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Developer Diary: Repair Zone

Commanders!

In our previous Borsuk article, we revealed the upcoming Repair Zone active ability and today we’d like to tell you more about how it works.



As was mentioned before, the ability, simply put, slowly restores the hitpoints of friendly vehicles inside it, including your own.

The zone consists of a circle and an object (a pile of parts). The circle itself is invulnerable but the pile of parts has 1000 hitpoints (and some light armor). It’s worth noting that it cannot be destroyed instantly by ramming into it (unlike the VN20’s deployable turret or infantry troopers) in order to prevent its accidental destruction since player vehicles will have to drive near it.

The center of the vehicle has to be present within the repair circle and stop for the repair process to trigger. The repair process stops as soon as you move (even within the zone).

The number of friendly vehicles inside the zone is not limited by anything but the circle’s size. Effectively, this means two or three vehicles will be able to use it at the same time. The repair speed is the same for every vehicle within the zone and doesn’t decrease with more vehicles present.

Deploying the Repair Zone works much like with other infantry. You have a single Repair Zone charge. If it gets destroyed – well, that’s it. You can “pick up” the Repair Zone with your Borsuk and move it elsewhere at any point, as long as it is not destroyed. However, the deployment takes some time, during which you must remain stationary. In a match, Repair Zone is not limited by duration – it stays until picked up or destroyed.

The zone isn’t spotted automatically. It has a camouflage value (tied to the pile of parts) and if that’s hidden behind a hill, you won’t be able to see an enemy zone at all. Unlike infantry, however, the zone cannot spot things on its own, nor it has any armament – it remains completely passive.

And that’s about it, commanders. We hope that you’ll enjoy this new mechanic and, as always:

See you on the battlefield!

Shadow Protocol Battle Path: Info and Preorder

Commanders!

Today, we’d like to tell you more about the upcoming Shadow Protocol Battle Path campaign as a whole along with the changes and improvements we’ve prepared for you.



[h2]Preorder[/h2]

You can now secure the access to the Battle Path early (and with preorder-exclusive items) in the Web Shop “Battle Path” section. The following bundles are available:

  • Shadow Protocol access with the Mists of Winter camouflage, the Winter Mercenary player avatar and the Cold-Hearted player title
  • Shadow Protocol access with 50.000 Battle Coins, the Mists of Winter camouflage, the Winter Mercenary player avatar and the Cold-Hearted player title
  • Shadow Protocol access with 10 Battle Coin boosters, the Mists of Winter camouflage, the Winter Mercenary player avatar and the Cold-Hearted player title


For more details about the Shadow Protocol Battle Path, please read below.



The bundles are available in our Web Shop:



[h2]Shadow Protocol[/h2]

With this Battle Path, we are returning to the format of previous Battle Path. The Shadow Protocol Battle Path doesn’t offer a story to follow. Instead, it has two themes – mercenaries, and the past, the present and the future of warfare. Its topic can therefore be divided into three parts:

  • Mercenary history (covering the conflicts that involved mercenaries, starting from the Golden Age that were the sixties, to the 2000s)
  • Contemporary mercenary history (from the Caucasus to the Middle East)
  • Future warfare (where the focus shifts towards the Pacific theater of operations)


The assets will be theme-appropriate with some of the most badass camouflages, decals and titles to date.

[h2]Prizes[/h2]

Speaking of rewards, there will be 50 levels packed full of prizes. As usual, we’ve prepared three brand-new vehicles for you:

  • T-64BV Mod.2022 Tier 8 Premium MBT for reaching Level 20
  • Borsuk Tier 10 Premium AFV for reaching Level 35 (with its new Repair Zone ability)
  • KNIFV NLOS LPS Tier 10 Premium TD for reaching Level 50


As usual, you will also be able to claim a large number of camouflages, skins, decals, base paints, and much more. But that’s not everything – not by a longshot.

[h2]What else is new?[/h2]

Good news, commanders. We’ve kept the low prices you’ve been enjoying in the Seahawks Battle Path, which means that each level will only cost 4.500 Battle Coins. What we have changed, however, are the prizes. Practically every second level now offers a Battle Coin booster reward (amongst other things).



The missions have been overhauled once again. This time, each mission will be possible to complete in any Tier 4 to Tier 10 vehicle. Since missions are not mandatory to receive your dose of Battle Path boosters, we’ve ramped the difficulty up – but also the prizes:

  • Finishing each of the four chains will award you with an exclusive skin that will not be available by any other means
  • Finishing each of the first three chains will also award you with 5 Mercenary Loot Crates
  • Finishing the top chain with the most difficult missions will award you with 15 whopping Mercenary Loot Crates


Mercenary Loot Crates are another new Loot Crates, exclusive to this Battle Path. They work much like the Iron Loot Crates. From EACH such crate, you can receive:

  • Premium vehicle (Tier 3 to Tier 10, including TOS-1M, Boxer RIWP, EMBT, Puma and many more)
  • Premium commander (including Ophelia Kitescu or Alexander Cortez)


No “last ditch” prizes such as Platinum Loot Crates or Boosters. Just vehicles, commanders, or, if you have the drop already, its full price in Gold as a compensation. And with 30 boxes on the line, that is one hell of a deal.

And, last but not least, we have added a couple of things to the Battle Path shop as usual – for the standardized prices, of course.

[h2]Conclusion[/h2]

The rest of the Battle Path remains mostly the same. The Battle Path is currently planned to launch in early April but, as usual, the specific date will be announced a bit later.

We hope you’ll enjoy this Battle Path as much as we enjoyed designing it and, as always:

See you on the battlefield!

Update 0.270 Now Available

Commanders!

We are happy to announce that the Update 0.270 is now available!



[h2]List of Update 0.270 Changes[/h2]

Vehicle Fixes and Updates

With each patch we continue (and will continue) to update vehicles based on your feedback and fix them. In this update, we have the following changes for you:

  • Ajax: Fixed a number of visual issues on the Desert Ajax skin
  • ASCOD LT-105: Manned turret no longer receives reduced damage
  • Challenger 2 ATDU: Additional armor now correctly appears in the Armor Inspector window
  • FV101 Scorpion Kastet: Turret now correctly counts as unmanned
  • KF41 Lynx Prototype: It is now possible to damage or destroy the APS module
  • LAV-150 90: Fixed the missing toys on the Duckling skin
  • Leclerc: Fixed the camouflage net appearance on the Tropicalisé skin
  • Lynx Skyranger: Fixed the drive sprocket interaction with tracks
  • M1A2C: Fixed broken ERA clipping through the camouflage on the War Pig skin
  • M1A2C: Fixed a number of visual issues of the War Pig skin on low and medium graphics settings
  • M1A2C: Fixed the ERA texture on the SEP v3 PL skin and some other smaller visual issues
  • Puma: Added a shell ejection animation
  • T-14 Armata: Fixed the dirt appearance on the Nakidka skin
  • T-64BV Mod.2017: Fixed the frontal gun depression value
  • T-72A: Fixed the headlight appearance
  • T-72B: Fixed the headlight appearance
  • T-72B3 Fixed the headlight appearance
  • T-72M1: Fixed the headlight appearance
  • T-72M4CZ: Fixed the headlight appearance
  • T-80B: Fixed the destroyed ERA appearance on the Pacific Fleet Marines skin
  • T-90M: Fixed several smaller visual issues
  • Typhoon-VDV: Improved the vehicle’s passive ability, which now provides 100 meter spotting range bonus instead of the previously announced 30 meter one and improves the ability of your teammates to spot targets through foliage


General Changes

  • Fixed an issue where it was impossible to complete some Contract missions, including for Gold
  • Fixed an issue where broken (empty) achievements were awarded to players
  • Fixed some incorrectly deployed UI elements
  • Rate of Decay Special Operation: Fixed the electric pole that was getting players stuck at B4
  • Lone Star Special Operation: Fixed several smaller visual issues (small holes in buildings, incorrect detail settings of objects)
  • Added several assets for future events

Server Maintenance

On the 18th of February 2025, starting from 7:00 CET, the server will not be available for 7 hours due to a planned server maintenance.



Please note that the maintenance can be extended beyond the abovementioned timeframe. We apologize for the inconvenience.

In Development: KNIFV NLOS LPS

Commanders!

Today we’d like to show you the final prize of the Shadow Protocol Battle Path, the KNIFV NLOS LPS Tank Destroyer that will be available for reaching Level 50.



But before we get to its gameplay characteristics, let’s discuss what this vehicle actually is in real life.

Let’s unpack the name first. The name KNIFV stands for “Korean Next Infantry Fighting Vehicle” and is an earlier name for the K21 IFV. In other words, the vehicle chassis on the photo belongs to a heavily modified K21 with some elements from AS21 Redback.

Next, the NLOS LPS designation. NLOS stands for “non-line of sight”, which means the vehicle can fire at targets it cannot actually see. And, finally, LPS stands for “long-range precision system”, indicating the vehicle’s capability of engaging targets at very long ranges (up to 8km).

With this piece of information in mind, a more complete picture can already be formed. The KNIFV NLOS LPS is a long-range anti-tank guided missile launcher installed on a futuristic-looking tracked chassis. The concept was developed by Hanwha, the company behind the K21 and the Redback. It has two main weapon systems – a large missile launcher in the back, and a separate remote-controlled weapons station fitted with 12.7mm machinegun in front.



The missile launcher contains 12 TAipers missiles by Hanwha. TAipers stands allegedly for “tank snipers” (or Cheongeom in Korean). The name is perhaps a bit corny, but the missile itself is anything but. It is a next-gen ATGM, intended to replace the aging TOW systems in South Korean service.

It can be launched either from the ground or from the air and operates in two modes – fire-and-forget (has a combined optical and infrared seeker) or direct control via an optical cable. Its flight speed is 200 m/s and it has a maximum range of 8km. Its tandem HEAT warhead can defeat 1000mm of armor. The missile itself weighs some 35kg (roughly a third more than a TOW missile).

According to the available data, the vehicle weighs some 25-30 tons and is powered by a Doosan hybrid engine to reduce its IR signature on the battlefield, allowing for excellent speed (75 km/h maximum speed) and agility. The vehicle has a crew of three men (driver, commander, weapon operator), all sitting in an armored capsule in the hull. The protection is generally light (this is not a frontline vehicle) but hard-kill active protection systems were seen on the earlier iterations of this vehicle along with various jammers and other electronic warfare devices.



A small scale model of this vehicle started appearing perhaps around 2018 at various expos all around the world with South Korean presence (most recently at ADEX 2024 in Azerbaijan). The idea behind the vehicle was presented as a tank killer capable of operating in mountainous terrain, which is something South Korea is known for. The presentation (and the availability of TAipers for export) suggests that, if completed, it would become also available for export. That has, however, not happened yet, and the vehicle remains a small-scale concept.

In Armored Warfare, the KNIFV NLOS LPS will be a Tier 10 Premium Tank Destroyer.

As you’ll see, we took some liberties with the design in order to make its gameplay interesting, as we’re about to explain. But first let’s take a look at the more obvious things.



This is a light (25 tons), long-range missile-based tank destroyer. That means it’ll be mobile (thanks to its Doosan hybrid engine) and relatively stealthy. This will be compensated by thin armor, especially against kinetic ammunition. The vehicle follows the same armor concept as the XK3 – it’s an advanced composite hull, which means it’ll be well-protected against HEAT ammunition, but very weak to armor-piercing rounds.

In order to make it more survivable, the vehicle will be equipped with:

  • Smoke grenade launchers (forward-facing only)
  • Hard-kill APS (similar system to XK3)
  • Soft-kill APS (similar system to XK3)
  • Adaptive camouflage module (known from PL-01, available as a part of additional progression)


Now, let’s talk weapons.



The primary turret is the forward one. We replaced the real-life 12.7mm machinegun with a short 30mm XM914 autocannon you all know and love from Boxer RIWP and AbramsX, firing rather powerful HE shells. This is a close range defense weapon – you’re not supposed to use it as a primary weapon, but to ward off pesky scouts behind enemy lines.

The main weapon is, of course, the TAipers missile launcher with 12 missiles. The missiles themselves are rather powerful at 1500mm penetration and 1250 damage per hit, but there are several twists to them:

  • More than one missile is fired at once (we are currently testing a single launch with fast reload, two missiles at once or even three missiles at once) – but please note that no matter how we set it, the vehicle will hit like a ton of bricks
  • The launchers are always aiming upwards when ready to fire, which means the vehicle will be able to fire over obstacles much more easily than regular missiles
  • The launcher has two firing modes (that can be switched between using the Active Ability button) – either the missiles behave normally, or they switch to top-attack mode (with Javelin-like lock-on mechanic, although the lock-on time is very short)


However, there are two downsides:

  • The launcher is static and forward-facing, which means it won’t be easy to engage targets behind you with the missiles – at least not easily
  • The minimum range is roughly 70 meters – this is NOT a close combat vehicle


With all that being said, when played carefully, this vehicle will enable you to engage targets at long ranges and bombard them with advanced missiles before retreating to reload.



Despite looking almost ready, the vehicle is not in its final form yet and we are in the process of internal testing. All your feedback is appreciated and, as always:

See you on the battlefield!