Update 1.0.1 Is Here

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The Wargaming promotional stuff for the patch.

Downtime.

For EU: World of Tanks servers will be down May 3 from 02:30 to 10:00 CEST (UTC +2).

Premium account Payments EU and NA: Current Premium players will be credited an additional 24 hours of Premium Account time to make up for the maintenance period. If you’d like to make any in-game purchases, please wait until the servers are up and running again.

For NA: World of Tanks servers will be down May 3 from 01:00 to 07:30 PT | 03:00 to 09:30 CT | 04:00 to 10:30 ET. The Global Map will be frozen May 3 at 05:00 PT | 07:00 CT | 08:00 ET until May 5, 05:00 PT | 07:00 CT | 08:00 ET.

The Global Map will be frozen May 3 at 05:00 PT | 07:00 CT | 08:00 ET until May 5, 05:00 PT | 07:00 CT | 08:00 ET.

We previewed some of the content here : 1.0.1 Test server Preview

 Patch Notes

Main Changes

Frontline Mode

  1. Only Tier VIII vehicles are allowed in the mode.
  2. Two teams, 30vs30:
    – attackers must destroy at least three out of five main objectives (pillboxes) within the time limit.
    – defenders must defend the main objectives.

Battlefield

  1. Map size: 9 square kilometers.
  2. Functionally, the map is divided into 8 zones:
  • line 1: starting zone for the attacking team
  • line 2: starting zone for the defending team with bases A, B, and C
  • line 3: bases D, E, and F
  • line 4: zone with the main objectives (pillboxes)
  1. Strategically, the map is divided into 3 fronts:
  • Eastern front
  • Central front
  • Western front

Gameplay

  1. Before a battle starts, players of both teams are evenly distributed among the fronts (10 players each).
  2. Players of attacking team start the battle in line 1.
  3. Players of attacking team start the battle in line 2.
  4. At the initial stage of the battle, line 3 is not available to players of the attacking team. If an attacker drives into line 3, they will be attacked by an air strike of the defending team.
  5. At the initial stage of the battle, line 1 is not available to players of the defending team. If a defender drives into line 1, they will be attacked by an artillery strike of the attacking team.
  6. Once a battle starts, the attacking team has 12 minutes to destroy the main objectives (pillboxes) located in line 4.

Base Capturing

  1. Lines 2 and 3 have three bases each; at the beginning of the battle the bases belong to the defending team.
  2. In order to advance to line 3, the attacking team should capture bases within line 2.
  3. Bases are captured in the standard way considering mode specifics:
  • to capture a base players should drive inside the base circle
  • up to 5 players can simultaneously capture a base
  • a total of 150 capture points should be earned by all players to capture a base
  • if an attacker receives damage when capturing a base, progress is not reset but blocked for 5 seconds
  • in order to reset base capture progress, defenders should destroy an attacker inside the base circle
  1. When capturing a base in line 2 (A, B, or C), additional 120 seconds are added to the battle timer.
  2. When capturing a base in line 3 (D, E, or F), additional 240 seconds are added to the battle timer.

Base Defense System

  1. Bases D, E, and F (in line 3) have a unique defense system.
  2. The capture speed for these bases depends on the number of captured based in line 2.
  3. If the attacking team has captured one base in line 2, they will need to earn 400 points to capture a base in line 3.
  4. If the attacking team has captured two bases in line 2, they will need to earn 250 points to capture a base in line 3.
  5. If the attacking team has captured three bases in line 2, they will need to earn 150 points to capture a base in line 3.

Overtime

  1. When the battle timer elapses and at least one attacker stays inside the base circle, overtime is triggered.
  2. Maximum overtime duration is 180 seconds.
  3. The overtime ends, if the attackers do not capture a base.
  4. If the attacking team captures a base during the overtime, extra time is added to the current battle timer.

Zone Capturing

  1. When the attacking team captures a base, it takes control over this particular zone. Example: if the attacking team captures base A, it takes control over the zone located on the Eastern front of line 1.
  2. Once the zone is captured by the attackers, the defenders have 60 seconds to leave the zone. When the 60-second timer elapses, all vehicles of the defending team that remain in this zone are attacked by an air strike.
  3. Once the attacking team captures a zone, the next zone becomes available for capturing. Example: if the attackers capture base A, zone D becomes available for capturing.
  4. When a zone in line 3 is captured, line 4 becomes available, and the attacking team can start destroying the main objective (pillboxes).

Pillboxes

  1. These are the main objectives for the attacking team.
  2. Durability of each pillbox is 3,500 HPs.
  3. They can be destroyed with shells fired by players.
  4. Ultimate frontal armor of 2,000 mm.
  5. Side armor of 165 mm.
  6. The rear is the most vulnerable part of the pillboxes (70 mm).
  7. HE shells cause 50% of their damage to the pillboxes.

Respawn Mechanics

  1. When the player’s vehicle is destroyed, they are transferred to the respawn screen (if they have available vehicles for respawning).
  2. In this screen players can select:
  • a vehicle to respawn in the battle. A player can select from any Tier VIII purchased vehicles. Such vehicles should be repaired and manned with a complete crew.
  • consumables and shells. Standard consumables and shells will be resupplied automatically; Premium consumables/shells will be replenished only if they are available at player’s Depot.
  • preferred flank:
    • a flank where more than 15 allies are currently playing will not be available for deployment
    • there is a limit of three SPGs per flank
  1. Respawning takes some time:
  • the destroyed vehicle becomes unavailable for two minutes
  • respawn cooldown of 30 seconds starts after a player enters the respawn screen
  1. The number of respawns is individual for each particular player.
  • when a battle starts, all players have 2 respawns
  • every 5 minutes the teams receive reinforcement, and each player receives an additional respawn
  • a player can accumulate three respawns maximum

Repair Zones

  1. Players can use the Repair Zones that are deployed on the battlefield.
  • The radius of a Repair Zone is 25 meters.
  1. When a vehicle drives inside a Repair Zone, vehicle durability starts restoring:
  • 100 HPs per second
  • 10% of shells per second (from the initial number of the equipped shells)
  • 100 crew HPs per second (conditionally)
  • 100 module HPs (conditionally)
  1. All Premium shells and consumables are resupplied only if they are available at the Depot.
  2. When vehicle durability is restored to 100%, this Repair Zone becomes unavailable to this player for 2 minutes.
  3. If the player’s vehicle receives damage during the repair, this Repair Zone becomes unavailable for 25 seconds.

Combat Reserves

  1. Six Combat Reserves will be available in the mode.
  • Artillery Strike
  • Airstrike
  • Recon Flight: recon plane spots enemy vehicles within a particular map area.
  • Engineering: provides a constant bonus to capture and resupply speed. Enemies receive increased capture block times and can be blocked from capturing all together by occupying the capture circle.
  • Smoke Screen: a cloud of smoke deployed in a specified area and conceals allied vehicles
  • Inspire: the vehicle’s crew and nearby crews within a small radius receive a bonus to their major qualifications
  1. Before joining a battle, players should equip the needed Combat Reserves to special slots.
  2. 1 to 3 Combat Reserve slots (depending on the vehicle type) will be available to players (1 slot for MTs and HTs, 2 slots for TDs, and 3 slots for LTs and SPGs).
  3. Every Combat Reserve has 5 levels.
  4. In order to level up the Combat Reserves, players will have to use Supply Points.
  5. Supply points are earned for each new account level.

Rank system

  1. Players will receive ranks for effective performance in battle.
  2. The higher the rank owned at the end of the battle, the higher the final bonus to experience.
  3. There are 6 ranks in total:
  • Private: all player start battle in this rank.
  • Sergeant: +10% to experience.
  • Lieutenant: +25% to experience.
  • Captain: +50% to experience.
  • Major: +100% to experience.
  • General: +200% to experience.

 

Progress in the mode

There are 30 Tiers available in the mode

  1. Players progress by fighting battles in the Frontline mode.
  2. At the end of each battle, players receive Fame points.
  3. The number of points depends on the rank earned in the battle:
    1. Private: all player start battle with this rank.
    2. Sergeant: +150 Fame points
    3. Lieutenant: +250 Fame points
    4. Captain: +600 Fame points
    5. Major: +900 Fame points
    6. General: +1,200 Fame points
  4. Upon achieving a new Tier, players will receive rewards and Supply points.

Prestige option

  1. Once the maximum Tier is achieved, players will be able to reset the progress.
  2. The Prestige option will be available three times: the maximum Tier can be reset three times.
  3. Players will earn a unique reward for each reset.
  4. The Prestige also resets the Combat Reserve levels.
  5. After each progress reset, the Tier rewards will be available again.

In-game hints

An alternative version of hints that explain game mechanics and aspects will be available. The hints will provide additional information about complex game aspects, such as shells, consumables, equipment, vehicle modules, major qualification of the crew members, skills/perks, battle modes, etc.  Such hints will be displayed upon pressing Alt, when viewing the standard hints.

“Suspicious message” alert

If you receive a message from a person not on your friends list and not a member of your clan, a special notification will appear reminding you of potential issues you might face if you open messages from strangers. After closing the notification several times, it will not be displayed any more.

New rules of purchasing shells and consumables

Premium shells and consumables can be purchased only for credits.

Added information about clans in the Stronghold mode

In the Stronghold mode, added functionality of displaying the top clans (according to Elo-rating), when waiting for an opponent in Skirmishes and Advances, and also when waiting for a new battle in Advances. Each division has its own top clans.

The information displays the clan emblem, clan tag, position on the leaderboard, and the Elo-rating.

Maps

Added a new summer map: Province (available to Tier IV-Х vehicles).

Moved the respawn zones of both teams further from the center of the Glacier map. Now, there are specific respawn points for particular vehicle types.

Improvements and Fixed Issues

  • Fixed the issue of improperly displayed concealment values for unique Premium vehicles.
  • Improved dynamic dirtying of vehicles.
  • Fixed a number of issues related to penetration decals, missing sounds/effects of incoming hits, and improper display of the penetration marker.

Italy

The following vehicles have been added (Tiers I-X):

* (Tier I light tank) Fiat 3000

* (Tier II light tank) L6/40 and M14/41

* (Tier II medium tank) M14/41

* (Tier III medium tank) M15/42

* (Tier IV medium tank) P26/40

* (Tier V medium tank) P.43

* (Tier VI medium tank) P.43 bis

* (Tier VII medium tank) P.43 ter

* (Tier VIII medium tank) P.44 Pantera

* (Tier IX medium tank) Prototipo Standard B

* (Tier X medium tank) Progetto M40 mod. 65

Added new Italian crew members: a total of 21 male and 23 female crew members.

Germany

* VK 72.01 (K)

* Improved turret and hull side armor.

* Changed penetration of the Gr 39 H3A G shell for the 15 cm Kw.K. L/38 from 334 mm to 350 mm

China

* 121B

* Replaced the 12150L7 engine (580 h.p.)  with the 12150L7B engine (700 h.p.)

* Decreased dispersion on turret traverse of the 105 mm L7C gun by 17%

* Changed the reload time of the 105 mm L7C gun from 10.2 s to 8.7 s

* Changed the view range from 400 m to 420 m

* Changed penetration of the HEAT M456 shell from 330 mm to 350 mm

U.S.A.

* M60

* Changed dispersion from 0.35 m to 0.33 m

* Decreased dispersion on gun traverse of 105 mm Gun M68 by 20%

* Changed the aiming time from 1.8 s to 1.6 s

* Changed penetration of the HEAT-T T384E4 shell from 330 mm to 350 mm

* Changed the top speed from 48.3 km/h to 60 km/h

* Changed the reverse speed from 20 km/h to 23 km/h

* Changed the engine power from 750 h.p. to 950 h.p.

 

* T95E6

* Replaced the Continental AOI-1195-5 engine (560 h.p.)  with the Continental AOI-1195-5A engine (750 h.p.)

* Decreased dispersion during movement by 25%

* Decreased dispersion on hull traverse by 25%

* Changed the reload time of 120 mm Gun T123E6 from 9.12 s to 8 s

* Changed the durability from 2,000 HP to 2,150 HP

Italy

  • P.44 Pantera (Tier VIII)

* Changed dispersion of the Cannone da 90/53 gun for the P.44 Pantera prima variante turret from 0.36 m to 0.35 m

* Changed dispersion of the Cannone da 90/74 gun for the P.44 Pantera prima variante turret from 0.36 m to 0.35 m

* Changed dispersion of the Cannone da 90/53 gun for the P.44 Pantera seconda variante turret from 0.35 m to 0.34 m

* Changed dispersion of the Cannone da 90/74 gun for the P.44 Pantera seconda variante turret from 0.34 m to 0.33 m

  • Prototipo Standard B (Tier IX)

* Changed dispersion of the Cannone da 90 Rh gun for the Prototipo Standard A (W 2) turret from 0.34 m to 0.33 m

* Changed dispersion of the Cannone da 105 Rh V1 gun for the Prototipo Standard A (W 2) turret from 0.36 m to 0.35 m

* Changed dispersion of the Cannone da 90 Rh gun for the Prototipo Standard B (R 1) turret from 0.33 m to 0.32 m

* Changed dispersion of the Cannone da 105 Rh V1 gun for the Prototipo Standard B (R 1) turret from 0.36 m to 0.35 m

* Decreased dispersion on turret traverse of the Cannone da 105 Rh V1 gun for the Prototipo Standard B (R 1) turret by 12%

* Decreased dispersion on turret traverse of the Cannone da 105 Rh V1 gun for the Prototipo Standard A (W 2) turret by 12%

* Changed the aiming time of the Cannone da 105 Rh V1 gun for the Prototipo Standard B (R 1) turret from 2.5 s to 2.3 s

* Changed the aiming time of the Cannone da 105 Rh V1 gun for the Prototipo Standard A (W 2) turret from 2.5 s to 2.4 s

* Changed the reload time within the clip of the Cannone da 105 Rh V1 gun for all turrets from 3.25 s to 3.0 s

  • Progetto M40 mod. 65 (Tier X)

* Changed dispersion from 0.34 m to 0.33 m

* Decreased dispersion on turret traverse by 14%

* Changed aiming time from 2.3 s to 2.1 s

* Decreased the reload time within the clip from 2.75 s to 2.5 s

  • BDR G1 B 

* Decreased dispersion during movement of the Baudet-Donon-Roussel G1 suspension by 6%

* Decreased dispersion during movement of the Baudet-Donon-Roussel G1 bis suspension by 7%

* Decreased dispersion on hull traverse of the Baudet-Donon-Roussel G1 bis  suspension by 6%

* Decreased dispersion on hull traverse of the Baudet-Donon-Roussel G1 bis suspension by 7%

* Changed dispersion of the 90 mm DCA 30 gun for the FCM F1 turret from 0.4 m to 0.38 m

* Decreased dispersion of the 90 mm DCA 30 gun for the FCM F1 turret by 19%

* Changed the reload time of the 90 mm DCA 30 gun for the FCM F1 turret from 9.5 s to 8.8 s

* Changed the vehicle durability with the FCM F4 turret from 600 to 650 HP.

* Changed the vehicle durability with the FCM F1 turret from 650 to 700 HP.

  • ARL 44 

* Decreased dispersion during movement of the ARL 44 suspension by 13%

* Decreased dispersion during movement of the ARL 44 bis suspension by 14%

* Decreased dispersion on hull traverse of the ARL 44 suspension by 13%

* Decreased dispersion on hull traverse of the ARL 44 bis suspension by 14%

* Decreased dispersion on turret traverse of the 90 mm F3 gun for the ARL 44 turret by 12%

* Changed the aiming time of the 90 mm F3 gun for the ARL 44 turret from 2.9 s to 2.7 s

* Changed penetration of the Prf. mle. 1940 shell for the 105 mm Canon 13TR gun from 165 mm to 175 mm

  • AMX M4 mle. 45 

* Decreased dispersion during movement of the AMX M4 mle. 45 suspension by 17%

* Decreased dispersion during movement of the AMX M4 mle. 45 bis suspension by 18%

* Decreased dispersion on hull traverse of the AMX M4 mle. 45 suspension by 17%

* Decreased dispersion on hull traverse of the AMX M4 mle. 45 bis suspension by 18%

* Decreased dispersion on turret traverse of the 105 mm Canon 13TR gun for the AMX M4 mle. 45 turret by 29%

* Decreased dispersion on turret traverse of the 105 mm Canon 13TR gun for the ARL 44 turret by 25%

* Changed the aiming time for the 105 mm Canon 13TR gun for the AMX M4 mle. 45 turret from 2.9 s to 2.7 s

* Changed the aiming time for the 90 mm DCA 45 gun for the AMX M4 mle. 45 turret from 2.9 s to 2.5 s

* Changed the aiming time for the 105 mm Canon 13TR gun for the ARL 44  turret from 2.9 s to 2.7 s

* Changed penetration of the Prf. mle. 1940 shell for the 105 mm Canon 13TR gun from 165 mm to 175 mm

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9 comments on “Update 1.0.1 Is Here

  1. StevoMS says:

    So… bit of an odd one but the ASIA server actually received this update on time… as in the same as the other servers… crazy right?




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    • Anonymous says:

      First the koreas enter peace and now this, something fucky is goin on…




      4
    • Luke Roberts says:

      Same day sure but because of time difference actually “Before” the EU and NA servers.. WHAT!? I actually remember many years ago this was the norm. Sure is nice to feel like a regular server again.




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    • Lore says:

      What’s next? Defender rework?




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    • Anonymous says:

      Its nothing short of damn amazing. What this shows is is that SEA “CAN” put a patch out with everyone else, but “DONT” because the management are so poor. I hope they sacked Tanatard.




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  2. I Could Be Good says:

    I mean the M60 has a 1.8 second reload time and the amx m4 45 has a 2.7 second aim time so question is why is the difference so big because as you know a 2.7 aim time is like aiming dog ballls in battle




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    • sippi81 says:

      are you comparing aiming times of tier ten with tier 7 does that make any sense?

      The aiming time of the arl or the 4 45 was a balancing factor so they re not overpowered compared to others it was meant to give other tanks fe with smaller guns a chance to hit and fall back with a good chance to avoid taking damage imho




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  3. kwixis says:

    French tanks are in the same section that italians, Napoléon will come and overthrow this blog to repair the honour tjat was once lost. :p




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  4. Anonymous says:

    Finally famous Italian army and their imaginary tonks arrived…. “Fiat tonks”…. LoL I cant hold anymore…. I really hope next will be a Burkina Faso tech tree.




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