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"Tanki Classic" release


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Will the badge feature be returning to TC? I'm a player from the 2013 - 2016 era of the game. I recall the option to purchase badges in-game, and even gift them to other players. I have 3 badges from this era. 

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On 7/19/2026 at 3:29 PM, Unbirthedwolf said:

 

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Tanki Classic Wipe and Fixes information - Episode 552 of V-LOG

List of fixes and improvements (what problems were fixed😞

  • Hotkey P pauses the battle, but pressing P again does not unpause it.
  • If you active a supply of a different type before picking up a box then after picking up the supply that is already active on the player it's progress in the HUD doesn't restart.
  • The battle list incorrectly displays battle participants.
  • If a battle is created below your rank, you cannot see it on the list.
  • On the battle end screen, the entire top pannel disappears: ranks, garage, shop, settings and so on.
  • The Legend rank icon goes beyond the limit bar.
  • The set battle limits don't load.
  • When starting a battle, random ranks are assigned.
  • It is impossible to set a limit rank to a single rank.
  • After picking up crystal boxes in battle, the daily limits for crystals and experience are not updated.
  • To see the current limit numbers, you need to relogin.
  • The supply cooldown in the HUD is displayed in the wrong color.
  • After completing a mission, a placeholder text is shown.
  • Supply progress is displayed in different directions.
  • A paint obtained from a container does not appear in the garage in the current session - you need to relogin.
  • In the battle settings, two zero parameters should not be set at the same time: time and kill/flag limit; only one of them can be active at a time.
  • The overdrive icon in the HUD should be hidden if overdrives are disabled in battle settings.
  • Sound settings reset after after relogging.
  • Control changes do not apply in battle without relogging.
  • Fix the order of reward rarity drops - currently they drop randomly.
  • If you press the challenges section twice in missions, an infinite loader appears.
  • Graphics settings are not saved - after closing the window, the setting does not reset.
  • Toggling the private battle checkbox resets the selected battle mode.
  • The rank progress bar does not reset to zero upon reaching a new rank.
  • Links to battles in chat are unclickable.
  • If you enter the garage during battle then go to the shop via the supplies section and buy supplies or attempt to purchase, an infinite loader appears.
  • Clicking on the garage screen over the battle restars the pause.
  • In chat, if you delete a nickname from the input field, then upon re-selecting it, the nickname is not inserted and the message is not adressed... And so on.

Next wipe in Tanki Classic testing will give noticeable changes after logging. 

  • After reset players begins at Second Lieutenant rank and receive 100 000 crystals.
  • All block will be lifted

There will be added maps built on legacy library to evaluate how they look and work under the current conditions.

  • The map list will include two versions of some locations. Maps shown in V-LOG: Highways, Highland, Forrest, Dusseldorf, Dessert, Cross, Cologne, Chernushka, Chernobyl, Bridges, Brest, Boombox, Bobruisk, Berlin, Barda, Aleksandrowsk.
  • Other maps will appear later during wipes. If feedback is positive.

In V-LOG they thanked everyone who participated in testing.

Second stage of tests introduce new exclusive special offers to obtain additional items and bonuses during tests. There is possible to buy crystals and experience. And check different type of skins or equipment.  

Offers will contain items which are not planned for Classic version, but are available for testing: B0-NK hull, the Unknown Hull [UFO hull] and grenades. Can check them until final wipe. After it, those items disappear! Why? To check opinions if those element are suitable for Classic.

Next stage is voting phase. 

Early Access offers will be extended during the wipe. If you buy them, you get access to Classic test servers.

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Tanki Classic Wipe - Episode 553 of V-LOG

Q: When will the wipe take place?

A: The wipe will take place in the second half of August. That's all!

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Here it says that the EarIy Access wiII be avaiIabIe for another 180 days.

tc002.png  

This was iike 2 weeks ago.

Let's say it was in August 1. 

From August 1 untiI the end of the year is 153 days; then the 180 days wiII be by the end of January of 2027.

But we don´t know for sure if they actuaIIy mean 180 more days of EarIy Access.

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On 8/12/2026 at 11:05 AM, THRN said:

But we don´t know for sure if they actuaIIy mean 180 more days of EarIy Access.

180 days until they consider leaving early access and launching the beta 🤣

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On 8/12/2026 at 5:29 AM, LambSauce said:

180 days until they consider leaving early access and launching the beta 🤣

The person that buys EarIy Access on January 2027 won't be happy that he onIy had the priviIaged access for a few days before pubIic beta reIease.

They shouId add at Ieast 90 more days to that before pubIic beta reaIease.

So the PubIic Beta reiease shouId be in May 2027, at Ieast.

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The First Wipe in Classic - Episode 554 of V-LOG

Reminded that after wipe accounts will be reset, but not from zero. Players on those accounts gonna have 100 000 crystals and start from Second Lieutenant rank + fixed many things mentioned episode 552 of V-LOG.

Dozens of Legacy versions of existing locations were added to Tanki Classic + few maps from past and they already have drop zones.

There will be fewer maps than on test servers now, but those maps gonna stay there permanently.

In V-LOG it was shown that to access the Legacy Version of map, players during creating them have to choose "Autumn Day" theme.

Extra special offers for test participants will appear later. From them players gonna get extra experience, crystals and things which are not planned for final version, but are available to test like B0-NK, The Unknown Hull and Grenades + other experimental equippment.

That's not last wipe. Testing continues - new steps and polls are ahead. Players will be notified about another wipes and other changes.

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Skin features in Tanki Classic - Episode 556 of V-LOG

Why the skins in Classic will differ not only with appearance, but also with settings  and mechanics? "Upgrade costs so much time and crystals, that in the end you want to get something more than just a difference" [not buying it tbh]. "Otherwise, strange situation would arise: you spend a long time upgrading the same Railgun XT and in battle it's no different from regular Railgun. Not great!"

This is why skins are going to be alternative versions of turrets. Not enhanced, but giving own character.

Balance is preserved, but gameplay gonna be more interesting.

It can be called augments, but the difference is that augments can be removed and replaced. Skins' uniqueness is built into it forever. [How turret works depends on equipped skin].

Firebird

  • Standard - resembling current one from TO, but with "old" large and slowly reloading energy tank.
  • XT - cone angle reduced to 5 degrees, ranged increased to 5 m
  • LC - +20% damage, energy tank size +1 sec, no ignition damage (before rebalance, it didn't have ignition at all)
  • DC - -20% damage, speed and heating limit significantly increased (version right after rebalance)

Freeze

  • Standard - larger and slower-reloading energy tank compared to TO. But you need twice as much time to thaw/unfreeze. Freeze resembling first version, strong freezing and no toxic mechanic that stops tanks dead
  • XT - cone angle reduced to 5 degrees, range increased to 5m
  • LC - +15% damage, energy tank size +1 sec, no freezing damage

Hammer

  • Standard - 3 shots per clip
  • XT - 2 shots per clip, pause between shots is 60% shorter
  • LC - +50% damage, incresed reload time

Isida

  • Standard - equal energy consumption for damage and healing + self-healing
  • XT - energy tank for damage -1sec, energy tank for healing +2 sec
  • LC - -20% damage, self-healing increased from 50% to 70%

Twins

  • Standard - slight projectile slowdown in flight and splash
  • XT - -15% damage, increased rate of fire 
  • LC - splash damage disabled, no self-damage

Ricochet

  • Standard - isn't that different from TO before variable projectile speed
  • XT - gains splash damage, [can deal self-damage]
  • LC - rate of fire +30%, projectile speed -50%

Vulcan 

  • Standard - almost modern version of Vulcan, no ricochets and sharp angles, equal barrel startup
  • XT - small amount of splash damage 
  • LC - projectile speed higher, barrel slowdown time increased
  • PR - single richochet of projectiles, self-damage

Smoky

  • Standard - specific critical damage settings used post-balance era. Critical chance is configured to occur every 4-5 shots, chance to trigger critical hit on 3rd and 6th shot. Projectile speed increased as much as game allows.
  • XT - critical hit chance 20%
  • LC - no critical damage, damage and rate of fire +25%

Striker

  • XT - +25% damage, rocket acceleration 3 time slower

Thunder

  • XT - rate of fire +15%, slow projectile speed
  • LC - damage +20%,  full damage range reduced to 10 meters [short range]
  • PR - rate of fire -10%, each hit reloads turret by 18%

Gauss 

  • Standard - two-second lock-on and instant projectiles from regular shot
  • XT - increased damage, reduced rate of fire
  • PR - target retention 10 sec. [you can keep target on scope for such time]

Railgun 

  • Standard - lost damage reduction based on distance
  • XT - damage -12%, faster warm-up and reload
  • LC - damage +25%, damage based on distance [the further, the less damage]
  • PR - reloads 10% longer, destroying a tank reloads half turret [destroying enemy immediately returns half the charge]

Shaft

  • Standard - retains laser scope and damage reduction from distance for arcade shot
  • XT - damage for both types of shots +25%, arcade shot rate of fire reduced by 25%
  • LC - sniper damage +30%, reload time increased, max damage charge up 6 sec, no laser

All settings are in Classic. If in future players vote against the existence of "augments" in Classic, unique skin parameters will be erased and standard version parameters of corresponding turret will transfer to all skins.

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