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Update 1.20: New Map, Battle Pass Season X, Bond Shop Update & More!

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Update 1.20 has now been released across all regions for World of Tanks! This patch introduces the sunny Oyster Bay Random Battles map and a series of balance improvements to three other locations (Airfield, Steppes, and Mines). Furthermore, this update includes rebalancing changes to a large batch of vehicles (including seven Tier X tanks), a new Tournaments tab in the main menu of the Garage, new items introduced into the bond shop, and more!

New Map: Oyster Bay

The second-place winner of Recon Mission 2021—Oyster Bay—hits Random Battles! This is a picturesque 1,300×1,300 m summer map in a tropical setting full of sunshine and vivid colors. In addition to the heavenly landscapes, you will find here spacious battle zones for all vehicle classes. Put on your sunglasses, grab your sunscreen, and go explore Oyster Bay!

Enjoy the Views (And History)

For decades, the island was held by one of the adversaries, who had constructed an airbase on the land. However, several years ago, the other side drove their troops out and entrenched, building multiple coastal bunkers. Now, the first power is back for revenge. The locals to whom the island rightfully belongs haven’t benefited from the presence of either occupying force: the landscape is littered with various military structures, and it is not easy to find a place to grow food or set up an oyster farm. Adding to their woes, a massive volcano is about to erupt, sending billowing smoke into the beautiful blue sky.

Play in Various Ways

Oyster Bay is the first map set on a tropical island, and the battlefield is completely surrounded by water. However, that’s not the only feature that makes this map special. It is also very large: At 1,300×1,300 meters, it is 69% more spacious than a standard 1 km² map. In fact, the extra size was one of the most requested features by players. There are also additional bypass routes behind the bases and in the middle of the map, prompting you to be mobile and tactically aware. Here, smart maneuvering pays off even more than usual.

Hear the Tale

The musical theme of the Oyster Bay map is as fresh and exotic as the location itself. It is set in a ¾ time signature, which is rare for the World of Tanks soundtrack, and consists of two elements that accentuate the rhythm and the melody, respectively, and gradually intertwine. The rhythmic part is inspired by the Tumahik war dance and heavily relies on various percussion instruments that are unique to the region. It conveys the theme of an imminent conflict, while the melodic part expresses the awesome natural beauty of this war-torn place.

Map Balance Improvements

Work has continued on improving Random Battles maps and adjusting three battlefields: Airfield, Steppes, and Mines. They received a series of balance tweaks to make gameplay more comfortable for both teams.

Airfield

The central direction (squares D5–D7 and E5–E7) was significantly reworked to make gameplay more comfortable for heavily armored vehicles.

A driveway from the central hill towards heavy tanks’ positions was added (squares E5–E6 and, D5–D6).

Positions for light tanks were improved, and tactical variability in this direction was increased (squares B4–B7).

Steppes

The defensive position in square A3 was redesigned to make it easier to stop enemy advances.

The hill was extended as a defensive cover for the upper base in square C4.

Interestingly, the changes to the east flank – which were previously shown on Supertest – were cut from the live version.

Mines

The driveway to the island (squares H2–H3) from the lower team’s side is now safer.

Cover was added in square G4, providing some protection from enemy fire from the small island. It also allows you to defend against vehicles occupying the island.

Cover was added at the corner collision point for the lower team (squares E7–E8).

It is no longer possible to shoot heavy tanks from the mountain at the bottom base in square E7.

A house covering the collision point on the corner in square D7 was added.

Battle Pass: New Season, New Rewards!

Battle Pass is back in 2023 with Season X and rewards galore! As always, you can complete Progression Stages and earn rewards, including Battle Pass Tokens. Exchange them for various items and rare vehicles in a special section of the in-game Store. There will be two formidable new tier IX tanks for 2023, so don’t miss out!

 

Battle Pass: Season X will run from today (1 March) until 31 May 2023 for EU (28 Feb – 30 May for NA).

Vehicle Rebalancing: A New Iteration

The characteristics of 27 vehicles from different nations, tiers, and types, have been updated — including seven Tier X tanks along with a number of the surrounding vehicles in their branches, as well as seven Tier VI⁠-VII tanks:

:arrow_buff: Buffed:

  • VII 🇬🇧:MT:Comet, VIII 🇬🇧:MT:Centurion I, IX 🇬🇧:MT:Centurion 7/1, X 🇬🇧:MT:Centurion AX
  • VII 🇩🇪:LT:Spähpanzer SP I C, VIII 🇩🇪:LT:HWK 12, X 🇩🇪:LT:Rhm. Pzw.
  • X 🇺🇸:HT:T57 Heavy
  • X 🇮🇹:HT:Rinoceronte
  • VII :flag_germany_wot::HT:Tiger (P)
  • VII :flag_ussr_wot::MT:T-43, VII :flag_ussr_wot::MT:A-44
  • VII 🇸🇪:TD:Ikv 90 B
  • VI 🇫🇷:TD:ARL V39

:arrow_nerf: Nerfed:

  • IX 🇮🇹:MT:Standard B, X 🇮🇹:MT:Progetto 65
  • VIII 🇫🇷:HT:AMX 65 t, IX 🇫🇷:HT:AMX M4 51, X 🇫🇷:HT:AMX M4 54
  • IX 🇺🇸:TD:T95, X 🇺🇸:TD:T110E3

The official list of changes can be found in the patchnotes below.

New Items for Bonds

As a bit of a surprise, several new items were added to the bond shop in-game with this update:

Vehicles

X 🇨🇳:HTelite:113 Beijing Opera:bonds: 15,000 bonds
VIII 🇫🇷:MTelite:Lorraine 40 t:bonds: 8,000 bonds
VII 🇺🇸:MTelite:T23E3 (previously clanwars-exclusive) – :bonds: 6,000 bonds

Styles

:3dst: “40:1” 3D Style for X 🇵🇱:HT:60TP – :bonds:3,000 bonds

:3dst: “Winter Lotus” 3D Style for X 🇯🇵:MT:STB-1 – :bonds:3,000 bonds

:3dst: “Klarer Himmel” 3D Style for X :flag_germany_wot::HT:E 100 – :bonds:3,000 bonds

Equipment

Increased Shell Resistance (bond version of Improved Hardening) – :bonds: 6,000 bonds

Tournaments and Challenges in Your Garage

To make it easier for you to find and join tournaments and challenges you want to participate in, a new Tournaments tab has been added to the main menu of the Garage. If you want to join a tournament, click the corresponding button to open its web page and choose a team or create your own.

Also in this new section, you will find another tab for ongoing challenges. If you want to prove yourself and take part in the challenge you like, join it by clicking the respective button.

Other Small UI Changes

Two small UI updates have been spotted since the update’s release:

  1. Tank names displayed on the minimap will flip over to the opposite side of the class icon when close to the edge of the map, rather than getting cut off.

  1. The icon for the Survival Improvement Suite was updated to better match the equipment’s effects.

Update 1.20 Patchnotes

Map Changes

  • The Oyster Bay map was added.

Mines

  • The driveway to the island (squares H2–H3) from the lower team’s side is now safer.
  • Cover was added in square G4, providing some protection from enemy fire from the small island. It also allows you to defend against vehicles occupying the island.
  • Cover was added for the lower team in squares E7–E8.
  • It is no longer possible to shoot at vehicles of the lower team from the mountain in square E7.
  • A house covering the collision point on the corner in square D7 was added.
  • The direction of the descent from the mountain was changed to keep vehicles from crashing into the structure and taking damage in square D7.
  • It is no longer possible to get stuck in squares C4, E7, F1, F3, and F7.

Airfield

  • The central direction (squares D5–D7 and E5–E7) was reworked to make gameplay more comfortable for heavily armored vehicles. The side “fenders” are now larger, and players can now take several positions there.
  • The clash area was moved toward the center of the map, making it possible to balance the distance of fire.
  • A driveway from the central hill towards heavy tanks’ positions was added (squares E5–E6 and D5–D6).
  • Positions for light tanks were improved, and tactical variability in this direction was increased (squares B4–B7).
  • Players in quick light and medium tanks can no longer use the non-playable slope to get onto the elevated position in square E7.

Steppes

  • The defense positions of the upper team were improved to adjust the balance for both teams.
  • The defensive position in square A3 was reworked. It is now easier to stop enemy advances from this position.
  • The hill was extended as a defensive cover for the upper base in square C4.
  • It is no longer possible to get stuck in squares F1, H5, J3, and K6.

Province

  • It is no longer possible to get stuck in squares A2, B4, C2, C3, J7, and J9.

Lakeville

  • It is no longer possible to get stuck in squares B3 and E4.
  • It is no longer possible to drive into non-playable areas in square F4.

Serene Coast

  • It is no longer possible to get stuck in squares C2, B3, and E4.
  • It is no longer possible to drive into the non-playable areas in squares D3 and F4.

Empire’s Border

  • It is no longer possible to get stuck in squares A5, B1, G9, J9, and K2.
  • It is no longer possible to drive into non-playable areas in squares C6, F5, and K1.

Glacier

  • It is no longer possible to get stuck in squares C7, D1, and J9.
  • It is no longer possible to drive into non-playable areas in squares A1, A5, A8, B1, F0, and G3.

Safe Haven

  • It is no longer possible to get stuck in squares A1, A0, C5, C0, F5, H7, and J7.
  • It is no longer possible to drive into non-playable areas in squares C7, D3, G7, and H4.

Outpost

  • It is no longer possible to get stuck in squares D6, E4, F3, and F5.

Nebelburg

  • It is no longer possible to get stuck in squares C9, D5, and F5.

Tournaments and Challenges

  • A Tournaments tab containing lists of available tournaments and challenges was added to the main menu in the Garage.

Bootcamp

  • Players can now use Tier VI and VII vehicles to complete the Bootcamp.
  • The nation of the vehicle used in the Bootcamp will depend on the player’s region and country.
  • When entering the main Garage for the first time, players will receive three Tier III vehicles that can be used to complete the Bootcamp. Tier I vehicles of other nations will not be credited. The total number of vehicle slots will not change.

Store

  • New vehicles, equipment, and 3D styles were added to the Items for Bonds section in the in-game Store.

Changes to Vehicles*

*NOTE: Values have been adjusted to take 100% crew + the commander’s bonus into account (thanks to tanks.gg), and more specific values compared to those provided in the official changelog have been substituted in (for the top configurations of each vehicle).

U.S.S.R.

The following vehicles have been added for testing by Supertest players:

VIII :flag_ussr_wot::MTelite:ST-62 Ver. 2

VIII :flag_ussr_wot::MTelite:TITT Rozanov (stats appear to be placeholders, see our previous article here for more previews/details)

VII :flag_ussr_wot::MT:T-43

  • Dispersion during movement and on hull traverse for the T-43 (stock) suspension: from 0.24 to :arrow_buff:0.18 (25% improvement)
  • Dispersion during movement and on hull traverse for the T-43 mod. 1943 (top) suspension: from 0.22 to :arrow_buff:0.16 (27% improvement)
  • Dispersion of the 85 mm D-5T-85BM gun during traverse of the T-43 mod. 1943 (top) turret: from 0.14 to :arrow_buff:0.08 (43% improvement)

VII :flag_ussr_wot::MT:A-44

  • Accuracy at 100 m with the 107 mm ZIS-6 gun: from 0.43 to :arrow_buff:0.41
  • Dispersion with the 107 mm ZIS-6 gun during traverse of the A-44 turret: 0.16 to :arrow_buff:0.12 (25% improvement)
  • Aiming time with the 107 mm ZIS-6 gun: from 3.26 to :arrow_buff:2.78 s

 

Germany

VII 🇩🇪:LT:Spähpanzer SP I C

  • Dispersion on turret traverse (both guns): from 0.16 to :arrow_buff:0.10 (38% improvement)
  • Reload time of the 90 mm D921 F1 (stock) gun in the Spähpanzer SP I C PT I (stock) turret: from 9.79 to :arrow_buff:8.32 s
  • Reload time of the 90 mm D921 F1 (stock) gun in the Spähpanzer SP I C PT II Rh.-Nr. WK-G2 (top) turret: from 9.3 to :arrow_buff:7.83 s
  • Reload time of the 90 mm Mecar (TOP) gun: from 8.81 to :arrow_buff:7.34 s
    • Rate of fire: from 6.81 to :arrow_buff:8.17
    • Damage per-minute with :AP:AP/:HEAT_prem:HEAT: from 1,498 to :arrow_buff:1,798
    • Damage per-minute with :HE:HE: from 1,838 to :arrow_buff:2,206

VIII 🇩🇪:LT:HWK 12

  • Dispersion during movement and on hull traverse for the HWK 12 (stock) suspension: from 0.16 to :arrow_buff:0.10 (38% improvement)
  • Dispersion during movement and on hull traverse for the HWK 12 verbessert (TOP) suspension: from 0.14 to :arrow_buff:0.10 (29% improvement)

X 🇩🇪:LT:Rheinmetall Panzerwagen

  • Dispersion during movement and on hull traverse: from 0.14 to :arrow_buff:0.10 (29% improvement)
  • Dispersion on turret traverse: from 0.10 to :arrow_buff:0.08 (20% improvement)
  • Accuracy at 100 m: from 0.35 to :arrow_buff:0.32
  • Aiming time: from 1.53 to :arrow_buff:1.34 s
  • Reload time: from 8.81 to :arrow_buff:7.83 s
    • Rate of fire: from 6.81 to :arrow_buff:7.66
    • Damage per-minute with :APCR:APCR/:HEAT_prem:HEAT: from 2,179 to :arrow_buff:2,451
    • Damage per-minute with :HE:HEP: from 2,860 to :arrow_buff:3,218

VII :flag_germany_wot::HT:Tiger (P) 

  • Dispersion of the 8,8 cm Kw.K. 43 L/71 (TOP) gun during traverse of the Tiger (P) Neuer Turm (TOP) turret: from 0.16 to :arrow_buff:0.12 (25% improvement)
  • Reload time of the 8,8 cm Kw.K. 43 L/71 (TOP) gun in the Tiger (P) Turm Nr. 1 (stock) turret: from 8.72 to :arrow_buff:7.86 s
  • Reload time of the 8,8 cm Kw.K. 43 L/71 (TOP) gun in the Tiger (P) Neuer Turm (TOP) turret: 8.25 to :arrow_buff:7.38 s
    • Rate of fire: from 7.28 to :arrow_buff:8.13
    • Damage per-minute with :AP:AP/:APCR_prem:APCR: from 1,746 to :arrow_buff:1,951
    • Damage per-minute with :HE:HE: from 2,147 to :arrow_buff:2,398
  • Improved the frontal armor of the Tiger (P) Neuer Turm (TOP) turret from 100/80/80 to :arrow_buff:200/80/80 mm
    • Additionally, the armor behind the gun mantlet was increased from 0 to:arrow_buff:50 mm, increasing the combined thickness of the central area on the gun mantlet from 160 to:arrow_buff:210 mm.
  • Durability with the Tiger (P) Turm Nr. 1 (stock) turret: from 1,350 to :arrow_buff:1,400 HP
  • Durability with the Tiger (P) Neuer Turm (TOP) turret: from 1,450 to :arrow_buff:1,500 HP

 

U.S.A.

The following vehicle has been added for testing by Supertest players:

X 🇺🇸:HTelite:MBT-B
  • NOTE: The vehicle has now been updated with its nerfed stats from Supertest. In addition, something which was not noticed before — the flat section of turret armor to the left of the gun has been nerfed from 350 to:arrow_nerf:240 mm, giving the turret a frontal weakspot.

IX 🇺🇸:TD:T95

  • Aiming time of the 155 mm AT Gun T7: from 3.42 to :arrow_nerf:3.29
  • Reload time of the 155 mm AT Gun T7: from 17.55 to :arrow_nerf:18.22 s
    • Rate of fire: from 3.42 to :arrow_nerf:3.29
    • Damage per-minute with :AP:AP/:APCR_prem:APCR: from 2,565 to :arrow_nerf:2,470
    • Damage per-minute with :HE:HE: from 3,249 to :arrow_nerf:3,129
  • View range: from 380 to :arrow_nerf:360 m

X 🇺🇸:TD:T110E3

  • Aiming time: from 2.4 to :arrow_nerf:2.59 s
  • Reload time: from 16.3 to :arrow_nerf:17.26 s
    • Rate of fire: from 3.68 to :arrow_nerf:3.48
    • Damage per-minute with :AP:AP/:APCR_prem:APCR: from 3,249 to :arrow_nerf:3,129
    • Damage per-minute with :HE:HE: from 4,049 to :arrow_nerf:3,824
  • View range: from 390 to :arrow_nerf:370 m
  • Durability from 2,050 to:arrow_nerf:1,950

X 🇺🇸:HT:T57 Heavy Tank

  • Dispersion during movement and on hull traverse: from 0.25 to :arrow_buff:0.22 (12% improvement)
  • Aiming time: from 2.78 to :arrow_buff:2.59 s
  • Reverse speed: from 12 to :arrow_buff:14 kph

 

France

VI 🇫🇷:TD:ARL V39

  • Reload time of the 90 mm AC DCA 45 gun: from 8.63 to :arrow_buff:7.19 s
    • Rate of fire: from 6.95 to :arrow_buff:8.34
    • Damage per-minute with :AP:AP/:APCR_prem:APCR: from 1,669 to :arrow_buff:2,003
    • Damage per-minute with :HE:HE: from 2,225 to :arrow_buff:2,670
  • Top speed: from 42 to :arrow_buff:45 kph

VIII 🇫🇷:HT:AMX 65 t

  • Dispersion during movement and on hull traverse for the AMX 65 t bis suspension: from 0.16 to:arrow_nerf:0.18 (12% nerf)

IX 🇫🇷:HT:AMX M4 mle. 51

  • Dispersion during movement and on hull traverse for the AMX M4 mle. 51 (stock) suspension: from 0.16 to :arrow_nerf:0.18 (12% nerf)
  • Dispersion during movement and on hull traverse for the AMX M4 mle. 52 (TOP) suspension: from 0.14 to :arrow_nerf:0.16 (14% nerf)
  • Aiming time of the 127 mm/54 Model 1948 gun: from 2.21 to :arrow_nerf:2.4 s

X 🇫🇷:HT:AMX M4 mle. 54

  • Dispersion during movement and on hull traverse: from 0.12 to :arrow_nerf:0.16 (33% nerf)
  • Accuracy at 100 m with the 130 mm/45 Model 1935 gun: from 0.32 to :arrow_nerf:0.35
  • Dispersion of the 130 mm/45 Model 1935 gun on turret traverse: from 0.10 to :arrow_nerf:0.14 (40% nerf)
  • Reload time of the 130 mm/45 Model 1935 gun: from 12.85 to :arrow_nerf:13.42 s
  • Aiming time of the 130 mm/45 Model 1935 gun: from 2.11 to :arrow_nerf:2.4 s

 

U.K.

VII 🇬🇧:MT:Comet

  • Dispersion during movement and on hull traverse for the A34 (stock) suspension: 0.24 to :arrow_buff:0.18 (25% improvement)
  • Dispersion during movement and on hull traverse for the A34A (TOP) suspension: 0.22 to :arrow_buff:0.16 (27% improvement)

VIII 🇬🇧:MT:Centurion Mk. I

  • Dispersion during movement and on hull traverse for the Centurion Mk. I (stock) suspension: from 0.22 to :arrow_buff:0.16 (27% improvement)
  • Dispersion during movement and on hull traverse for the Centurion Mk. III (TOP) suspension: from 0.20 to :arrow_buff:0.14 (30% improvement)

IX 🇬🇧:MT:Centurion Mk. 7/1

  • Dispersion during movement and on hull traverse for the Centurion Mk. 7 suspension: from 0.20 to :arrow_buff:0.14 (30% improvement)
  • Dispersion during movement and on hull traverse for the Centurion Mk. 9 suspension: from 0.18 to :arrow_buff:0.12 (33% improvement)

X 🇬🇧:MT:Centurion Action X

  • Dispersion during movement and on hull traverse: from 0.14 to :arrow_buff:0.10 (29% improvement)
  • Dispersion on turret traverse: from 0.12 to :arrow_buff:0.08 (33% improvement)
  • Reload time: from 8.25 to :arrow_buff:7.67 s
    • Rate of fire: from 7.28 to :arrow_buff:7.82
    • Damage per-minute with :APCR:APCR/:HEAT_prem:HEAT: from 2,838 to :arrow_buff:3,051
    • Damage per-minute with :HE:HESH: from 3,493 to :arrow_buff:3,755
  • Top speed: from 53 to :arrow_buff:55 kph

 

  • Increased the top forward speed from 53 km/h to 55 km/h

Japan

The following vehicle has been added for testing by Supertest players:

VIII 🇯🇵:TDelite:Type 5 Ka-Ri

Sweden

The following vehicle has been added for testing by Supertest players:

 

VII 🇸🇪:TD:Ikv 90 Typ B

  • Accuracy at 100 m with the 9 cm kan m/F (TOP) gun: from 0.35 to:arrow_buff:0.31
  • Aiming time with the 9 cm kan m/F (TOP) gun: from 2.21 to:arrow_buff:1.92 s

 

Italy

X 🇮🇹:MT:Prototipo Standard B

  • Increased the gun dispersion during movement and on hull traverse for the Prototipo Standard B I (stock) suspension: from 0.18 to :arrow_nerf:0.20 (11% nerf)
  • Increased the gun dispersion during movement and on hull traverse for the Prototipo Standard B II (TOP) suspension: from 0.16 to :arrow_nerf:0.18 (12% nerf)

X 🇮🇹:MT:Progetto M40 mod. 65

  • Increased the gun dispersion during movement and on hull traverse: from 0.14 to :arrow_nerf:0.18 (29% nerf)
  • Decreased the thickness of the frontal hull armor from 50/40/25 to :arrow_nerf:40/40/25 mm
  • Changed the reverse speed from 23 to :arrow_nerf:20 kph

🇮🇹:HT:Rinoceronte

  • Improved the turret armor from 190/120/120 to :arrow_buff:210/120/120 mm
  • Velocity of the с.с. 127/54 Mk. 411 shell: from 756 to :arrow_buff:925 m/s (22% improvement)
  • Reverse speed: from 12 to :arrow_buff:15 kph

 

Known Issues

  • In some cases, the sequence of events in the damage log is distorted.
  • In some cases, falling trees fall through the terrain.
  • Upon the successful completion of the Alliance-14 mission during the Chimera operation, the failed mission icon is displayed after the battle.
  • The Battle Results screen is missing an entry about the completion of the last mission in a series.
  • There is no voice notification when an enemy vehicle is destroyed.
  • When switching to Sniper mode on high graphics settings and zooming in on foliage, the FPS (frames per second) rate may decrease.
  • The ammo rack detonation icon is repeatedly displayed above vehicles destroyed beyond the draw circle when these vehicles enter the player’s draw circle radius.
  • When mounting the Experimental Optics equipment, the view range value is rounded down.
  • When watching replays, vehicles do not make engine or track sounds.
  • When the commander is injured and Large First Aid Kit is used, the time needed to change a loaded shell decreases for a loader with the Intuition perk trained.
  • When hovering an SPG’s Artillery Aim over an enemy vehicle located beyond the player’s draw circle, and the vehicle is then destroyed, the animation of its ammo rack detonation is displayed.
  • When antialiasing is enabled with Standard graphics, the silhouette of the player’s vehicle turns green in some cases.
  • On some Frontline mode maps, it is possible to drive inside structures at their bases.

Fixed Issues and Improvements

  • Fixed the issue of simplified outlining occasionally working incorrectly in game modes that feature vehicle respawn.
  • Fixed the issue in the Frontline mode where, after losing a vehicle and selecting a new one, the player would sometimes enter battle in a different vehicle from the one they selected.
  • Fixed the issue of some elements of the aiming interface not displaying for 🇸🇪 Swedish tank destroyers and the IX 🇩🇪:MTelite:Kunze Panzer tank when switching them to Siege mode.
  • Fixed the issue of the :3dst: Jupiter Fulgur 3D style’s visual effects displaying incorrectly.
  • Fixed the issue of the Minefield Combat Reserve working incorrectly in the Frontline mode.
  • Fixed the issue of the VIII 🇺🇸:MTelite:AMBT medium tank seeing through obstacles in Sniper mode.
  • Fixed the issue of the rotating rollers animation for the V 🇬🇧:TD:Archer TD displaying incorrectly.
  • Fixed the issue of, in some cases, fallen trees falling through the terrain in square A7 on the Steppes map.

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