- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
Hey everyone! We’ve finished processing your feedback and are ready to present the next Roadmap. Let’s first start by saying that this list contains only a part of all changes and new features that we’re planning to add to the game in the first part of 2024. This list does not affect the addition of new types of weapons and vehicles, some mechanics and gamemodes, as well as graphic improvements. We’re planning to present these improvements separately, where we’ll talk about them when they’re ready.
This Roadmap presents you with the changes and improvements that we plan to add to War Thunder from the Spring leading up to the Summer. If all features have been implemented, we’ll again ask for feedback from the community so that we can create another list for a new Roadmap until the end of 2024.
We’d also like to note that game development takes time and within the Roadmap are quite a few complex features, meaning some of them may not be able to meet the planned date that we’ve set for them. The opposite may be true as well — where if some features are good to go before the planned date, we’ll release them as soon as they’re ready.
Game Mechanics and Gameplay
In terms of game mechanics, we’re working on a lengthy list of new changes and additions.
Let’s go through them. In the first major update of 2024, we’re planning to introduce new tutorial missions for controlling technically complex types of aircraft weaponry such as guided missiles and bombs with laser seekers, as well as missiles with TV and thermal imaging heads. In addition to this for the first update, if we’re able to develop it on time and within existing constraints, we’ll be implementing an aircraft fuel slider and will solve the issue of duplicating researchable and default air-launched missiles in the weapons selector menu.
For ground force players, the first major update of the year will bring improvements to the synchronization of the destruction of objects on ground maps — fences, bushes and other objects will be destroyed first on the player’s side, and then server-side for all players.
We’re also planning to introduce detection of enemy aircraft at aircraft spawn points in Ground Realistic Battles, just like how it works for ground vehicle spawn zones. The mechanics for replenishing at capture points in ground battles will be reworked too: vehicles that can currently replenish rounds, missiles and rockets only after they are completely used up will have the ability to replenish any missing ones that have been used. The replenishment times of all rounds, missiles and rockets will be revised to improve on the overall dynamics of battles. In addition to this, the replenish action will not instantly be reset when moving in and out of a capture point.
The second major update of the year may bring in new effects to the game regarding damage to ground vehicle crews — shell shock for gunners and commanders, the occurrence of a new type of fire: one that can start in the fighting compartment, and so on. In addition to this, it may be possible to heal ground crew members that were wounded in battle. We say “may” because we’ll be working on these new features and before releasing them, we’ll be publishing a series of Development Blogs to present our design, with polls so that you can vote and let us know if you like the idea or not.
For aircraft players, we’re planning on implementing the separate use of Flares and Chaff. More Air Conquest missions will appear in the Air Arcade gamemode with a respawn zone protected by anti-aircraft guns. The same update should include a division of the Battle Rating of vehicles by mode — for example, some attack aircraft will be given a different Battle Rating in ground and air battles. We’re also planning to complete the work being done on updating crew character models with era based military equipment, as well as adding new models for crews for more modern vehicles.
In this year’s summer update, you’ll have the opportunity to recycle inventory items that you no longer need (orders, wagers, boosters, backups) into other random items, and we’re planning to complete work on updating the damage model for helicopters. The ability to control the types of fuzes for ammunition while in battle will also be added — you’ll be able to turn the radio fuze on or off, and change the high-explosive and fragmentation settings.
We’re also planning to implement mechanics for saving aircraft at an exit zone: for air events in Ground Arcade Battles with a random reward (mission points, Silver Lions, air event points or artillery), which will also be included in World War mode with an instant Silver Lion reward for saving an aircraft instead of making the next respawn cheaper.
We’ll announce in advance our plans to correct the scattering scenarios of APHE shell fragments while keeping the head of the projectile on the trajectory after armor penetration, where if you vote for these changes, they’ll be appearing in the game in the summer. In addition to this, we’ll have a vote on whether or not it would be useful to add the ability to build trenches and replenishment zones to ground vehicles that have a limited amount of ammunition for their primary weapons (some SPGs, anti-aircraft and air defense vehicles). We’re looking for your input here: many planned features will only appear in the game after an approved vote — stay tuned for further news regarding this.
Economy
For planned economy changes, we’d like to highlight an important improvement from the previous Roadmap. This is the research bonuses for new nations that we want to implement in the second major update of this year. Thanks for your patience on this one.
Interface
We’ve received many requests and wishes from you concerning the game’s interface, so here are some improvements that we’re preparing. For the first major update of 2024, the killfeed in battle will be improved — you’ll be able to enable and disable nicknames, squadrons and the type of weapon used to destroy another player and so on. The second major update will add changes to the game, such as a visual selector that will have quick selection for secondary weapons, a timer with the time left before ammunition (missiles and bombs) hits their target, as well as the ability to drag and and drop vehicles from research trees into a crewslot and changing the order of crew slots.
For the summer update, a new aiming reticle is planned for modern ground vehicles, plus improved indicators for the operation of vehicle systems. And lastly, you’ll receive notifications if a player that you reported was banned.
Social Features
War Thunder has always primarily been a team game, where teamwork without communication is really difficult. New social features will make your communication easier and your public profiles much cooler than before. First of all, we’re planning on introducing an integration of the Steam friends list into the in-game client, and a wishlist, where you’ll be able to wish for things you want with the ability to gift others through this wishlist too. These features should be ready in time for the first major update of the year.
In the second major update of the year, team mechanics will be improved and a search for squads based on interests will be added. In the summer, we’ll be introducing customizable options to the player card window, the addition of a mini-card as a tooltip in the statistics window and when you destroy another player, you’ll be able to show off your awesome profile in the vehicle destruction replay camera.
Comments (69)
Comments will be premoderatedOnce again thank you for all your feedback and suggestions!
Yea I'm thinking letting people keep their grenade APHE via voting isn't going to achieve much, it should be a straight up change given how comically lethal it is vs reality
teo_storm1, yeah I really enjoy APHE but it is kinda busted, it defo should be better then solidshot but it shouldnt be a mini-nuke
So World War Mode is coming back?
Huntershark8, Sure hope so i caught that too in the text or are they just refering to it? no idea
Finally, I'll be able to get rid of all those useless orders I never use!
Do the planned fuze changes include timed fuzes or only radio fuzes? It would be really neat if timed fuzes could be set manually and do not require a distance measurement. Even tying the timed fuze to the set zero distance would be better than what we have now.
Two things: 1- "The ability to control the types of fuses for ammunition". Please can I ask if these plans include the manual setting of timed-fuses? This has been a popular discussion for many years. The current system of using the rangefinder to set a timed fuse leaves the shell with desperately obsolete data once it actually reaches an enemy aircraft. 2- "You’ll be able to show off your awesome profile in the vehicle destruction replay camera". I love this, I really do.
Can we get Reworked Track system?? Currently the Tracks work as if they were wheels but with extra grip Real life Track Physics would be really nice,then the need for terrain slipping wont be a issue and the Tanks would feel more real and immersive.
I didn't want to introduce some of the changes, such as the stunting effect on the crew, as it would make my game more complicated, and the gameplay is already a bit of a hassle
青春猪头大学生不会梦见黑丝土木工程, There will be a vote on it
青春猪头大学生不会梦见黑丝土木工程, not really, hitting tanks with HE to stun lock a crew would be fun, granted within reason but still it would allow for less capable vehicles that are incapable of a kill to delay their death even a bit
You are talking about World War Mode? What Mode?
Cpt_Muskelbiber, for squadrons
Not sure if this is the right place for some feed back but could we also get different bomb fuse timers per aircraft as opposed to having to remember to change the fuse when you use a different plane?
I gotta say, thank you for being more communicative on this part of the game, it's a really big step-up. I look forward to a lot of theses changes !
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