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Update 2.37.0.74



Aircraft
  • AIM-120A, R-77, R-Darter, Derby, AAM-4, MICA-EM, PL-12 — the autopilot has been reconfigured, trajectory has been optimized. Drag has been corrected.
  • AIM-120A, R-77, R-Darter, AAM-4, Derby, MICA-EM, PL-12 — a bug with the missile overcorrecting at long distances to the target has been fixed.
  • AAM-4 — solid rocket engine type has been changed to dual-thrust.
  • R-Darter — missile mass has been increased from 118 kg to 120 kg.
Ground Vehicles
  • A bug that made it possible to use thermal imagers on Scout UAVs in third-person view after leaving the gunner’s sight has been fixed.
  • The replay destruction camera now shows the enemy SPAA that shot the player down while they were in an aircraft.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.

Following the Roadmap: Construction of Objects and Trenches for some Vehicles



Today, we’d like to discuss one of the Roadmap points, which is the construction of objects and trenches on the map.

[h2]Our thoughts and plan[/h2]
When we first spoke about this feature in the initial Roadmap announcement, we mentioned that it would be an opportunity for armored vehicles that have limited amounts of ammunition for their main guns in order to try and mitigate this shortcoming.

However, during internal discussions we found it difficult to choose the criteria for vehicles that have limited ammunition. On one hand, not all vehicles with limited amounts of ammunition are able to quickly use it all up (for example, the Sturmmörser and Sturer Emil), and on the other hand, not all vehicles with a large amount of ammunition are suitable for advancing to capture points just to reload (for example, SPAAGs with small caliber weapons). Alongside this, some vehicles have several types of weapons of different calibers with different amounts of ammunition, and it’s not always possible to say what the main weapon is, how quickly its ammunition is consumed in battle, and how suitable the remaining weapons are for active and productive play.

Therefore, we’ve decided to expand and formalize the list of vehicles that can receive (based on voting results) this functionality. Vehicles include all Tank Destroyers, ATGM carriers (the type mentioned in the stat card, not any vehicle with ATGMs), all SPAA and SAMs, as well as ground vehicles with external rockets and bombs (such as the Calliope, M26 T99, RBT-5, Cromwell V (RP-3), Matilda Hedgehog, Magach Hydra). Tank Destroyers, ATGM carriers, SPAA and SAMs are often not suitable for storming strategic points and playing at the front of battle, but at the same time they provide important support to teammates from the rear lines.

We’ve decided not to exclude any individual vehicles from this mechanic, including those with a large ammunition capacity, since for them the new mechanics will not provide any significant advantage, but can diversify the experience with them to some extent. Additionally, Tank Destroyers don’t have the option to use artillery strikes, meaning these new mechanics could become their specialty. External rockets like those mentioned above are very limited in their use and therefore can also have additional ammunition to expand the tactical capabilities of the vehicles with them without affecting balance much.

[h2]What we propose[/h2]
We’re now proposing new functionality for a huge number of ground-based vehicles for the vehicle types mentioned above: the construction of interactive objects and landscape elements. Different objects will have different restrictions on the reuse and the number of uses per respawn, which is needed for balance reasons as well as to prevent large number of objects in battle.



[h2]Constructing these objects[/h2]
The construction of each object will take some time. When constructing, the player must remain in place next to the object, similar to replenishing ammunition at a capture point. While doing this, the movement of your vehicle is not stopped; you’ll be able to drive away if there’s a threat nearby, and then return to continue the construction. Below are the approximate values of timers and number of uses that may be changed during implementation, testing or evaluation of this functionality. The proposed objects will have a fully-fledged damage model, meaning they can be destroyed by a hit or ram, and the changed landscape would behave in the same way as landscape dug up with a bulldozer or that has been bombed.

[h2]Destroying objects[/h2]
Objects will only be able to be destroyed by the player who constructed them and the enemy team. This is to avoid toxic behavior from teammates, who will not be able to destroy your objects, this rule applies to all game modes. However, any altered terrain will not be affected by these changes.



[h2]What can be constructed[/h2]
In total, there are currently two types of objects for construction and one possibility of changing the landscape:
  1. Ammunition Boxes. This object will consist of one or two types of boxes, depending on the number of weapon groups of your vehicle: separate box for guns and separate box for missiles/rockets. For vehicles with external rockets or bombs (such as the Calliope), there’ll only be one box just for the additional weapon. Ammunition for the main gun will have to be replenished at a capture point as normal. Each box will only contain as many shells, rounds and belts as you had at the time of spawning into the battle, allowing you to replenish the ammunition load up to this amount. Only the player who built the box can replenish ammunition from it. After running out of shells in the box, it will disappear. If enough damage is done to the box, the ammunition will ignite. The fire will not only destroy the box and the ability to replenish ammunition from it, but will also show its position with its visual effect and can cause damage to open-top vehicles if they fall within the damage radius. Ammunition boxes can be built again as many times as needed — including after being destroyed by the enemy — but will only contain the remaining unused shells. At the beginning of the battle, you effectively receive double the ammunition capacity and can manage it as you see fit by changing positions and replenishing from the ammunition box that is always at hand. The construction time is 15 seconds, and the cooldown to construct it again is 60 seconds.
  2. Camouflage Net. This is a visual wall at ~6 m wide and ~ 3 m high that can help hide vehicles from the enemy. In Arcade Battles, the camouflage net will also help hide the player’s marker, but not forcefully and unconditionally. Instead, it’ll follow the game’s principles of marker visibility and concealment, simulating a solid wall of dense bushes. The color of the net is automatically selected depending on the location where the battle takes place; yellow for desert ones, white for winter ones and basic green for the rest. No more than four uses per spawn, the construction time is 10 seconds and the timer until reuse is 10 seconds.
  3. Trenches and Mounds. Trenches and mounds in this case are not going to be a “preset” object that you can place on the map. This would not be very convenient due to restrictions on the angle of inclination and curvature of the surface, as well as restrictions on proximity and the inability to cross other stationary objects (buildings, stones, other trenches). Instead, we’re proposing to expand the surface modification capabilities. Currently, digging is only available when using a bulldozer blade if the vehicle has one. We propose to supplement the mechanics of changing the landscape by adding to vehicles with this new functionality (as previously mentioned, Tank Destroyers, ATGM carriers, SPAAs, SAMs and tanks with external rocketry) the ability to change the nearby landscape with a “brush” controlled by the mouse cursor or controller stick. To do this, the player will have to leave control of their vehicle, switching the crew to “excavation work” mode, select the digging / pouring mode, and then move the brush cursor with the action button held down. At the cursor position, the landscape will change in a given way, if nothing on the surface hinders this. This way, it’ll be possible, among other things, to complete the construction of other player’s trenches and mounds, built using both this mechanic and using bulldozer blades. The time spent preparing a fully-fledged position using this mechanic will be noticeably greater than when using a bulldozer blade. The number of uses per spawn is not limited, but each change to the surface costs “stamina”, which is restored over time.


Below is a video of how changing the landscape might look like. Please note that this is just an automatic demonstration that changes the landscape much faster than we’ve suggested.



[h2]Plans for Arcade Battles[/h2]
The mechanics of replenishing ammunition from boxes would logically and technically conflict with the mechanics of reloading missiles in Ground Arcade Battles, which is currently activated after the missiles are completely used up. In addition to this, the arcade reload mechanic currently blocks the replenishment of missiles at capture points. In view of these factors, if we add the construction of ammunition boxes, we plan to remove the mechanics of arcade reloading, since replenishing ammo from boxes is — in our view — a more understandable and universal game mechanic.



[h2]Thoughts?[/h2]
New functionality always has the possibility of changing game tactics and add more variety. Having said this, we understand that it’ll introduce even more objects to the map and may complicate the detection, identification and destruction of the enemy, and digging trenches and creating mounds with a large number of vehicles may complicate navigation and movement on the map. Therefore, we’d like to hear your opinion! Share it in the comments and vote for or against adding these mechanics we propose to the game. Your feedback here is important to us, and we want to make sure that any changes to the game are aimed at improving the gameplay and meeting the needs of players.

ADD YOUR VOTE HERE

Earn Alcione in the Flight of the Albatross Event!



It’s the hot summer, which is certainly the best time to go to sea! This new War Thunder event is dedicated to Italy, a prominent Mediterranean power. Take part in Naval Battles and receive an Italian Naval ship flag, themed decals, trophies with consumable items and the Alcione!

[h3]When: From July 24th (11:00 GMT) until August 7th (11:00 GMT), earn mission points in Naval Battles, unlock stages and receive rewards![/h3]


[h2]Alcione — an event vehicle Gunboat for Italy at Rank V[/h2]

Alcione thrives in shallow water and among rocks. This ship is armed with two 76 mm SMP-3 cannons, Bofors anti-aircraft guns and Hedgehog mortars! This mortar is not easy to aim, but if you take the enemy by surprise, an accurate salvo at a short distance can sink an enemy destroyer.



“F 544” decal

“Alcione” decal

“Italy Naval Jack” naval flag



Among the rewards in the event is also this chest, where, when opened, brings the chance to receive one of the following items:
  • 50,000 - 100,000 Silver Lions
  • Silver Lion and Research Point boosters
  • Random Wagers and Orders
  • Universal Backups (1 - 3)
  • A random camouflage for a vehicle you own
  • 1 day of Premium Account


[h2]How to get all rewards[/h2]
Each stage can be obtained for 35,000 mission points, where every new stage obtained will give you a new reward.

[h3]Please note: After finishing a stage, you need to collect the reward manually. To do this, click on your name in-game, go to “Flight of the Albatross” and click the “Get Reward” button.[/h3]


You’re able to earn mission points in Naval Battles at Rank III or above in Arcade and Realistic Battles. The number of mission points to complete a stage depends on the game mode and the maximum Rank of the vehicle that you use in battle. There’s a multiplier for earning mission points, which is shown in the task description in-game.  

You can also earn mission points by using event vehicles that are Rank I and II. Event vehicles that can be used have the name of the event that they were obtainable in on their stat card.

[h3]Stages change every two days at 11:00 GMT on July 26th, 28th, 30th and August 1st, 3rd and 5th.[/h3]


[h2]Rewards are given when you complete a specific number of stages[/h2]
  • For 1 Stage: trophy with a random reward
  • For 2 Stages: one of the decal rewards
  • For 3 Stages: trophy with a random reward
  • For 4 Stages: one of the decal rewards
  • For 5 Stages: trophy with a random reward
  • For 6 Stages: “Italy Naval Jack” ship flag
  • For 7 Stages: non-tradable coupon for the Alcione


[h2]Discounts on purchasing stages using Golden Eagles[/h2]
Unfinished stages can be purchased for Golden Eagles, but if you’re significantly close to completing a stage, its price will now be significantly reduced.

Let’s say you have earned 85% of the required mission points to complete a stage, then the price of purchasing this stage will be halved. If you’re near the finish line for a stage and are at 95% progress, then the price will be reduced by five times. For example, if you’ve scored 30,000 mission points, then the price for unlocking this stage will be 499 Golden Eagles. If you’ve scored 33,500 mission points, then you’ll only need to pay 199 Golden Eagles. Remember to keep this in mind if you cannot complete a stage on time!

[h2]The Upgrade for coupon [/h2]
When you complete 7 stages, you’ll receive a non-tradable coupon for the Alcione, where using it will immediately activate the vehicle onto your account. If you don’t want the vehicle and would like to sell the coupon on the Market, you’ll need the “Upgrade for coupon” item.

The “Upgrade for coupon” item can be earned in parallel with the stages throughout the event from July 24th (11:00 GMT) until August 7th (11:00 GMT) for 600,000 mission points.


After receiving the “Upgrade for coupon” item, you can convert a non-tradable coupon for the vehicle into a tradable one and sell it on the Market. The tradable coupon can be sold after 6 days from the moment it’s created.

To make a tradable coupon, select the “Coupon Alcione (Italy)” in your inventory and click the “Modify” button.


The “Upgrade for coupon” item is valid until 11:00 GMT on August 12th. Until this time, you can use it or exchange it for War Bonds. Afterwards, it’ll disappear from your inventory.

You can track the progress of completing stages and receiving the “Upgrade for coupon” by clicking on your Nickname > Achievements > Flight of the Albatross. If you don’t manage to complete a stage on time or would like to purchase a stage, until August 12th from the Achievements window, you can purchase each stage with Golden Eagles which will give you the corresponding rewards.

Update 2.37.0.72



Aircraft
  • A bug that caused the camera in “Optical seeker view” to not be pointed towards an active target in Simulator Battles has been fixed.
  • A bug where activating mouse look caused the helmet-mounted sight to not work when in third-person view has been fixed.

[h2]Ground Vehicles[/h2]
  • A bug that caused the control of ground vehicles to be partially blocked after an air streak, for example the turret was unable to rotate, and menus would not open if the weapon selector was active at the time of the aircraft’s destruction has been fixed.
  • A bug that caused barrel smoke (such as the IS-2 (1944)) not deploying smoke properly after being dropped has been fixed.
  • A bug that made it possible to use thermal imagers in third-person view after leaving the gunner’s sight has been fixed.
Patch notes reflect only key changes, meaning they may not include a complete list of all improvements made. Additionally, War Thunder is constantly being updated and some changes may not require an update. Changes reflected in patch notes are formed by taking reactions and requests of the community from the bug reporting service, forums and other official platforms into account. Bug fixes and changes are implemented in order of importance, for example a game-breaking bug will be worked on and implemented sooner.

Aces of Thunder Is Available to Wishlist on Steam! Releasing Q4 2024



Today, we’d like to announce that our upcoming VR spin-off, Aces of Thunder, will be releasing in Q4 2024, and is available to wishlist on Steam!

Aces of Thunder will share a lot of similarities with War Thunder in regards to models and graphics, but it’s built from the ground up as a VR title, and will bring a completely new experience to the skies.

The game will feature more than 20 of the most iconic WW2 fighters, available immediately after purchasing the game. These include the P-51 and P-63, Bf 109 and Fw 190, IL-2 and Yak, Spitfire, A6M3 and more. All will feature highly detailed functional cockpits, you can quite literally grab the controls with your hands! You can also get a real sense of scale from your aircraft by walking around it on the airfield before heading out on a mission.

Battles will take place on 15 maps representing three key theaters of operations: the Eastern Front, Western Europe and the Pacific Ocean. You can take part in online PvP, fighting solo or in a squad, or fight in various single player scenarios.

The game will be compatible with the widest range of VR devices. To control your aircraft you can use the interactive virtual cockpit controls, VR controllers or joysticks.

You can read more about the game on the official page on Steam, as well as on Aces of Thunder pages in social networks.

https://store.steampowered.com/app/2754090/Aces_of_Thunder/