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Patch Notes 1.2.1

World of Tanks: HEAT · Community Announcements · September 23, 2026

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Update 1.2.1 goes live on September 24, 2026, at 9:00 AM UTC. Downtime runs from 7:00 AM to 9:00 AM UTC.

Update 1.2.1 adds 20 new Legendary modules, a set of new features and quality-of-life improvements, a broad balance pass across abilities, modules, and vehicles, and a long list of bug fixes. Here's everything that's changed.

Social Hub: Friends



Friends, Requests, and Blocked now sit in the Garage, grouped by where each player comes from: in-game, platform (Xbox, PSN, Steam), or Discord. You can look someone up and send a request, and incoming requests arrive as notifications.

You can invite to Squad as always, with the ability to remove a friend. Check it out in the game!

20 New Legendary Modules



Update 1.2.1 adds one new Legendary module for every vehicle: twenty in total. Each one reshapes a signature ability or role, trading a powerful new effect against tuned stat changes.

Kent


Assault

XM1 90 · CLM (FASTDRAW Magazines Ability Module)

Replaces HESH-T rounds in the secondary magazine with AP rounds.



ALVT · ACPI (Firepower Module)

+5% to damage for each enemy you destroy, up to a maximum of 25%. Stacks reset upon vehicle destruction or round end.



Reaper


Assault

M60A1 · GTM-286 (Charge Ability Module)

Using Charge grants Hellfire. While engulfed in Hellfire, it gains 100% resistance to Fire, Interference, and Slow, and creates a moving Fire area that applies the Burning status effect to nearby enemies.



M60A2 · PDS-321 (Utility Module)

Hitting an enemy with an HE shell restores 4 Ultimate Energy.



Raketa


Assault

T-62AV · S5KP (Rocket Barrage Ability Module)

Switches to HEAT rockets. If Rocket Barrage destroys an enemy, its cooldown is reset for the next 6 s and it can be reused at no cost.



OBJ. 287 · 6TDFMU (Mobility Module)

+1 Boost Energy for every 20 damage you deal.



Twister


Assault

HSTV-L · ARES (Firepower Module)

Replaces the default burst magazine with an autoloader and changes its shell from AP to APHE.



M551A1 · BCA-803 (Active Protection System Ability Module)

+20% to damage, +30% to penetration power, and -10% to reload time for 15 s after blocking a shell.



Ember


Defender

XM1V · XM1-UL/25 (Toughness Module)

+10% temporary HP and +15% to frontal turret armor upon receiving a status effect. Cooldown: 30 s



M1150 ABV · ATLIC (Line Charges Ability Module)

If Line Charges destroys an enemy, its cooldown is reset and it can be reused at no cost for the next 6 s.



Chopper


Defender

M1E1 · LCP-179 (Active Protection System Ability Module)

The APS can be discharged at enemies while active. Damage dealt scales with the shield HP remaining after absorbing incoming damage: the less HP remaining, the more damage dealt (minimum 300). Your vehicle is Slowed while the discharge is active. Damage is dealt in a short cone in front of the vehicle.



FV4030 X · 3DLS (Jamming Field Ability Module)

Drains ability Energy from enemies inside the Jamming Field. If an enemy under this effect reaches 0 ability Energy, they take 500 damage. Cooldown: 45 s



Gambit


Defender

M60A3E2 · Cerberus (Energized Plating Ability Module)

Blocking 750 damage grants Lucky Strike, Empowered, and Tactical Resistance for the next 15 s.



T-72SH · UMTO-V (Toughness Module)

Instantly repairs broken tracks. Cooldown: 15 s



Hound


Marksman

LEO 1A6A1 · SEM80-90 (Recon Module)

+20% to damage dealt to Traced enemies.



AMX10 RC · F5 (Firepower Module)

+3% to ammo, engine, and fuel critical damage for every target you Trace, up to a maximum of 15%. Resets upon destruction or round end.



Flair


Marksman

LEO 2FK · SEM 35 (Recon Module)

Damaging an enemy with the main gun makes all enemies within 80 m of the target Traced. Cooldown: 20 s



LEO 2KST · MULTAR-ST2 (Active Camo Module)

Active Camo is no longer canceled when EMP Trap is used or the main gun is fired.



Fuzzer


Marksman

M3E1 · MEW-718A (Utility Module)

Destroying an enemy resets main gun heat.



MARDER 1A3 · SEM70-60 (Recon Module)

After remaining stationary for 2 s, your next 2 shots or bursts (main gun or ability) produce no data. Moving after being stationary for 5 s reduces movement data by 75% for 5 s.



Balance Changes



Update 1.2.1 brings a broad balance pass. General changes come first, then everything grouped by vehicle. A recurring theme this update: many placeable abilities can now be temporarily disabled by an enemy Jamming Field.

General Changes





Status Resistance and Decay



Status resistance affects status accumulation and status decay. By increasing status decay only, we keep the original intent of the progression modules (stay under a given status effect for less time) without allowing for permanent status immunity and complete damage mitigation.



Agent Changes



Raketa

Raketa's Ultimate has been a big point of discussion and feedback. We aim to reduce its impact, especially in Kill Confirmed, by reducing the stims provided during the Ultimate and letting default countermeasures (high-APM damage sources) work regardless of Raketa's HP when the Ultimate is used. This should also introduce some decision-making for Raketa himself, through considering when to activate the Ultimate.

Rampage (Ultimate)



Perks



Flair

Perks



Vehicle Changes



XM1 90

The XM1 90 underperforms at low investment levels, so we're dropping FASTDRAW Magazines' Energy cost for an easier time learning how to ammo juggle (in this Energy economy), and increasing base mobility, particularly uphill and at low gear, for easier movement over uneven terrain or when the tank is brought to a standstill.

FASTDRAW Magazines



Mobility



ALVT

The APHE module should now be even compared to the previously changed old Zealous. Setting a tank on fire will now require an extra hit on top of a fuel crit. We're also making the distinction between the two mods clearer: MS-253 is for the designated fast-shooting playstyle, while the other is for less frequent but harder shots. This concludes our campaign against the ALVT for the time being.

Progression Modules



M60A1

Suppressive Fire had an excessive cooldown for its role in the tank's play pattern. We're dropping it so it can become more relevant in the M60A1's ram-heavy playstyle.

Suppressive Fire



T62-AV

The T-62AV has been brawling a bit too well, blurring its intended role of a guerrilla opportunist. We're reducing the cost of Pyro-Trail for more fiery disruption, while winding down the frequency of Rocket Barrage and dropping HP, so it has to choose its engagements a little more wisely.

Pyro-Trail



Rocket Barrage



Survivability



OBJ. 287

The OBJ. 287's HP exceeded Assault-class values due to the very all-in nature of the tank, but that turned out to be a little overbearing, so we're reining it in. Combat Cage has been compressed to make the pattern of locking an enemy inside it more frequent and dynamic, and we've reevaluated shell parameters to make them more accurate to our models.

Scrap Barricade



Progression Modules



APHE shell



AP shell



Canister shell



Burst ammo loader



Survivability



HSTV-L

Recon Probes have been a little crazy in terms of combat data generated. To diminish the constant wallhack, we're reducing the duration and detection radius while increasing placement radius. We want the HSTV-L to have more frequent interaction with the probes in moment-to-moment gameplay. Similarly to the OBJ. 287, the HSTV-L's AP shell parameters have also been reevaluated.

Ability Changes



Loader



AP shell



M551A1

The M551A1 is getting some highly requested improvements to mobility to make traversing the battlefield and flanking enemies more comfortable and responsive.

Mobility



XM1V

It's now easier to spot placed mines. Don't drive into them.

Minefield



FV4030

Bastion now heals baseline. Skill and internal cooldowns have been reduced slightly for better cycles, but at the cost of lower HP. Overall, we want it to have a greater team impact instead of serving only as extra cover for the FV4030 X itself. Mod tweaks should offer better building decision-making.

We also changed Jamming Field so it's easier to maintain and toggle off without suffering so much on the economy side. On the other hand, Interference now builds up gradually based on distance to the FV4030 X, so caster tanks have an easier time fighting it without being dead-zoned completely.

Ability Changes



Progression Modules



T-72SH

Shell parameters have been reevaluated to reflect our models accurately.

Tesla Discs



HE shell



APHE shell



LEO 1A6A1

Reduced Decoy cost will provide extra cycles over time and allow the LEO 1A6A1 to use decoys more liberally. More mindgames!

Decoy



AMX10 RC

Top-Attack Missiles economy has been greatly improved to better reflect its intended damage profile. We're also slightly reducing UAV Drone cooldown to support the Top-Attack changes.

Top-Attack Missiles



UAV Drone



LEO 2FK

We're dropping duration of Electro-Optical Jammers to create slightly longer vulnerability windows for frontal exchanges.

Ability Changes



Progression Modules



VGS-152G module



LEO 2KST

The munitions used by the LEO 2KST and other vehicles featuring magazine loaders have had their damage and penetration values updated to boost the performance of guns with longer cycle times.

EMP Trap



Progression Modules



Armor



BDK-3 shell



HEAT shell



Canister burst shell



Gun



Module MSF-53



MARDER 1A3

We're introducing some quality-of-life changes and a power shift to the MARDER 1A3. Mine economy and placement have been improved, and rotating skills are more fluent than before. The primary shell has been changed to AP for more consistent damage, but it requires more conscious use of Vulnerable stacks and a bit more space due to lower turret traverse.

Ability Changes



Progression Modules



Armor



AP shell (changed from APHE)



HE ATGM



Turret



New Features & Improvements





Bug Fixes



Combat & Gameplay





HUD & Battle Interface





Menus & Customization





Graphics & Visual Effects





Audio





Store & Economy





Console & Platforms





Localization



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