World of Tanks

World of Tanks 1.0 Common Test: A brand new game!

World of Tanks Update 1.0 is closer to be released, but before we can have the new graphics on the Live server, we will have a long period of test on the Common Test server.

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Before the Common Test server was open, Wargaming gave all Community Contributors access to the Supertest server so we could create content, test the new maps and give feedback. While we were able to perform tests on Training Rooms, nothing compares to finally be able to play a full-scale random battle in the new maps. Once the update goes live, World of Tanks will achieve a new milestone and change forever and believe me when I say this is the first step into a brand new game.

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Don’t forget this is still work in progress, there are still a lot of bugs to be fixed, loads of fine tuning and improvements before the final version is released.

While we were all worried of how many maps would be released, Wargaming has been working hard to get us twenty eight maps for Random Battles and one Grand Battle converted into the new graphics. It took them a long time, but the wait seems to have been worth and we will have a brand new game to enjoy.

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One of the biggest changes we will notice with this update, is the release of new content. The game was almost rebuild from zero, meaning that any new content, features and updates will be easier for Wargaming to implement and it also opened a door for new mechanics, physics and other possibilities. But why read about it, when you can see the videos on Youtube and even test it yourself now, and don’t forget to leave your thoughts on the upcoming update in the comments.


World of Tanks 1.0 Supertest Preview

World of Tanks 1.0 Maps

Common Test Patch Notes

Maps

List of maps that have been reworked into HD quality after transferring to the Core graphics engine:

  • Abbey
  • Paris
  • Mines
  • Cliff
  • Murovanka
  • Malinovka
  • Prokhorovka
  • Steppes
  • Sand River
  • Himmelsdorf
  • Lakeville
  • Ruinberg
  • Ensk
  • Live Oaks
  • Siegfried Line
  • Mannerheim Line (former Arctic Region)
  • El Halluf
  • Airfield
  • Mountain Pass
  • Karelia
  • Redshire
  • Fjords
  • Tundra
  • Overlord
  • Serene Coast
  • Erlenberg
  • Westfield
  • Fisherman’s Bay
  • Nebelburg

The Core graphics engine includes the following features:

  • General improvement of the image quality at any graphics settings.
  • Complete rework and optimization of lighting.
  • Added the system of Global Illumination.
  • All structures have been reworked into the new graphics quality.
  • Terrain, water, and foliage have been reworked into the new graphics quality.
  • High-resolution textures have been applied to all objects.
  • Object destruction has been improved using the Havok® Destruction technology (displayed only at the following graphics settings: High, Maximum, and Ultra).
  • Added the vehicle wetting effects when passing water obstacles (including the effect of drying water), as well as the effect of vehicle’s surface dirtying and dusting.
  • Improved display of the vehicle suspension operation, when driving over various obstacles.
  • Reworked map outlands (areas beyond the map border): now game locations visually feel vast and unlimited. At the same time, map borders remain unchanged.
  • Enable the terrain tessellation function (partially at the maximum graphics settings and in full at the Ultra graphics settings).
  • Reworked the track effects on different terrains. Added the realistic effect for drifting.
  • Added the procedural generation of grass and bushes to decrease the load on computers.
  • Now all foliage interacts with vehicles: grass and foliage are shaken by shots and made flat by vehicle tracks, etc. Note, this feature will not affect vehicle concealment, since the animation is displayed only on your computer.
  • Implemented a new water processing system with geometrical waves (tessellation) and SSR (Screen Space Reflection) for modelling reflections in the water.
  • Implemented a realistic model of water behaviour: when passing water obstacles, the vehicle pushes water forward and thus creating a wave; when a shell hits water surface, it creates realistic circles, etc.
  • Each map has received a completely reworked skybox with cloud animations.
  • Implemented full support of the DirectX® 11 functionality (tessellation, etc.).
  • Significantly improved performance and memory consumption
  • Improved display of hit decals.
  • Smokes and various effects now cast shadows.

Optimizations

  • Optimized game performance, memory consumption, GPU and CPU load.

Reworked sound in the game

Added conceptually new sound to the game. A total of 180 sound themes have been created. Now they indicate clear regional belonging of the map. The music is interactive now: it depends on the current situation in battle.

At the Common Test, we use only four themes (sound sets) distributed among all maps. After the release of Update 1.0, each map will have its own unique sound set that will include:

  • main theme for the loading screen
  • 2 interactive battle-related tracks based on the main theme that can be played almost infinitely without repeating thanks to the possibilities of the sound engine
  • 3 ending themes for the battle results: victory, draw, and defeat

The sound logic will change depending on the battle type: it will be different in the Random Battles, Ranked Battles, and Grand Battles. In clan or team battles, when the voice chat is crucial, no music will play in battles to avoid additional interference in the voice chat.

Ambient Sounds

  • Completely reworked the ambient sounds for each particular map. The ambient sounds are now rich and natural depending on the map region. Sounds of vehicles (shots, explosions, sound of tracks, etc.) now change and depend on the sub-location of the combat action. As result, the same sound will vary in mountains, forest, village, urban area, open field, etc.
  • The entire sound environment has also been adjusted to the multichannel 5.1 and 7.1 system.
  • Reworked almost all sounds of destructible objects that will be introduced with the release of the new destruction physics.
  • Reworked sounds of flying shells. Each of the four shell types will differ both visually and by sound, which will provide players with additional information.

Disabled the Proving Ground mode

The Proving Ground mode will be disabled. Bootcamp remains available to players.

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19 comments

  1. Is it true that tanks leaves tracks in snow (Arctic region). It is very easy to follow path to the SPG and blow it up right from the start 🙁

  2. Looks really nice and I like the environmental destruction. Seems like WG’s graphics have finally arrived (in the first decade) of the 21st century.

    Although, once the gold starts flying on the test server, you have to realise, how little influence the graphics actually have on the gameplay (and fun), and that the gameplay issues (well known for years now) are here to stay.

      1. Gold IS a problem. Get that into your head and understand the sheer difference between what is the norm NOW compared to about 3-4 years ago. Yes, newer tanks came into the game, but the issue isn’t in the fact that premium ammo is readily available, it’s the point that most tanks do not have weakpoints anymore. The KV-5 has 167mm AP penetration. That used to be well in the order of PLENTY back when it was released. Now? LOL it’s laughably low, to the point that it can barely manage to break even with how much premium you have to sling to even start to damage certain tanks.

        Not to mention WG has the absurd policy of not nerfing premium tanks… all because certain tanks were blatantly OP in the past and were nerfed to appropriate levels and everyone pitched a hissy fit when they couldn’t handle tanks and TDs that they never should have been able to handle back in the day. I guarantee that if you put a few weakspots onto each and every tank hull out there, you’d see a huge drop in the amount of premium ammo being slung around. It’s gross right now. If I load all premium in any of my tier 10s, it’s guaranteed I’ll do more damage, more reliably than without, and there isn’t any loss to myself because I use premium account and use a credit booster. I.E. I make money firing ammo that the tank shouldn’t even have ready access to.

        The game is horribly broken as is. It’s got zero balance what with mediums leading the rosters for highest DPM, view range, most effective armor, etc, and that pretty much eliminates every other class save for the most extreme in each category. If gold isn’t a problem, then why is that the PRIMARY REASON for why WoT is consistently denied entry into eSports? They’re laughed at because the game is supremely pay2win.

        1. It’s baffling how WG can’t even comprehend their own concept of classes, completely erasing the borders. Lights have no purpose anymore, tds dont either, as mediums have the aforementioned viewrange and dpm. Many a turret so good, they even make most heavys obsolete. This game is just becoming a bigger and bigger joke. And then there’s the pay2win part, the absolute cornerstone of this game and WG. Actually the game was developed so much around pay2win, I believe it won’t ever get away from that. It’s the entire concept of this game.

  3. I would love to see day and night cycles, with reduction in spotting range and increase in camouflage during night.

  4. I was watching an impromptu tour of the new maps by NA streamer Cody Menz last night and my initial reaction is that they’re not very kind to tank destroyers.

  5. The new graphics are amazing but I was completely blown away by the hit decals and the way they are implemented now. GJ WG!

    1. Yeah I know, but was just to go around the map with a big tonk 😀 Didn’t have much time to do a video, so used the one I had replays with.

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