As of yet we only have information for EU, but expect NA to get it on the 21st as well, we’ll update this article once we know more.
World of Tanks Patch 1.0 is going live on EU on the 21st of March. The Servers will be down from 1:30 to 9:00 CET (UTC+1)
*Update* NA will get the patch on the 21st as well, the servers will be down from 1:00 to 7:30 PT
New Graphics Engine
The most significant part of Update 1.0 is the overhaul of the underlying client tech. World of Tanks was visibly constrained by the BigWorld engine that simply couldn’t keep up with advancements in graphics technology. So we replaced it with a new Core engine.
Developed by our in-house team, this solution is tailored to the game’s needs and provides a baseline mechanism for advancing the game’s visuals. Core uses the latest technology for graphical content processing and rendering, enabling photorealistic graphics, complete with highly requested Havok® Destruction Technology, Global Illumination, responsive water, volumetric terrain, and other effects. Effectively, it’s the backbone of the game’s modern looks and has enough capacity to let us advance graphics in tandem with technology, ensuring World of Tanks remains fresh and sleek further down the road.
What does this mean for the player? New technologies and effects add harmony, realism and diversity to the picture. They boost your immersion, injecting each map with a myriad of small details, regardless of the client type you use (HD or SD). From the simple moments, like watching seasons change as you switch from a summer to a winter locale or embracing how sunlight plays across lush foliage, to the full-on visual assault of crushing environments when you’re rolling over them.
With this healthy increase in detail and effects, you’re probably wondering what kind of framerates your system will be able to produce. Worry not, we put in extra hours of work to optimize code for graphics and performance, tweaking graphics sub-systems and using streaming technology to reduce the graphics footprint on your rigs.
The team fussed over the smallest details to make every location shine and provide an enjoyable experience. In addition to purely visual improvements, we revisited certain maps with extra scrutiny, fixing imbalances you brought to us over the years.
- Fisherman’s Bay: It now has a more balanced frontline and offers both teams equal chances at pushing key directions.
- Erlenberg: The middle area received a solid makeover: it’s much easier to read now, with visible lowland, denser forests, and fewer environments that have little tactical value.
- Steppes: Newly added hills and cover spots in the lowland area should make the right flank more playable for both teams.
- Ruinberg: In addition to visual enhancements, we tried to fix imbalances that made the battle easier for the team that starts off in the northern section of the map.
- Fjords: Tweaks to the terrain across the map make it possible to choose various angles of attack. These routes are viable for all classes, allowing them to move more freely.
New Map Glacier
This post-apocalyptic wasteland of Glacier with its blend of beautiful snow and ice has been in development for quite a while now. Initially, its release had been timed around the addition of Swedish tanks. However, the team agreed that BigWorld didn’t have the capacity to show the wintry landscapes in all their glory. Now that Core’s up and running, we can finally present this deserted and serene locale hot with hot springs, geysers, and elevated ridges.
New Music Score
If dramatic graphical enhancement alone weren’t enough, Update 1.0 gives each map a signature sound with new soundtrack: over 60 unique pieces composed by Andrius Klimka and Andrey Kulik. Original loading screen tunes, rich in local musical aesthetics, reflect the atmosphere and mood of the map, amplifying your immersion in battle. Dynamic battle themes evolve and change as two teams fight for control, while closing themes for the battle results screen reflect the battle outcome.