Today marks the launch of the first Common Test of Update 1.3, bringing some big changes to Personal Missions, Maps and more. Let’s get into it!
Customization
A big addition coming with Update 1.3 is the addition of large scale decals. These will certainly add some more character to your tank and you can find all of them in a new tab (see below). So, check it out and deck out your vehicles in an assortment of new décor.
There will be a collection of around 40 original decals, including both historical and non-historical, that will be available to both Tier VIII Premiums and all Tier X vehicles. Each vehicle will have a maximum of two slots per season to add them in and depending on the slot, the size of the decal may change.
Personal Missions
After the release of “The Second Front”, we have continuously updated and improved the missions based on statistics and feedback. As such, these tasks have seen additions and improvements over the last few updates and Update 1.3 is no different. One thing you will notice straightaway is the interface changes making it much more eye-catching now.
Also, the missions of “The Second Front” themselves will receive some tinkering and one more key change that has been made for the first campaign. All missions that stipulated that it must be done while in a Platoon have now had this condition removed. As such, the values within these tasks have been adjusted accordingly so they are feasible when playing solo.
- Union
- Bloc
- Alliance
- Coalition
EXCALIBUR MISSIONS | UPDATE 1.2 | UPDATE 1.3 |
Union-2. Turn Off the Lights | Primary condition Cause 8 000 HP of damage to enemy light tanks. Secondary condition Cause 2 000 HP of damage to enemy vehicles. multiplier = 2 | Primary condition Cause 6 000 HP of damage to enemy light tanks. Secondary condition Cause 2 000 HP of damage to enemy vehicles 5 times.
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Union-5. I Follow SPG | Primary condition Cause 3 500 HP of damage to enemy SPGs. Secondary condition Cause 2 000 HP of damage to enemy vehicles 5 times. multiplier = 2 | Primary condition Cause 2 500 HP of damage to enemy SPGs. Secondary condition Cause 2 000 HP of damage to enemy vehicles 5 times. multiplier = 3 |
Union-7. A Heavy Blow to Medium Tanks | Primary condition Destroy 15 medium enemy tanks. Secondary condition Cause 2 000 HP of damage to enemy vehicles 5 times. multiplier = 2 | Primary condition Destroy 10 medium enemy tanks. Secondary condition Cause 2 000 HP of damage to enemy vehicles 5 times. multiplier = 3 |
Union-10. Raise the Flag! | Primary condition Participate in the successful capture of the base 3 times. Secondary condition Be among the top 5 players on your team by experience earned 5 times. multiplier = 2 | Primary condition Participate in the successful capture of the base 2 times. Secondary condition Be among the top 5 players on your team by experience earned 5 times. multiplier = 2 |
Union-11. Like a Rolling Stone | Primary condition Destroy 2 enemy vehicles 10 times. Secondary condition Cause 3 000 HP of damage to enemy vehicles.
| Primary condition Destroy 2 enemy vehicles 10 times. Secondary condition Cause 2 000 HP of damage to enemy vehicles 5 times. multiplier = 3 |
Union-12. Mr. Untouchable | Primary condition Block twice more damage than the hit points of your vehicle 5 times. Secondary condition Survive the battle 5 times.
| Primary condition Block twice more damage than the hit points of your vehicle 4 times. Secondary condition Survive the battle 5 times. multiplier = 3 |
Union-15. For the Glory of Union! | Primary condition Receive the Mastery Badge I Class or higher 7 times. Secondary condition Receive the Ace Tanker Mastery Badge 3 times. multiplier = 2 | Primary condition Receive the Mastery Badge I Class or higher 5 times. Secondary condition Receive the Ace Tanker Mastery Badge 3 times. multiplier = 2 |
EXCALIBUR MISSIONS | UPDATE 1.2 | UPDATE 1.3 |
Bloc-3. Tanker Tailor Soldier Spotter | Primary condition Destroy 10 light enemy tanks. Secondary condition Cause 3 000 HP of damage to enemy vehicles 5 times.
| Primary condition Destroy 7 light enemy tanks. Secondary condition Cause 2 000 HP of damage to enemy vehicles 5 times. multiplier = 3 |
Bloc-8. Everyone is Equal | Primary condition Destroy 3 enemy vehicles of 2 different types 7 times. Secondary condition Be the top player on your team by damage caused 5 times.
| Primary condition Destroy 3 enemy vehicles of 2 different types 5 times. Secondary condition Be the top player on your team by damage caused 5 times. multiplier = 3 |
Bloc-12. Easy Cooking | Primary condition Destroy 2 enemy vehicles during the first 3 minutes of the battle 5 times. Secondary condition Destroy an enemy vehicle / capture the base / defend the base (when playing for defenders in the in Assault mode). multiplier = 2 | Primary condition Destroy 2 enemy vehicles during the first 4 minutes of the battle 5 times. Secondary condition Destroy an enemy vehicle / capture the base / defend the base (when playing for defenders in the in Assault mode). multiplier = 2 |
Bloc-13. For the Common Good | Primary condition Be among the top 3 players on both teams by damage caused 10 times. Secondary condition Survive the battle 5 times.
| Primary condition Be among the top 3 players on both teams by damage caused 7 times. Secondary condition Survive the battle 5 times. multiplier = 2 |
Bloc-14. A Hard Nut to Crack | Primary condition Block twice more damage than the hit points of your vehicle 7 times. Secondary condition Finish the battle as the top player on your team by damage blocked 5 times.
| Primary condition Block twice more damage than the hit points of your vehicle 5 times. Secondary condition Finish the battle as the top player on your team by damage blocked 5 times. multiplier = 3 |
Bloc-15. Mouthful of Diamonds | Primary condition Earn a total of 10 rewards of the Battle Hero category and epic medals in a battle. Secondary condition Earn a total of 2 rewards of the Battle Hero category and/or epic medals in a battle 3 times.
| Primary condition Earn a total of 8 rewards of the Battle Hero category and epic medals in a battle. Secondary condition Earn a total of 2 rewards of the Battle Hero category and/or epic medals in a battle 3 times.
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EXCALIBUR MISSIONS | UPDATE 1.2 | UPDATE 1.3 |
Alliance-5. Cut Off the Edge of Attack | Primary condition Destroy 15 heavy enemy tanks. Secondary condition Cause 3 000 HP of damage to enemy vehicles.
| Primary condition Destroy 10 heavy enemy tanks. Secondary condition Cause 2 500 HP of damage to enemy vehicles 5 times. multiplier = 3 |
Alliance-9. The Survival of the Fittest | Primary condition Destroy 10 enemy vehicles that belong to Alliance. Secondary condition Cause 3 000 HP of damage to enemy vehicles.
| Primary condition Destroy 7 enemy vehicles that belong to Alliance. Secondary condition Cause 2 500 HP of damage to enemy vehicles 5 times.
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Alliance-12. Concrete Defense | Primary condition Block 5 enemy hits 15 times. Secondary condition Survive the battle 5 times.
| Primary condition Block 5 enemy hits 15 times. Secondary condition Survive the battle 5 times.
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Alliance-13. Counter-offensive | Primary condition Destroy 15 enemy vehicles during the first 3 minutes of the battle. Secondary condition Cause 3 000 HP of damage to enemy vehicles 5 times.
| Primary condition Destroy 12 enemy vehicles during the first 4 minutes of the battle. Secondary condition Cause 3 000 HP of damage to enemy vehicles 5 times.
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Alliance-15. Alliance Hero | Primary condition Receive the Mastery Badge I Class or higher 7 times. Secondary condition Receive the Ace Tanker Mastery Badge 3 times.
| Primary condition Receive the Mastery Badge I Class or higher 5 times. Secondary condition Receive the Ace Tanker Mastery Badge 3 times.
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EXCALIBUR MISSIONS | UPDATE 1.2 | UPDATE 1.3 |
Coalition-6. At the top of Olympus | Primary condition Be the top player on your team by damage caused within 10 battles Secondary condition Survive the battle 5 times.
| Primary condition Be the top player on your team by damage caused within 7 battles. Secondary condition Survive the battle 5 times.
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Coalition-10. The Exemplary Performance | Primary condition Finish the battle as the top player on your team by experience earned within 10 battles. Secondary condition Survive the battle 5 times.
| Primary condition Finish the battle as the top player on your team by experience earned within 7 battles. Secondary condition Survive the battle 5 times.
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Coalition-11. Hunted Hunters | Primary condition Destroy 10 enemy tank destroyers. Secondary condition Cause 3 000 HP of damage to enemy vehicles.
| Primary condition Destroy 10 enemy tank destroyers. Secondary condition Cause 2 500 HP of damage to enemy vehicles 5 times.
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Coalition-14. The Battle Is Calling | Primary condition Cause 8 armor-penetrating shots during the first 3 minutes of the battle 10 times. Secondary condition Destroy 2 enemy vehicles 5 times.
| Primary condition Cause 6 armor-penetrating shots during the first 4 minutes of the battle 10 times. Secondary condition Destroy 2 enemy vehicles 5 times.
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Coalition-15. This Is Gonna Be Legen-dary | Primary condition Earn a total of 10 rewards of the Battle Hero category and/or epic medals in a battle. Secondary condition Earn a total of 2 rewards of the Battle Hero category and/or epic medals in a battle 3 times.
| Primary condition Earn a total of 8 rewards of the Battle Hero category and/or epic medals in a battle. Secondary condition Earn a total of 2 rewards of the Battle Hero category and/or epic medals in a battle 3 times.
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Finally on the Personal Missions front, you will now be able to track your progress in-battle in all missions, not just “The Second Front” as before. Keep an eye out for a dedicated article detailing all about the changes to Personal Missions and the next topic in the coming days.
Personal Mission Reward Tanks
Two tanks from the first set of Personal Missions, the T 55A and the Object 260, are going to receive some slight changes. The details of these modifications will be mentioned in a separate dedicated article.
New Map: Hinterland
We are continuing our efforts with Grand Battles and are still looking at the data of the large-scale mode, its capabilities and the community’s thoughts. As such, it’s time for the testing of a new map. The map reproduces the central regions of the Soviet Union during the Second World War; the approximate year is 1943. We aren’t just looking for feedback on the map but both the fresh locale and the mode as a whole.
Map Reworking
It wouldn’t be an update without some reworking of maps. This time, four have seen some adjustments.
Himmelsdorf
An intermediate piece of cover has been added at the end of the access route, and decorative vegetation has been removed to simplify shooting.
For the upper team, the area around the building corner at the beginning of the "tank alley" has been changed - now it is more convenient and safer for combat.
The upper team will receive an additional piece of cover on the way to the railways: the building with loopholes was moved to increase the safety of vehicles moving in the area and the importance of this position. Now it is more convenient for shooting at the enemy.
- An intermediate piece of cover has been added at the end of the access route, and decorative vegetation has been removed to simplify shooting.
- For the upper team, the area around the building corner at the beginning of the "tank alley" has been changed - now it is more convenient and safer for combat.
- The upper team will receive an additional piece of cover on the way to the railways: the building with loopholes was moved to increase the safety of vehicles moving in the area and the importance of this position. Now it is more convenient for shooting at the enemy.
Pilsen
Added structures that will be used as intermediate cover when developing the offensive out of the hangars toward the TD positions.
Added structures that will be used as intermediate cover when developing the offensive out of the hangars toward the TD positions.
To improve gameplay, we have adjusted the positions of the rubble heaps around the small hangar controlled by the upper team.
Added a structure and removed the lowland in this part of the map. This is intended to balance the positions against those of the lower team.
Adjusted the positions of coal heaps to provide protection from shoot throughs from the central hangar.
Changed the positions of bushes and metal pipes along the lane. The goal is to balance the chances of both teams in this area.
Changed the angle of the hill’s slope to reduce the possibility of shooting at vehicles moving between the small and large hangars.
- Added structures that will be used as intermediate cover when developing the offensive out of the hangars toward the TD positions.
- To improve gameplay, we have adjusted the positions of the rubble heaps around the small hangar controlled by the upper team.
- Added a structure and removed the lowland in this part of the map. This is intended to balance the positions against those of the lower team.
- Adjusted the positions of coal heaps to provide protection from shoot throughs from the central hangar.
- Changed the positions of bushes and metal pipes along the lane. The goal is to balance the chances of both teams in this area.
- Changed the angle of the hill’s slope to reduce the possibility of shooting at vehicles moving between the small and large hangars.
Mannerheim line
Improved the defensive position at the "balcony" for the upper team by reducing the number of possible areas exposed to fire from the center of the map.
Removed the pillbox placed at this map zone. Now the access route to the "balcony" at the upper base will be more convenient.
We've leveled the terrain, made the rock bigger, and added bushes for additional cover to make the intermediate defensive position more convenient.
Added additional bushes for firing from concealed positions.
Added an intermediate defensive position not far from the TD positions of the upper base for if the opponent takes control of the bank.
If control of the bank is lost, the defensive positions for controlling the route to the base have become more convenient.
- Improved the defensive position at the "balcony" for the upper team by reducing the number of possible areas exposed to fire from the center of the map.
- Removed the pillbox placed at this map zone. Now the access route to the "balcony" at the upper base will be more convenient.
- We've leveled the terrain, made the rock bigger, and added bushes for additional cover to make the intermediate defensive position more convenient.
- Added additional bushes for firing from concealed positions.
- Added an intermediate defensive position not far from the TD positions of the upper base for if the opponent takes control of the bank.
- If control of the bank is lost, the defensive positions for controlling the route to the base have become more convenient.
Fisherman’s Bay
The access routes to the town have been fortified against enemy fire. The terrain changes and newly added cover meant to protect vehicles from being spotted during the early stages of battle allow both teams safe passage to the urban area. Also, the respawn zones have been moved closer to the map’s border to prevent the destruction of vehicles during the early stages of battle.
The access routes to the town have been fortified against enemy fire. The terrain changes and newly added cover meant to protect vehicles from being spotted during the early stages of battle allow both teams safe passage to the urban area. Also, the respawn zones have been moved closer to the map’s border to prevent the destruction of vehicles during the early stages of battle.
Improved defensive positions at the town outskirts that have been controlled by the upper team: long-range shoot throughs from the upper town will be covered, allowing the teams to focus on enemy attacks in the town.
New structures will be added at the eastern area of the central village. They will lower the chances of being spotted as well as providing extra cover from enemy fire for vehicles heading to the urban area, allowing for safer travel from the village to the town.
In the town, some shoot throughs from the village have been partially covered. This will allow the teams to attack more actively without fear of being destroyed from the map center.
For both teams, we removed vegetation in the central area of the field that provided additional cover for vehicles playing passively in the center of the map.
For both teams, we removed vegetation in the central area of the field that provided additional cover for vehicles playing passively in the center of the map.
Added additional cover for the attacking vehicle groups when developing the offensive from the town toward the base.
Added additional cover for the attacking vehicle groups when developing the offensive from the town toward the base.
- The access routes to the town have been fortified against enemy fire. The terrain changes and newly added cover meant to protect vehicles from being spotted during the early stages of battle allow both teams safe passage to the urban area. Also, the respawn zones have been moved closer to the map’s border to prevent the destruction of vehicles during the early stages of battle.
- Improved defensive positions at the town outskirts that have been controlled by the upper team: long-range shoot throughs from the upper town will be covered, allowing the teams to focus on enemy attacks in the town.
- New structures will be added at the eastern area of the central village. They will lower the chances of being spotted as well as providing extra cover from enemy fire for vehicles heading to the urban area, allowing for safer travel from the village to the town.
- In the town, some shoot throughs from the village have been partially covered. This will allow the teams to attack more actively without fear of being destroyed from the map center.
- For both teams, we removed vegetation in the central area of the field that provided additional cover for vehicles playing passively in the center of the map.
- Added additional cover for the attacking vehicle groups when developing the offensive from the town toward the base.
Bots
With every Common Test from now on, all clusters will have AI-controlled vehicles added. As with the Update 1.2 Common Test, they will only play on certain maps and between Tiers I-V. Don’t panic, you will always know when you are playing with bots as they will have colons “:” at the start and end of their names, coupled with a specific badge.
By testing bots on the server, we can create more PvE modes, just like the much-enjoyed Halloween event: The Dark Front. Soon, bots will be added to NA’s South America cluster and Australia to help combat issues with long waiting times to get into battle, which is most problematic at the lower tiers.
Tiers covered | I–V |
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Maximum number of bots per team | 7 |
Waiting limit | 20 seconds before the matchmaker adds bots to a battle |
How to distinguish | Colon (“:”) & special badge |
Maps played | Karelia, Prokhorovka, Mines, Redshire, Steppes, Fisherman’s Bay, Ensk, Lakeville, Ruinberg, Murovanka, Erlenberg, Siegfried Line, Cliff, Sand River, El Halluf, Airfield, Mountain Pass, Mannerheim Line, Glacier, Serene Coast, Overlord |
So get out there and test out the new additions and changes, commanders!
- HOW THE CT WORKS
- TEST CLIENT
New to testing? Check out our handy guide to public tests.
Eligibility: All players registered prior to 29 October, 21:59 CET (UTC+1) can participate in the test.
Feedback: Please post your general feedback about the test version and bug reports in the special thread on our forum.
- Download the test client installer (4,9 MB).
- Make sure you pick a save location that is different to your regular World of Tanks game files.
- Save and run the installer.
- Run the new copy of the game. The launcher will download all the additional data.
- Log in and start playing.
List of Changes
РазвернутьMain Changes:
- Fixed some technical issues.
1. Changes to Personal Missions
- Changed mission conditions within Operation: Excalibur.
- Now, players will be able to track progress of both campaigns in-battle across all missions.
- Added clearer post-battle notifications when a mission of the 3rd Operation within the Second Front is failed.
- All missions of the Long-Awaited Backup campaign that stipulated that it must be done while in a Platoon, have now had this condition removed. The conditions of these missions have been adjusted accordingly, so they are feasible when playing solo.
- Improved display of all missions having complex conditions like "Complete X or Y".
- Added indication informing that primary condition is to be completed, in order to fulfill the secondary one.
- Added the Description and Hints information window in the mission profile.
2. Maps
Added the new Hinterland map (for Grand Battles).
Added multiple objects on maps.
Improved multiple objects on maps.
Balance changes have been made to the following maps:
- Himmelsdorf
- Fisherman's Bay
- Pilsen
- Mannerheim Line
A number of issues have been fixed on the following maps:
- Minsk
- Studzianki
- Westfield
- Ensk
- Serene Coast
Fisherman’s Bay:
- Fixed the issue of the missing house in the central area of the map. The house is placed where it belongs
- The bush next to the house has been made a little larger: thus the bush is similar to the one at the opposite side.
Mannerheim Line:
- Removed the new bushes at squares D8 and B9.
- Removed a bush at square В5.
3. Vehicle Exterior
A new type of customization elements (decals, also called projection Emblems) will be available to both Tier VIII Premiums and all Tier X vehicles.
Added a number of changes to the Exterior interface.
Made from a number of changes to the Exterior interface.
4. Changes to the Store
- Added filters to the Depot functionality: now searching for items takes less time.
- Optimized Store performance.
5. Improvements
- Fixed the issue when non-penetrations of HE shells (that had caused damage) were displayed as penetrations. Now it is clear when an HE shell penetrates the armor or just explodes on its surface. This change will affect missions that require penetrating enemy armor.
- Considering the previous statement, the description of the Master Gunner award was adjusted.
6. Changes to the technical characteristics of the following vehicles:
Germany
- Changed dispersion on turret traverse by 17%
- Changed aiming time from 2.1 to 2 s.
- Improved hull and turret armoring
- Increased velocity of the UBR-412D shell by 20%
- Changed penetration value of the UBR-412D shell from 201 to 221 mm.
- Changed the engine power from 580 to 750 h.p.
- Changed vehicle durability from 1,700 to 1,750 HP
China
- Added the following vehicle for testing by Supertest players: M41D
U.S.S.R.
- Added the following vehicle for testing by Supertest players: Т-50-2
- Added the following vehicle: LT-432
- T-50-2
- Changed the hull traverse speed from 45 to 48 deg / s
- Changed the turret traverse speed from 48 to 52 deg / s
- Changed the cost of sale from 100 to 3,300 gold
Changes to the technical characteristics of the following vehicles:
- Decreased dispersion during movement by 12%
- Decreased dispersion on hull traverse by 12%
- Changed dispersion of the gun from 0.36 to 0.35 m
- Changed dispersion on turret traverse by 25%
- Changed reloading time from 11.5 to 11 s
- Changed aiming time from 2.5 to 2.2 s.
- Improved hull and turret armoring
- Changed the gun depression angle from -5 to -6 degrees
- Changed the ammo rack capacity from 30 to 40 shells
- Added the autoreloading mechanics to the 122 mm D-25TA gun
Sweden
- Added the following vehicle for testing by Supertest players: EMIL 1951
United Kingdom
- Added a transition from the Matilda to the Crusader.