Update 0.22 Art Of War

Update 0.22 is bringing a large number of improvements, issue corrections and features:


 * Commander System Overhaul
 * Improved Vehicle Graphics
 * New Vehicles
 * Chinese-themed Maps – PvP and PvE
 * Global Operations Map Waterway
 * Vehicle Mechanics Changes

Commander System overhaul
The Commander System overhaul, introduced in Update 0.22, replaces the simple commander progression with a complex, sophisticated system, allowing the players to customize their commanders to best suit their gameplay style.

Fifteen levels, many perks and a large number of choices await you! Read more!

Improved Graphics
In Update 0.22, we are significantly increasing the visual quality of Armored Warfare by introducing a new render as well as high quality textures to a number of vehicles.

New Vehicles
In this update, we are introducing a large portion of new vehicles – both progression and premium. The majority of the vehicles are Chinese – we are completing the Zhang Feng Main Battle Tank line with two new MBTs – the Tier 9 Type 99A1 and the Tier 10 Type 99A2. We are also introducing two new low-tier Czechoslovak AFVs for the Czechoslovak and Polish branch, introduced in Update 0.21.

Type 99A1 – Tier 9 Main Battle Tank

This is an advanced version of the Type 99, the first Chinese third generation Main Battle Tank, designed to bring the Chinese armored forces to the 21st century. Armed with a powerful 125mm smoothbore gun, its composite armor hull and turret are chock-full of advanced technologies, including the JD-3 laser dazzler. Around a thousand of these vehicles were built since 2001 and are currently only used in Chinese service. Read more!

Type 99A2 – Tier 10 Main Battle Tank

This is a Type 99A, equipped with experimental technologies. Chief amongst them is the longer variant of the 125mm ZPT-98 cannon (L/55 instead of L/44). Both Type 99s will be very agile and well-protected, but not extremely fast with the 125mm cannon putting it between the T-90MS and the T-14 Armata. Read more!

Type 96 – Tier 6 Main Battle Tank

The Chinese Type 96 Main Battle Tank was developed in the 1990s as a replacement for the aging Type 59-based designs following the Gulf War shock. The design was based on the Type 85 series of export vehicles but the Type 96 was intended for domestic service. Around 2000 were built between 1997 and 2005 and still remain in service. Read more!

Type 96A – Tier 7 Main Battle Tank

This is an upgraded variant of the Type 96 MBT. The idea behind the upgrade was to bring the original Type 96 to the Type 99 level of combat value. The upgrades include improved turret armor and better electronics. Around 1100 Type 96 tanks were upgraded to the Type 96A level and are currently in Chinese service. Read more!

ZBL-08 – Tier 7 Armored Fighting Vehicle

This eight-wheeled Armored Fighting Vehicle is one of the most modern wheeled IFVs of the People’s Liberation Army. Accepted in service in 2009, it provides the crew with solid protection but its true forte is its excellent mobility. Armed with a 30mm autocannon and HJ-73 guided missiles, it poses a serious threat to the majority of enemy vehicles on the battlefield. Read more!

PLZ-89 – Tier 7 Self-Propelled Gun

The PLZ-89 is a Chinese 122mm tracked self-propelled howitzer, first unveiled to public in 1999. Its weapon (a variant of the Soviet 122mm D-30 howitzer) makes it comparable to the popular 2S1 Gvozdika and indeed, it was developed to fit the same role – mobile indirect fire support of infantry and mechanized formations, but the Chinese vehicle use more advanced electronics and equipment. Please note that this vehicle will be restricted to PvE missions. Read more!

PLZ-05 – Tier 9 Self-Propelled Gun

The PLZ-05 is the most modern Chinese tracked artillery system. Entering service in 2008, it was inspired by the American M109A6 Paladin. What makes it stand out is the fact that players can choose from two different weapons – a rapid-fire 155mm L/52 cannon with a clip or an accurate but slow-firing L/54 cannon. Please note that this vehicle will be restricted to PvE missions. Read more!

OT-64 Cobra – Tier 5 Armored Fighting Vehicle

This is the Czechoslovak OT-64 APC, modified with an unmanned Cobra turret, developed in Slovakia by ZŤS Špeciál Trenčín. The low-profile one-man COBRA turret was developed in the late 1990s and early 2000s. It was first shown to the public in 2001. It was designed to improve the firepower of several vehicles, including the OT-64, BMP-1, BTR-70 and the Pandur II. The weapon system could engage both ground and low-flying targets. Read more!

OA-82 Jarmila II – Tier 4 Armored Fighting Vehicle

The Jarmila II armored car was developed in the late 1950s for the Czechoslovak army as a replacement for the Soviet World War 2-era BA-64s. One of the proposed variants was a heavy armored car, armed with two powerful vz.59 82mm recoilless guns. The vehicle was successfully tested but was never accepted in service due to missing production capacities, leading to the purchase of the Hungarian OT-65. Read more!

PTZ-89 – Tier 7 Premium Tank Destroyer

Lacking any advanced main battle tanks in the 1980s as well as proper funding, China resorted to more creative means to destroy enemy MBTs, including gun-equipped tank destroyers. The PTZ-89, or Type 89, is one such vehicle. It was developed in the 1980s, but was only ever produced in small numbers. It was armed with an indigenous 120mm smoothbore gun with loading assistant. Its firepower was judged to be inferior to the Soviet 125mm smoothbore and the caliber was discontinued in the 1990s along with the production of this vehicle. Read more!

ZBD-86 – Tier 3 Premium Armored Fighting Vehicle

The ZBD-86 (also known as WZ-501 or Type 86 IFV) is a Chinese unlicensed copy of the Soviet BMP-1, acquired from Egypt in the 1980s. The vehicle is practically identical to its Soviet counterpart with even its engine being a copy of the original UTD-20, but the Malyutka ATGM launcher was replaced with the HJ-73 Red Arrow missile launcher. By the time it entered service in 1992, it was already obsolete. Read more!

CHINESE-THEMED MAPS – PVP AND PVE
In Update 0.22, we are introducing the brand new Seven Steps map that will take us to South China. The rural area of the Baise region became a battlefield between mercenaries hired to protect civilians and ruthless corporate forces. Local triads have hidden a cache of valuable intelligence along with their ill-gotten fortune somewhere in a local village. Although they were soundly defeated, their secret remains buried in the general area. Commander, take the area and destroy your opponents to begin the search for what might set your forces up for life!

Set in the same region, the enemies are trying to invade a local temple. Stop them at all costs in the Operation Tiger’s Claw mission!

Global Operations Waterway Map
It’s time to return to Panama, commanders – the new Global Operations version of the Waterway map awaits.

This Global Operations map introduces three phases along with three different Wildcards:

The new element is the randomization of the first two phases – you’ll never know which set of goals you start with until the battle starts!
 * Recon UAV
 * Air Strike
 * AC-130 Gunship Strike

Vehicle Mechanics Changes
We are introducing a number of changes to the Armored Warfare vehicle mechanics. The most important ones are:


 * Mobility overhaul (you can read more about that in our developer diary article)
 * Gun Stabilization overhaul (you can read more about that in the dedicated developer diary article)
 * Wheeled vehicle update, making them far easier to control (you can read more about that in our developer diary article)
 * Ready Rack mechanism changes (you can read more about that in our developer diary article)

New Commanders
In Update 0.22, we are introducing the new commander system. The commanders now have 15 levels instead of the previous 5 and each level is named after a military rank. Level 11 or higher is only unlockable for any commander if you have a second commander of the previous level – you have to have at least two Level 10 commanders to progress to Level 11 and so on.

Every level gives the commander one perk that can be unlocked from a newly-designed perk field. Each commander also has a Main Perk, that doesn't need to be unlocked and improves automatically with every level gained.

Please note: Commanders can be reviewed in the new Barracks window in the Garage, where they can be assigned to multiple vehicles
 * Players can convert Global Reputation to Commander XP and train their commanders to Level 10
 * Viktor Kirsanov is now available in exchange for Reputation from the following vehicles: T-55, Type 69, M48A3

You can read more about the Update 0.22 Commander System in our dedicated article.

Economy Changes
We are introducing a number of economy changes to Armored Warfare. These changes are described in a dedicated article. The main changes include:
 * Loot Crates having a 10% chance to award a Loot Crate of higher quality
 * Improvements to Premium and Battle-Hardened Vehicles
 * Compensations for used Consumables
 * PvP and Global Operations Reward Changes
 * PvE Reward Changes (see below)
 * Inactive players receiving any reward

We have rebalanced the PvE rewards to better correspond to the time spent in longer missions. As such, the rewards for missions with multiple objectives depend on the objective order – completing the last objective of a PvE mission will bring significantly more rewards than the last objective. Additionally, for the purposes of rewards, the vehicle Tier modifier was replaced by rewards based on the Tier of enemy vehicles (the change is analogous to the PvP reward update).

Additionally, repair costs were reduced as such:
 * Tier 5 to 10450 Credits
 * Tier 6 to 14500 Credits

Certain shell prices were increased:
 * 30mm 3UBR11 – 387 Credits
 * 40mm APFSDS Slpprj 95LK to 619 Credits
 * 40mm APFSDS Slpprj 90LK to 495 Credits

Certain shell prices were reduced:
 * 30mm L14A3 to 27 Credits
 * 30mm L14A2 to 15 Credits
 * 30mm L13A1 to 8 Credits
 * Swingfire missile to 574 Credits
 * Swingfire SWIG missile to 750 Credits
 * 76mm M352A1 to 79 Credits
 * 76mm XM855 to 592 Credits

Gun Stabilization Overhaul
The stabilization mechanism will also be overhauled – these changes are described in the dedicated article.

Stabilization now depends on gun caliber, vehicle class and Tier. Accuracy loss from firing will also be changed and won't be constant anymore – it will differ from gun to gun.

Main Battle Tanks will be, when standing still, fairly accurate, but will lose more accuracy than other classes:

Light Tanks will be the kings of accurate main caliber fire on the move at short to medium distances and while performing wild maneuvers at break-neck speed. Compared to the Main Battle Tanks, they will lose considerably less accuracy when steering (50% less than the base value) and due to the fact that don't carry – especially on Tier 10 – the weaponry of the same caliber as the MBTs. At the same time, they will lose a lot of accuracy from movement itself to compensate for this.
 * when firing (20% more than the base value)
 * traversing the turret (30% more than the base value)
 * steering (40% more than the base value)

As a result, they will be very accurate on the move at short to medium distances, but their overall accuracy on the move will be reduced at high distances in order for them not to overshadow the Tank Destroyer class in its niche.

Tank Destroyers will be the ultimate snipers of Armored Warfare. They will no longer work as wheeled Light Tanks – their accuracy on the move and while steering will be considerably worse (especially steering will have major negative impact on accuracy). They will be, however, extremely accurate at high distances when not moving fast or performing wild maneuvers and will lose very little accuracy from traversing their turrets or fixed guns to allow them to effectively engage targets when static.

Nation-based changes include:
 * British 120mm gun accuracy increased
 * Leopard 1 and Leopard 2 tanks are defensive weapons in nature, designed to take out their enemies at long distances. As such, they will be 10% more accurate than the MBT average in all situations (the Leopard 2AX Tier 10 will receive another special 25% stabilization boost, making it perhaps the most accurate MBT in the game)
 * Abrams Tanks are universal and generally agile, they will lose 20% less accuracy compared to the other MBTs when steering, promoting active gameplay
 * Russian Tanks are assault weapons, designed to go forward and stop for nothing save for the Atlantic – they will lose 20% less accuracy compared to the other MBTs when going forward
 * Chinese Tanks are comparable to the Russian Tanks but more versatile and more maneuverable. They will lose 15% less accuracy compared to the other MBTs when going forward and 15% less accuracy compared to the other MBTs when steering
 * Challengers are another example of defensive weapons, standing in the way of the enemy like a rock weathering a flood – they will lose 40% less accuracy compared to the other MBTs when traversing their turrets, allowing them to accurately engage different targets while standing still

Vehicle Mobility Overhaul
One of the most important changes in Update 0.22 is the vehicle mobility overhaul, described in a dedicated article.

These include:

The maximum speed and acceleration was also changed as such to make the vehicles more diverse:
 * Overhaul of the way the vehicles interact with ground and different ground types (the ground resistance now depends on vehicle specific ground pressure – in other words, vehicles with wider tracks or wheels will have an advantage)
 * Changes to the interaction with water (the deeper the water is, the slower will the vehicles be)


 * MBTs will now accelerate a bit slower (depending on their power to weight ratio) and the maximum speeds of many MBTs were slightly adjusted
 * MBTs with turbine engines now accelerate differently than the MBTs with diesel engines (turbines accelerate slower initially but reach their maximum speeds significantly faster, while the diesels accelerate well initially but accelerate slower in higher gears)
 * LTs, TDs and AFVs all had their acceleration rebalanced
 * The ability of various vehicles to climb slopes was also adjusted (including the issue where vehicles with damaged engines couldn't climb any slopes)

We also fixed the way many wheeled vehicles control by:
 * Reworking their interaction with various ground types
 * Fixing the suspension of all vehicles
 * Fixing the steer rate for all vehicles
 * Fixing the vehicle behavior at all speeds
 * Improving the vehicle behavior when applying the handbrake (Space Key), leading to awesome drifts
 * Removing the forced slowing down when the vehicle is turning

Last but not least, we reworked the way the wheel damage works – the wheeled vehicle speeds now drops linearly depending on the amount of wheels destroyed. If 25% of all wheels are destroyed, the speed drops by 25% etc. If 75% of all wheels are destroyed, the vehicle stops entirely.

Ready Rack Overhaul
We are also changing the way the Ready Rack works. Ready Rack in real life is the (usually very limited) set of shells that are stored near the gun to allow the loader to load the gun quicker than if he had to reach out to the hull for more ammunition. As such, they are very handy but, usually, the turret design won't allow for high capacity ready racks and once depleted, the loading process becomes much slower.

To reflect this fact, we'll update the Ready Rack mechanism in the following way: Firing the gun resets the Ready Rack reload timer – when the loader is busy loading the gun from a *Ready Rack, he can't be reloading the Ready Rack from the standard ammo rack
 * The Ready Rack will have a limited capacity (much like the standard "clip" autoloader)
 * As long as there are shells left in the Ready Rack, the rate of fire of such a vehicle will be quite high
 * Whenever a shot is fired from the Ready Rack, the Ready Rack automatically fills every several seconds independently on the gun fire (it's not possible to fill the Ready Rack like a clip by pressing C). Unlike standard "clip" autoloaders, this process does not prevent the gun from firing
 * If the Ready Rack is empty, the loader loads the gun directly from the standard ammo rack, increasing the gun reload time to match the Ready Rack reload time

In other words, a tank has two reload times:
 * Gun reload time (example: 2 seconds)
 * Rack reload time (example: 5 seconds)

As long as there are shells in the Ready Rack, the gun can fire every 2 seconds. Not firing makes the loader replenish the Ready Rack with one shell every 5 seconds. Once the rack becomes empty, the loader loads the gun directly and the tank is only capable of firing every 5 seconds. However, not firing fills the ready rack back, allowing the tank to fire faster later.

Please note:
 * Ready Rack reload time is influenced by any bonuses affecting standard loading time (like Loader skill for example)
 * When switching the type of ammunition, the Ready Rack empties completely and starts being loaded from scratch

The vehicles that will feature this Ready Rack in Update 0.22 include:
 * LAV-600
 * Centauro 105
 * Centauro 120
 * AMX-10 RCR
 * Stingray 1
 * Stingray 2
 * Merkava 2D
 * XM1A3 (with its 120mm gun)

Miscellaneous Changes

 * Platoon bonus is now awarded only if there are at least two players in the platoon
 * Reworked the off-road acceleration and hull traverse bonus – earlier, they improved the vehicle parameters even on hardened surfaces, now they only reduce the off-road terrain penalties, but the bonus values have doubled (as a result, the bonus won't work on hard surfaces such as roads, but will significantly improve off-road performance on snow, in the mud etc.)
 * Battle countdown on the Alabino Proving Grounds map and in tutorial missions reduced to 5s
 * Removed the chat from tutorial missions
 * Vehicle sounds now depend on the surface
 * Improved the vehicle collision sounds

Graphics Changes

 * Improved vehicle model details on low settings in the Garage
 * Fixed the issue with the SSAO render on High settings
 * Reworked the graphics presets (changed to Minimum – Low – Medium – High – Ultra)
 * Removed the Very High graphics preset (players who used Very High or Ultra switched to Ultra)
 * Low graphics preset renamed to Minimum
 * A part of the players who used the Medium preset on weak computers had their setting changed to Minimum
 * Render modes renamed
 * Render mode choice was disabled for the Low setting
 * Reduced the RAM client requirements

Vehicles
We are adding the following progression vehicles: And the following premium vehicles:
 * Type 99A1 Tier 9 MBT
 * Type 99A2 Tier 10 MBT
 * Type 96 Tier 6 MBT
 * Type 96A Tier 7 MBT
 * ZBL-08 Tier 7 AFV
 * OT-64 Cobra Tier 5 AFV
 * OA-82 Jarmila II Tier 4 AFV
 * PLZ-89 Tier 7 SPG
 * PLZ-05 Tier 9 SPG


 * PTZ-89 Tier 7 TD
 * ZBD-86 Tier 3 AFV

Ammunition Mechanism Changes
We've reworked the way the HESH rounds work. Now they completely ignore armor sloping of up to 75 degrees and partially even steeper slopes. The armor decreases their potential damage to 50% at most, but they now deal massive damage to internal modules and crewmembers.

We've also reworked the way HE rounds work. When calculating the splash radius damage value, instead of the biggest damage due to the thinnest armor within the splash radius, they will take the average damage value in the entire splash area into account. If the maximum determined damage value exceeds the average value by 33%, the 33% will act as a limit (effectively capping the maximum damage value at 133% percent of the average damage value). In practice, this change will limit the massively damaging turret ring HE shots and other unintended HE behavior.

Other ammunition changes:


 * HEAT-MP rounds will receive an additional HE mechanism, allowing them to deal damage even with non-penetrating hits
 * Player control over the majority of guided missiles was improved
 * The initial velocity of ATGMs significantly improved – they will now accelerate to their maximum velocity much faster
 * 105mm shells were re-distributed to the correct vehicles, their penetration, damage and price values were fixed
 * The HEAT tooltip now displays the damage bonus better, including the actual maximum damage based on the base shell damage

General Changes
Newly purchased vehicles now come with a full complement of ammunition When the battle is started, all vehicles (with the exception of artillery) will start with their weapons already loaded Autocannon accuracy kicks back in not immediately after a shot, but with a slight delay – this change improves the player control over recoil The Reinforced Ammo Rack retrofit now, apart from the ammo rack hitpoint bonus, reduces the ammo rack detonation chance by 33% (66% for v2) The Secured Ammunition Loader skill now, instead of increasing the ammo rack hitpoints, reduces the rate of fire penalty for damaged ammo rack and gun breech Tier 7 to Tier 10 MBTs and LTs had their side armor adjusted so that it would become vulnerable (to a limited degree) to autocannons Kontakt-1 ERA thickness is now 15mm for all vehicles


 * 2S1 Gvozdika

Gun mantlet armor is now 35mm thick
 * 9910

Fixed the bug that caused the APFSDS rate of fire to be lower than the HEAT one The reload time for all shells was changed from 8,5s to 8s Changed the hull traverse rate
 * BMD-1

Hitpoints changed from 1735 to 1550
 * BMD-1P

Hitpoints changed from 1745 to 1550
 * BMD-2

Hitpoints changed from 1790 to 1590 Fixed the weight value (now it equals to 8333kg)
 * BMD-2M

Hitpoints changed from 1825 to 1725
 * BMD-4

Hitpoints changed from 1825 to 1750
 * BMP-2

9M111-2 Fagot ATGM penetration increased from 400 to 430mm
 * BMP-3

Hitpoints changed from 1925 to 1950
 * BMP-3M

Fixed the smoke grenades to work properly
 * BMPT Terminator-2

Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
 * BVP Šakal

Hitpoints changed from 1840 to 1920
 * C1 Ariete

Changed the hull traverse rate
 * CRAB

ATGM clip reload time decreased from 24s to 20s The delay between ATGM shots decreased from 4s to 2,3s The vehicle now gets a 66 round clip for its autocannon (reload time 8s) Damage per autocannon round reduced from 40 to 30 Rate of fire increased from 300 to 500 rounds per minute Turret traverse rate increased to 60 degrees per second Hitpoints changed from 1765 to 1685 The camouflage penalty for launching an ATGM reduced
 * Challenger 1

L26A1 APDS damage increased from 500 to 575 L27A1 APDS damage increased from 560 to 600 Fixed the side armor
 * Challenger 2

L27A1 APDS damage increased from 560 to 600
 * Challenger FALCON

Changed the hull traverse rate
 * Chieftain Mk.2

HESH penetration increased from 240 to 265mm L15 APDS damage increased from 480 to 530 L15A2 APDS damage increased from 480 to 530
 * Chieftain Mk.10

L15A2 APDS damage increased from 480 to 530 L15A3 APDS damage increased from 490 to 530
 * Chieftain 900

L15A3 APDS damage increased from 490 to 530 L23A1 APFSDS damage increased from 500 to 540 Changed the hull traverse rate
 * ERC 90 F4

Hitpoints changed from 1735 to 1635
 * FV107 Scimitar

Hitpoints changed from 1725 to 1520
 * FV510 Warrior MILAN

ATGM reload time decreased from 8,2s to 6,5s Hitpoints changed from 2030 to 2075 The camouflage penalty for launching an ATGM reduced
 * FV721 Fox

Hitpoints changed from 1715 to 1485
 * Kampfpanzer 70

Added side armor
 * KTO Rosomak

The armor was adjusted to the same values as on the KTO Rosomak M1 The autocannon now has a correct Upgrade icon
 * LAV-150

Hitpoints changed from 1765 to 1650
 * LAV-150 90

Hitpoints changed from 1765 to 1650
 * Leopard 2

Changed the hull traverse rate
 * Leopard 2A5

Adjusted the armor model to better correspond to the visual model
 * Leopard 2A6

Adjusted the armor model to better correspond to the visual model
 * Leopard 2AV

Changed the hull traverse rate
 * Leopard 2AX

APS arc of operation increased from 60 degrees to 360 degrees Adjusted the armor model to better correspond to the visual model
 * M1 Abrams

Changed the hull traverse rate
 * M1128 Stryker

Fixed a large number of armor bugs
 * M2A3 Bradley

ATGM reload time decreased from 18s to 15s The previously improved Mk.258 ammunition becomes stock The vehicle receives a new ammunition type (40mm Caseless Super Forty) instead of the Mk.258 ammunition that became stock Hitpoints changed from 2030 to 2170
 * M60-2000

Changed the hull traverse rate
 * MBT-70

Added side armor
 * Merkava 2D

Increased the Ready Rack capacity to 4 rounds Reload time decreased to 3s
 * Object 430

Fixed the side armor
 * PL-01

APS arc of operation increased to 360 degrees
 * SPHINX

ATGM reload time decreased from 12s to 10s
 * Stingray 2

Stock APFSDS changed to M774 Improved APFSDS changed to M833
 * T-15

3UOF21 HE round penetration reduced from 11 to 10mm Fixed the Garage turret armor thickness values
 * T-55

Fixed the turret armor to match the Garage values Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
 * T-55M1

Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
 * T-62

Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
 * T-64A Mod.1969

The HEAT round was changed to 3VBK10 (penetration reduced to 450mm) Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
 * T-64A Mod.1976

HEAT damage reduced from 570 to 560 Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
 * T-64AV Hunter

HEAT damage reduced from 570 to 560 Significantly overhauled the armor performance to increase the predictability of impacts when firing at it
 * T-72A

The 3VOF36 shell was replaced by the 3VOF22 Significantly reduced the turret side, turret roof and turret rear armor
 * T-72AV (Premium)

The 3VOF36 shell was replaced by the 3VOF22
 * T-72B

Significantly reduced the turret side, turret roof and turret rear armor Changed the hull traverse rate
 * T-72B3

Fixed the bugged ammo rack repair time The vehicle now has a 1130hp V-92S2F engine
 * T-80

The 3VOF36 shell was replaced by the 3VOF22 Changed the hull traverse rate
 * T-80B

Changed the hull traverse rate
 * T-80U

Fixed the bug that caused the vehicle to catch fire from any fuel tank damage Changed the hull traverse rate
 * T-90MS

Fixed the incorrect armor type tooltip in the garage armor description
 * Type 99

Reload time increased from 7,5s to 8s
 * VBL INGWE

Clip reload time decreased from 26s to 24s The delay between ATGM shots decreased from 3s to 2s Hitpoints changed from 1080 to 1280
 * VBL TOW

Reload time increased from 15s to 16s Hitpoints changed from 1080 to 1280
 * VBR

Clip reload time decreased from 25s to 16s The delay between ATGM shots decreased from 3s to 1,8s The vehicle now gets a 100 round clip for its autocannon (reload time 10s) Damage per autocannon round reduced from 30 to 20 Rate of fire increased from 300 to 750 rounds per minute Turret traverse rate increased to 60 degrees per second The camouflage penalty for launching an ATGM reduced
 * Wiesel 1 HOT

Hitpoints changed from 1000 to 1180
 * Wiesel 1 TOW

Reload time increased from 11s to 14s Hitpoints changed from 1000 to 1180
 * WPB Anders

Fixed the bug that caused the camouflage penalty for firing to be calculated incorrectly Fixed the bug that caused a reload time increase with wounded gunner Fixed the bug that, when the autoloader got destroyed, caused the reload time to not increase as it should have Changed the hull traverse rate The vehicle now gets a 75 round clip for its autocannon (reload time 14s) Damage per autocannon round reduced to 20 Rate of fire increased to 600 rounds per minute Hitpoints changed from 1745 to 1645
 * WZ-1224
 * XM1A3
 * XM800T

Player versus Player

 * Added a new map: Seven Steps
 * Fixed the collision models of many bushes
 * Improved the damage model of many in-game environmental objects
 * Medium settings for all PvP maps now have the grass disabled for the Encounter mode
 * Added extra information about the type of the battle to the game panel
 * Chemical Plant – bunker texture improved
 * Chemical Plant – fixed the stones that hovered in the air
 * Lost Island – water spray animation now corresponds to the ship speed
 * Lost Island – fixed the transparent glass textures on low graphics settings
 * Port Storm – fixed the stone materiel issues
 * Port Storm – the sky now looks more realistic
 * Port Storm – driving on paved surfaces is now different from driving on sand
 * Port Storm – fixed the road textures on low graphics settings
 * River Point – removed the invisible barrier on the rocks
 * River Point – fixed the building models on low graphics settings
 * Pipelines – fixed the signpost that shrunk with damage
 * Pipelines – fixed the water color
 * Ghost Field – improved the map lighting
 * Ghost Field – fixed the stone textures that were too bright
 * Ghost Field – fixed the road textures and levitating grass
 * Waterway – fixed the low-res bridge beam textures on low graphics settings
 * Waterway – fixed the issue with some objects not being displayed on low graphics settings
 * Waterway – fixed the missing building textures on low graphics settings
 * Waterway – reworked the southern part of the map
 * Waterway – removed some objects that were interfering with gameplay
 * Waterway – changed the spawn points for all modes
 * Waterway – changed the location of the base for the Capture mode
 * Tropical Coast – foliage is now not illuminated anymore in the Capture mode
 * Tropical Coast – low graphics settings now don't display the rain
 * Tropical Coast – the pier is now destructible
 * Tropical Coast – the fences near E2 are now destructible
 * Tropical Coast – spawn markers were added to the Encounter mode minimap
 * Cold Strike – spawn markers were added to the Encounter mode minimap
 * Cold Strike – the stone at F0 was made smaller because it gave one side an advantage
 * Roughneck – fixed the indestructible trees

Global Operations

 * Added a new map: Waterway
 * The Global Operations mode is now marked as PvP in the Garage mode menu
 * Fixed the collision models of many bushes
 * Improved the damage model of many in-game environmental objects
 * Roughneck – fixed the issue that prevented the repair icon and timer from activating
 * Fixed the target silhouette when aiming at enemy bunkers and UAVs
 * Fixed the issue with the spawn point selection
 * Fixed the bunker shell name that appears when a player is destroyed by a bunker
 * Increased the hitpoints of the AC-130
 * Added the AC-130 destruction effect

Player versus Environment

 * Added a new mission based on the Seven Steps map: Tiger's Claw
 * The APS activation distance in PvE is lowered by 50% (if the APS normally activates at 200m, it will activate at 100m instead)
 * Introduced the PvE reward improvements (see the Economy section)
 * Fixed the collision models of many bushes
 * Improved the damage model of many in-game environmental objects
 * Hydra – the map was overhauled to fit the recently updated Narrows map, improving the visual quality and some cut-scenes, the mission was completely rebalanced, the Mi-8 helicopter model now has rockets
 * Perseus – the map was overhauled to fit the recently updated Narrows map, improving the visual quality and some cut-scenes, the mission was completely rebalanced
 * AI opponents can now block player base capture – if a player is capturing a base and an AI opponent enters the base circle area, the capture is blocked until it leaves or is destroyed

User Interface

 * Players can now compare two vehicles in the Garage using a special new interface
 * Overhauled the Inventory User Interface
 * The post-match results window now doesn't display the rows that were previously empty (filled with dashes)
 * The dark Garage window background no longer disappears after changing the graphics settings
 * Avatar icons were overhauled for the new UI style
 * The queue window no longer disappear when changing the Garage
 * Fixed the issue that caused players to invite wrong players as friends when attempting to do so from the post-match results window
 * Clicking the Booster icon now opens the Inventory window
 * Fixed the flickering that appeared before the loading screen
 * If a player opens another player's Dossier from the post-match window, the interface closes and the player goes directly to the Dossier
 * Broken wheel module battle UI tooltip now displays the speed reduction correctly
 * Fixed the incorrect Retrofit notification mechanism
 * Fixed the incorrect current task button in the tutorial mission
 * Fixed the incorrect spotted enemies count in the post-match results window
 * Removed the incorrect notification about the battle results being shared on Social Media
 * Overhauled the post-match results detailed window to account for the reworked modifiers
 * Fixed the bug that caused random damage numbers to appear during a ricochet
 * Fixed the post-match results window for Observers in Custom Matches
 * Removed the text displaying what vehicle was used to obtain a Tier 9 or Tier 10 token
 * Compensation for team damage now displays in the post-match results window
 * Improved the confirmation pop-up when installing upgrades

Issues and Corrections

 * Fixed the bug where the Dragoon 300 and LAV-150 90 had different damage and penetration values for the same shells
 * Fixed the bug that prevented kinetic rounds from shattering upon ricochet
 * Fixed the shell names for the L11A5 gun
 * Fixed the bugged name for the Leopard 2 APFSDS shell (renamed from DM33 to DM23)
 * Fixed the Taifun II shell name
 * Fixed the Palmaria HE shell name
 * Fixed the rare bug that caused incorrect reload time to appear after ammo rack damage
 * Fixed the bug that caused the reload time to receive lower damage penalty than it should have upon autoloader mechanism damage
 * Fixed the bug that caused the Type 62 LT to receive reduced damage to its commander cupola
 * Fixed the incorrect Garage armor values for XM, Centauro 105, Centauro 120 and Centauro 155
 * Fixed the bug that caused all vehicles not to lose camouflage when firing while moving
 * Fixed the Light Tank class description (removed the part about off-road penalties)
 * Fixed the Abrams series APS description
 * Fixed the Relikt ERA description
 * Fixed the incorrect decal appearance for the Axe decal
 * Fixed the bug that caused an upgraded gun with an autoloader clip to become impossible to reload after it got fixed again
 * Fixed the Wilk XC8 improved armor icon
 * Fixed the bug that caused the cursor to not appear if the cursor appearance button was bound to a mouse click
 * Fixed the nickname issues on the Alabino map
 * Fixed Swingfire module icons
 * Fixed a bug that sometimes caused the game to crash when returning to the garage
 * Fixed a rare physics bug connected to sharp ATGM direction changes
 * Fixed a bug that occasionally caused the in-game browser to crash
 * Fixed a bug that caused the client to crash in replays
 * Fixed a bug that caused the camera to sometimes rotate when players paused a replay
 * After disconnecting from a social network, you no longer re-connect to it automatically and the password has to be re-submitted

Commanders

 * Perks of many commanders rebalanced compared to the initial PTS build, multiple bugged perks were fixed
 * The reset button is now not active if the commander has no selected perks to reset
 * Improved the bonus of Commander perks triggered by using consumables
 * When leveling up, the Commander will now automatically receive the highest available rank
 * The Reset button now displays commander's tier after reset
 * Fixed the Reset button that wasn't working
 * Fixed the bug where players could interact with the commanders (change their perks) while a vehicle with them was in queue
 * Perk selection will now highlight Perks

General Changes

 * Fixed numerous small localization issues (placeholder texts, broken texts etc.)
 * Fixed several UI issues (such as incorrectly appearing selected perks)
 * Automatic Fire Extinguisher renamed to Improved Fire Extinguisher (it will no longer activate automatically – now it requires manual activation but has three charges with 90 seconds reload time, it has a passive bonus reducing the fire duration and fire probability by half)
 * Basic Fire Extinguisher also reduces the fire duration by half passively (does not stack with automatic fire extinguisher if both are equipped)
 * Changed several UI elements of the Dealer window (vehicles will now appear as one Tier 1 to Tier 8 bloc)
 * Fixed a large number of bugs causing the client to become unstable

Vehicles

 * Chinese high-Tier MBTs now have the "boost" ability, increasing their maximum speed and acceleration
 * Updated gun stabilization for Type 96, Type 99A and OA-82 Jarmila 2
 * Chieftain Mk.6 will have its acceleration buffed to Mk.10 level
 * Fixed the bug where tanks could climb slopes faster on reverse than going forward
 * Fixed the bug that caused some wheeled vehicles to tip over on their side at the launch of the battle
 * Type 99A rate of fire buffed to 6,7 rounds per minute
 * 9910 125-IIIM shell damage reduced from 640 to 620
 * Type 99 125-III shell damage reduced from 640 to 620
 * Type 99 125-IIIM shell penetration reduced from 720 to 680mm, damage reduced from 680 to 630
 * Type 99A Type III shell penetration increased from 650mm to 680mm, damage reduced from 640 to 630
 * Type 99A2 Type III shell penetration reduced from 750 to 720mm, damage reduced from 700 to 660mm
 * Type 99A2 Type IIIDU penetration reduced from 830 to 800mm
 * Improved the mantlet armor of Chieftain Mk.2 and Chieftain Mk.10
 * Chieftain Mk.2, Mk.6 and Mk.10 will receive thicker upper frontal plate, lower frontal plate and side armor
 * Updated the armor model of M1, M1A1, M1A2, M1A2 SEP V3 and XM1A3
 * Slightly reduced turret and turret ring armor of Type 99A and Type 99A2
 * Fixed the bug that caused the additional turret armor of the Chieftain Mk.6 and Chieftain Mk.10 tanks to not work
 * Chieftain Mk.6 will receive a small camouflage factor buff (1,8%) due to its camo net turret

Issues and Corrections

 * Fixed the bug where the OT-64 Cobra didn't act as an amphibious vehicle (the drown timer was too short)
 * Fixed the bug that caused decals not to appear with camouflage on FV510 Warrior, C1 Ariete
 * Fixed an issue on a large number of models where camouflage appeared where it shouldn't have (tracks, bottom etc.)
 * Fixed the bug that caused the M1A1 and M1A2 visual model to break when players install the ERA kit and camouflage at the same time
 * Fixed the bugged M60-2000, T-72A Victory, C1 Ariete, visual model (camouflage displaying)
 * Fixed the track texture for FV510 Warrior MILAN and Leopard 2A6
 * Reduced the bugged weight of ZBD-86 from 21 tons to the correct 13.3 tons
 * Fixed the ZBD-86 and ZBL-08 engines
 * Fixed the strange black textures of Chieftain 900, T-64A, Stingray 2, all BMD vehicles, M109, OA-82 Jarmila 2
 * Fixed the bugged reload time penalty for losing your loader on PLZ-89
 * Fixed the invulnerable Jarmila gunner and commander sights
 * Fixed the visuals of various objects attached to vehicle hulls (pickaxes, backpacks etc.)
 * Fixed the bugged VBL INGWE and VBL TOW visual models (textures appearing in low resolution)
 * Fixed the Challenger 2 and Challenge 2 ATDU track animation
 * Fixed the muzzle brake model on several vehicles
 * Fixed the ERA and cage textures on Type 96A visual model
 * Fixed the bug that allowed fully unlocked and premium vehicles to further collect progress Reputation beyond their maximum limit
 * Fixed the bug that caused AMX 10 RCR wheels to appear as if they were destroyed
 * Fixed the incorrectly displayed amount of loot crates in the new inventory (if a player had over 100, it always displayed 99 at most)
 * Fixed the bug that caused the received achievement medals to not appear correctly on the post-match results screen
 * Fixed the bug where AC-130 wildcard fire appeared as player shot in post-match statistics window
 * Fixed the incorrect tutorial map building textures on low details

General Changes

 * Wounding the loader or the gunner on vehicles with automatically loaded guns will no longer reduce the rate of fire – instead, the autoloader magazine will take longer to load
 * Fixed an issue causing shells to not penetrate even though the penetration indicator was marked green
 * Fixed the bug that caused Commander Insignia and booster to not improve Commander XP income
 * Fixed a number of bugs causing client crashes
 * Fixed the broken voice chat in the game
 * Fixed the bug that caused a crash when players attempted to view replays

Vehicles

 * Type 99A and Type 99A2 now receive full damage when hitting the hatches on top of the turret
 * Improved the Type 96 APFSDS ammunition
 * Improved the thickness of the weld between upper frontal plate and lower frontal plate of all the Abrams tanks
 * Type 62, C1 Ariete and Type 99 armor model overhauled
 * Type 99A and Type 99A2 APFSDS round velocity reduced from 2000 m/s to 1750 m/s
 * 30mm HE ammunition penetration of the M2A3 Bradley reduced from 45mm to 10mm
 * OT-64 COBRA ATGM reload time reduced to 14 seconds
 * Centauro 105 and Centauro 120 hull now has ERA blocs
 * Removed the option to change Challenger 1 FALCON base color
 * Fixed the incorrect black texture spots on the following models: C1 Ariete, FV721 Fox, LAV-300, Leopard 2A4 Evolution, M2A3 Bradley, M41 Walker Bulldog, M109, M109A6 Paladin, Type 96, Type 96A, RDF/LT, Wiesel 1 TOW, Wiesel 1 HOT
 * Fixed the destroyed tank model for Type 96, Type 96A, Type 99 and M109
 * Fixed the gun model clipping of Merkava 2D
 * Fixed the incorrect texture of wheeled vehicle wheel cover
 * Fixed the track model for the following vehicles: M2A3 Bradley, Type 99A2, Type 99A, T-15, Leopard 2AX, Leopard 2A6, Palmaria, FV438 Swingfire, M1 Abrams, Leopard 1, T-64A mod. 1969, FV433 Abbot, FV433 Abbot VE, AMX-10P PAC 90, AMX-10P PAC 90 Merc, AMX-10P PAC 90 Fox, Stingray
 * Fixed the muzzle brake model of several vehicles
 * Fixed the bug that made the WPB Anders APS model to appear grey under certain angles
 * Fixed the bug that caused the Type 80-II tracks to receive camouflage along with the tank hull
 * Fixed the bug that caused a second decal not to appear on Centauro 120, OT-64 Cobra
 * Fixed the Leopard 1A1 rear view mirror texture
 * Fixed the bug that caused the camouflage to appear on T-90A’s rubber skirts
 * Fixed the glass texture for IR-projector textures
 * Fixed the missing OT-64 Cobra turret textures
 * Fixed the Zhalo-S gun sights visual model
 * Fixed the Type 62 firing visual effect
 * Fixed the bug that caused the improved tracks of the BMD-2M to not improve its off-road capabilities
 * Fixed the bugged weight in the XM1A3 UI
 * Fixed the bug that caused the ammunition loading to work incorrectly when the player selects a different type of ammunition for his next shot
 * Fixed the bug that caused the M113 ACAV to be unable to fire after its ammo rack was repaired using a consumable
 * Fixed the Type 96 mantlet texture
 * Fixed the bug that caused the T-72B3 to have incorrect (too slow) reload time after its ammo rack got damaged
 * Fixed the destroyed vehicle smoke animation
 * Fixed the bugged turret traverse animation on low details on the M109A6 Paladin
 * Fixed the bug that caused the Battalion decal to not appear on Challenger 2 model
 * Fixed the bug that caused decals to stop appearing when using camouflage on the Abbot VE
 * Fixed the missing textures of the destroyed CRAB model
 * Fixed the excessive accuracy loss during long bursts of the BMPT Terminator
 * Fixed the incorrectly colored M1A1 mantlet
 * Fixed the bugged camouflage on the following vehicles: BMPT Terminator, BMPT Prototype, T-72 Ural, Challenger 2 ATDU, LAV-600, Leopard 2A6, M1A2, M1128 MGS, M1A2 Abrams SEP v3, SPHINX, T92 ACAV, T92 LT, Type 62, Type 85-IIM, Type 99A, Type 99A2, VFM Mk. 5, XM1A3

Maps

 * Waterway: changed the position of capture points, changed the position and amount of bunkers, changed the positioning of the trains
 * Added a bunker timer to GLOPS
 * Fixed the bugged Waterway GLOPS bunkers (appeared on minimap incorrectly, issues with their silhouettes), fixed the bugged bunker slot near the railway bridge
 * Fixed the Tiger’s Claw reward coefficients
 * Fixed the bug that caused the launchers on the Hydra map to become destructible only when firing at them up close

User Interface
The post-battle results window now highlights a player that destroyed you
 * Commanders can now be correctly assigned to vehicles from the Barracks window
 * Barrack now have a number of new explanatory tooltips
 * Empty commander perk slots will now highlight upon mouseover
 * Engine module tooltips now also show acceleration to maximum speed
 * Fixed the commander perk bonus display for next Tiers
 * Fixed the incorrectly appearing “team damage” section in the post-battle results detailed table
 * Fixed the bugged news strip (the “black strip” from the last 0.21 hotfix)
 * Fixed bugged icons of perks that activate when the vehicle fully repairs in battle (either in GLOPS or in PvE)
 * Fixed the bug that caused the vehicle UI to display the vehicle parameters with commander bonuses even though the commander underwent a perk reset
 * Fixed GLOPS base and wildcard icons
 * Fixed the bug that caused the hitpoint indicator to appear incorrectly (too low) in PvP
 * Fixed the “Camouflage” Perk display
 * Fixed the bugged map names in the Replay window