9.16 Public Test Patchnotes

Off-topic: I am terribly sorry, my readers, for being late with this. Had to move my computer and the freezes started again. Luckily I fixed it myself.

Game Features

  • Improved mission UI:
    • Reset the entry point for missions and Personal Missions
    • Reworked the “Awards” window by adding an award selector and a window with more information about Personal Missions
    • Added a dropdown for groups of missions for a selected vehicle or type
  • Added a two-row vehicle selector in the Garage (can be disabled under the “General” tab of the Settings window)
  • Battle improvements:
    • Cross-team battle chat disabled for all game modes except in Training Rooms
    • Hover over the battle chat to freeze messages, scroll through messages and open the context menu with a right-click
    • Hover or right-click to restrict messages (chat and voice chat) from particular players for the duration of battle in all modes except Training Rooms
    • Messages received before blacklisting a player or restricting their messages in battle are hidden
    • Players can complain about the same player only once per battle
    • Inappropriate behavior in chat constitutes four complaint reasons: insults and provocation; spam; out-of-game threats; fraud
    • Can disable/enable chat with allies in Settings menu (Random battles only)
  • New player performance notifications on the battle interface:
    • Damage panel with total damage caused, total damage blocked by armor, total damage caused with player’s assistance
    • More informative and extended battle performance badges: damage caused (amount); damage type (penetration, ignition, or ramming); type of assistance damage (destroying a track; spotting); number of detected vehicles or base capture/defense points
    • More informative fire direction indicators: amount of received/blocked damage, enemy vehicle that fired the shot, marker and name of the vehicle (if spotted). Also, an option that informs players of the amount of received/blocked damage for a specific shot: the wider the fire marker background, the more damage a player’s vehicle received/blocked
    • New fire direction indicator: Critical hits are shown in brown, and if one module or Crew member is damaged/injured, the indicator displays a corresponding icon.
    • “Battle Results” window provides quick access to battle performance summaries
    • New functionality given its own tab in the Settings window

  • Improved Notification Center functionality:
    • Changed the design of the Notification Center with three groups: informational, social (invitations to Platoons or friend requests), and personal
    • Fixed the issue of too-frequent button blinking
    • Added more conspicuous notifications about important events
  • Reduced the visibility system delay — enemy vehicles appear sooner after leaving cover
  • Reduced the visibility delay when spotting and in artillery aim view
  • Displayed how the Camouflage Net changes values on Technical Characteristics
  • Added option to visit the Premium Shop from the Garage
  • Improved Clan-related functionality:
    • When selecting legionnaires for Skirmishes, both Clan and non-Clan legionnaires can be added
    • The first half of any Industrial Resources earned by legionnaires goes to the player with the highest Experience in the battle (Skirmish), and the other half is reset to zero
    • The matchmaker does not create teams that include players belonging to the same Clan
    • Restricted the ability to schedule attacks on a Clan with a Stronghold at a level that differs by more than one (i.e., a Clan that has a level 7 Stronghold can only attack Clans that have Strongholds at levels 6, 7, and 8)
  • Added the ability to compare vehicles in the Garage:
    • Separate window displaying rows of Technical Characteristics and columns representing the vehicles selected
    • Can add at least one vehicle to vehicle comparisons (if only one vehicle is chosen, players see how selected modules and Crew members affect its technical characteristics)
    • Vehicles for comparison can be added from various places, including unresearched vehicles and vehicles unavailable in the Tech Tree (e.g., Type 59). Vehicles received from events can’t be compared
  • Added ability to restore vehicles and Crew members from the game client (restoration will be available upon release of Update 9.16)


  • Extended the caliber range: Gunfire sounds now comes in five different calibers (instead of three) in tier VIII-X battles
  • New sound for cartridge reloading. This can provide information about the number of shells in the cartridge, when the last shell in the cartridge remains, and a notification when the last shell is fired (i.e., no more ammo)
  • Clearer, more distinctive sounds for when damage is received (0-17%, 18-35%, 35%+)
  • Added sound of a damaged (not destroyed) engine — knocking, clanking, etc.
  • Added a notification sound when gun is destroyed and unable to fire
  • Added individual sounds for damage to each module
  • Improved vehicle driving feedback with sounds of switching gears, acceleration and other maneuvering
  • Increased visibility of sound settings
  • Added option to choose between two sounds for the “Sixth Sense” Perk, including selecting your own MP3 file
  • New sounds that warn that the battle has ended due to last enemy destroyed or base captured
  • Divided interface/notification sliders into interface and voice messages
  • Divided music sliders into in-battle music and in-Garage music
  • New “endless” and nonrecurrent music for the Premium Garage
  • Reworked the “low quality” sound preset. Now available to all players and sounds better than before

Technical Improvements

  • Improved the algorithm of camera movement and its interaction with objects of different sizes
  • Updated Scaleform SDK to version 4.5.31 with the following improvements:
    • GUI supports multithreaded rendering
    • Reduced memory consumption for visual effects
    • Implemented Wwise audio support
  • Improved content scaling
  • Brought back the possibility of displaying several windows with different content
  • Solved issue of shifting pages when scrolling or refreshing the content


  • The following vehicles now have HD-quality models:
    • T2 Light Tank
    • FCM 36 Pak 40
    • AMX 50 Foch
    • 112
    • Pz.Kpfw. III Ausf. E
    • Leichttraktor
    • Pz.Kpfw. III/IV
    • Pz.Kpfw. V/IV
    • Pz.Kpfw. V/IV Alpha
    • Pz.Kpfw. B2 740 (f)
    • Pz.Kpfw. I Ausf. C
    • Durchbruchswagen 2
    • VK 30.02 (M)
    • Crusader 5.5-in. SP
    • Type 5 Chi-Ri
    • Т-26
    • S-51
    • Matilda IV
    • KV-220-2 Beta Test
    • A-43
    • M4A2E4 Sherman
See the In Development section for screenshots!


  • Added the Paris map for Random battles mode
  • Improved the visual quality of minimaps to be more informative:
    • Better display of terrain
    • Better visibility of unpassable map areas/slopes
    • Structures and cover points are divided and displayed as destructible (white) and non-destructible (black)
    • Slanting lines are used to display water where one can drown, and otherwise unreachable/impassable areas

13 thoughts on “9.16 Public Test Patchnotes

  1. Holy crap, that’s a gunload of new stuff. Garage, GUI, chat, sounds, more GUI, tanks, oh, my!
    This is about better than the 9.13 or what patch that brought back the game from a very dangerous place!

    Liked by 1 person

    1. Since that’s in a section full of Strongholds changes, I suspect that only applies to Skirmish battles. Now that people in a clan can play in another clan’s team, they didn’t want the possibility of them playing their own clan.


  2. This one’s going to be awesome! The addition of a damagepanel is something they should have done much earlier. But hey, what should they not have done earlier?

    The game is going in the right direction. They only need to redesign arty and make oneshotting impossible (Arty, Deathstar, OI and KV2 vs. low-tiers…), nerf the obvious OP tanks (IS3, Russian Tier X meds, Grille 15 etc.), reduce RNG to 15, fix the MM (+1/-1) and the game is back again.

    Liked by 1 person

  3. Dont fix Grille – now there is finally a TD which is able to keep up with all the Heavies and Meds on Tier X. If it would be like in first Balance Test, this tank would be my first (and immediate) Tier 10 POS. And you have to drive very careful with this tank – its still easiely spotted and has a bad traverse speed. Even a fast Heavy can circle you (found it out the hard way).

    Hopefully they fix the Turret Problems QB faced yesterday in his stream. This was awful.


    1. Grille needs a slight nerf. Nothing huge but something, topspeed to 50/worse accuracy,aimtime. It’s not massively OP but tank that keeps up with mediums, hardly ever misses and aims quickly, shoots for 750 and can run away or cleanup as good as mediums… What’s the point of Leopard with Grille in the game?


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