Update 9.17.1 heads to release tomorrow with massive changes to Strongholds mode. Today, we detail the release plan, changes affecting existing Strongholds, compensation for removed features, and more. Let's go!
Launch Schedule
Update 9.17.1 marks the start of our quest to bring the fun back to Strongholds by making battle scenarios less frustrating for seasoned Clan players and aspiring tankers alike. That’s no easy task -- to ensure it goes as planned, we're implementing changes step by step, guiding you through. It'll take us about a month to introduce all the changes.
- Stage 1 (February 23): When 9.17.1 goes live, Strongholds enters maintenance. It should take a day to move data and compensate players for removed Structures and Reserves
- Stage 2 (Feb. 24): Strongholds return with Skirmishes, available in the test mode*. You’ll have access to Structures (construction and upgrading), and Reserves (production and activation). The new format, Advances, won’t yet be available
- Stage 3: Skirmishes become fully available again, with Advances in test mode*
- Stage 4: Advances become fully available, and we’ll unveil "War Games" in test mode*
- Stage 5: Once we know "War Games" runs smoothly, we’ll fully introduce the feature, marking the full release of revised Strongholds mode
*Additions are tested in a reduced functionality, without final profit settings, limit to the number of servers, etc. that are lifted upon the full-scale feature release.
Structures and Reserves: Transition
- Structures: War Departments and Quartermaster Units are no longer relevant and are removed. As for the other Structures your Clans built, don't fret; they’ll remain intact, including the building Level they currently have
- The removal of pillages means nothing can reduce your Structure’s durability. This basic attribute leaves Strongholds mode for good, too. Here’s some good news for players with a Structure with less than 20% durability: not only will it stay, it’ll be fully operational
- Reserves: If your Clan’s Structures are producing Reserves, they'll be canceled. You’ll receive the amount of Industrial Resource you spent on it in the new joint Stronghold Storage, which replaces separate storage for structures
- The sum of all Industrial Resources kept at Storages are transferred to the joint Stronghold Storage at a ratio of 2.5. For example, if you have 5,000 across all Structures, the joint Storage has 5,000x2.5 =12,500
- If you have Special Instructions or Evacuation in Storage, they’ll be converted into Industrial Resources and transferred to the joint Storage
Compensation for War Departments and Quartermaster Units
Pillages and mandatory battles are a thing of the past, as are War Departments and Quartermaster Units, but we wouldn’t want these changes to undermine the economic wealth Clans have built. To ensure a harmless transition to the new setup, Clans with these structures/reserves prepared get top-level Reserves as compensation. For instance, if you have Level IX–X Structures, you’ll receive advanced Level XI–XII Reserves that can’t be produced, just won.
Head to the updated Stronghold Guide for more details about advanced Reserves.
War Department Compensation
ExpandReserves you get as compensation | War Department Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Battle Payments, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Additional Briefing, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Military Maneuvers, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Tactical Training, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Battle Payments, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Additional Briefing, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Military Maneuvers, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Tactical Training, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Battle Payments, Level X | - | - | - | - | 5 | 5 | 10 | 15 | - | - |
Additional Briefing, Level X | - | - | - | - | 5 | 5 | 10 | 15 | - | - |
Military Maneuvers, Level X | 1 | 2 | 3 | 5 | 5 | 10 | 10 | 15 | - | - |
Tactical Training, Level X | 1 | 2 | 3 | 5 | 5 | 10 | 10 | 15 | - | - |
Quartermaster Unit Compensation
ExpandReserves you get as compensation | Quartermaster unit Level | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
Battle Payments, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Additional Briefing, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Military Maneuvers, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Tactical Training, Level XII | - | - | - | - | - | - | - | - | - | 15 |
Battle Payments, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Additional Briefing, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Military Maneuvers, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Tactical Training, Level XI | - | - | - | - | - | - | - | - | 15 | - |
Battle Payments, Level X | - | - | - | - | 5 | 5 | 10 | 15 | - | - |
Additional Briefing, Level X | - | - | - | - | 5 | 5 | 10 | 15 | - | - |
Military Maneuvers, Level X | 1 | 2 | 3 | 5 | 5 | 10 | 10 | 15 | - | - |
Tactical Training, Level X | 1 | 2 | 3 | 5 | 5 | 10 | 10 | 15 | - | - |
Following Stronghold setup changes, we also tweaked the cost of building Structures and preparing Reserves. You can read up on the new costs, Reserves preparation process and their efficiency in different modes in the Strongholds Guide.
Economic Reserves generate more additional rewards in Clan battles than they do in Random Battles, while Combat Reserves influence the amount of Industrial Resources earned in Advances and Skirmishes. So, if you really want to rake in the money, play Clan battles.
Detachments in Skirmishes and Advances
Your input from the 9.17.1 Public Test encouraged us to reconsider the idea of replacing the 10v10 format with 7v7 for detachments in tier VIII vehicles. A 10-vehicle setup proved to be much more popular with Clan players. And we wouldn’t want to spoil fun with a less suitable option, so if you and your Clanmates embark on a Skirmish in a tier VIII detachment, you’ll fight in 10v10 battles. If your team chooses tier VI tanks for a Skirmish, you’ll fight in 7v7 battles. Tier X detachments engage in 15v15 Skirmishes.
Finally, only tier X vehicles can compete in Advances.
Final Note
With the changes, progress stops on the medals "Skirmisher," "For Decisive Battles," "Capturer," "Fortress Crusher" and "Retaliation". We’ll move them to “Special Achievements” in a future update.
The "Soldier of Fortune" medal is here to stay with no changes to its earning conditions. You can still receive it for participating in Skirmishes.
We're grateful to everyone who has taken the time to share feedback on the Stronghold mode during the Public Test and we're looking forward to seeing more of your thoughts about these changes as the update goes live. Try it and discuss in the dedicated forum thread.
Be sure to check out the Stronghold Guide for everything you need to know about the updated setup.