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Planned economy changes in February


[h2]Revision of the bonus reward for victory and defeat[/h2]
In the recent economy updates, we described the mechanics of earning Silver Lions and Research points, and proposed that you vote for one of the possible variants to change the bonus rewards at the end of a mission. This was followed by the second stage of voting in order to make the final decision with confidence. These are the results:

What RP reward distribution during a battle do you want to have in War Thunder?
  • 56.7% 一 0.8 RP/sec for defeat and 1.2 RP/sec for victory
  • 43.3% 一 0.6 RP/sec for defeat and 1.4 RP/sec for victory (same as before)


What SL reward distribution do you want to have in War Thunder?
  • 66.1% 一 +20% for defeat and +47% for victory
  • 33.9% 一 +0% зfor defeat and +67% for victory (same as before)


Thus, the bonus reward for defeat and victory in mission will be revised in accordance to the vote results. The changes will be deployed with an economic update, which we will announce later.

Discussion on switching to the new economy model

Currently, the game features an economy model with a calculation of economic parameters for mid- and high tier vehicles based on the efficiency statistic for each vehicle. Efficiency is the sum of Silver Lions earned without taking into account the reward multiplier, Premium account, boosters, achievements and mission bonuses for the given time, divided by the number of deaths on this vehicle for the same period of time. That is, the more active rewardable actions are performed by players (hits, critical damage, kill assists, destruction of enemies, points captures, damaging and destruction of enemy bases), and the less often they lose their vehicles, the higher the efficiency is. The system is used in the game for most of its existence due to the specifics of gameplay. We may balance the vehicles by changing their technical characteristics very rarely and through a very limited range as this may contravene historical data that we rely on when we create the vehicles. As a rule, we balance vehicles by the Battle Rating (BR), but we can only change it within certain ranges due to the features of the given vehicle. For example, the vehicles with modern ATGMs with high armour penetration value can’t be below a certain BR level, even when their efficiency is low. The same is true for the early heavy tanks with good armour protection that can not be set with too high a BR, due to a weak gun.

This inevitably leads to a situation where some of the vehicles find themselves in more preferable conditions, they are more comfortable to play and much more effective on their tier. While others can not equally rival with opponents and are far less fun to play. The current economy system (hereinafter, it will be referred to as the "vehicle efficiency economy") is built in such a way, that playing in a less effective vehicle is more profitable on average to avoid the “double punishment” - gameplay and economic - from the inefficient vehicle. At the same time, playing the more effective vehicles is more risky, and requires player skills to achieve a decent reward after deducting the repair costs.

However, with the growth of the vehicle number and the addition of new gaming nations, the uneven use of certain vehicles also grows. Some nations and vehicles are much more popular among players and this affects the efficiency statistics. Therefore, we are considering the option of introducing a new economic system, which will be completely based on the position of the vehicle in the research tree (rank and position at a rank relative to other vehicles). Further in the text, such an economy will be referred to as "the rank based economy". Such a system was originally used in the game for vehicles of initial ranks (currently these are ranks I and II, and also partially III and IV).

The potential transition to the rank based economy will also cause another noticeable change - the reduction of the maximum repair cost. Due to the constant growth of the number of high tier vehicles and the number of tiers themselves, the rank based economy requires revision of the repair costs and multipliers for all mid- and high-tier vehicles. Instead, we are planning to set these parameters on the almost fixed level for vehicles of ranks VI+ in order to minimize the following economic adjustments. In this case, the number of economy-equivalent vehicles will be quite big (all vehicles of ranks VI, VII, and following), and will be constantly growing. Keeping the current max repair costs level for such a number of vehicles would be wrong, so it requires a reduction.

Before comparing two economic approaches in numbers, it is necessary first to recall one of the features of the economy updates - the normalization of the economic parameters for vehicles. The normalization limits the maximum available change of economic parameters in every economy update in order to smooth the transition to the target values, as well as to avoid harsh changes for vehicles, whose efficiency may vary over time.
Thus, two tables are presented to compare the two economies:
with normalization of the values that allows a comparison of the two economies in the next economic update that is scheduled for February. Here you can also compare the parameters for a specific vehicle in the next economic update, depending on the economy used.
without normalization of values that allows the comparison of two economies at the target values ​​that economic parameters would hypothetically reach for a significant number of economic updates for current vehicles at their current performance. We are not providing target values ​​with details on specific vehicles, as these are hypothetical indicators that change with each subsequent upload of statistics.

In general it is needed to note the following pros and cons of each economy for players:
[h3]Vehicle efficiency economy:[/h3]
  • (+) On average lossless play in less efficient vehicles of rank IV or higher without premium account.
  • (-) Vehicles of the less popular game nations are often the most efficient and as a result unprofitable.

[h3]Rank based economy:[/h3]
  • (+) Repair cost and reward multipliers are identical for similar vehicles of different game nations.
  • (+) There is a clear correlation between economic parameters (repair cost, reward multipliers, reward for useful actions) and position in the research tree.
  • (-) Decrease in the demand for less efficient vehicles as they will become economically equivalent to more effective vehicles of the same rank which may also lead to the decrease in the variety of vehicles in the battles.


Generalized key differences between the rank based and vehicle efficiency economies can be summarized as follows:
  • greater reward multiplier for popular high ranked vehicles;
  • lower repair cost for unpopular medium-ranked vehicles;
  • higher repair cost for popular high ranked vehicles;
  • lower reward multiplier for unpopular medium-ranked vehicles.


Let us make some specific examples comparing the target indicators (not for the next economy update but for the final implementation for a hypothetically large number of economy updates at the current level of statistics) of the economy by the vehicle rank and the economy by the vehicle efficiency for vehicles discussed in the community:
  • base repair cost for T95 in AB will be 8360 SL instead of 17010 SL with a reward multiplier of 1.1 vs 1.3;
  • base repair cost for Strv 121 in RB will be 5350 SL instead of 7740 SL with a reward multiplier of 1.5 vs 1.6;
  • base repair cost for Tu-4 in RB will be 12570 SL instead of 30170 SL with a reward multiplier of 2.3 vs 1.8;
  • base repair cost for F-5A in RB will be 10210 SL instead of 5720 SL with a reward multiplier of 3.8 vs 2.9;
  • base repair cost for “Parizhskaya kommuna” in RB will be 28430 SL instead of 50860 SL with a reward multiplier of 2.0 vs 2.3.
  • base repair cost for F-86A-5 and CL-13 Mk.4 (Italy) in RB will be 11290 and 12410 SL instead of 6950 and 10490 SL respectively.



Changes of the reward multipliers, repair cost and related vehicle economy parameters

Please note that depending on the results of your vote the next economy update will be made based on the results of your choice, that’s why are publishing two separate table sheets of economy changes.
  • Open the table sheet with economy changes with economy based on the vehicle efficiency (See the 2nd tab 一 eff econ, norm (20/01))
  • Open the table sheet with economy changes with economy based on the vehicle rank (See the 3rd tab 一 rank econ, norm (20/01))


The updated table sheet for changes in reward multipliers, repair prices and related economy parameters of vehicles has been updated taking into account modifications and corrections described in this message.


Changes of the research cost, purchase cost and related parameters for some vehicles
Open the table sheet


Changes in the research trees
  • M1A1 Abrams and IPM1 一 switched places.
  • Pz.IV F2 and Pz.IV G 一 have been grouped.
  • Pz.IV H and Pz.IV J (in one group) 一 have been moved to rank II.
  • TAM and Begleitpanzer 57 一 switched places.
  • Crusader AA Mk.I and Crusader AA Mk.II 一 switched places.
  • Chi-Ha Kai and Ho-I 一 switched places.
  • Ikv 103 一 has been moved to rank III.
  • Ju 88 C-6 一 have been moved to rank II.
  • Bf 110 C-7 and Bf 110 F-2 一 have been grouped.
  • Tu-4, Tu-4 (China) 一 have been moved to rank V.
  • F-104G 一 has been moved to rank VII.

Lunar New Year


The War Thunder team would like to congratulate players with the Chinese New Year holiday that is also often referred to as Lunar New Year, or literally "Spring Festival".

From the 28th of January (11:00 GMT) until the 1st of February (11:00 GMT)

While controlling Chinese vehicles:
  • Play 3 battles to get the “Fu the Tiger” decal.
  • Win 5 battles to get the “Sky lantern” decoration.

Challenges must be completed in vehicles of rank II or above, with a battle activity over 70% in random battles, except for the “Assault” mode.

Track your progress by clicking your nickname, then “Achievements → Lunar New Year”.

[h2]Available again![/h2]
The following vehicles, previously withdrawn from sale in the store, can now be purchased using Golden Eagles in-game on all platforms. There is no discount on these vehicles.
  • Tank T-62 (Rank 6 China) - available till the end of the offer;
  • Fighter Shenyang F-5 (Rank 5 China) - permanently available.

“Firepower”: Warbonds


The items for the Battle pass in the Warbond shop is as usual, will available throughout the entire “Firepower” season + 1week, available from 26th of January until 3rd of May (one week after the end of the season).
The Warbond shop is available to players that have vehicles from rank III and is part of Battle Pass. You purchase items with the special “Warbond” currency that that can be obtained by unlocking Battle Pass levels.
Premium vehicles in the new season

[h2]★ Crusader “The Saint”[/h2] (first time in the warbond shop)

[h2]★ Celere Sahariano[/h2] (first time in the warbond shop)

[h2]★ Mörkö-Morane[/h2]

[h2]★ P-51C-11-NT[/h2] (first time in the warbond shop)

[h2]★ T14[/h2]

[h2]★ VS-8[/h2] (first time in the warbond shop)

[h2]"Shoo Shoo Shoo BABY"[/h2] pinup of the 401st BS, 91 BG, USAF, 1944


An updated “Road Signs” trophy, trophy with emblems and decals of the tiger images from the past and a "Shoo Shoo Shoo BABY" pinup of the 401st BS, 91 BG, USAF, 1944 (decal by Colin 'Fenris' Muir ).

Open “Shop” → “Warbond shop” to see an assortment where some of the more interesting items can be seen.

Check out the full assortment of available Warbond items in the new season in the game, as well as the terms for purchasing them!

Australia Day


The day of the founding of an entire country! Every year Australians celebrate January 26th in a big way - and we wouldn’t mind joining in the celebration, giving out festive decals to deserving “Australians”, bringing back interesting vehicles for sale and sharing some equally interesting news. All in all - happy Australia Day!
[h3]Until 11:00 GMT on the 28th of January[/h3]
Play 3 battles in the British aircraft (of rank II or higher with a battle activity of 70% or higher) and get a unique “Australia Day” decal.
  • You can complete the task in random battles, except “Assault” and “Enduring Confrontation”.
  • You can follow your progress by clicking on your nickname -> Achievements -> Australia Day.
  • The decal will be located in the “Other” tab in the customization area.

[h2]Temporarily on sale - Boomerang Mk.II[/h2]

Get a premium Boomerang Mk.II until 11:00 GMT on the 28th of January for Golden Eagles. You will find the aircraft in the British aviation tree. The aircraft is only available to owners of the Boomerang Mk.I that can be purchased with 25% discount!

Read about the Boomerang Mk.I and Boomerang Mk.II on our Wiki!

It’s fixed! №38



In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder on the website special section.

Improved overcoming of obstacles


Trenches, embankments and other complex objects are sometimes no less dangerous for a tanker than enemy fire. From now on passing over them will be much safer. We found and fixed the bug where a vehicle might suddenly lose grip and hang on a fairly simple obstacle from which you didn’t expect such a trick.

To go into detail - it was due to an incorrect determination of the angle of inclination of the surface under the vehicle. We have corrected this calculation so there will be a lot less jams now. Concentrate your attention on the enemy, not on stumps.

Filtering suspended armament


Suspended armament on some aircraft can be so flexible that the number of available variants of equipment has long exceeded a dozen and with the advent of more and more modern and advanced vehicles in War Thunder, it only continues to grow. Because of this, even in the significantly refined menu of the suspended weaponry it is sometimes possible to get lost.

We noticed your comments about this problem and as a solution, we are adding additional filters that allow you to select for example only available weapons for your current level or display only your favorite and customary ones. Simplicity is the key to the fastest start of the next battle and reduce mistakes when equipping your battle vehicle.

Set an alarm for you

No, it isn’t about the alarm clock that disturbs a peaceful night’s sleep and spoils your mood in the morning. It is a very useful alarm clock which doesn’t bother you at all but it will warn you in advance if an item in your inventory is about to expire.

Now the alarm icon will appear on items with only hours left to activate or expire.

Boosters and personal discounts will be marked with a coloured box hours before they expire.

Extinguished additional fire in Assault

It’s a minor fix and a great excuse to remind you of an interesting battle mode where you and a few comrades are fighting waves of AI controlled opponents attacking your base.

“Assault” is available in the game mode selection menu under the “Battle” button. And we have fixed a bug where a defeated comrade might leave a firing hanging in the air when leaving a battle earlier. This was a good symbol of the loser’s emotions but it didn’t look very realistic.
Update 2.13.0.82

  • A “Filters” option has been added to the secondary weapons menu. Now you may choose to display only “favorite” or “available” setups, as well as display the setups by modification tier.
  • An “Alarm clock” icon has been added to warn players about expiring items in their inventory. 
  • Boosters and personal discounts in the bottom right part of the hangar menu, as well as those in the “Store → Inventory” menu are now framed in orange or red depending on their expiration dates - in 4 or 1 hours respectively.

[h2]Ground vehicles[/h2]

  • A bug has been fixed with passing certain obstacles, such as trenches, where the slope angle under the vehicle could be calculated incorrectly, which caused traction drop and the vehicle sticking.
  • A bug has been fixed where an effect of fire could remain on the battlefield after the vehicle’s hull disappears. 
  • M1128 — max engine speed has been specified from 2,600 to 2,400 rpm; max speed has been corrected from 121 to 96.5 km/h.
  • BMP-3 — a bug has been fixed with the laser rangefinder over the gun’s barrel with the “Sodema” modification installed.
  • Challenger 2 — a bug with the description of the front right side skirt in the x-ray mode has been fixed.
  • Radkampfwagen 90 — a bug has been fixed where in some cases the protection of the armour fragment in the lower part of the turret was overestimated.
  • M18 —  a bug has been fixed where in some cases the protection of the armour fragment below the gun mantlet was overestimated.
  • The accuracy of laser and correlation rangefinders has been increased.

[h2]Aviation[/h2]

  • Me 163B, Me 163B-0, Ki-200 — a bug has been fixed that prevented take-off from unpaved airfields (report, video).
  • A bug has been fixed where wing spoilers may display raised in the hangar or on the reserve site.
  • J-7E — max launch overload in 4G has been removed from the PL-5B missiles.
  • Ki-45 Hei, Ki-45 Ko, Ki-45 Otsu, Ki-45 Tei — targeting angles of the dorsal turrets have been fixed.
  • D4Y (all modifications) — targeting angles of the dorsal turret have been fixed.
  • F1M2 — targeting angles of the dorsal turret have been fixed.
  • 12,7mm Breda-SAFAT — fuze sensitivity of the HE round has been fixed from 3 to 0.1 mm (report).
  • Saab AJ37 — the weapon setups including the RB75 missiles have been moved to the section “For armoured targets” (report).
  • AIM-7F, Р-24Р missiles — autopilot logic at close distances to the target has been improved.

[h2]Naval[/h2]

  • USS Trenton, USS Raleigh — number of the rangefinders of the stern and central gun director rooms in the x-ray mode has been corrected.
  • USS North Dakota — number of the gun directors in the pop-up message of the central gun director room has been corrected in the xray mode.
  • A bug has been fixed where the azimuth scale may be hidden when changing from the bluewater ship to the coastal vessel with a radar (report).

[h2]Other changes[/h2]

  • Display of markers in the tutorial missions has been corrected.
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.