News

PTS – Update 0.22

Commanders!

We are happy to announce that the Public Test Server is now available with the “Art of War” Update on it!

You can now test Update 0.22 and leave us your feedback in the discussion!

Please note:

The Public Test Server is a special, separate server, running an experimental version of the game with the specific goal of uncovering and resolving this new version’s issues using player feedback.

By entering the server, you acknowledge that the game experience may be diminished by the abovementioned issues as well as downtimes that may occur at any time based on the needs of the testing schedule.

Update 0.22 – Preliminary Patchnotes

Gameplay Mechanisms

New Commanders

In Update 0.22, we are introducing the new commander system. The commanders now have 15 levels instead of the previous 5 and each level is named after a military rank. Level 11 or higher is only unlockable for any commander if you have a second commander of the previous level – you have to have at least two Level 10 commanders to progress to Level 11 and so on.

Every level gives the commander one perk that can be unlocked from a newly-designed perk field. Each commander also has a Main Perk, that doesn't need to be unlocked and improves automatically with every level gained.

Please note:

  • Players can convert Global Reputation to Commander XP and train their commanders to Level 10
  • Commanders can be reviewed in the new Barracks window in the Garage, where they can be assigned to multiple vehicles
  • Viktor Kirsanov is now available in exchange for Reputation from the following vehicles: T-55, Type 69, M48A3

You can read more about the Update 0.22 Commander System in our dedicated article.

Economy Changes

We are introducing a number of economy changes to Armored Warfare. These changes are described in a dedicated article. The main changes include:

  • Loot Crates having a 10% chance to award a Loot Crate of higher quality
  • Improvements to Premium and Battle-Hardened Vehicles
  • Compensations for used Consumables
  • PvP and Global Operations Reward Changes
  • PvE Reward Changes (see below)
  • Inactive players receiving any reward

We have rebalanced the PvE rewards to better correspond to the time spent in longer missions. As such, the rewards for missions with multiple objectives depend on the objective order – completing the last objective of a PvE mission will bring significantly more rewards than the last first objective. Additionally, for the purposes of rewards, the vehicle Tier modifier was replaced by rewards based on the Tier of enemy vehicles (the change is analogous to the PvP reward update).

Additionally, repair costs were reduced as such:

  • Tier 5 to 10450 Credits
  • Tier 6 to 14500 Credits

Certain shell prizes were increased:

  • 30mm 3UBR11 – 387 Credits
  • 40mm APFSDS Slpprj 95LK to 619 Credits
  • 40mm APFSDS Slpprj 90LK to 495 Credits

Certain shell prizes were reduced:

  • 30mm L14A3 to 27 Credits
  • 30mm L14A2 to 15 Credits
  • 30mm L13A1 to 8 Credits
  • Swingfire missile to 574 Credits
  • Swingfire SWIG missile to 750 Credits
  • 76mm M352A1 to 79 Credits
  • 76mm XM855 to 592 Credits

Gun Stabilization Overhaul

The stabilization mechanism will also be overhauled – these changes are described in the dedicated article.

Stabilization now depends on gun caliber, vehicle class and Tier. Accuracy loss from firing will also be changed and won't be constant anymore – it will differ from gun to gun.

Main Battle Tanks will be, when standing still, fairly accurate, but will lose more accuracy than other classes:

  • when firing (20% more than the base value)
  • traversing the turret (30% more than the base value)
  • steering (40% more than the base value)

Light Tanks will be the kings of accurate main caliber fire on the move at short to medium distances and while performing wild maneuvers at break-neck speed. Compared to the Main Battle Tanks, they will lose considerably less accuracy when steering (50% less than the base value) and due to the fact that don't carry – especially on Tier 10 – the weaponry of the same caliber as the MBTs. At the same time, they will lose a lot of accuracy from movement itself to compensate for this.

As a result, they will be very accurate on the move at short to medium distances, but their overall accuracy on the move will be reduced at high distances in order for them not to overshadow the Tank Destroyer class in its niche.

Tank Destroyers will be the ultimate snipers of Armored Warfare. They will no longer work as wheeled Light Tanks – their accuracy on the move and while steering will be considerably worse (especially steering will have major negative impact on accuracy). They will be, however, extremely accurate at high distances when not moving fast or performing wild maneuvers and will lose very little accuracy from traversing their turrets or fixed guns to allow them to effectively engage targets when static.

Nation-based changes include:

  • British 120mm gun accuracy increased
  • Leopard 1 and Leopard 2 tanks are defensive weapons in nature, designed to take out their enemies at long distances. As such, they will be 10% more accurate than the MBT average in all situations (the Leopard 2AX Tier 10 will receive another special 25% stabilization boost, making it perhaps the most accurate MBT in the game)
  • Abrams Tanks are universal and generally agile, they will lose 20% less accuracy compared to the other MBTs when steering, promoting active gameplay
  • Russian Tanks are assault weapons, designed to go forward and stop for nothing save for the Atlantic – they will lose 20% less accuracy compared to the other MBTs when going forward
  • Chinese Tanks are comparable to the Russian Tanks but more versatile and more maneuverable. They will lose 15% less accuracy compared to the other MBTs when going forward and 15% less accuracy compared to the other MBTs when steering
  • Challengers are another example of defensive weapons, standing in the way of the enemy like a rock weathering a flood – they will lose 40% less accuracy compared to the other MBTs when traversing their turrets, allowing them to accurately engage different targets while standing still

Vehicle Mobility Overhaul

One of the most important changes in Update 0.22 is the vehicle mobility overhaul, described in a dedicated article.

These include:

  • Overhaul of the way the vehicles interact with ground and different ground types (the ground resistance now depends on vehicle specific ground pressure – in other words, vehicles with wider tracks or wheels will have an advantage)
  • Changes to the interaction with water (the deeper the water is, the slower will the vehicles be)

The maximum speed and acceleration was also changed as such to make the vehicles more diverse:

  • MBTs will now accelerate a bit slower (depending on their power to weight ratio) and the maximum speeds of many MBTs were slightly adjusted
  • MBTs with turbine engines now accelerate differently than the MBTs with diesel engines (turbines accelerate slower initially but reach their maximum speeds significantly faster, while the diesels accelerate well initially but accelerate slower in higher gears)
  • LTs, TDs and AFVs all had their acceleration rebalanced
  • The ability of various vehicles to climb slopes was also adjusted (including the issue where vehicles with damaged engines couldn't climb any slopes)

We also fixed the way many wheeled vehicles control by:

  • Reworking their interaction with various ground types
  • Fixing the suspension of all vehicles
  • Fixing the steer rate for all vehicles
  • Fixing the vehicle behavior at all speeds
  • Improving the vehicle behavior when applying the handbrake (Space Key), leading to awesome drifts
  • Removing the forced slowing down when the vehicle is turning

Last but not least, we reworked the way the wheel damage works – the wheeled vehicle speeds now drops linearly depending on the amount of wheels destroyed. If 25% of all wheels are destroyed, the speed drops by 25% etc. If 75% of all wheels are destroyed, the vehicle stops entirely.

Ready Rack Overhaul

We are also changing the way the Ready Rack works. Ready Rack in real life is the (usually very limited) set of shells that are stored near the gun to allow the loader to load the gun quicker than if he had to reach out to the hull for more ammunition. As such, they are very handy but, usually, the turret design won't allow for high capacity ready racks and once depleted, the loading process becomes much slower.

To reflect this fact, we'll update the Ready Rack mechanism in the following way:

  • The Ready Rack will have a limited capacity (much like the standard "clip" autoloader)
  • As long as there are shells left in the Ready Rack, the rate of fire of such a vehicle will be quite high
  • Whenever a shot is fired from the Ready Rack, the Ready Rack automatically fills every several seconds independently on the gun fire (it's not possible to fill the Ready Rack like a clip by pressing C). Unlike standard "clip" autoloaders, this process does not prevent the gun from firing
  • Firing the gun resets the Ready Rack reload timer – when the loader is busy loading the gun from a Ready Rack, he can't be reloading the Ready Rack from the standard ammo rack
  • If the Ready Rack is empty, the loader loads the gun directly from the standard ammo rack, increasing the gun reload time to match the Ready Rack reload time

In other words, a tank has two reload times:

  • Gun reload time (example: 2 seconds)
  • Rack reload time (example: 5 seconds)

As long as there are shells in the Ready Rack, the gun can fire every 2 seconds. Not firing makes the loader replenish the Ready Rack with one shell every 5 seconds. Once the rack becomes empty, the loader loads the gun directly and the tank is only capable of firing every 5 seconds. However, not firing fills the ready rack back, allowing the tank to fire faster later.

Please note:

  • Ready Rack reload time is influenced by any bonuses affecting standard loading time (like Loader skill for example)
  • When switching the type of ammunition, the Ready Rack empties completely and starts being loaded from scratch

The vehicles that will feature this Ready Rack in Update 0.22 include:

  • LAV-600
  • Centauro 105
  • Centauro 120
  • AMX-10 RCR
  • Stingray 1
  • Stingray 2
  • Merkava 2D
  • XM1A3 (with its 120mm gun)

Miscellaneous Changes

  • Platoon bonus is now awarded only if there are at least two players in the platoon
  • Reworked the off-road acceleration and hull traverse bonus – earlier, they improved the vehicle parameters even on hardened surfaces, now they only reduce the off-road terrain penalties, but the bonus values have doubled (as a result, the bonus won't work on hard surfaces such as roads, but will significantly improve off-road performance on snow, in the mud etc.)
  • Battle countdown on the Alabino Proving Grounds map and in tutorial missions reduced to 5s
  • Removed the chat from tutorial missions
  • Vehicle sounds now depend on the surface
  • Improved the vehicle collision sounds

Graphics Changes

  • Improved vehicle model details on low settings in the Garage
  • Fixed the issue with the SSAO render on High settings
  • Reworked the graphics presets (changed to Minimum – Low – Medium – High – Ultra)
  • Removed the Very High graphics preset (players who used Very High or Ultra switched to Ultra)
  • Low graphics preset renamed to Minimum
  • A part of the players who used the Medium preset on weak computers had their setting changed to Minimum
  • Render modes renamed
  • Render mode choice was disabled for the Low setting
  • Reduced the RAM client requirements

Vehicles

We are adding the following progression vehicles:

  • Type 99A1 Tier 9 MBT
  • Type 99A2 Tier 10 MBT
  • Type 96 Tier 6 MBT
  • Type 96A Tier 7 MBT
  • ZBL-08 Tier 7 AFV
  • OT-64 Cobra Tier 5 AFV
  • OA-82 Jarmila II Tier 4 AFV
  • PLZ-89 Tier 7 SPG
  • PLZ-05 Tier 9 SPG

And the following premium vehicles:

  • PTZ-89 Tier 7 TD
  • ZBD-86 Tier 3 AFV

Ammunition Mechanism Changes

We've reworked the way the HESH rounds work. Now they completely ignore armor sloping of up to 75 degrees and partially even steeper slopes. The armor decreases their potential damage to 50% at most, but they now deal massive damage to internal modules and crewmembers.

We've also reworked the way HE rounds work. When calculating the splash radius damage value, instead of the biggest damage due to the thinnest armor within the splash radius, they will take the average damage value in the entire splash area into account. If the maximum determined damage value exceeds the average value by 33%, the 33% will act as a limit (effectively capping the maximum damage value at 133% percent of the average damage value). In practice, this change will limit the massively damaging turret ring HE shots and other unintended HE behavior.

Other ammunition changes:

  • HEAT-MP rounds will receive an additional HE mechanism, allowing them to deal damage even with non-penetrating hits
  • Player control over the majority of guided missiles was improved
  • The initial velocity of ATGMs significantly improved – they will now accelerate to their maximum velocity much faster
  • 105mm shells were re-distributed to the correct vehicles, their penetration, damage and price values were fixed
  • The HEAT tooltip now displays the damage bonus better, including the actual maximum damage based on the base shell damage

General Changes

  • Newly purchased vehicles now come with a full complement of ammunition
  • When the battle is started, all vehicles (with the exception of artillery) will start with their weapons already loaded
  • Autocannon accuracy kicks back in not immediately after a shot, but with a slight delay – this change improves the player control over recoil
  • The Reinforced Ammo Rack retrofit now, apart from the ammo rack hitpoint bonus, reduces the ammo rack detonation chance by 33% (66% for v2)
  • The Secured Ammunition Loader skill now, instead of increasing the ammo rack hitpoints, reduces the rate of fire penalty for damaged ammo rack and gun breech
  • Tier 7 to Tier 10 MBTs and LTs had their side armor adjusted so that it would become vulnerable (to a limited degree) to autocannons
  • Kontakt-1 ERA thickness is now 15mm for all vehicles

2S1 Gvozdika

  • Gun mantlet armor is now 35mm thick

9910

  • Fixed the bug that caused the APFSDS rate of fire to be lower than the HEAT one
  • The reload time for all shells was changed from 8,5s to 8s
  • Changed the hull traverse rate

BMD-1

  • Hitpoints changed from 1735 to 1550

BMD-1P

  • Hitpoints changed from 1745 to 1550

BMD-2

  • Hitpoints changed from 1790 to 1590
  • Fixed the weight value (now it equals to 8333kg)

BMD-2M

  • Hitpoints changed from 1825 to 1725

BMD-4

  • Hitpoints changed from 1825 to 1750

BMP-2

  • 9M111-2 Fagot ATGM penetration increased from 400 to 430mm

BMP-3

  • Hitpoints changed from 1925 to 1950

BMP-3M

  • Fixed the smoke grenades to work properly

BMPT Terminator-2

  • Significantly overhauled the armor performance to increase the predictability of impacts when firing at it

BVP Šakal

  • Hitpoints changed from 1840 to 1920

C1 Ariete

  • Changed the hull traverse rate

CRAB

  • ATGM clip reload time decreased from 24s to 20s
  • The delay between ATGM shots decreased from 4s to 2,3s
  • The vehicle now gets a 66 round clip for its autocannon (reload time 8s)
  • Damage per autocannon round reduced from 40 to 30
  • Rate of fire increased from 300 to 500 rounds per minute
  • Turret traverse rate increased to 60 degrees per second
  • Hitpoints changed from 1765 to 1685
  • The camouflage penalty for launching an ATGM reduced

Challenger 1

  • L26A1 APDS damage increased from 500 to 575
  • L27A1 APDS damage increased from 560 to 600
  • Fixed the side armor

Challenger 2

  • L27A1 APDS damage increased from 560 to 600

Challenger FALCON

  • Changed the hull traverse rate

Chieftain Mk.2

  • HESH penetration increased from 240 to 265mm
  • L15 APDS damage increased from 480 to 530
  • L15A2 APDS damage increased from 480 to 530

Chieftain Mk.10

  • L15A2 APDS damage increased from 480 to 530
  • L15A3 APDS damage increased from 490 to 530

Chieftain 900

  • L15A3 APDS damage increased from 490 to 530
  • L23A1 APFSDS damage increased from 500 to 540
  • Changed the hull traverse rate

ERC 90 F4

  • Hitpoints changed from 1735 to 1635

FV107 Scimitar

  • Hitpoints changed from 1725 to 1520

FV510 Warrior MILAN

  • ATGM reload time decreased from 8,2s to 6,5s
  • Hitpoints changed from 2030 to 2075
  • The camouflage penalty for launching an ATGM reduced

FV721 Fox

  • Hitpoints changed from 1715 to 1485

Kampfpanzer 70

  • Added side armor

KTO Rosomak

  • The armor was adjusted to the same values as on the KTO Rosomak M1
  • The autocannon now has a correct Upgrade icon

LAV-150

  • Hitpoints changed from 1765 to 1650

LAV-150 90

  • Hitpoints changed from 1765 to 1650

Leopard 2

  • Changed the hull traverse rate

Leopard 2A5

  • Adjusted the armor model to better correspond to the visual model

Leopard 2A6

  • Adjusted the armor model to better correspond to the visual model

Leopard 2AV

  • Changed the hull traverse rate

Leopard 2AX

  • APS arc of operation increased from 60 degrees to 360 degrees
  • Adjusted the armor model to better correspond to the visual model

M1 Abrams

  • Changed the hull traverse rate

M1128 Stryker

  • Fixed a large number of armor bugs

M2A3 Bradley

  • ATGM reload time decreased from 18s to 15s
  • The previously improved Mk.258 ammunition becomes stock
  • The vehicle receives a new ammunition type (40mm Caseless Super Forty) instead of the Mk.258 ammunition that became stock
  • Hitpoints changed from 2030 to 2170

M60-2000

  • Changed the hull traverse rate

MBT-70

  • Added side armor

Merkava 2D

  • Increased the Ready Rack capacity to 4 rounds
  • Reload time decreased to 3s

Object 430

  • Fixed the side armor

PL-01

  • APS arc of operation increased to 360 degrees

SPHINX

  • ATGM reload time decreased from 12s to 10s

Stingray 2

  • Stock APFSDS changed to M774
  • Improved APFSDS changed to M833

T-15

  • 3UOF21 HE round penetration reduced from 11 to 10mm
  • Fixed the Garage turret armor thickness values

T-55

  • Fixed the turret armor to match the Garage values
  • Significantly overhauled the armor performance to increase the predictability of impacts when firing at it

T-55M1

  • Significantly overhauled the armor performance to increase the predictability of impacts when firing at it

T-62

  • Significantly overhauled the armor performance to increase the predictability of impacts when firing at it

T-64A Mod.1969

  • The HEAT round was changed to 3VBK10 (penetration reduced to 450mm)
  • Significantly overhauled the armor performance to increase the predictability of impacts when firing at it

T-64A Mod.1976

  • HEAT damage reduced from 570 to 560
  • Significantly overhauled the armor performance to increase the predictability of impacts when firing at it

T-64AV Hunter

  • HEAT damage reduced from 570 to 560
  • Significantly overhauled the armor performance to increase the predictability of impacts when firing at it

T-72A

  • The 3VOF36 shell was replaced by the 3VOF22
  • Significantly reduced the turret side, turret roof and turret rear armor

T-72AV (Premium)

  • The 3VOF36 shell was replaced by the 3VOF22

T-72B

  • Significantly reduced the turret side, turret roof and turret rear armor
  • Changed the hull traverse rate

T-72B3

  • Fixed the bugged ammo rack repair time
  • The vehicle now has a 1130hp V-92S2F engine

T-80

  • The 3VOF36 shell was replaced by the 3VOF22
  • Changed the hull traverse rate

T-80B

  • Changed the hull traverse rate

T-80U

  • Fixed the bug that caused the vehicle to catch fire from any fuel tank damage
  • Changed the hull traverse rate

T-90MS

  • Fixed the incorrect armor type tooltip in the garage armor description

Type 99

  • Reload time increased from 7,5s to 8s

VBL INGWE

  • Clip reload time decreased from 26s to 24s
  • The delay between ATGM shots decreased from 3s to 2s
  • Hitpoints changed from 1080 to 1280

VBL TOW

  • Reload time increased from 15s to 16s
  • Hitpoints changed from 1080 to 1280

VBR

  • Clip reload time decreased from 25s to 16s
  • The delay between ATGM shots decreased from 3s to 1,8s
  • The vehicle now gets a 100 round clip for its autocannon (reload time 10s)
  • Damage per autocannon round reduced from 30 to 20
  • Rate of fire increased from 300 to 750 rounds per minute
  • Turret traverse rate increased to 60 degrees per second
  • The camouflage penalty for launching an ATGM reduced

Wiesel 1 HOT

  • Hitpoints changed from 1000 to 1180

Wiesel 1 TOW

  • Reload time increased from 11s to 14s
  • Hitpoints changed from 1000 to 1180

WPB Anders

  • Fixed the bug that caused the camouflage penalty for firing to be calculated incorrectly

WZ-1224

  • Fixed the bug that caused a reload time increase with wounded gunner

XM1A3

  • Fixed the bug that, when the autoloader got destroyed, caused the reload time to not increase as it should have
  • Changed the hull traverse rate

XM800T

  • The vehicle now gets a 75 round clip for its autocannon (reload time 14s)
  • Damage per autocannon round reduced to 20
  • Rate of fire increased to 600 rounds per minute
  • Hitpoints changed from 1745 to 1645

Player versus Player

  • Added a new map: Seven Steps
  • Fixed the collision models of many bushes
  • Improved the damage model of many in-game environmental objects
  • Medium settings for all PvP maps now have the grass disabled for the Encounter mode
  • Added extra information about the type of the battle to the game panel
  • Chemical Plant – bunker texture improved
  • Chemical Plant – fixed the stones that hovered in the air
  • Lost Island – water spray animation now corresponds to the ship speed
  • Lost Island – fixed the transparent glass textures on low graphics settings
  • Port Storm – fixed the stone materiel issues
  • Port Storm – the sky now looks more realistic
  • Port Storm – driving on paved surfaces is now different from driving on sand
  • Port Storm – fixed the road textures on low graphics settings
  • River Point – removed the invisible barrier on the rocks
  • River Point – fixed the building models on low graphics settings
  • Pipelines – fixed the signpost that shrunk with damage
  • Pipelines – fixed the water color
  • Ghost Field – improved the map lighting
  • Ghost Field – fixed the stone textures that were too bright
  • Ghost Field – fixed the road textures and levitating grass
  • Waterway – fixed the low-res bridge beam textures on low graphics settings
  • Waterway – fixed the issue with some objects not being displayed on low graphics settings
  • Waterway – fixed the missing building textures on low graphics settings
  • Waterway – reworked the southern part of the map
  • Waterway – removed some objects that were interfering with gameplay
  • Waterway – changed the spawn points for all modes
  • Waterway – changed the location of the base for the Capture mode
  • Tropical Coast – foliage is now not illuminated anymore in the Capture mode
  • Tropical Coast – low graphics settings now don't display the rain
  • Tropical Coast – the pier is now destructible
  • Tropical Coast – the fences near E2 are now destructible
  • Tropical Coast – spawn markers were added to the Encounter mode minimap
  • Cold Strike – spawn markers were added to the Encounter mode minimap
  • Cold Strike – the stone at F0 was made smaller because it gave one side an advantage
  • Roughneck – fixed the indestructible trees

Global Operations

  • Added a new map: Waterway
  • The Global Operations mode is now marked as PvP in the Garage mode menu
  • Fixed the collision models of many bushes
  • Improved the damage model of many in-game environmental objects
  • Roughneck – fixed the issue that prevented the repair icon and timer from activating
  • Fixed the target silhouette when aiming at enemy bunkers and UAVs
  • Fixed the issue with the spawn point selection
  • Fixed the bunker shell name that appears when a player is destroyed by a bunker
  • Increased the hitpoints of the AC-130
  • Added the AC-130 destruction effect

Player versus Environment

  • Added a new mission based on the Seven Steps map: Tiger's Claw
  • The APS activation distance in PvE is lowered by 50% (if the APS normally activates at 200m, it will activate at 100m instead)
  • Introduced the PvE reward improvements (see the Economy section)
  • Fixed the collision models of many bushes
  • Improved the damage model of many in-game environmental objects
  • Hydra – the map was overhauled to fit the recently updated Narrows map, improving the visual quality and some cut-scenes, the mission was completely rebalanced, the Mi-8 helicopter model now has rockets
  • Perseus – the map was overhauled to fit the recently updated Narrows map, improving the visual quality and some cut-scenes, the mission was completely rebalanced
  • AI opponents can now block player base capture – if a player is capturing a base and an AI opponent enters the base circle area, the capture is blocked until it leaves or is destroyed

User Interface

  • Players can now compare two vehicles in the Garage using a special new interface
  • Overhauled the Inventory User Interface
  • The post-match results window now doesn't display the rows that were previously empty (filled with dashes)
  • The dark Garage window background no longer disappears after changing the graphics settings
  • Avatar icons were overhauled for the new UI style
  • The queue window no longer disappear when changing the Garage
  • Fixed the issue that caused players to invite wrong players as friends when attempting to do so from the post-match results window
  • Clicking the Booster icon now opens the Inventory window
  • Fixed the flickering that appeared before the loading screen
  • If a player opens another player's Dossier from the post-match window, the interface closes and the player goes directly to the Dossier
  • Broken wheel module battle UI tooltip now displays the speed reduction correctly
  • Fixed the incorrect Retrofit notification mechanism
  • Fixed the incorrect current task button in the tutorial mission
  • Fixed the incorrect spotted enemies count in the post-match results window
  • Removed the incorrect notification about the battle results being shared on Social Media
  • Overhauled the post-match results detailed window to account for the reworked modifiers
  • Fixed the bug that caused random damage numbers to appear during a ricochet
  • Fixed the post-match results window for Observers in Custom Matches
  • Removed the text displaying what vehicle was used to obtain a Tier 9 or Tier 10 token
  • Compensation for team damage now displays in the post-match results window
  • Improved the confirmation pop-up when installing upgrades

Issues and Corrections

  • Fixed the bug where the Dragoon 300 and LAV-150 90 had different damage and penetration values for the same shells
  • Fixed the bug that prevented kinetic rounds from shattering upon ricochet
  • Fixed the shell names for the L11A5 gun
  • Fixed the bugged name for the Leopard 2 APFSDS shell (renamed from DM33 to DM23)
  • Fixed the Taifun II shell name
  • Fixed the Palmaria HE shell name
  • Fixed the rare bug that caused incorrect reload time to appear after ammo rack damage
  • Fixed the bug that caused the reload time to receive lower damage penalty than it should have upon autoloader mechanism damage
  • Fixed the bug that caused the Type 62 LT to receive reduced damage to its commander cupola
  • Fixed the incorrect Garage armor values for XM, Centauro 105, Centauro 120 and Centauro 155
  • Fixed the bug that caused all vehicles not to lose camouflage when firing while moving
  • Fixed the Light Tank class description (removed the part about off-road penalties)
  • Fixed the Abrams series APS description
  • Fixed the Relikt ERA description
  • Fixed the incorrect decal appearance for the Axe decal
  • Fixed the bug that caused an upgraded gun with an autoloader clip to become impossible to reload after it got fixed again
  • Fixed the Wilk XC8 improved armor icon
  • Fixed the bug that caused the cursor to not appear if the cursor appearance button was bound to a mouse click
  • Fixed the nickname issues on the Alabino map
  • Fixed Swingfire module icons
  • Fixed a bug that sometimes caused the game to crash when returning to the garage
  • Fixed a rare physics bug connected to sharp ATGM direction changes
  • Fixed a bug that occasionally caused the in-game browser to crash
  • Fixed a bug that caused the client to crash in replays
  • Fixed a bug that caused the camera to sometimes rotate when players paused a replay
  • After disconnecting from a social network, you no longer re-connect to it automatically and the password has to be re-submitted

scr2

To enter the Public Test Server, you need to have a special client installed.

  • Please open the Armored Warfare My.com launcher
  • On the upper bar, click on the Game Directory button
  • From the offer, select Public Test Server
  • Follow the standard installation instructions

We’ll see you on your battlefield!

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