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The War Thunder Roadmap for Spring to Summer 2024

Hey everyone! We’ve finished processing your feedback and are ready to present the next Roadmap.

Let’s first start by saying that this list contains only a part of all changes and new features that we’re planning to add to the game in the first part of 2024. This list does not affect the addition of new types of weapons and vehicles, some mechanics and gamemodes, as well as graphic improvements. We’re planning to present add these improvements separately, where we’ll talk about them when they’re ready.


Take a look at the Roadmap! (click to expand)

This Roadmap presents you with the changes and improvements that we plan to add to War Thunder from the Spring leading up to the Summer. If all features have been implemented, we’ll again ask for feedback from the community so that we can create another list for a new Roadmap until the end of 2024.

We’d also like to note that game development takes time and within the Roadmap are quite a few complex features, meaning some of them may not be able to meet the planned date that we’ve set for them. The opposite may be true as well — where if some features are good to go before the planned date, we’ll release them as soon as they’re ready.

[h2]Game Mechanics and Gameplay[/h2]


In terms of game mechanics, we’re working on a lengthy list of new changes and additions.

Let’s go through them. In the first major update of 2024, we’re planning to introduce new tutorial missions for controlling technically complex types of aircraft weaponry such as guided missiles and bombs with laser seekers, as well as missiles with TV and thermal imaging heads. In addition to this for the first update, if we’re able to develop it on time and within existing constraints, we’ll be implementing an aircraft fuel slider and will solve the issue of duplicating researchable and default air-launched missiles in the weapons selector menu.

For ground force players, the first major update of the year will bring improvements to the synchronization of the destruction of objects on ground maps — fences, bushes and other objects will be destroyed first on the player’s side, and then server-side for all players.

We’re also planning to introduce detection of enemy aircraft at aircraft spawn points in Ground Realistic Battles, just like how it works for ground vehicle spawn zones. The mechanics for replenishing at capture points in ground battles will be reworked too: vehicles that can currently replenish rounds, missiles and rockets only after they are completely used up will have the ability to replenish any missing ones that have been used. The replenishment times of all rounds, missiles and rockets will be revised to improve on the overall dynamics of battles. In addition to this, the replenish action will not instantly be reset when moving in and out of a capture point.



The second major update of the year may bring in new effects to the game regarding damage to ground vehicle crews — shell shock for gunners and commanders, the occurrence of a new type of fire: one that can start in the fighting compartment, and so on. In addition to this, it may be possible to heal ground crew members that were wounded in battle. We say “may” because we’ll be working on these new features and before releasing them, we’ll be publishing a series of Development Blogs to present our design, with polls so that you can vote and let us know if you like the idea or not.

For aircraft players, we’re planning on implementing the separate use of Flares and Chaff. More Air Conquest missions will appear in the Air Arcade gamemode with a respawn zone protected by anti-aircraft guns. The same update should include a division of the Battle Rating of vehicles by mode — for example, some attack aircraft will be given a different Battle Rating in ground and air battles. We’re also planning to complete the work being done on updating crew character models with era based military equipment, as well as adding new models for crews for more modern vehicles.

In this year’s summer update, you’ll have the opportunity to recycle inventory items that you no longer need (orders, wagers, boosters, backups) into other random items, and we’re planning to complete work on updating the damage model for helicopters. The ability to control the types of fuzes for ammunition while in battle will also be added — you’ll be able to turn the radio fuze on or off, and change the high-explosive and fragmentation settings.



We’re also planning to implement mechanics for saving aircraft at an exit zone: for air events in Ground Arcade Battles with a random reward (mission points, Silver Lions, air event points or artillery), which will also be included in World War mode with an instant Silver Lion reward for saving an aircraft instead of making the next respawn cheaper.

We’ll announce in advance our plans to correct the scattering scenarios of APHE shell fragments while keeping the head of the projectile on the trajectory after armor penetration, where if you vote for these changes, they’ll be appearing in the game in the summer. In addition to this, we’ll have a vote on whether or not it would be useful to add the ability to build trenches and replenishment zones to ground vehicles that have a limited amount of ammunition for their primary weapons (some SPGs, anti-aircraft and air defense vehicles). We’re looking for your input here: many planned features will only appear in the game after an approved vote — stay tuned for further news regarding this.

[h2]Economy[/h2]


For planned economy changes, we’d like to highlight an important improvement from the previous Roadmap. This is the research bonuses for new nations that we want to implement in the second major update of this year. Thanks for your patience on this one.

[h2]Interface[/h2]

We’ve received many requests and wishes from you concerning the game’s interface, so here are some improvements that we’re preparing. For the first major update of 2024, the killfeed in battle will be improved — you’ll be able to enable and disable nicknames, squadrons and the type of weapon used to destroy another player and so on. The second major update will add changes to the game, such as a visual selector that will have quick selection for secondary weapons, a timer with the time left before ammunition (missiles and bombs) hits their target, as well as the ability to drag and and drop vehicles from research trees into a crewslot and changing the order of crew slots.

For the summer update, a new aiming reticle is planned for modern ground vehicles, plus improved indicators for the operation of vehicle systems. And lastly, you’ll receive notifications if a player that you reported was banned.

[h2]Social Features[/h2]


War Thunder has always primarily been a team game, where teamwork without communication is really difficult. New social features will make your communication easier and your public profiles much cooler than before. First of all, we’re planning on introducing an integration of the Steam friends list into the in-game client, and a wishlist, where you’ll be able to wish for things you want with the ability to gift others through this wishlist too. These features should be ready in time for the first major update of the year.

In the second major update of the year, team mechanics will be improved and a search for squads based on interests will be added. In the summer, we’ll be introducing customizable options to the player card window, the addition of a mini-card as a tooltip in the statistics window and when you destroy another player, you’ll be able to show off your awesome profile in the vehicle destruction replay camera.

The AMX-30 Super is Returning and is Here to Stay!



The French AMX-30 main battle tank entered service as early as 1966, but its first real combat test came on January 30th 1991 during the Gulf War. During the Battle of Khafji, Qatari AMX-30s fought Iraqi T-55s, destroying three enemy tanks and capturing four more with only the loss of two AMX-30s.

The AMX-30 Super is available for Golden Eagles and is here to stay!


[h3]
When: From January 30th (11:00 GMT).
Where: France > Army > Premium vehicles.
[/h3]



[h3]About this tank[/h3]
  • The AMX-30 Super derived from a modernization project for the AMX-30B tank offered to Saudi Arabia in 1988, but was never adopted. This tank features an improved fire control system with a stabilizer and a 850 hp engine. A combination of a great APFSDS shell, thermals, good mobility and a stabilizer — which is lacking on other AMX-30 variants — makes the AMX-30 Super a super fun tank to play!

Pages of History (February): Through a Storm



[h3]In this month’s Pages of History, you’ll be at the center of events that took place in different theaters of war. Many important battles ranging from the end of World War II, as well as major battles in the Middle East: take part in battles with the vehicles corresponding to these historic battles and receive prizes. [/h3]

[h3]
From February 1st until February 29th, you’ll be offered 8 tasks consecutively. Completing each will reward you with a trophy, and completing all of them will earn you a unique player icon.
[/h3]

[h2]Reward for completing all 8 tasks[/h2]

[h3]Eugene Esmonde[/h3]
Eugene Esmond was a Fleet Air Arm pilot during World War II. He earned the Distinguished Service Order for his participation in the attack on the German battleship Bismarck. On February 12th 1942, Esmond led a torpedo bomber squadron against a heavily defended German convoy crossing the Strait of Dover as part of Operation Cerberus. Left without cover, he continued the attack on enemy ships under heavy fire. As a result, his entire squad was destroyed with Esmond himself killed. For his heroism he was posthumously awarded the Victoria Cross.

You can immediately purchase this profile icon for Golden Eagles until March 3rd, 11:30 GMT without completing tasks. To find it, go to your Nickname → Achievements → Pages of History.


[h2]Trophy reward for each task[/h2]
Completion of each individual task will bring you a trophy with one of the following rewards:
  • 20-50% RP booster for 3-10 battles;
  • 20-50% SL booster for 3-10 battles;
  • 3-5 universal backup vehicles;
  • 1 day of premium account;
  • A random camouflage for ground vehicles (out of the selection of camouflages currently obtainable in game for completing tasks, or purchasing with Golden Eagles).

[h2]Other terms[/h2]
  • Tasks are available from 11:00 GMT until 11:30 GMT on the final day of each task.
  • Tasks can be completed in random battles, except for “Assault” mode.

You can see a detailed description of what task is for what day and your overall progress by going to your Nickname → Achievements → Pages of History.


[h2]February 1st — February 4th[/h2]
[h3]Battle of Manila[/h3]
On February 3rd 1945 the battle for Manila, the capital of the Philippines, began. It took the superior US forces a month to liberate the city from Japanese troops, who fought to the last. For the Americans, these were the fiercest urban battles in the entire Pacific theater.

[h2]February 4th — February 7th[/h2]
[h3]Battle of the Admin Box[/h3]
In early 1944, there was much fighting on the border between Japanese-occupied Burma and British India. As part of a foray from the Japanese into Burma on February 5th, British troops were surrounded, but were able to quickly build a defense around the administrative area (which is why the place received the nickname “Admin box”). Thanks to the presence of tanks and a constant supply of supplies from the air, the Allies managed to hold out for 18 days until the starving Japanese were forced to retreat.

[h2]February 8th — February 11th[/h2]
[h3]Lam Son 719[/h3]
From February 8th to March 25th, 1971, South Vietnamese troops, under the cover of artillery and the US Air Force, carried out an operation in Laos to defeat North Vietnamese forces. The operation ended in failure: the Viet Cong continued to use supply routes through Laos, and the losses of US helicopters alone exceeded over a hundred.

[h2]February 11th — February 14th[/h2]
[h3]Operation Cerberus[/h3]
From February 11th to 13th 1942, an operation took place to redeploy the German battleships Scharnhorst and Gneisenau and the heavy cruiser Prinz Eugen from Brest in western France to Germany. British attempts to intercept the convoy were made in haste: the bombers did not receive sufficient cover and suffered heavy losses without causing damage to the ships. Germany achieved its goals.

[h2]February 15th — February 18th[/h2]
[h3]Narva offensive[/h3]
In the second half of February 1944, Army Group North made a successful attempt to stop the advance of Soviet troops into Estonia. The strengthened Wehrmacht forces successfully repelled the advance of the Red Army and inflicted huge losses on it. The USSR managed to take Narva only at the end of July.

[h2]February 19th — February 22nd[/h2]
[h3]Battle of Kasserine Pass[/h3]
The first major battle on the North African front involving American troops showed their inexperience and poor organization. On February 19th, 1943, Axis forces under the command of Field Marshal Rommel, who fled under Allied pressure to Tunisia, launched a counteroffensive — and achieved considerable success. Allied forces, especially US units, suffered huge losses and were forced to retreat tens of kilometers. This defeat delayed the end of the North African campaign by several months.

[h2]February 22nd — February 25th[/h2]
[h3]Operation Grenade[/h3]
After victory at the Bulge, the Allies advanced deeper into Germany. In early February 1945, the Germans opened the floodgates on the Ruhr River to stop the enemy advance. The American 9th Army only managed to cross the river on February 23rd, defeating the German troops and taking many prisoners.

[h2]February 26th — February 29th[/h2]
[h3]Battle of Norfolk[/h3]
On February 27th 1991, the largest tank battle in the Gulf War took place: more than 12 divisions took part in it. The international coalition won a resounding victory: the loss of equipment on its side amounted to tens of units, and on the Iraqi side — in the thousands.

Update 2.33.0.96



[h2]Sound[/h2]
  • The engine sounds of enemy and allied ground and air vehicles fade more prominently and lose high frequencies over distance. This means that situations with excessive “noise” in the environment have been corrected, and the realism of the sound has improved.
  • The HSTV-L and Abrams tank series have been made to sound less distinctive as the distance increases.
  • New sounds have been created for the Challenger 2 tank engines. The old Challenger 2 sounds have been transferred to the Chieftain tank series.
  • The throttle sounds of the player’s ground vehicles will now stop if the throttle button is pressed and then released before the throttle sound ends.
  • A bug where piston aircraft sounded similar to each other has been fixed, meaning each engine type sounds unique again. This applies to both the player’s vehicles and the vehicles of enemies and allies.
  • The flyby volume of jet aircraft has been reduced.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.

Screenshot Competition - Frozen in Time!



Welcome to the 104th War Thunder Steam Screenshot Competition!


Thank you for submitting all of those beautiful screenshots last week! This week, the terms have been revised slightly with the intention of allowing different authors a chance to shine for art picked by community votes. The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 104th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen104. You have time until the 2nd of February to submit your screenshot.

After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.

[h3]Terms:[/h3]
    Your screenshot must include a vehicle that is not moving.
    You must add the #WTscreen104 tag (title cannot have any other text in it).
    Artists may only win by popular vote once per four screenshot competitions. This will start with the winners of the 104th edition.
  • Screenshots need to be compliant with the War Thunder rules.
  • You need to be the author of the screenshot.
  • Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
  • We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
  • You can use filters and settings built into War Thunder.
  • You can use the replay functionality built into War Thunder.
  • Rewards will be delivered to the author's account within 14 working days.


[h2]And now, time for the winners of the competition’s 103rd edition - Making Waves![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3145031978
https://steamcommunity.com/sharedfiles/filedetails/?id=3144993691
https://steamcommunity.com/sharedfiles/filedetails/?id=3146007138

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=3144166430
https://steamcommunity.com/sharedfiles/filedetails/?id=3143650870
https://steamcommunity.com/sharedfiles/filedetails/?id=3147340278

Each winner will get 300GE! Congratulations and see you next week!