time 2.1 s.
* Added APCBC Mk. 3 for the OQF 32-pdr Gun Mk. II. The performance characteristics of the projectile are as follows:
damage 280
penetration 220 mm
speed 878 m/s
* Added APDS Mk. 3 for the OQF 32-pdr Gun Mk. II. The performance characteristics of the projectile are as follows:
damage 280
penetration 252 mm
speed 1098 m/s
* Added HE Mk. 3 for the OQF 32-pdr Gun Mk. II. The performance characteristics of the projectile are as follows:
damage 370
penetration 47 mm
speed 878 m/s
* Removed the OQF 20-pdr Gun Type A Barrel with 65 ammo from the Centurion Action X turret**
* Removed the OQF 20-pdr Gun Type B Barrel with 65 ammo from the Centurion Action X turret**
* Removed the OQF 20-pdr Gun Type A Barrel with 65 ammo from the Conqueror Mk. II
* Removed the OQF 20-pdr Gun Type B Barrel with 65 ammo from the Conqueror Mk. II
* Removed AP Mk. 1 for OQF 20-pdr Gun Type A Barrel
* Removed APC Mk. 2 for OQF 20-pdr Gun Type A Barrel
* Removed HE Mk. 3 for OQF 20-pdr Gun Type A Barrel
* Removed AP Mk. 1 for OQF 20-pdr Gun Type B Barrel
* Removed APC Mk. 2 for OQF 20-pdr Gun Type B Barrel
* Removed HE Mk. 3 for OQF 20-pdr Gun Type B Barrel

* Load capacity undercarriage Conqueror Mk. I changed from 65004 kg. up to 65504 kg.
* Reload time for the 120 mm Gun L1A1 for the Conqueror Mk. II ABP changed from 10.5 sec. up to 11.3 sec.
* Turret traverse speed of the Conqueror Mk. II changed from 36 deg/sec to 30 deg/sec
* Turret traverse speed of the Conqueror Mk. II ABP changed from 34 deg/sec to 32 deg/sec
* Reinforced turret and hull armor

FV215b transferred to special vehicles
Tank cost changed from 6100000 credits to 5 gold

Centurion Mk. I
* Improved turret armor

Centurion Mk. 7/1
* Improved turret armor

Challenger
* Added OQF 32-pdr AT Gun Mk. II with 30 ammo into the Avenger turret. The basic performance characteristics of the guns are as follows:
elevation angle 20 degrees
declination angle -10 degrees
horizontal guidance angles -60 60 degrees
spread per 100 m 0.35
reload time 7.8 s.
mixing time 2 s.
* Added APCBC Mk. 3 for the OQF 32-pdr AT Gun Mk. II. The performance characteristics of the projectile are as follows:
damage 280
penetration 220 mm
speed 878 m/s
* Added APDS Mk. 3 for the OQF 32-pdr AT Gun Mk. II. The performance characteristics of the projectile are as follows:
damage 280
penetration 252 mm
speed 1098 m/s
* Added HE Mk. 3 for the OQF 32-pdr AT Gun Mk. II. The performance characteristics of the projectile are as follows:
damage 370
penetration 47 mm
speed 878 m/s

* Challenger turret traverse speed changed from 14 deg/sec to 16 deg/sec
* Avenger turret traverse speed changed from 16 deg/sec to 18 deg/sec

FV4202
* Improved turret armor
* Rolls-Royce Meteorite 202B engine power changed from 510 hp up to 650 hp

Charioteer
* Changed the depression angle of the OQF 20-pdr AT Gun Type A Barrel from -5 degrees to -9 degrees
* Changed the depression angle of the OQF 20-pdr AT Gun Type B Barrel from -5 degrees to -9 degrees
* Changed the depression angle of the 105 mm AT Gun L7 from -5 degrees to -10 degrees

FV4004 Conway
* Added B.L. 5.5-in. AT Gun with 30 ammo into the FV4004 Conway turret. The basic performance characteristics of the guns are as follows:
elevation angle 10 degrees
declination angle -10 degrees
horizontal guidance angles -90 90 degrees
spread per 100 m 0.38
reload time 14.4 s.
mixing time 2.4 s.
* Added AP Mk. 1 for gun B.L. 5.5-in. A. T. Gun. The performance characteristics of the projectile are as follows:
damage 600
penetration 260 mm
speed 850 m/s
* Added HE Mk. 1T for B.L. 5.5-in. A. T. Gun. The performance characteristics of the projectile are as follows:
damage 770
penetration 70 mm
speed 850 m/s
* Added HESH Mk. 1 for gun B.L. 5.5-in. A.T. Gun
damage 770
penetration 200 mm
speed 850 m/s

* FV4004 Conway turret traverse speed changed from 16 deg/sec to 18 deg/sec
* Changed the depression angle of the 120 mm AT Gun L1A1 gun in the FV4004 Conway turret from -5 degrees to -10 degrees

FV4005 Stage II
* Added Rolls-Royce Griffon engine. The basic performance characteristics of the engine are as follows:
power 950 hp
fire chance 20%

* Removed Rolls-Royce Meteor Mk engine. IVB
* Dispersion of the 183 mm L4 gun when turning the FV4005 Stage II turret reduced by 12%
* FV4005 Stage II turret traverse speed changed from 12 deg/sec to 16 deg/sec
* Changed the depression angle of the 183 mm L4 gun in the FV4005 Stage II turret from -5 degrees to -10 degrees
* The horizontal guidance angles of the 183 mm L4 gun in the FV4005 Stage II turret have been changed from 45 degrees to 90 degrees in both directions
* Changed the ammo capacity of the 183 mm L4 gun in the FV4005 Stage II turret from 12 to 20 rounds
* Maximum forward speed changed from 35 km/h to 50 km/h
* Maximum reverse speed changed from 12 km/h to 15 km/h

Centurion Action X
* Improved turret armor

Germany


Kanonenjagdpanzer 105

Rheinmetall Panzerwagen
* Dispersion of the gun from the movement of the chassis of the Rheinmetall Panzerwagen is reduced by 22%
* The dispersion of the gun from the rotation of the chassis of the Rheinmetall Panzerwagen is reduced by 22%
* Dispersion of the 105 mm Kanone gun when turning the turret is reduced by 17%
* The reload time of the 105 mm Kanone gun has been changed from 10 sec. up to 9 sec.
* Changed the aiming time of the 105 mm Kanone gun from 1.9 sec. up to 1.6 sec.
* Damage dealt by Exp. APDS of the 105 mm Kanone gun, changed from 360 to 320
* Damage dealt by Exp. HE gun 105 mm Kanone, changed from 440 to 420
* Damage dealt by Exp. HEAT of 105 mm Kanone guns, changed from 360 to 320
* Ammo increased from 30 to 35 shells

China

Type 59
* Dispersion of the gun from the movement of the Type 59 chassis is reduced by 22%
* Dispersion of the gun from the turn of the Type 59 chassis is reduced by 22%
* Dispersion of the 100 mm Type 59 gun when turning the turret is reduced by 25%
* Changed the aiming time of the 100 mm Type 59 gun from 2.9 sec. up to 2.3 sec.

T-34-3
* The aiming time of the 122 mm D-25TA gun has been changed from 3.4 sec. up to 2.9 sec.
* The angle of inclination back of the 122 mm D-25TA gun was changed from 0 degrees to -4 degrees
* Strengthened hull and turret armor

59-Patton
* Armor penetration of the AP M318 projectile for the 90 mm Gun M41 changed from 190 mm to 212 mm

WZ-132-1
* Ammo increased from 36 to 40 shells

the USSR

Added machine for testing by supertesters:
M4A2 Sherman Loza

T-100 LT
* Reload time for the 100 mm T-100 gun changed from 8.4 sec. up to 7.8 sec.
* Ammunition increased from 38 to 43 shells USA

Added technique:
T71CMCD
M48A5 Patton (new model instead of M48A1 Patton)XM551 Sheridan
* Damage dealt by Exp. APDS for 105 mm Lightweight Gun changed from 360 to 390
* Damage dealt by Exp. HE 105 mm Lightweight Gun changed from 440 to 480
* Damage dealt by Exp. HEAT of 105 mm Lightweight Gun, changed from 360 to 390
* The ammo capacity of the 105 mm Lightweight Gun in the AR/AAV XM551 Sheridan turret has been increased from 37 to 42M41 Walker Bulldog
* Removed 76 mm Gun T91E5 with 60 ammo from M41 turret
* Removed 76 mm Gun T91E5 with 72 ammo from M41A1 turret
* Removed HVAP-DS-T M331A2 projectile for 76 mm Gun T91E5
* Removed HE M352 projectile for 76 mm Gun T91E5
* Removed HEAT-T M496 projectile for 76 mm Gun T91E5 France Bat.-Châtillon 155 55
* Weight of Bat.-Châtillon 155 55 changed from 46.33 tons to 33.99 tons.
* Load capacity undercarriage Batignolles-Châtillon 155 mle. 55 changed from 47000 kg. up to 35000 kg.
* Load capacity undercarriage Batignolles-Châtillon 155 mle. 56 changed from 50,000 kg. up to 38000 kg.
* SOFAM 12 GS/A engine power changed from 810 hp up to 630 hp
* SOFAM 12 GS engine power changed from 770 hp up to 600 hp
* Weakened hull and turret armor

AMX 13 105
* Damage dealt by OCC-105 D. 1504 projectile changed from 360 to 390
* Damage dealt by the OE-105-Mle projectile. 60 D. 1504, changed from 440 to 480
* Damage dealt by OFL-105 D. 1504 projectile changed from 360 to 390
* Ammunition increased from 30 to 33 shells

Japan

STB-1
* improved turret armor

Here are several recent years multiplayer online game World of Tanks (WOT), World of Tanks, has taken and confidently holds the leading position of the most massive and popular game not only in Russian-speaking countries, but also among tens of millions of fans around the world. Already, few people do not know, or at least have not heard about this game in the endless expanse of the Internet all over the planet. Even on television, the game is receiving more and more airtime, both in commercials that cost easy money, and in various programs and reports dedicated to leisure, education and information technology.

Release date - update 9.21 WOT

What is the success of such popularity of this game, developed by the Belarusian studio more than six years ago, which is already a respectable age for any IT technology products?

The secret of success, as always, is in continuous movement and development, the key to which is every last update of World of Tanks, and there are not dozens or even hundreds of such since the creation of the game. Back in the late spring of this year, an updated version 9.15 was presented and became available to a multi-million audience, and already in early September, version 9.16 presented its new features with a more informative and flexible interface.

This version allows you to raise the fun of the game to a new level, even closer virtual reality games to feel the real battle of armored vehicles and the actual battle of numerous tank units. At the same time, the improved interface has accelerated access to the necessary information for interacting with other players and real assessment condition of your tank.

These improvements have significantly increased tank combat capabilities without expensive modifications (mods), which also require significant time due to labor intensity.

So, for example, the interface of combat missions presents entry points (tasks) for both the entire combat unit and for a specific tank, which greatly improves the understanding and effectiveness of combat tactics and the coordination of all armored vehicles.

There are 3 important parameters of the damage inflicted by the player on the enemy. Expanded and detailed combat efficiency ribbon. The indicators of shelling the player's car have been expanded and new indicators have been introduced. Expanded statistics indicators, and added many more features. Plus, the ability to configure all these new features is provided.

And finally, plus everything else, the latest World of Tanks update of the next version 9.17 has already been announced and will be available very soon, which will more and more delight and captivate all fans of this game with new features and effects. All the best in the game!

With the release of each update, it becomes necessary to update the client.

Basically, it automatically updates itself, but there are situations when:

The game itself gives out that it is necessary to update the client;
after installing the game update, the client gives an error;
during a client update, an additional download of updates begins.

Most of the problems with updating the client in the game application can be associated with the extensive use of cheat mods. They are the ones downloaded and installed with the presence a large number viruses do not allow a gamer to play normally in an online game.

Consider some ways to update the World of Tanks game client

1. We try to run the game application file with a link to the new update. After launch, the client must update itself, as it provides for an independent (automatic) update.

2. In cases involving a manual or selective update method, it is necessary on the official website of the game application in the "Game" tab, by date to find the last update released. Select the required file and download it to the World of Tanks installation folder.

The next step is to start the client and, if necessary, specify the path to update the new downloaded update file

3. If you refuse to start the client, you must check for "permission automatic installation updates". If there is a ban, then the game will not start without updating and rebooting.

4. Sometimes you need to find the "Launcher" in the installation folder and run it. This action will push the slowing system to update quickly.

5. The last way how to update the client World games of Tanks and solve problems with the game not starting after the update, you can call the elimination of prohibited modifications.

It is a large number of them that sometimes do not give permission for automatic update client.

Therefore, as it were, it was not sad for “honest” players, but they would have to remove all prohibited mods and run the client to update. Subsequently, of course, you can download again and install all the necessary mod packs. But again, this is at your own peril and risk, since they are prohibited and in the future they may also be a source of such problems.

Official mods can not be touched, they cannot cause any glitches even when cheating mods are removed, others should not be touched.

The first patch has been released on the Sandbox server in World of Tanks! Revision of the mechanics, changes in performance characteristics and so on.

"Sandbox", changelog 1.0.3

Description of changes 1.0.3

Artillery:

The SPG stun has two components: the base stun time, which depends on the characteristics of the projectile, and the additional time, which depends on the damage dealt. We've changed how the base stun time works, and its duration has been slightly increased, while the additional stun time has been slightly reduced - now the stun is more dependent on the characteristics of the projectile and is more predictable.
- The negative effect of the stun on the rotation speed of the turret and the aiming time of the gun has slightly increased.
- Stun duration less than three seconds is not applied to the tank.

The Conqueror Gun Carriage was similar in combat behavior to the T92. To increase the difference in the behavior of tanks, the following changes were made:

* Aiming time for B.L. 9.2-in. Howitzer Mk. II increased from 6.5 to 6.6 s.
* Reload time for B.L. 9.2-in. Howitzer Mk. II increased from 55 to 59 s.
* Dispersion of B.L. 9.2-in. Howitzer Mk. II when turning the barrel is increased by 40%.
* Armor penetration of the HE Mk. 18 guns B.L. 9.2-in. Howitzer Mk. II reduced from 47 to 46 mm.

Three members of the SPG class have been slightly improved to increase their combat effectiveness. We are still looking for the perfect ratio of damage and stun for SPGs.

* Aiming time for the 21 cm Mörser 18/2 gun for the G.W. E 100 reduced from 5.5s to 5.2s
* Reload time for the 21 cm Mörser 18/2 gun for the G.W. E 100 reduced from 45s to 43s

* The reload time of the 240 mm Howitzer M1 gun for the T92 turret has been reduced from 55 to 54 s.

Bat.-Châtillon 155 58:

* Reload time for the Canon de 155 mm gun for the Batignolles-Châtillon 155 mle turret. 58 reduced from 60s to 55s.
* Turret traverse speed Batignolles-Châtillon 155 mle. 58 reduced from 8 to 7 deg/s.

Tanks:

The following vehicles showed excessive combat effectiveness, so their parameters were changed.

T57 Heavy Tank:

* The reload time of the 120 mm Gun T179 gun for the T169 turret has been increased from 28 to 35 s.
* The armor penetration of the AP-T M358 shell for the 120 mm Gun T179 gun has been reduced from 290 to 270 mm.
* The armor penetration of the HEAT-T M469 shell for the 120 mm Gun T179 gun has been reduced from 315 to 300 mm.

AMX 50 Foch (155):

* Dispersion of the gun from the movement of the chassis of the AMX 50 Foch (155) is increased by 25%.
* Dispersion of the gun from the rotation of the chassis of the AMX 50 Foch (155) is increased by 25%.
* The drum reload time for the 120 mm AC SA46 gun for the AMX 50 Foch (155) turret has been increased from 23 to 30 s.

The vehicles listed below had insufficient combat effectiveness, so their parameters were improved.

* The traverse speed of the AMX 50 B chassis has been increased from 20 to 28 deg/s.
* AMX 50 B turret traverse speed increased from 24 to 28 deg/s.

- "Object 263":

* Dispersion of the gun from the movement of the chassis "Object 263" is reduced by 25%.
* Dispersion of the gun from the turn of the chassis "Object 263" is reduced by 25%.
* The aiming time of the 130 mm S-70A gun for the Object 263 turret has been reduced from 2.5 to 2.2 s.
* Dispersion of the 130 mm S-70A gun when turning the barrel is reduced by 50%.

* Reduced the aiming time of the 120 mm Gun L1A1 for the FV215 turret from 2.5 to 2 s.
* The reload time of the 120 mm Gun L1A1 for the FV215 turret has been reduced from 10.5 to 9 s.
* Dispersion of the 120 mm Gun L1A1 when turning the turret is reduced by 43%.

Bat.-Châtillon 25 t: in one of the previous iterations, one shell was taken from the tank from the tank. This is due to the fact that even taking into account the reduction in one-time damage, its potential damage per drum remained high due to the revision of durability points for many vehicles. All subsequent changes to this machine are due to the search for a new, comfortable gameplay niche for it.

* The aiming time of the gun is 105 mm mle. 57 (D. 1504) for the Batignolles-Châtillon 25 t turret changed from 2.2 to 1.9 s.
* Time between shots for 105 mm mle gun barrel. 57 (D. 1504) reduced by 9%.
* Durability increased from 1500 to 1600 units.

* Improved hull armor.

* T110E3 suspension traverse speed increased from 16 to 22 deg/s.
* The reload time of the 120mm AT Gun M58E1 gun for the T110E3 turret has been reduced from 10.6 to 9.3 s.

Т-54 light: Since the traverse speed of the tank in version 1.0.2 made it difficult to move the vehicle, leading to skidding, we made the control at speed more comfortable.

* The speed of rotation of the chassis T-54 region. variant reduced from 78 to 70 deg/s.
* The speed of rotation of the chassis T-54 region. Enhanced variant reduced from 78 to 70 deg/s.

Composers Andrius Klimka and Andrey Kulik studied folklore and authentic musical instruments, specific to 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 Arabic. The composers combined this material with a symphonic sound and a combative atmosphere. Part of the music was recorded with the Prague Symphony Orchestra FILMHarmonic. Orchestra conductor Adam Clemens has contributed to the soundtracks for your favorite Game of Thrones, Fargo and District 9. The new music is dynamic: it changes depending on the game moment and takes the emotions from what is happening to a new level.

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

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

Andrius Klimka, sound designer, composer: “I remember how I had to make a babaha tank shot - the most powerful shot in the game. Imagine the responsibility! I needed to listen to it 250 times a day, and it makes no sense to do it quietly, 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.”

The creation of a tank model begins with obtaining terms of reference from historical consultants. Usually these are drawings, a description, a selection of photographs for each element of the machine, which are enough to reproduce a 3D model. sometimes find detailed information just impossible. In such cases, the team goes to the armored museum to scan a unique vehicle and get a full-size model.

One of these tanks was the Strv-103b. Making sure that there is all the necessary information, CG designers 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 angles of inclination of the gun, the correct intersection of elements. After that comes the stage of detailing. Everything that cannot be conveyed using geometry is transferred to bump maps (Normal Map). These can be chips, impact marks from a projectile, milling - everything that will make the tank more unique and graphically rich. The stage of applying materials completes the process of creating a model. Using the previously created material library, designers determine where the rubber, metal scraps, paint, or spilled fuel will be. The World of Tanks team is constantly looking for new solutions to make each of the materials even more beautiful and the tanks realistic. When the final look of the model is ready, it is sent to the game engine.

Mikhail Vaiser, computer graphics designer: “In the Swedish museum, we took about 800 photos of the Strv-103b tank from all angles. When we processed the photos 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 pulled it. Therefore, we made a lightweight game model, where at the same time small details 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 are trying to make tanks better: to increase realism and to let people feel that they are driving. real machine in a combat situation, and not on some toy plane in the toy world of tanks.

Three years ago, it became clear that it was impossible to improve this immersion with the help of 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 of the 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 was paid to details, especially the interaction of the player with the environment: the grass sways from the shots, the tank gets wet when immersed in water, creates waves and leaves realistic footprints. 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 fundamental point was not to change the system requirements and keep the performance at the same level: new graphics- that's great, but what if the player doesn't have much powerful machine? 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 the landscape and sketch fields somewhere, forest areas somewhere, mark roads, paths and put up temporary houses.

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

After that, the map goes to the level-art department, where additional references are collected to saturate the map. Location artists choose a region for a map and look at what kind of paving stones there are, what kind of trees, houses, mountains, grass. After that, the map can be supplemented with finely detailed content, create textures and make animations for grass, water.

Pavel Sugak, location artist: “In update 1.0, maps have become more realistic due to the addition of geometry. The stones became sharper, and edge geometry appeared, the maps 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-playable area. Now you can drive your 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 contests or simply send to the Wargaming office: match tanks, tank shoes, knitted tanks. Those who send packages are always contacted and offered to thank them, and it turns out that people do it just for the sake of their favorite game. This is a project health indicator that shows that the creators are moving in the right direction. People get positive emotions from tanks and are ready to spend time to additionally create something for the game.

Wargaming holds a lot of offline activities for players and the development of patriotic themes. These are tournaments in 20 cities of the CIS, WG-fest and Tanker Day in Minsk.

The 1.0 update involved a 41-person product operation team in the CIS region. The team prepared all the tests of the update, starting with internal prototypes and the first sandboxes for the players, collected and processed feedback during the tests, searched for bugs and inaccuracies. Here we created news materials for the portal and hundreds of posts in 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 launch days of the update, the operations team was on duty at night and answered the first messages in the game on the day of release.

Evgeny Krishtapovich, Regional Producer: “Now we can confidently say that we have developed a collaboration with the players that is unique 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 perceive criticism. Then we realized that we make a lot of mistakes due to the fact that we do not listen to the opinion of the players. Now World of Tanks is made not only by the development team and the operating team, but also by the players. We show them all the changes, explain what we want to achieve with this, listen to their comments, criticism, and answer questions. It is very important that this criticism exists. Only if all parties agree, we implement what we have in mind.”

Company Wargaming

Last year, 411 people were hired in Minsk. Of these, 107 are from other states, 90% are from Russia. Wargaming is constantly looking for expertise that the local market cannot always provide. Now 2,082 people work in Minsk, in general, the company has more than 4,000 people. Average age employees - 31 years, which is higher than in the industry as a whole, because people of an expert level are attracted here: junior developers practically do not work at Wargaming. However, in 2017, the company began to specifically work with 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 to development, game development, and IT more often, the company is separately promoted to the female audience.

New employees from the first hours of work at Wargaming are immersed in the atmosphere of games. The adaptation program here is a quest that the employee goes through and earns achievements. There is a prize waiting for him at the end. Adaptation usually takes 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 courses taught by Wargaming employees.

The best minds are collected 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, which creates legendary games.

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

User experience

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

Representatives of the WoT target audience 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 bringing the soundtrack of tanks to a qualitatively new level, making it as realistic and entourage as possible. A person who plays World of Tanks must feel that he is actually sitting in a tank and fighting. As life has shown, after the first tests, the ideas of the players and developers about what is realistic did not match. 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 creak of tracks and the crunch of the gearbox. When we started to look into it, it turned out that the players consider the sound of the tank, which they heard in movies, TV shows or other games, to be realistic. As a result, now there is a sound in tanks that balances on the verge of realism and fiction, artistic realism. The players accepted this option and were happy.”

Emotions

Over the years, World of Tanks has become a space where people come primarily for emotions: for the joy of victory, for the excitement of the fight, for the confidence in teammates. The players gather in real life to do good deeds, visit museums, restore equipment, spend time with families. World of Tanks started out digitally and evolved as a game, but tanks have become a part of real life that takes place outside of the servers. Play brings people together different ages and different professions, she became part of the male culture. Tanks are the topic of conversation for avid friends and future comrades. The release of the WoT 1.0 update will be a new impetus to this movement.

The picture in WoT 1.0 has moved to a qualitatively new level of realism: stains on the water, a blast wave. Such trifles blur the line between tank battles and the real world. All this gives the players a new experience. Remade in WoT great amount old maps that sparkled with new colors and added new locations, new map Calm.

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

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