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Steam Trading Cards, Badges, Emoticons, and Backgrounds Are Here!

Commanders!
Today we are adding 12 rare and precious trading cards and 6 badges for World of Tanks. There are also 3 backgrounds to adorn your profile with, and 5 emoticons to help you express yourself.

[h2]Trading Cards[/h2]
11 cards represent 11 nations from the game and the last one symbolizes love of World of Tanks. Each of the 11 tanks shown on the cards is a Tier X vehicle, the apex of its research branch. Before putting a tank like these into your Garage, you need to go through hundreds of battles on Tier I to IX vehicles.
This long journey is a big part of World of Tanks gameplay. You learn the basics throughout Tiers I to IV, find your favorite vehicles on Tiers V to VII, and refine your playstyle on Tiers VIII to X.

Play World of Tanks and have some Tier X tanks in the game and on the Steam cards!

[h3]Let's take a look at some of the cards.[/h3]



[h2]How to get some cards?[/h2]
For all F2P games on Steam each $9 spent grant one card drop, but it's just a bonus; don't forget you can also craft booster packs using gems, which is cheaper. For turning a pack of cards into a game badge, you'll receive random rewards from a set of game-related items—unique emoticons and backgrounds. If you want a specific item only, you can trade or buy it on the market directly.
NOTE: If you've spent some funds in World of Tanks on Steam, check the inventory notifications—there already might be some cards waiting for you!

[h2]What else can I do with cards?[/h2]
After receiving one of the trading cards, you can see the full image and use it as a wallpaper.
You can always sell them over to the connoisseurs at the Steam Market.

[h3]More info on:[/h3]
 Steam Trading Cards 
 Steam Trading Cards FAQ 
 Community Market 
Steam trading, trade offers and recommended trading practices.

Expand your collection of cards! Collect them all!

Coming Along With the 1.14 Update: The Safe Haven Map

Commanders!

Update 1.14 will introduce the Safe Haven map to World of Tanks. This location, set in Japan during a period of immense economic growth, features novelties related both to gameplay (which may become “double-decked” in one spot) and to visual design. Let’s take a closer look at Safe Haven!



[previewyoutube][/previewyoutube]

[h2]Look and Feel[/h2]
Basking in the warm sunlight of a summer morning, Safe Haven features many elements that knowledgeable players will easily recognize as Japanese. While there’s no direct real-world prototype for the location, its topography is based on the Chūgoku region in southwestern Honshu—specifically on the area adjacent to the Seto Inland Sea. The area is visibly populated, with countless patches of cultivated land, a fishing village beyond the playable area, and a landmark site atop a hill as an embodiment of the spirit of the entire location. The site is indestructible and cannot be accessed by players.


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The modern age is represented on the map by the massive structures of the seaport. The vast complex, featuring two covered drydocks and coastal defense bunkers, used to be a navy facility. It’s now demilitarized, with two large barges moored in long deep-water quays, ready to be loaded with goods. A tall crane of a traditionally Japanese design towers over the area, ready to perform the task. Another iconic Japanese industrial-age structure is the truss bridge in the hills.

Smaller unique features designed specifically for Safe Haven include cars, road markings in Japanese, and traditional houses in the old village on the coast beyond the playable area. Alas, there’s no perfect harmony between the old and the new here, as the commercial port infrastructure is encroaching upon this peaceful idyll.

[h2]Gameplay[/h2]
Safe Haven is a spacious map (1,000x1,000 meters) that is available only for Standard Battles in Tier IV–X vehicles. Gameplay-wise, the location can be divided into two large zones. The concrete-clad harbor suits well-armored heavies and assault TDs, offering them good (and, in some places, nearly complete) protection from artillery fire, plus a number of chokepoints to brawl for. The low hills farther inland form a large and picturesque green area which favors faster and less-armored vehicles. Ambush TDs and SPGs will also find some cozy positions here.


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[h2]Music[/h2]
The soundtrack to the Safe Haven map is the result of collaboration between the World of Tanks audio team and Akira Yamaoka, renowned composer of Silent Hill fame. The interesting twist is that Mr. Yamaoka had delivered a tanks-themed, Japan-flavored suite well before the map took its shape. Therefore, one could say that the spirit of the location was born and, for a time, existed in a purely musical form (like in many a creation myth), only to later unfold completely into a place where you can show your battle prowess against a beautiful backdrop.

Gather your strength, Commanders, and get ready to roll out on a new battlefield!

Improved Field Modification: Second Common Test of Update 1.14

Greetings, Commanders!
After completing the Sandbox server test of Field Modification, we thoroughly analyzed all feedback and data we had obtained. Following the test results, we improved certain aspects of Field Modification that had been widely discussed during the Sandbox testing.

In the second Common Test of Update 1.14, we’ll offer you the newest version of Field Modification.



[h2]Field Modification: A Feature to Tweak Your Favorite Tanks[/h2]
Let's take a quick look at the core mechanics of Field Modification and how they can benefit your favorite vehicles.

Field Modification is available for all Tier VI–X vehicles (including Collectors', special, and Premium vehicles but excluding rentals and vehicles from various special game modes, such as Steel Hunter or Mirny-13). In a nutshell, Field Modification is a set of tools for fine-tuning specific technical characteristics of your tanks, which will become available once they acquire Elite status.

Field Modification consists of three types of modifications that players can make to a vehicle's technical parameters or setup:
  • Standard. These are unlocked using Combat or Free XP when the Field Modification level is increased. Standard Modifications provide a small boost to one characteristic, depending on the vehicle combat role.
  • Dual. These are purchased using credits and allow your vehicle's characteristics to be redistributed so that it becomes more effective in one aspect at the cost of another.
  • Special. The first two of these are available for Tier VI and VII vehicles, and the third for Tier VIII–X vehicles. The first Special Modification enables the Essentials Loadout, an alternative set of shells and consumables. The second Special Modification provides you with the Auxiliary Loadout, an alternative set of equipment and directives. The third Special Modification allows you to assign a category to a second equipment slot.

Together, these modifications form the Modification Tree. Upon researching and purchasing modifications, you'll improve your vehicles by slightly increasing their technical characteristics to suit your needs.

Modifications affect vehicle parameters and thus the balance of the game in general. As a result, there may be some changes to numerical values in modifications in the future if we see that they are needed to maintain optimal vehicle balance.

When making decisions about Dual Modifications, pay attention to the values of specific vehicle parameters that change in the Field Modification window rather than the rating and fluctuations of the performance scale in the Garage.



If a Personal Mission requires your vehicle to have a specific piece of equipment or directive, those should be placed into the Main Configuration.

All Tier VI–X vehicles with access to Field Modification receive a special parameter: role. There is a total of 15 roles, like Assault Heavy Tank, Breakthrough Heavy Tank, and Versatile Medium Tank, to name a few. The Modification Tree is created for each vehicle with regard to its specific combat role, so the technical adjustments that vehicles of different roles receive from modifications may vary, even if they are of the same tank role.

Field Modification is designed to help you discover new facets of your gameplay and take a fresh look at the strengths of your favorite vehicles. It should not be considered a compulsory addition to the main Tech Tree, but it will make playing some of your tanks even more special and enjoyable.

[h2]Field Modification: Balance Improvements[/h2]
Results from the Sandbox survey show us that most of you liked the general concept of Field Modification and were positive about adding this functionality to the game. You generally appreciated the opportunity to fine-tune your favorite vehicles to your personal playstyle, so the core mechanics of Field Modification remain unchanged.

However, some of you had questions about higher bonuses from Standard Modifications for Tier IX and X vehicles and perceived unbalanced choices in some Dual Modifications. There were also some other concerns about improvements to parameters, which were considered excessive for certain vehicles, such as SPGs or wheeled vehicles.

We have carefully examined all these issues and made the necessary balance improvements. Now, Field Modification has a more balanced and consistent progression system for all vehicles. Individual tanks no longer see their performance fall below acceptable levels, regardless of what role they play in battle.

With your feedback, we adjusted the following Dual Modifications and the parameters they affect:

[h3]Light Tanks[/h3]
  • All roles: reduced effects in the 3rd Dual Modification
  • Wheeled light tanks: reduced effects in the 5th Dual Modification
  • Versatile light tanks: reduced effects in both the 4th and 5th Dual Modifications

[h3]Tank Destroyers[/h3]
  • All roles: reduced effects in the 3rd Dual Modification
  • Support tank destroyers: increased HP in both the 4th and 5th Dual Modifications
  • Sniper tank destroyers: slightly reduced effects in the 5th Dual Modification
  • Versatile tank destroyers: reduced effects in the 5th Dual Modification
  • Assault tank destroyers: reduced effects in the 5th Dual Modification

[h3]SPGs[/h3]
  • Slightly reduced effects in both the 1st and 5th Dual Modifications
  • Changed the standard concealment bonus for both the 1st and 3rd Dual Modifications

[h3]Medium Tanks[/h3]
  • All roles: reduced the chassis and turret traverse bonus in the 1st Dual Modification, removed turret stabilization from the 2nd Dual Modification, and reduced the repair speed bonus in the 3rd Dual Modification
  • Sniper medium tanks: reduced effects in the 5th Dual Modification
  • Versatile medium tanks: slightly reduced effects in both the 4th and 5th Dual Modifications
  • Assault medium tanks: slightly reduced effects in the 4th Dual Modification; added turret stabilization and increased the view range bonus in the 5th Dual Modification

[h3]Heavy Tanks[/h3]
  • All roles: changed the composition of both the 1st and 3rd Dual Modifications by removing excessive mobility
  • Support heavy tanks: changed the composition of both the 4th and 5th Dual Modifications—removed turret stabilization in the 4th Dual Modification and improved aiming time in the 5th Dual Modification
  • Breakthrough heavy tanks: reduced the stabilization bonus in the 5th Dual Modification
  • Versatile heavy tanks: removed forward speed in the 4th Dual Modification; removed turret stabilization and reduced the resistance bonus to HE shells in the 5th Dual Modification
  • Assault heavy tanks: reduced the resistance bonus to HE shells in the 4th Dual Modification and reduced the repair speed bonus in the 5th Dual Modification


[h3]Adjusted Dual Modifications[/h3]
We also reduced the bonuses of all vehicle combat roles at Levels VII and VIII of Field Modification.

Lastly, we listened to your concerns about the costs of increasing Field Modification Levels and purchasing Dual Modifications across various vehicle tiers. Now, depending on the vehicle tier, costs will be different, with the lowest ones for Tier VI tanks.

Vehicle Tier
XP Required
Cost in Credits
Cost of Changing the Category of the Second Equipment Slot in Credits
VI
3500
10000
10000
VII
7000
25000
25000
VIII
11500
50000
50000
IX
20000
100000
100000
X
28000
150000
150000


[h2]Comparison Window Improvement[/h2]
Another very important change to Field Modification is the improved comparison window, which will now support the following functionality: You can add several vehicles (or multiple different configurations of the same vehicle) for comparison and, by entering advanced settings, apply various modifications that include all possible changes to characteristics. This option will help you understand how to best fine-tune your favorite tanks and which modifications best suit your needs and individual playstyle.



See you on the battlefield!

What to expect from Update 1.14

Summer is heating up as we keep working to bring you cool content, Commanders!

Learn interesting facts about the long-awaited Czechoslovakian heavy tanks with their hallmark unusual gameplay and autoloaders. Find out which popular Premium vehicles’ performance has been improved. Also, there’s more on the fresh Random Battles map—Safe Haven. Plus, we reveal our special training mode, Topography. Finally, we’re dealing with the changing conditions of Personal Missions and giving you a sneak peek of Frontline 2021.

[previewyoutube][/previewyoutube]

[h2]Czechoslovakian Heavy Tanks Are Coming![/h2]
There’s great news for those of you who enjoy playing heavy tanks! In Update 1.14, we’ll add an entire Czechoslovakian heavy tank branch to the game. It will consist of four researchable brawlers from Tier VII to Tier X. Researching the new branch of Czechoslovakian heavies will start at Tier VII, after the Škoda T-25. Let's take a closer look at the lineup.



The new branch kicks off with the Vz. 44-1, a Tier VII heavy. This tank easily performs the duties of a brawler, but its gameplay is more like that of a medium tank. It boasts good maneuverability and comfortable gun handling, as well as decent frontal armor. The Vz. 44-1 is a transitional step from medium to heavy tanks and will be a good training vehicle for Czechoslovakian crews.


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Tier VIII is represented by the TNH 105/1000, which is in some ways an improved version of its Tier VII predecessor. This brawler has a solid turret with additional armor and a decent hull with well-sloped frontal armor. But its main feature is the choice of two top guns. Starting from Tier VIII, all Czechoslovakian heavies will have this unique feature.

The first gun fires in classic (cyclic) mode, while the second features a two-shell autoloader. Both guns are equal in battle performance and have the same caliber (105 mm), alpha damage, and depression/elevation angles. You’ll have the opportunity to choose the gun that best suits your personal playstyle.


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The next warrior in the Czechoslovakian branch is the TNH T Vz. 51. This is a mighty, heavily armored brawler with an even more durable hull and a decent top speed of 50 km/h. You can also choose between its two 122 mm top guns (one cyclic, one autoloading) with the same parameters.


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The crown jewel of the new heavy line is the formidable Vz. 55. This is a versatile heavy tank with a low silhouette, incredibly solid turret with additional armor, and thick lower frontal plate. It features two 130 mm top guns to choose from—one firing in cyclic mode, the other a two-shell autoloader with a short reload time between shells. Pick the one you like the most!


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With 490 points of alpha damage and good gun stabilization, the Vz. 55 can become a real menace on the battlefield. Its top speed won’t impress, but it keeps up well and accelerates fast for a heavy tank. It’s able to close in on enemies and come out on top in a duel thanks to its excellent armor and the firepower of both top guns.

[h2]Premium Vehicle Rebalancing[/h2]
A new update is coming, and a new group of Premium vehicles are going to receive their long-awaited share of improvements! This time, we're updating the combat parameters of many tanks from different nations.

[h2]Welcome to Safe Haven![/h2]
Starting with Update 1.14, a brand-new Random Battles map, Safe Haven, will become available. This 1000x1000-meter summer map is set in 1960s Japan and will give you the opportunity to battle in a demilitarized civilian port that is gradually crowding out a small fishing village.

Safe Haven is divided into two large and distinct gameplay sectors. The first is the harbor area with plenty of cover where brawlers and heavily armored tank destroyers will fight face-to-face to decide who’s the strongest. The second is a picturesque green area where faster vehicles will feel more comfortable. There are also favorable firing points for artillery and ambushing TDs.

The main feature of the port is a huge bunker with a system of tunnels that are completely shielded from artillery fire. They will be an excellent shelter for heavy tanks, as well as a place for them to engage without being exposed to SPGs.

We’ll tell you more about Safe Haven and its gameplay features in a dedicated article shortly before its release, so stay tuned!

[h2]Improve Your Skills in Topography![/h2]
The most experienced commanders may sometimes find themselves returning to the Garage too soon because they've chosen the wrong direction or flank, even on the most familiar maps. And for those who have recently joined our tank community and don’t know where the key positions and shelters are in different locales, this can be even more frustrating. To help newcomers navigate maps in World of Tanks, we're introducing a new training mode—Topography.

In this single-player mode, you’ll be able to master the basics of playing on maps of different difficulty levels. The training will take place in a single mission format. First, you need to choose a map and one of four scenarios on it. The scenarios differ according to the base where you start the mission, as well as the vehicle type: armored or maneuverable.

Entering the battle, you’ll find yourself on the selected map with the objective of destroying AI-controlled opponents. To do this, you will need to move in different directions and travel to firing positions. A map is considered explored if you complete all 4 scenarios on it.

Completing all missions and exploring all maps will significantly improve your skills and prolong your time in battles. We'll tell you more about Topography in a dedicated article coming soon!

[h2]Ruinberg Map Rebalancing[/h2]
Balance changes for the Ruinberg map have been added to the Common Test. The purpose of these changes is to fix the imbalance between the teams that is presently in favor of the lower base.

In the current version of the game, the team at the lower base has a significant advantage in taking control and holding positions in the suburban area in the eastern part of the map. This allows seizing the initiative in battle and significantly increasing the chance of winning it. The area is captured through the effective use of a convenient position in the central part of the map, which allows firing at enemy vehicles in the suburban area while staying relatively safe. Also, the arrangement of structures in the suburban area allows the lower base team to extend their advantage and control the battle both in the open part of the map and in the area of the city’s central crossroad and square.


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The following changes are coming to the Update 1.14 Common Test:
  • The arrangement of structures in the suburban area has been changed to make this area equally convenient for both teams
  • The convenient position for the lower base in the central urban area has been changed
  • The firing positions in the southeastern part of the map will become more dangerous for supporting allies in the suburban area as the chance of being spotted will be increased

[h3]Other Map Changes[/h3]
During the Common Test, we want to test fixes for incorrect vehicle behavior on slopes and large objects such as stone blockages. On these surfaces, tanks can slide and roll down as if they were on ice.

We have a solution to fix this issue, but changing the required mechanics may lead to situations where vehicles can gain access to non-playable zones on the maps and cause gameplay issues. Our task is to identify as many of these situations as possible and assess the likelihood of fixing them before Update 1.14 hits live servers —or, if there are too many fixes, to migrate those improvements to the next version.

Your help with fixing this issue will be invaluable, so please let us know of any new surfaces where you experience this phenomenon, or non-playable zones on maps that have now become noticeably more accessible with the release of Common Test 1.

[h2]Interface Improvements[/h2]
We're also adding a handy improvement to the Research Screen, module auto selling. Now, when purchasing a new module, you can check the box to sell the old one. You can even get more credits by selling the old module!

Plus, we’re introducing visual module dependency. If the cursor is hovering over any unmounted module that requires the installation of another module, such as a turret needing a certain chassis, the module is highlighted.

[h2]Changes to Personal Missions for Artillery[/h2]
In Update 1.14, we'll simplify some Personal Missions for artillery. When reworking missions, we focused on more challenging tasks because they greatly affect your overall progress in Personal Missions. Less complex missions such as SPG-2.1, 2.2, SPG-4.1, 4.2 etc. do not require updating, because they are already achievable and easy to complete.

We tried to rework the missions for a certain amount of stun and damage, because these are the parameters that were changed in Update 1.13. The rest of the missions, in our opinion, do not require updating. The missions' changes, in numerical terms, are not so significant, because SPGs can still effectively stun enemy vehicles with the first shell and deal damage with the second one.

[h2]Frontline Is Back![/h2]
Epic battles in this 30v30 format are returning to the game, Commanders! There will be four Stages of Frontline in 2021, with the first one kicking off in August. Frontline’s core gameplay remains unchanged, but we’ve made some adjustments to this mode to make it more enjoyable. You may even be able to unlock Tier IX tanks to replace your Tier VIIIs during the course of the battle! Learn more details in our dedicated article.
https://store.steampowered.com/news/app/1407200/view/2998818442401035450

G.I. Joe Styles in World of Tanks

Commanders!

World of Tanks is bringing a special collaboration to Steam.



Created by Hasbro, G.I. Joe is one of the most popular action figure lines in the world. Generations of kids in the U.S. and beyond played with them and were captivated by the struggle of the international elite spec ops team against their sworn enemies of Cobra, a multi-faceted and masterfully coordinated global criminal network. Uncounted millions of battles which have been fought with plastic action figures (often commanded by present-day online tankers) have elevated G.I. Joe to the status of a cultural phenomenon.

And now, the famous adversaries from G.I. Joe and Cobra have come to World of Tanks to settle their scores in their impressive vehicles, the B.T.T. (having the same stats as the TS-5) and the B.O.A. (having the same stats as the T-54 first prototype).

The exteriors of the B.T.T. and the B.O.A. are non-historical; their display can be toggled on or off at any time in your Game Settings, under the General tab.

NOTE: This activity for CIS, NA and EU regions.

[h3]Transmission Incoming: Cobra Commander [/h3]
Greetings from one Commander to another!

You know, Commander, they call me mercilessss. I would say effective... Oh... I managed to get to you before that fool Duke? Then disregard what I said. You see, me and my associates, we’re not just rebels at heart. We’re inventors, industrialists, and armored vehicle enthusiasts. I can see you are into powerful tanks. Look at this specimen we’ve recently assembled in our secret lair... I mean, our skunkworks facility. The Cobra B.O.A. can obliterate your enemies... and finally give ussss a chance to prevail over G.I. Joe. COBRA!!!




[h3]Transmission Incoming: Duke [/h3]
Wherever there’s trouble, G.I. Joe is there, Commander!

I’m Duke, a G.I. Joe operative, and I’m honored to make your acquaintance. I’ll cut straight to the chase. Our intel has confirmed that Cobra have recently developed a new secret armored weapon to get an edge over us. So, we’re going to establish a presence in World of Tanks to contain the threat. We could use the help of a seasoned tanker like you, riding in our brand-new G.I. Joe Breakthrough Tank. The B.T.T. is well protected, packs quite a punch, and should be able to deal with that crazy Cobra gizmo, the B.O.A., should you meet on the battlefield. YO JOE!!




[h2]Park the B.O.A. and the B.T.T. in Your Garage! [/h2]

We have prepared several packages with the new G.I. Joe and Cobra vehicles for you. Choose the one that fits your wishes (and your wallet) the most!











[h3]Available from July 16 at 12:00 CEST | 03:00 PT | 05:00 CT | 06:00 ET through July 30 at 12:00 CEST | 03:00 PT | 05:00 CT | 06:00 ET.[/h3]

[h2]Legendary Tank Decals [/h2]

The classic armored vehicles depicted on the decals in our G.I. Joe and Cobra packages are instantly recognizable to tankers who played with G.I. Joe action figures when they were kids.



G.I. Joe M.O.B.A.T. (Motorized Battle Tank, also Multi-Ordnance Battle Tank) first appeared in toy stores across the U.S. in 1982. In every box with a plastic vehicle (clearly resembling a real-life contemporary main battle tank), there was a figure of the driver named Steeler.



Cobra H.I.S.S. (High Speed Sentry), complete with a figure of a driver, was first released in U.S. toy stores in 1983. This futuristic war machine was armed with double Diablo cannons you could elevate and swivel.

Representing a different technological era, the M.O.B.A.T. and the H.I.S.S. didn’t make it into World of Tanks as playable armored vehicles. Instead, we’re introducing the B.O.A. and the B.T.T., which also embody the character of their respective factions to the full.

[h2]Awesome G.I. Joe and Cobra Inscriptions and Emblems [/h2]

Getting the G.I. Joe and Cobra inscriptions and emblems for your favorite vehicles requires you to complete two sets of special missions, available from July 16 through July 30. Each set of missions will net you 9 customization elements from one of the factions, plus Personal Reserves. Those who obtain a package will have to complete a single mission to claim each set of these rewards.













Applying a G.I. Joe or Cobra inscriptions and emblems to your tank isn’t just about declaring your allegiance to one of the factions, but also a proclamation of your armored combat style, or even your current mood. So, what do you prefer today, Commanders? To smite or to bite?

Grab these G.I. Joe and Cobra goodies and join their timeless battle, Commanders!

G.I. JOE and all related characters are trademarks of Hasbro and are used with permission.
© 2021 Hasbro. All Rights Reserved. Licensed by Hasbro.