Arms Trade Tycoon: Tanks is a unique combination of tank design and tycoon game. It puts you in charge of an arms trading company specialized in tanks from WWI to the modern era. Research, design, sell and follow your tanks in battle to make your own history!
Greetings, Arms Dealers!
We are very excited to share with you the [b]Interwar Content Update[/b]!
With the Great War behind, the tank engineers have accumulated enough knowledge to perfect the original and clunky tank designs and prepare them for the wars to come. Follow their tracks or design your own tank combining the technologies of WW1 and the Interwar era!
[b]Update Summary:[/b]
[list]
[*] 10 new vehicles added including British, French, and German tanks
[img]https://i.postimg.cc/8P2M7sFR/Bild4.png[/img]
[*] A total of 120+ research nodes introducing new components, modifications, and expendables
[img]https://i.postimg.cc/8PJLkLCk/Bild3.png[/img]
[*] Possibility to combine and mix components from Great War and Interwar periods
[img]https://i.postimg.cc/cJmnkmFh/Bild5.png[/img]
[*] Tank role roster expanded with 11 new roles to account for Interwar vehicles
[img]https://i.postimg.cc/MT3jqG2j/Bild7.png[/img]
[*] Expanded factory ground functionality with new facilities, new administrator characters, and additional process lines to pipeline your activities
[img]https://i.postimg.cc/d0vC9XjD/Bild2.png[/img]
[*] Multiple QoL improvements including quick travel buttons, filter and sorting options, design and component series
[img]https://i.postimg.cc/Tw3WzDS6/Bild6.png[/img]
[*] Possibility to select the Start era of your game
[img]https://i.postimg.cc/Dw1sLFst/Bild1.png[/img]
Embark on the next chapter of tank history and become the true Tank Tycoon!
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[b]Patch content[/b]
[b]Features:[/b]
[list]
[*] Interwar Era content added with new, iconic British, German, and French tanks.
[*] Expanded Research tree to 120+ nodes
[*] Added the possibility of starting the game directly from Era 2.
[*] Introduced 11 new tank roles for the Interwar era.
[*] Introduced simplified power-to-weight mechanics to eliminate the "light" engine exploit.
[*] Added fame for tank series to allocate fame between designs.
[*] Expanded factors affecting individual tank fame.
[*] Added a new music track.
[*] Introduced a "quick travel" button for specific events to simplify navigation.
[*] Improved bank loan mechanics, allowing re-negotiation of deals with banks.
[*] Added a “numerical superiority” bonus for tactical battles reflecting regiment unit count.
[*] Enabled dynamic selection of the best available alloys and assembly types for new engineered structure components.
[*] Added double and triple primary weapon mounts for turrets in the Interwar era.
[*] Added smoke particles to tank exhaust in Test Drive mode.
[*] Added a new type of expendable: Oil.
[*] Added the ability to use spaces in the "new player" window.
[*] Introduced a button "fold all" in the design/component list to fold with one click all series
[/list]
[b]Changes:[/b]
[list]
[*] Exchanged the crew bonus for an attribute bonus from the “Internal Comm” modification to avoid negative crew requirement situations.
[*] Restocked contract logic revisited.
[*] Rebalanced man-hour costs for engineering projects.
[*] Introduced a mark for modifications that are already unlocked via other nodes in the research tree.
[*] Rebalanced research costs to account for the 120+ new research nodes of the Interwar era.
[*] Introduced a limit for component and tank attribute values; negative values are no longer allowed.
[*] Increased design defect cost amendment by a factor of 3.
[*] Introduced a multiplier for achievement point generation based on the selected difficulty level.
[*] Reduced crew slots for the Mark 5 hull.
[*] Rebalanced bonuses and penalties for expendables.
[*] Extra mass added by alloys and assembly is now given as a percentage instead of absolute values.
[*] Music no longer stops during loading screens.
[*] Increased the maximum loan amount to 1.5 million.
[*] Revisited facility costs, bonuses, and maintenance.
[*] Revisited administrator costs and bonuses.
[*] Lowered the victory threshold for battles to avoid “draw” outcomes.
[*] Decreased the internal volume occupied by crew members to 0.75.
[*] Increased the maximum pool and income rate of workers.
[*] Adjusted Wire Crusher Role/Contract and Schneider component attributes.
[*] Adjusted Nest-Buster Role/Contract and Saint-Chamond component attributes.
[*] Adjusted Assault Role/Contract and A7V component attributes.
[*] Adjusted Rationalized Role/Contract and LK2 Krupp component attributes.
[*] Adjusted Cavalry Role/Contract and LK2 component attributes.
[*] Added new rewards for player era progression.
[*] Displayed more decimals for "volume" attribute values.
[*] Players can now use spaces in save game names.
[*] Introduced unique names for all modifications.
[*] Introduced a new “parent” item for the tank series.
[*] Revisited the folding UI element; it now displays the number of elements in the series.
[*] Added a "red" color for penalties from expendables.
[*] Included the name of the built or upgraded facility in the notification.
[*] Added a country background for new parent items in Design for easier identification.
[*] Further improved filters and sorting options.
[*] Added "version" marks to the modifier items.
[*] Added country flag images to the components and modification items.
[*] Introduced more color gradients for the contract outcome dialog window.
[*] "Oldest" contracts are now shown at the top in the tank shipment/warehouse.
[*] Added tank design series information in the contract window.
[*] Added tooltips for facilities and admin cards directly on Factory Grounds.
[*] Introduced a list of all available admins in the administration building.
[*] Default sorting by version for modifications.
[*] Added the ability to switch between weapons using keyboard cursors on the Test Range when there are more than 5 weapons on the tank.
[*] Filters/Sorting widget now hides with any click on the screen
[*] "Quick travel" button for New Administrator event that you to the available administrator’s tab
[*] Rebalance of Achievement points generation
[*] Increased internal volume for Tier 2 turrets and multi-turreted hulls
[/list]
[b]Fixes:[/b]
[list]
[*] Fixed an excessively large quantity of tanks requested in the upgrade contract on some occasions.
[*] Fixed erroneous negative rewards offered for contracts.
[*] Fixed items in the tank card that were not dynamically updated over time.
[*] Fixed the incorrect tank reputation icon.
[*] Fixed broken text in the production process window.
[*] Fixed the trembling scrollbar in Engineering, RE, and Design when holding the left mouse button.
[*] Fixed cancellation of the tank mass attribute caused by a significant difference from the baseline.
[*] Fixed duplicate contracts that generated two different requirements for two similar tanks.
[*] Fixed a bug that spawned upgrade contracts without any additional requirements.
[*] Fixed the missing commander's image in the campaign window.
[*] Fixed a bug with the deactivated “assign” button in the engineering building.
[*] Fixed a bug with the mouse cursor jumping when cloning components.
[*] Fixed a bug that caused new draft designs to have an “outdated” status.
[*] Fixed multiple bugs caused by fire events affecting process times, delays, and other game mechanics.
[*] Fixed a bug preventing the component card from updating dynamically when the process is cancelled.
[*] Fixed a bug that caused no visual change in real-time when decreasing or improving parameters after building/upgrading facilities.
[*] Fixed the incorrect application of the Milling focus attribute.
[*] Fixed an issue where purchased resources were not updated in real-time in the production control panel.
[*] Fixed the issue with delayed delivery of tanks.
[*] Fixed an issue that caused contract requirements to be displayed incorrectly.
[*] Fixed multiple cases of weapons protruding from the tank's hull.
[*] Fixed an RG cutting through the hull (A7V + Crochat-Colardo Char combination).
[*] Fixed a bug in the trophy tab of the diplomacy window.
[*] Fixed an issue in the Production Hall where a negative number of workers could be assigned to the line.
[*] Fixed a bug where cutscenes would freeze when pressing Esc during the first cutscene.
[*] Fixed an issue with frozen supplier resources.
[*] Fixed a bug with the amend defect button.
[*] Fixed an issue where removing a hull component caused an error.
[*] Fixed inaccurately predicted balances for certain special occasions.
[*] Fixed a bug where the number of required days was not dynamically updated when creating a tank design.
[*] Fixed incorrectly displayed attributes for certain expendables.
[*] Fixed negative quantities of tanks in production.
[*] Fixed an issue where purchasing resources based on the number of tanks caused the toolbar to display an incorrect balance of resources after production started.
[*] Fixed negative quantities of tanks in production.
[*] Fixed multiple offsets between RG and hull on the Test Drive.
[*] Fixed an issue that prevented the game from loading when clicking the Continue button after restarting.
[*] Fixed an incorrectly displayed penetration status; if it is NONE, there shouldn’t be a green thumbs-up.
[*] Fixed missing expenses in financial reports, such as trophy, credit expansion, cancellation, or delay fees.
[*] Fixed incorrect localization used for the Crew Limit group in the Design window.
[*] Fixed a bug that caused a reset of selected protection settings when switching between design tabs.
[*] Fixed a non-closing popup confirmation window during scene switching.
[*] Fixed missing Tier 1 British (Mk1 and Mk2) ventilation mods on the Whippet hull.
[*] Fixed missing Tier 1 British (Mk1 and Mk2) ventilation mods on the Hornet hull.
[*] Fixed an issue with time not stopping and active tank controls when pressing the “Esc” key on the Test Drive.
[*] Fixed a bug that caused the highlighting of two components simultaneously in engineering.
[*] Fixed an issue that locked the “Buy trophy” button in certain situations.
[*] Fixed a rare bug caused by the cancellation of facility constructions.
[*] Fixed non-working X-ray for idler modifications on special occasions.
[*] Fixed saves files loading. Cause of failed clearing data from the state.
[*] Fixed discrepancies for “Cerberus” running gear
[*] Fixed an exception triggered by Administrator list
[*] Fixed a bug that caused negative resource delay probability
[*] Fixed missing textures on some of the tracks
[*] Fixed a bug that resulted in the Tier 2 modification 'Compact Recoil Cylinder' being available at game start
[*] Fixed a bug that resulted in the Tier 2 rivets being available at game start
[*] Fixed a bug with “frozen” rivets on the LKII turret
[*] Fixed wrong displacement for Char D1 chassis
[*] Fixed wrong displacement for Hornet chassis
[*] Fixed wrong displacement for A7V chassis
[*] Fixed “frozen” idlers for A7V chassis
[*] Fixed a bug that caused Medical Station to reduce fire risk instead of accident risk
[*] Added missing icon for OQF MK2 3-PDR 47/L40 gun on Test drive
[*] Fixed an issue with Leichttraktor failing to load on the tank range
[*] Fixed an issue with Mittlerertraktor failing to load on the tank range
[*] Fixed a negative percentage of delay issues in the Warehouse
[*] Fixed broken camera in Breech slot in Design
[*] Nerfed Workshop Facility bonuses
[*] Fixed missing Armoured Gun seal for some turrets
[*] Fixed a bug when the tank design parent item values (country, produced, and sold) were not updated dynamically with time
[*] Fixed missing rivets on one side of several sponsons
[*] Adjusted Centipede and War Horse chassis to Medium Mark 0 hull
[*] Fixed missing recoil guard modifications for several guns
[*] Fixed missing Armoured cupola modification for A7V hull
[*] Fixed a bug that caused some guns to use machine gun fire sound in Test Drive
[*] Fixed missing engine sounds for CB-16 and Mittletraktor hulls
[*] Fixed a bug that caused Lewis Mk2/22 to appear in parts in several turrets
[*] Fixed a bug that causes a “freezing tracks” effect for several hulls if using a complete zoom in Test Drive
[*] Fixed a bug that caused howitzer to use MG bullets instead of shells in Test Drive
[*] Fixed a bug that allowed to continue driving a tank after a” failed mission” notification in Test Drive
[*] And many more minor bugs….
[/list]
[b]Missing text and typos:[/b] Continued to fix discovered and reported typos and added missing text descriptions