Hello everyone!
We've introduced a new player reward system for destroying mission objectives.
Objectives are groups of in-game objects that together form a single target, such as an Attack, Defense, Bridge, or Factory objective. As a reminder, destroying these objectives awards Team Points. A complete table of objectives, destruction conditions, and Team Point rewards is available via the corresponding link on our website:
Objective Reward System
To receive a reward for destroying an objective, you must actively participate in completing it.
Each objective now has a fixed reward consisting of Points and Coins. Once the objective is destroyed, the reward is distributed among all participating players according to their individual contribution.
Example
Suppose an objective requires 100 objects to be destroyed.
Reward for completing the objective:
1,000 Points
2,000 Coins
Player contributions:
Player #1 destroyed 10 objects.
Player #2 destroyed 60 objects.
Player #3 destroyed 30 objects.
Rewards are distributed proportionally:
Player #1: 100 Points, 200 Coins.
Player #2: 600 Points, 1,200 Coins.
Player #3: 300 Points, 600 Coins.
If the objective is not completed, no bonus rewards are granted. Players only receive the standard Points and Coins, just as before.
Important Notes Regarding Primary Objectives (Attack / Defense)
Primary objectives follow a slightly different reward logic.
Reducing a primary objective's strength to 30% is considered completing that objective and grants a reward. The reward is intentionally modest.
However, reducing the Defense strength by only 30% (for example from 100% to 70%), which causes the defense icon to flash, is merely an intermediate result and is not rewarded directly.
Instead, rewards are granted for every captured garrison.
The Defense side also has the opportunity to repel an attack by reducing the Attack strength. Successfully repelling an attack is rewarded as well.
Here's how it works:
Once the attacking side deals enough damage for a garrison to become capturable, the system waits for a response from the defending side.
If the defenders take no action, the attacking players receive rewards at the end of the mission based on the number of captured garrisons.
If the defenders successfully reduce the Attack strength enough to prevent the capture, participating players receive a defensive reward instead.
Defensive rewards are issued after the mission ends.
If neither the Attack nor the Defense objective receives any damage during the mission, no rewards are granted.
Likewise, if the Defense objective has never been damaged, a small reduction in Attack strength does not qualify for rewards. Only reducing the Attack objective to 30% strength grants the small completion bonus.
Important!
The reward system is currently experimental.
For the time being, bonus rewards are not displayed in player statistics. We will expand the statistics system later so these rewards become visible.
At the moment, we're testing the feature in the background. Although the rewards are hidden from the interface, all earned Points and Coins are still credited to your account.
Foundation for the Achievement System
We've also laid the groundwork for a future Achievement System.
Some achievement progress is already being tracked behind the scenes while we continue testing and balancing the system.
Currently, this progress is not visible anywhere in the interface and will require additional testing before release.
However, there's a good chance that achievements accumulated during this testing period will later become available retroactively, including progress earned during the current campaign.
Other Improvements and Fixes
Fixed an issue where the combat loadout number displayed on the Game Set page did not match the actual in-game loadout.
Updated the entire software stack to a newer framework version, improving both stability and performance.
Improved the automatic kick system used when takeoff or vehicle deployment is prohibited. We received reports that the Commander kick function wasn't always working correctly. Hopefully, these improvements fully resolve the issue.
Fixed a problem where purchasing a new Premium Account was temporarily blocked after the previous subscription expired.
Transport aircraft now spawn with their engines already running.
Reduced the amount of Points and Coins awarded for destroying individual objects.
Added a new web analytics system for administrators.
Added a new website page showing which faction each player has selected, making it easier to choose a side before joining the campaign.
The "Forces Balance" block on the homepage is now clickable and opens the faction player list.
The size of the "wallet" is limited to 30,000 coins.
The rotation of the cards has been changed. The cards "Prokhorovka" and "Velikiye Luki" are excluded from the rotation. The final card is now "Odessa"
Every year spent at the front becomes more accessible by rank. Every year, minus the rank.
If you're already logged in, the "Join the War" button now opens your account directly on the faction selection page. Unauthenticated users will continue to be redirected to the login page.
Game Set Rebalance
Below is the complete list of Game Set changes included in this update.
Bf 109 E-7
Converted into the free Blue-side fighter, available from Rank 0.
Changes
Loadout #0 (MG17-AP-2000 MGFF-APHE-120)
Rank 2 → 0Modification #0 (Default)
Rank 2 → 0Modification #3 (Armoured Wind Screen)
Rank 2 → 1
Bf 109 E-4
Converted into the free Blue-side fighter, available from Rank 3.
Changes
Loadout #0 (MG17-AP-2000 MGFF-APHE-120)
Rank 2 → 3Modification #0 (Default)
Rank 2 → 3Modification #3 (Armoured Wind Screen)
Rank 2 → 3Modification #4 (Removed Armoured Head Rest)
Rank 2 → 4Modification #5 (Mirror)
Rank 2 → 3Modification #6 (DB601N)
Rank 3 → 4Modification #7 (DB601Aa)
Rank 3 → 4
Bf 109 G-2
Changes
Frontline retirement date:
September 1, 1943 → June 1, 1944
(extended by 9 months)Modification #6 (DB605A engine)
Price 1260 → 1200
Bf 109 G-4
Changes
Frontline retirement date:
October 1, 1943 → June 1, 1944
(extended by 8 months)Aircraft price:
800 → 2500Modification #6 (DB605A engine)
Price 300 → 700
Bf 109 G-6 Late
Changes
Price:
3900 → 3000
Bf 109 K-4
Changes
Frontline introduction:
October 19, 1944 → February 1, 1945
(delayed by approximately 3.5 months)
Yak-7B Series 36
Changes
Aircraft price:
3600 → 1800
(reduced by 50%)
Loadouts
Loadout #0 (UB-APHE...)
Rank 7 → 6
Loadout #1 (FAB-50)
Rank 8 → 7
Loadout #2 (FAB-100)
Rank 9 → 8
Loadout #3 (Empty)
Rank 7 → 6
Modifications
#0 Default
Rank 7 → 6
#1 2 × FAB-50sv Bombs
Rank 8 → 7
Renamed (previously "FAB-50 bombs")
Added English and Russian descriptions.
#2 2 × FAB-100M Bombs
Rank 9 → 8
Renamed (previously "FAB-100 bombs")
Added English and Russian descriptions.
#3 RPK-10
Rank 7 → 6
Renamed (previously "RPK-10 radio compass")
Added English and Russian descriptions.
#4 Landing Light
Rank 7 → 6
Renamed.
Added English and Russian descriptions.
Yak-1B Series 127
Changes
Frontline introduction:
March 1, 1943 → February 1, 1943
(available one month earlier)
Yak-9T Series 1
Changes
Frontline introduction:
August 1, 1943 → June 1, 1943
(available two months earlier)
La-5F Series 38
Changes
Frontline introduction:
April 1, 1943 → March 1, 1943
(available one month earlier)
La-5FN Series 2
Changes
Frontline introduction:
September 1, 1943 → June 1, 1943
(available three months earlier)
LaGG-3 Series 4
Converted into the free Red-side fighter, available from Rank 3.
Changes
Loadout #0
(UB-APHE-200 SHVAK-APHE-150 SHKAS-AP-1300)Rank 2 → 3
Modification #0
(Default)Rank 2 → 3
Modification #1
(RPK-10)Rank 2 → 3
LaGG-3 Series 29
Converted into a free Red-side fighter.
P-47D-22
Changes
Aircraft price:
3060 → 2000
All loadout and modification ranks have been reduced by one level.
Loadouts
#0–5 (Gun-only)
Rank 4 → 3
#6–23 (Guns + Bombs)
Rank 8 → 7
#24–35 (Guns + 2×1000 lb Bombs)
Rank 9 → 8
#36–41 (Guns + Rockets)
Rank 6 → 5
#42–59 (Guns + Bombs + Rockets)
Rank 8 → 7
#60–71
Rank 9 → 8
#72–78
Rank 4 → 3
Modifications
#0 Default
Rank 4 → 3
#1–2 Machine Guns
Rank 4 → 3
#3 Ammunition
Rank 6 → 5
#4 Ground Attack Package
Rank 8 → 7
#5 150-Octane Fuel
Rank 9 → 8
#6 Bendix
Rank 4 → 3
Added English descriptions for modifications #1–6.
P-39L-1
Changes
Modification #7 (V-1710-63 Engine)
Rank 7 → 5
Price 100 → 700
Spitfire Mk.IXc
Changes
Frontline introduction:
March 1, 1944 → January 1, 1944
(available two months earlier)
Me 262 A
Changes
Frontline introduction:
July 1, 1944 → February 24, 1945
(delayed by approximately eight months)
Modification #7 (Bomb Load)
Price 4600 → 2000
Ta 152 H-1
Changes
Frontline introduction:
January 1, 1945 → February 1, 1945
(delayed by one month)
P-51B-5
Removed from the Game Set.
Mosquito F.B. Mk.VI Series 2
Removed from the Game Set.
Ar 234 B-2
Removed from the Game Set.
Ju 87 D-3
Converted into a free Blue-side ground attack aircraft.
Ju 88 C-6
Converted into a Blue-side ground attack aircraft.
MC.202 Series VIII
Removed from the list of free Blue-side aircraft.
I.A.R. 80-A
Removed from the list of free Blue-side aircraft.
I.A.R. 80-B
Converted into a Blue-side ground attack aircraft.
I-153
Structural changes only. No gameplay changes.
Ground Vehicle Economy Rebalance
The prices of all ground vehicles have been significantly increased.
T-34/76 UTZ (1943): 3000 → 6500
T-34/76 STZ(1942): 300 → 2500
Pz.Kpfw.III Ausf.M: 1500 → 4000
Pz.Kpfw.III Ausf.L: 300 → 2500
SU-122 UZTM (1943): 2800 → 7000
StuG III Ausf.G: 1440 → 5000
KV-1s ChTZ(1943): 2400 → 12000
Churchill IV: 2200 → 7000
Pz.Kpfw.IV Ausf.G: 2640 → 6500
SU-152 ChKZ (1943): 5000 → 12000
M4A2: 3360 → 6500
Sd.Kfz.184: 5200 → 13000
Pz.Kpfw.VI Ausf.H1: 5760 → 15000
Pz.Kpfw.V Ausf.D: 4100 → 13000
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