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Update Notes for August 9th

August 8, 2022

Update Sizes:

  • PS4: ~2GB
  • PS5 : ~1.8GB
  • Xbox One: ~2.1GB
  • Xbox Series S/X: ~1.9GB

New Season: Evolution

From the garage to the battlefield, this season will update features to a whole new level. EVOLUTION!

Visit the dedicated season article for more information: https://console.worldoftanks.com/en/evolution-season-info/


Cold War: Airburst Smokescreen

In Cold War, the next evolution in smoke grenade technology introduces an improved airburst mechanic to improve its functionality.

Before, if you were to use Smokescreen on a hill (either up or down), it either would not provide you any cover or would disappear into the hillside. This issue has been resolved along with additional benefits from the new functionality.

Improvements made:

  • Smoke grenades will now launch into the air and explode at a set time.
  • Smoke grenades will explode immediately if they collide with something before the timer is completed.
  • To accommodate smoke grenades exploding mid-air, we’ve adjusted the launch variables to make them go higher and farther.
  • The smoke cloud generated is now larger and accounts for the elevation differences so that it will provide cover for the vehicle that launched it.
  • The new airburst visual effect is more realistic in appearance and closely resembles how smoke grenades function in real life.
  • The usage of the Smokescreen Consumable by bots has also undergone improvements so that they no longer all use Smokescreen at the same time. Now, their usage will depend on their health, which will add more variance to their usage during battle.

Cold War: Enhanced Missile Warning Equipment

In Cold War, technological advancements have been made with the latest evolution of counter-ATGM Equipment. Introducing the new Enhanced Missile Warning, which will warn you of incoming ATGM missiles so you can take defensive countermeasures.

The Enhanced Missile Warning Equipment is a new piece of Equipment that can be mounted on Era 2 (Escalation) and Era 3 (Détente) vehicles only. This Equipment provides a warning when an ATGM missile is launched in your direction. There are two main warning systems:

  • Audible Alert: An audible beep will start playing and will increase in cadence as the ATGM gets closer to you.
  • Visual Alert: A missile icon will appear on the lower-left HUD screen, where Targeted and Sixth Sense alerts display. A tracker icon will follow the incoming ATGM to make it more visible on your HUD so that you can take defensive measures to avoid it.

In addition, mounting this equipment also provide two passive boosts:

  • +5% vision radius
  • +2 seconds to targeted enemy vehicle detection time

Map: Halfaya Pass

Note: Coming August 30th

  • World War II: Tiers VII+
  • Cold War: All Eras
  • Size: 1500 x 1500
  • Modes: Standard, Encounter, Assault
  • Camouflage Environment: Desert

As the tanks evolve, so must the battlefield. Halfaya Pass is no different and has undergone some of the most significant changes that a map has ever seen. After multiple rounds of community testing, feedback, and iterations, we are now ready to introduce Halfaya Pass.

Originally known as Skorpion Pass, Halfaya Pass is coming back at its full 1500m x 1500m size, making it the largest map available in the World War II game mode. This battlefield is a visual masterpiece, with its rippled sand, crystal clear water, and even a traversable rock archway, but don’t let beauty distract you from the battle that is taking place. This map provides open sightlines for long-range engagements with plenty of open space for maneuvering and hardcover. Take advantage of the various pathways and elevation differences to maneuver through the map and engage from different sightlines and angles to outsmart and outmaneuver your opponents.

The map will be featured in Tiers VII-X for World War II and all Cold War Eras. Due to long match times, the Team Destruction game mode will not be available in PvP and PvE rotation. However, it will be available within Custom Games and has specific spawns for World War II and Cold War to follow engagement times seen in other modes.

With added paths along the side of the hills, plus lowered terrain, there are more routes any tank can take to flank the enemy team. Be careful when driving, though! There are some nasty drop-offs and sharp turns that will send you barreling down the hill to your death. However, they could turn into useful traps when being chased by enemy light tanks.

Halfaya Pass 1
Halfaya Pass 1
Halfaya Pass 2
Halfaya Pass 2
Halfaya Pass 3
Halfaya Pass 3
Halfaya Pass 4
Halfaya Pass 4
Halfaya Pass 5
Halfaya Pass 5
Halfaya Pass 6
Halfaya Pass 6
Halfaya Pass 7
Halfaya Pass 7
Halfaya Pass 8
Halfaya Pass 8
Halfaya Pass 9
Halfaya Pass 9

World War II: Pairs Matchmaking System

After a series of tests in the live game, the next evolution of the World War II matchmaker is going live full-time with this season!

The matchmaker has been enhanced to balance teams with exactly identical composition by tank tier. It additionally balances the number of artillery on each team and also considers team class composition and player battle count.

Along with this, we have adjusted the minimum human requirements to form a multiplayer match as follows:

  • Tier I: 1 human per team
  • Tier II: 1 human per team
  • Tier III-IV: 1 human per team
  • Tier V-X: 3 humans per team
  • All Eras: 3 humans per team

World War II: Additional Weaponry

Two additional World War II vehicles have been updated to use Multiple Weapon System technology! Each tank now has access to its secondary 75mm gun during battle:


Improvements for Various UI Elements

  • Garage
    • The Season Pass badge is now displayed next to the Premium Account in the upper-right corner along with the stage number.
    • A Commander status display has been added to indicate if there is a Commander in the vehicle or not.
    • Tanks will now rotate at their actual rotation speed in the garage.
  • Season
    • An “Upgrade to Ultimate” option will now display if the Standard Pass is owned.
    • Updated the color schemes of the various elements.
  • Queue
    • When in the queue, your season progress will be displayed for more awareness without having to check the Seasons tab.
  • HUD
    • Improved the spacing and text for the ammo for better readability.
    • Adjusted the color of certain elements from cyan to white to match the overall aesthetics of the game.
  • PBRS + Celebration pop-up
    • Added a “Go to Store” option on the PBRS and Key Card celebration pop-ups to quickly access your newly earned item.
  •  Store
    • Bonus tags now show in the conversion menus in support of the event.
    • A “New” indicator will now display when new bundles are added.
    • The “Upgrade to Ultimate” bundle should appear immediately after purchasing the Standard Pass.
    • After purchasing a pass, an “Owned” status will be added with the text changing to “Gift Season Pass” on the main display.
    • Gifting now displays your console’s friends list to streamline the gifting process.
  • Commander Skill Swap

New Season Pass Badges

Free Rewards

Season Pass

Ultimate Season Pass

Season Pass UI 1
Season Pass UI 1
Season Pass UI 2
Season Pass UI 2

Improved Experience for New Players

The number of battles required to unlock multiplayer has been adjusted to account for the new training missions. The battle tracker element was also updated to add animation upon battle completion to communicate players’ progress more clearly and raise awareness.

The rewards for unlocking multiplayer now include an additional Premium Commander with three Skills pre-trained and a fourth slot open.


New Contract Tech Developed

This latest season brings new abilities to the contract system. No longer restricted to just Mercenary tanks, we are now able to use this system for any vehicle.

The first non-Mercenary contract will make an appearance on September 20th, so keep an eye out, Commander!


Additional Improvements Made

  • Settings
    • Renamed the Hull Lock options to be more specific to what vehicle they are for.
  • Winter Maps
    • Removed the blue lighting on all Winter maps except for Mountain Pass.
  • Tanks
    • Stingray
      • Increased ammo capacity to 48 shells for all guns.
    • Stingray 2
      • Increased ammo capacity to 48 shells for all guns.
    • M8 AGS
      • Increased ammo capacity to 56 shells for all guns.
  • Marks of Excellence – added August 8th
    • Default values for brand-new vehicles will now use the highest requirements for that class and tier.
    • This change is to address Day 1 owners having an easier requirement than all other players.

Note from the Live Game Director, August 8th: We’ve been reviewing some of the changes we made to the Cold War tanks listed below, and we think a couple of additional adjustments to the MBT 70 and the Abrams are needed in order to improve player experience. We’ll update you as soon as we’ve got these adjustments done.

  • Tanks
    • Type 85-I
      • Chassis 1:
        • Dispersion during movement: 0.09 -> 0.07
        • Dispersion during rotation: 0.09 -> 0.07
      • Chassis 2:
        • Dispersion during movement: 0.07 -> 0.05
        • Dispersion during rotation: 0.07 -> 0.05
      • Both turrets
        • 105mm Type 83A Rifled Gun
          • Aim time: 1.9 -> 1.8
          • Reload: 6.7 -> 6.2
        • 105mm Type 83A Rifled Gun v2
          • Reload: 6.5 -> 5.9
    • Type 85-IIM
      • Both turrets
        • 125mm 2A46 Smoothbore Gun
          • Aim time: 2.3 -> 2.2
          • Accuracy: 0.35 -> 0.33
          • Reload: 9.2 -> 8.6
        • 125mm 2A46M Smoothbore Gun
          • Accuracy: 0.33 -> 0.3
          • Reload: 8.9 -> 8.4
    • Type 88A
      • Chassis 1
        • Dispersion during movement: 0.11 -> 0.09
        • Dispersion during rotation: 0.11 -> 0.09
      • Chassis 2
        • Dispersion during movement: 0.09 -> 0.07
        • Dispersion during rotation: 0.09 -> 0.07
      • Turret 2
        • Rotation speed: 36 -> 38
        • 105mm Type 83-I Rifled Gun
          • Aim time: 2 -> 1.8
        • 105mm Type 83-I Rifled Gun v2
          • Aim time: 1.9 -> 1.7
      • Engine 2:
        • Power factor: 1 -> 1.2
    • Type 89
      • Turret 1
        • Rotation speed: 32 -> 34
        • 120mm Smoothbore L50
          • Reload: 7.5 -> 7.2
        • 120mm Smoothbore L50 v2
          • Shot dispersion during turret rotation: 0.06 -> 0.04
      • Turret 2
        • Rotation speed: 34 -> 36
        • 120mm Smoothbore L50
          • Reload: 7.5 -> 7.2
        • 120mm Smoothbore L50 v2
          • Shot dispersion during turret rotation: 0.06 -> 0.04
    • BMP-3
      • Hull health: 2,120 -> 2,240
      • Turret 1
        • Health: 530 -> 560
        • 30mm 2A72
          • Aim time: 1.7 -> 1.5
          • Accuracy: 0.35 -> 0.29
          • Reload time: 12 -> 10.5
        • 30mm 2A72 v2
          • Aim time: 1.7 -> 1.5
          • Accuracy: 0.32 -> 0.27
          • Reload time: 10 -> 9
        • 100mm 2A70
          • Aim time: 1 -> 1.9
        • 100mm 2A70 v2
          • Aim Time: 1 -> 1.9
    • Challenger 1
      • Chassis 1
        • Dispersion during movement: 0.11 -> 0.1
        • Dispersion during rotation: 0.11 -> 0.1
      • Chassis 2
        • Dispersion during movement: 0.09 -> 0.08
        • Dispersion during rotation: 0.09 -> 0.08
      • Turret 1
        • Rotation speed: 34 -> 38
      • Turret 2
        • Rotation speed: 36 -> 40
        • 120mm Gun L11A5
          • Shot dispersion during turret rotation: 0.1 -> 0.08
          • Accuracy: 0.26 -> 0.25
          • Reload time: 7.7 -> 7.5
        • 120mm Gun L11A5 v2
          • Shot dispersion during turret rotation: 0.08-> 0.06
          • Reload time: 7.5 -> 7.3
    • Chieftain Mk. 11
      • Chassis 1
        • Dispersion during movement: 0.12 -> 0.1
        • Dispersion during rotation: 0.12 -> 0.1
      • Chassis 2
        • Dispersion during movement: 0.1 -> 0.08
        • Dispersion during rotation: 0.1 -> 0.08
      • Turret 2
        • Health: 660 -> 860
      • 120mm Gun L11A5
        • Accuracy: 0.28 -> 0.27
        • Reload time: 8 -> 7.7
      • 120mm Gun L11A5 v2
        • Accuracy: 0.26 -> 0.24
        • Reload time: 7.6 -> 7.5
    • Vickers/FMC VFM 5
      • Both turrets
        • 105mm L7A1 Rifled Gun
          • Reload time: 7.1 -> 6.7
        • 105mm L7A1 Rifled Gun v2
          • Reload time: 6.8 -> 6.4
    • M1 Abrams
      • Chassis 1
        • Terrain resistance: 1.1/1.5/2.4 -> 1.1/1.3/2.1
        • Rotation speed: 28 -> 36
      • Chassis 2
        • Terrain resistance: 1.1/1.4/2.3 -> 1.1/1.2/2
        • Rotation speed: 30 -> 38
      • Both turrets
        • 105mm Gun M68A1
          • Aim time: 1.9 -> 1.7
          • Accuracy: 0.23 -> 0.21
        • 105mm Gun M68A1 v2
          • Aim time: 1.7 -> 1.5
          • Shot dispersion during turret rotation: 0.06 -> 0.04
          • Accuracy: 0.23 -> 0.21
    • M1A1 Abrams
      • Chassis 1
        • Rotation speed: 26 -> 32
      • Chassis 2
        • Rotation speed: 28 -> 34
      • Both turrets
        • 120mm M256 v2
          • Aim time: 2.1 -> 2
          • Shot dispersion during turret rotation: 0.05 -> 0.03
    • M1A2 Abrams
      • Chassis 1
        • Rotation speed: 24 -> 30
      • Chassis 2
        • Rotation speed: 26 -> 32
    • M60AX
      • Chassis
        • Rotation speed: 36 -> 40
      • 105mm Gun M68A1
        • Accuracy: 0.19 -> 0.17
        • Reload time: 6.4 -> 6.2
        • Shot dispersion during turret rotation: 0.08 -> 0.05
    • Main Battle Tank 70
      • Chassis
        • Terrain resistance: 1.2/1.4/2.3 -> 1/1.1/2
        • Rotation speed: 35 -> 40
      • Turret 1
        • View range: 505 -> 525
        • 152mm Gun-launcher XM150E5
          • Reload time: 11 -> 10.5
    • Stingray 2
      • Hull health: 2,200 -> 2,320
      • Chassis 1
        • Rotation speed: 38 -> 40
      • Turret 1
        • Health: 550 -> 580
        • 105mm L7A3 Rifled Gun
          • Aim time: 2.1 -> 1.9
          • Accuracy: 0.31 -> 0.29
        • 105mm L7A3 Rifled Gun v2
          • Aim time: 1.9 -> 1.7
          • Accuracy: 0.29 -> 0.27
      • Turret 2
        • Health: 750 -> 780

Issues Addressed

  • Abbey: Addressed a performance issue that caused poor FPS
  • Addressed an issue where you could be prompted to purchase a tank bundle instead of a Gold bundle
  • An incorrect bounce VO no longer plays when an HE round lands near a target
  • ATGM vehicles have received improvements to address issues with the aiming and reticle
  • Backing out of a trade-in no longer causes the wrong elements to appear
  • Backing out of the Upgrade menu no longer causes multiple selector icons to appear
  • BMP-1: Fixed the missile launch angle for the upgraded launcher
  • Born Leader: Description no longer mentions a boost to Skills
  • Bots: Addressed an issue where they would track and fire at players through smokescreens
  • Bots: Addressed an issue that would cause them to drive off cliffs
  • Bots: Will no longer fire on unspotted players
  • Challenge text now scrolls to account for other languages
  • Cliff: Fixed a hole in the rocks at F8
  • Dezful: Corrected the physics collisions on the edge of the bridge to line up with the visual object
  • Dragon Ridge: Adjusted the collision on a building ramp to better match the object at E5
  • Fixed an issue where you could not mount a previously purchased gun while having no Gold
  • Fixed the hull armor panel on the front hull of the T-55A that was causing damage when it shouldn’t
  • FV1066 Senlac: Updated the summer camo so that it does not appear washed out
  • Garage scaffold now appears when previewing tanks in all areas
  • Himmelsdorf: Addressed a performance issue that caused poor FPS
  • HMH AMX M4 mle. 1949: The barrel no longer appears in sniper view
  • HMH T-34-85M: Added the “M” to the tank’s short name
  • Konštrukta T-34/100: Sniper camera adjusted so it no longer sees through close objects
  • KV-4 KTTS: Adjusted the flag pole to prevent clipping into cloth
  • Leopard 1 ’66: Corrected track model
  • Leopard Prototype 773: Corrected track model
  • Mercenary tank models no longer disappear after a minute when previewed in the contract
  • Merkava Mk. 3: Corrected the gun audio
  • Merkava Mk. 2B: Corrected the tread audio
  • Reload timer now reflects the reduced reload time when Rations are active
  • Removed the incorrect extra armor panels from the rear of the T-72 vehicles
  • Replays: Corrected the button legend when cycling through the different view modes
  • Siegfried Line: Addressed the map border not being visible in certain areas
  • Spectating a player using an auto-reloader gun will now correctly display the ammo status
  • Spectator Mode: Module status is now reflected correctly on the tank info panel
  • Spectator Mode: Player name element no longer overlaps the ammo elements
  • Spectator Mode: Reload bar is now based on the active gun
  • Tank models now correctly appear on the season rewards page after completing a match
  • The bounce indicator now appears correctly when a round bounces off an undetected target
  • The Consumable icon on the HUD now dims when in the cooldown state
  • The contract menu no longer closes when trying to select a contract on the top row
  • The shell indicator no longer shows a round as loaded when swapping between multiple weapons
  • Wheeled vehicles are no longer displayed as multi-turreted vehicles on the HUD
  • When you reassign a Commander, the name no longer displays on the previously assigned tank