Interface Improvements
My Vehicles Screen
At the top of the screen, above the vehicle list, toggles have been added allowing players to:
- Display crew members with their trained perks on the left side of the screen.
- Hide the vehicle characteristics panel on the right side of the screen.
- Enable or disable both panels simultaneously.
Battle Results Screen
All tabs on the post-battle statistics screen now include a button that lets players either enter a new battle or confirm/cancel their readiness when playing in a Platoon.
Below the button, the selected mode and the vehicle for the next battle are displayed.
Vehicle Menu
Hotkeys have been added to the menu in the center of the Garage and the My Vehicles screen, allowing for quick navigation to important screens—About Vehicle, crew, and customization—and enabling key actions linked to them.
Vehicle Filter
The filter button in the Garage and on the My Vehicles screen now displays the number of selected vehicles/the total number of vehicles on the player’s account when a user-created or imported Playlist is selected.
Random Events
This update introduces new Random Events that change the dynamic of battle and expand tactical opportunities on three maps:
Mountain Pass
A German fighter jet crashes into the support of the bridge in D6, bringing it down and opening a new route from the gorge to the heights above.
Highway
A Japanese airstrike leaves a freight train scattered across the railroad tracks. Its derailed wagons provide cover in squares K9–0, blocking long-distance lines of fire and adding tactical variety.
Ghost Town
Two MiG-21s strike the town’s central sector with precision missiles. The resulting destruction reshapes the E6–F7 area, exposing new routes and elevated platforms and creating opportunities for more dynamic heavy-vehicle engagements.
Sound Physics Simulation
A new sound physics system based on map geometry has been added for Random Battles, changing how vehicles sound depending on their position relative to objects on the map.
The types of sound simulation include:
- Transmission: Simulates how nearby gunfire is blocked by obstacles such as walls, ceilings, or mountains.
- Diffraction: Simulates how engine and track sounds bend around the corners of buildings and large objects.
- Reflections: Simulate early reflections of your vehicle’s sounds bouncing off nearby surfaces.
New sound presets have also been added to the game settings and are automatically adjusted to the player’s graphical configuration to ensure optimal performance and quality.
These changes are designed to help players more accurately locate enemies and allies using audio signals. They may slightly increase system load.
The sound physics simulation feature is available on the following Random Battles maps:
- Lakeville
- Himmelsdorf
- Ruinberg
- Berlin
- Paris
- Safe Haven
- Fjords
- Ensk
- Pilsen
- Siegfried Line
- Widepark
- Live Oaks
- Malinovka
- Oyster Bay
- Airfield
- Fisherman’s Bay
- Karelia
- Murovanka
- Cliff
- Redshire
Advent Calendar
Resources for the Advent Calendar have been added.
WCI
A page dedicated to the WCI tournament has been added.
New customization elements and badges for WCI-related esports activities have been introduced.
Vehicles
U.S.S.R.
The following vehicle has been added:
- T-115 — Tier V medium tank
Germany
The following vehicle has been added:
- Rheinmetall Begleitwagen — Tier III medium tank
France
The following vehicle has been added:
- Renault R35/FCM 36 — Tier II light tank
U.K.
The following vehicles have been added:
- Taurus CAT — Tier VIII support tank destroyer (for testing)
- Cromwell Applique — Tier V medium tank
Japan
The following vehicle has been added:
- Saryuda — Tier IX versatile tank destroyer (for testing)
Czechoslovakia
The following vehicles have been added:
- Škoda T 15A — Tier IV light tank
- Jezevec — Tier VIII support medium tank (for testing)
Sweden
The following vehicle has been added:
Strv m/31 — Tier III light tank
Fixed Issues and Improvements
- Fixed the issue of the second value of the Aiming Time parameter not always being displayed in vehicle characteristics when training a perk that affects aiming speed, such as Coordination.
- Fixed the issue of the Garage and the player’s profile displaying different numbers of remaining days of WoT Premium Account.
- Fixed the issue of vehicles’ context menus not closing after using hotkeys to go to other screens.
- Fixed the issue of tooltips for medals not being displayed when viewing a player’s statistics in the Team Score tab after a battle.
- Fixed the issue of the AS-XX 40 t not being able to fire after receiving damage in water.
- Fixed the counter to ensure progress is recorded correctly in the following Personal Missions:
- Operation Dravec: Ambush mission #5
- Operation Black Rock: Ambush mission #10
- Fixed the issue of damage caused to a moving vehicle not always being counted in the following Personal Missions:
- Operation Windhund: Ambush mission #12
- Operation Windhund: Assistance mission #8
- Operation Dravec: Ambush mission #3
- Operation Dravec: Assistance mission #13
- Operation Black Rock: Ambush mission #7
- Operation Black Rock: Assistance mission #9
- Fixed the issue of some players being unable to disable accelerated crew training.
- Fixed the issue of the red notification icon remaining visible in Settings even when the player had no new notifications.
- Fixed the issue of the session statistics pop-up sometimes displaying an incorrect number of battles.
- Fixed the issue of players being unable to select the top gun for the Vz. 55 on the vehicle comparison screen.
- Terrain and objects have been adjusted on the Ensk Region, Fjords, Airfield, and Erlenberg maps to prevent vehicles getting stuck or entering non-playable areas.
- The visual models of the leKpz Borkenkäfer, Object 432U, and Vz. 71 Tesák have been adjusted.
Known Issues
- Crew members’ perk training progress is not always displayed correctly in vehicle parameter tooltips.
- When the player has nickname anonymization enabled, the post-battle statistics screen still displays their real nickname instead of the anonymized one.
- For some vehicles with a magazine loading system, shells appear in the magazine during reload and the shell icon does not play the reload animation.
- The damage log continues adding damage notifications for an already destroyed vehicle when watching a replay.
- Certain elements may be missing from the battle loading screen and battle HUD.
- Vehicle parameters on the Comparison screen do not reflect the effects of group perks.
- In the Overview tab on the About Vehicle screen, some crew qualification descriptions have incorrect icons.

how about SHOWING vehicle characteristics panel in the garage
Nah that’s to complicated for WG… Destroy a good UI to this console trash UI…
will likely also come back in the future. for now, just clik on the equipment once and you wil lsee it 🙂
They were too busy improving sounds!
Map design is also lower priority then sounds. Good sounds is what players need the most in this game so get your wallet out and buy boxes!
different. departments.
They never understand… Wether they’re unable or just unwilling…
You boiz play moutain pass with a light and think to yourself that all this game needs is more realistic sound?
You can honestly defend these levels of cope? You do understand WG sets the development priorities right? I fail to understand why departments are even relevant here… Poor devs in departments just do the work…
you obviously dont understand a single thing about game development althoguh it seems you would with such words 😀
“I fail to understand why departments are even relevant here”
because the sound DESIGN remains the same. What changed was the sound ENGINE. thats the developer department. And those will be busy at all time, but never with map design or game design (whoch you seem to criticize here?) or new tank design, apart from maybe special mechanics.
So, to explain:
Yes the idea that sound should react to the environment and probably a rough i dea on how, was designed. But now devs neeed to program that logic into the new engine (wasnt possible pre 2.0).
On the other hand, new tanks nee 2d and 3d designers first, then balance department comes in. Devs only add the values to the model. Even less dev involvemen with maps. apart from random events of course.
And if there would be a new mechanic, a dev would do that.
But devs are a permanent resource, they are mostly not just there for this one projetc, they remain – because everything is coded. they work on making the code better and coding newly designed features. None of this has anything to do with map design, which is also a piority since 2.0 released, but is done by a level designer.
I often feel like people blindly taking WGs shit are even more to blame then WG making the shit…
WGs management is allocating company resources. Dev, level designer, whatever… Its a resource. These allocations are questionable at best. Stupid would be a resonable take. And WG is the one doing the resource allocation. Devs and the rest are just monkeys doing the work.
Update 2.0 player hype is already over. Player numbers are down to normal for wot. Its time to face the facts… The moves they are doing are stupid. None of the 2.0 hype players left due to bad sound. None.
They left due to issues not being solved while better sound was developed. So WG allocated resources poorly. So what if they allocated them to that particulare wrong department.
great to see we get some actual content aswell, not only christmas stuff. as it should be 😉