Full notes
Full Tank General update
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What changed
- Maps
- Gameplay
- Balance
- Events
Tank General changes
There are so many changes that if the game had a version number 1, I would now confidently call this Version 2.
A small note: Huge thanks to my Telegram group — most of the recent changes were born thanks to your activity and constant suggestions for improving the game.
Special thanks to the admin of the channel for my potential competitors — the game The Card (and yes, I still hope to one day become a worthy competitor to you). Thank you for the help and your very positive attitude toward my project .
Now, let's go through everything in order:
Complete overhaul of the main battle scene I changed the size and appearance of the battlefield. The grid is now 30% larger — the game looks and feels much more comfortable on small screens, especially mobile devices.
I also greatly simplified the visual style: removed unnecessary elements that only distracted players and served no functional purpose.
Before / After:
I spent a very long time on the old version of the main battle scene and couldn’t figure out what felt wrong about it. The guys from the group helped me finally see the issue. The battle scene is now significantly more comfortable and pleasant to play.
Major shift toward PvE modes I’ve seriously refocused the game toward PvE. Previously, PvP was the main mode while PvE was mostly for learning core mechanics. That has now changed.
PvE modes have been completely reworked and deeply integrated with card research and Headquarters progression systems. You can now comfortably experience all game content without ever playing PvP.
Historical campaigns have been significantly expanded, and their mechanics will form the foundation for all future PvE modes.
Example of changes: According to the lore of the 3rd scenario in the Soviet campaign, battles take place in December 1941 during the Battle of Moscow. After halting the German offensive, Soviet forces launch a counterattack. To convey the atmosphere of winter and the enemy’s desperate defense, every battle now has a special debuff: one turn after deployment, enemy tanks gain the"Heavy Armor"ability. This forces aggressive play and encourages building a deck specifically for this scenario.
Similar mechanics will be actively used not only in historical campaigns but in other PvE modes as well.
Major visual improvements I put in a lot of work to upgrade the visuals:
Completely replaced card art for the USSR and Germany nations (huge thanks to Batis from the group). Before / After:
This is not the final version yet (all art still needs to be brought into a unified style), but it already looks noticeably better. We’ll continue moving in this direction.
Added parallax effects, dust, and other atmospheric elements to the main scene.
Added volume, shadows, dynamic lighting, and cursor hover reactions for cards and Headquarters.
Damage Preview is now active during attacks (shows damage dealt and damage received from counterattacks).
- Significantly improved attack animationsdifferent animations depending on the result (full damage, partial block, full block), direction-aware attacks, new pointer animations, impact flashes, and much more.
Plus a bunch of smaller visual polish that I won’t even list — the post is already long enough.
Balance work has begun I’ve started systematic balance work for the multiplayer mode. This includes not only nerfs and buffs, but also adding new cards to fix problematic ranks.
Starter decks for USSR and Germany are already balanced. We’re gradually moving on to higher ranks.
Research Progress Display Mechanic
Implemented a mechanic that displays research progress for cards and HQs after each battle. This will give players a stronger sense of progression after every match.
The visuals will be further refined, but the core mechanic is now working.
New Mechanic for Premium and “Trophy” Cards
Premium cards have the following features:
Premium status (they allow faster progression of other cards);
Different card back;
But require more time to research before they can be added to your deck.
Previously, you could only add cards of your own nation to the deck. Now you will be able to include up to three Trophy cards from another nation (from a special limited pool).
Trophy cards have the same characteristics as the original cards, but:
They have Premium status (they allow faster progression of other cards);
They feature different art and card back;
But require more time to research before they can be added to your deck.
As I have always said: there will be no cards in the game that cannot be obtained through regular gameplay. Premium and Trophy cards can also be earned just by playing, though it will take more time.
Overhaul of the Training Mode
I have once again improved the training scenario:
Reduced the number of missions from 5 to 4;
Added experience rewards after battles;
Made the hints clearer and more understandable.
The full overhaul will be completed in the coming days. I hope the new tutorial will be even easier and more engaging.
New Cards and Abilities
For quite a while, no new cards were added to the game. This situation will now gradually change.
Work has also begun on expanding the pool of universal abilities (a new ability “Repair” has been added, and concepts for other universal abilities are being developed).
Completion of the Historical Campaign for the USSR
The first historical campaign for the USSR nation has been fully completed (4 separate scenarios with unique effects in each).
Development of the historical campaign for Germany is currently underway.
What’s next? This past month feels like the most productive period in the entire development of the project. And this is just the beginning. There are tons of plans, and even more motivation. The only problem, as always, is a critical lack of time.
The project is still being developed mostly solo, in my free time outside of my main job.
Near-term priorities:
Expanding historical PvE campaigns for all nations;
Balancing all ranks;
Gradually adding new cards;
Adding new Headquarters for other ranks.
And, of course, constant bug fixing (new mechanics always love creating bugs in the most unexpected places).
I’d be very happy to see you in our Telegram channel. While the project is still small, I can take every opinion and suggestion into account:
Thank you all so much, and see you soon!
Tank General Dev
Source
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