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World of Warships 0.5.2 patch notes

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Sacado del foro supertester! 



 



Permanent camouflage:



We introduced permanent camouflage. Such camouflage is associated with a specific warship. It is purchased only once and remains available forever (auto-resupply is free of charge). Permanent camouflage provides additional benefits for a given ship.



 



Version 0.5.2 will bring permanent camouflage for all premium ships. Each premium ship owner will get a camouflage for a relevant ship free of charge. Apart from that, a special New Year’s camouflage for the Cleveland, Nürnberg, Gnevny and Minekaze ships will be released as well.



Signals and achievements:



New signals will be added:





















































                      

 



Signal Name



           



           



                      

 



Achievement



           



           



                      

 



Quantity in Pack



           



           



                      

 



Signal Bonus



           



           



 India X-Ray

 



 



 Arsonist

 



 



 10

 



 



 + 1% chance to cause fire by bombs and shells of caliber over 160 mm

 



+0.5% chance to cause fire by shells of caliber less 160 mm



 



+5% chance to detonate the magazine (of your own ship, antibonus)



 



 Juliet Whiskey Unaone

 



 



 Liquidator

 



 



 10

 



 



 +15% chance to cause flooding

 



 



+5% chance to detonate the magazine (of your own ship, antibonus)



 



 November Echo Setteseven

 



 



 Clear Sky

 



 



 10

 



 



 + 10%  AA efficiency

 



 



+ 10% efficiency of the defensive armament of the aircrafts (rear gunners)



 



 November Foxtrot

 



 



 High Caliber

 



 



 10

 



 



 – 5% consumables preparation time

 



 



 Papa Papa

 



 



 Solo Warrior

 



 



 10

 



 



 +300% free experience per battle

 



 



 Victor Lima

 



 



 Witherer

 



 



 10

 



 



 + 1% chance to cause fire by bombs and shells of caliber over 160 mm

 



 



+0.5% chance to cause fire by shells of caliber less 160 mm



 



+4% chance to cause flooding



 



 Zulu Hotel

 



 



 Confederate

 



 



 10

 



 



 +50% commander experience per battle

 



 



 




 



 


 


 




 






    • A new achievement – “Top Gun” – is now available. Granted for destroying 5 or more enemy ships in one battle. The reward will be the “Equal Speed Charlie London” signal (+50% XP per battle) previously granted for the “Confederate” achievement).
    • The operation period for the “India Bravo Terrathree” signal has been extended twice: it now provides a -10% discount for repair costs (rather than -5% previously).




Upgrades




  • Changed the parameters of the Target Acquisition System Modification 1 upgrade: Added the following parameters: +50% to the range of assured acquisition; +20% to the acquisition range of torpedoes.

Arpeggio



Once a player has selected the Yokosuka Port, it becomes possible for that player to access the premium content themed around the Arpeggio of Blue Steel. The content will include Premium ships, Commanders, a Port, sounds and effects . Players will be able to obtain Arpeggio of Blue Steel ships by completing multi-stage combat missions.



After selecting any Port other than Yokosuka, all Arpeggio-themed content will be hidden in the Port and in battles (‘original’ ship models will be displayed instead).



Ships: (will be added gradually)




  • ARP Kongō
  • ARP Kirishima

  • ARP Haruna

  • ARP Hiei

  • ARP Myoko

  • Commanders

  • Commanders of Arpeggio ships may not be recruited or dismissed. They may only be assigned to Arpeggio ships. They will be provided together with ships.

  • ARP Kongō

  • ARP Kirishima

  • ARP Haruna

  • ARP Hiei

  • ARP Myoko


Effects:



Changed the style for certain effects from realistic to Arpeggio:




  • Explosion of an air bomb when hitting a ship
  • Explosion of an air bomb when hitting the ground

  • Destruction of a plane while in the air

  • Destruction of a plane on the ground

  • Destruction of a battleship

  • Main Battery shot

  • Fire on a ship


Game maps and modes



New maps added:



The Atlantic




  • An archipelago in the Atlantic Ocean, off the coast of Portugal, a strategically important position to control the pathways of the allied Atlantic convoys heading for Africa and Europe, as well as to track the movements of German U-boats.
  • A large-sized map (20×20 chunks). Game modes: Domination with 3 key areas and Domination with 2 key areas (a.k.a. ‘Standard Battle’).

  • Battle tiers: 9-10.

  • Numerous oddly-shaped cliffs in the vicinity of islands.


Shatter




  • A large-sized map (20×20 chunks). Game modes: Domination with 3 key areas and Domination with 2 key areas (a.k.a. ‘Standard Battle’).
  • Battle tiers: 9-10

  • North Atlantic, picturesque islands off the coast of Canada. Not far from here lie intense transportation routes of Northern convoys heading for Europe and Russia.


The following maps have changed:



 




  • Islands:


  • Strait


  • Fault Line


  • Two Brothers


  • Northern Lights


  • Land of Fire


  • Trap


  • Islands of Ice

 




  • Added new types of trees and earth mounds.


  • The island located at E7,E8 was divided into two parts.
  • Added cities and other onshore facilities.



  • Added visual effects for smoke coming from house chimneys.


  • Added cliff peaks on islands.


  • Added visual effects for smoke coming from house chimneys.


  • Added cities and other onshore facilities.
  • Readjusted the spawn positions for destroyers towards the center of the map.



  • Added cities and other onshore facilities.


  • Added visual effects for smoke coming from house chimneys.

Added a mist effect above islands in the “Philippines” Port.








  • Cool 1

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Sigo, que no me dejaba en un solo post xD

 

Modes/settings for the matchmaker

  • Added tournament scenarios for the “New Dawn”, “Fault Line”, “North”, “Strait”, “Land of Fire” and “Ocean” maps.
  • The “Zone” mode is disabled on the following maps: “Ocean”, “Islands of Ice”, and “Trap”.
  • The “Encounter Battle” mode is disabled on all maps.
  • Added restrictions for the “Solomon Islands” map to be limited by battles of Tiers II to V (used to be II-VI).
  • The “Fault Line” map is limited by battles of tiers V to VII (used to be V-VIII).
  • Readjusted the randomization priorities for maps and modes in the PvE mode. From now on, they will completely coincide with each other.

We have updated the pool of maps for Ranked Battles.

For ships of Tiers V and VI, the following maps will be available:

  • New Dawn
  • Fault Line
  • Strait
  • Solomon Islands
  • Big Race

For ships of Tiers VII and VIII, the following maps will be available:

  • North
  • Northern Lights
  • Land of Fire
  • Ocean
  • Shatter[sNS1]
  • The Atlantic
  • Trap
  • Hotspot
  • Islands of Ice

Number of control points varies depending on the map.

Note:

We can remove one or more maps based on the results of the common test. There will be no changes in the specified tiers of ships for the maps.

Ships

  1. For Japanese aerial torpedoes, recalculated the drop distance in automatic mode; torpedoe planes will not run in at a distance that is 15% closer to the target. The torpedo cone for this mode of attack at the intended point of intersection with the target is increased by 14%.
  2. Implemented a converging cone for torpedoes launched from Japanese carriers in the manual mode.
  3. Increased the efficiency of alternative attacks for all U.S.A. and Japanese fighters by 66%. During an alternative attack, the speed of flight is increased by 15-21 knots depending on the plane.
  4. Increased the return speed of U.S. and Japanese offensive aircraft, after dropping bomb loads, by 15-21 knots depending on the plane.
  5. Reduced the detectability range of ship-launched torpedoes by 100 m to 500 m, depending on the type of torpedo. For higher tiers, the reduction of the torpedo detectability range is greater.
  6. Reduced the maneuverability for ships with displacement exceeding 35,000 tons. The increase in values for a complete rudder shift time (in seconds):
  7. Due to a shift to a new mechanism for the calculation of AA operation, the power of AA weapons is now directly dependent on the mounted guns while the guns will be a cross-platform entity. Any change in the characteristics of a gun will bring about automatic changes to the same characteristics on every ship. The transition to a new mechanism resulted in an automatic correction of all local errors and minor changes to the AA gun characteristics for the following ships:

 

  1. The second type of ship consumables (“Premium consumables”) will receive one additional charge.
  2. In case of a through-and-through penetration to the main battery turret, the ship will suffer damage as well.
  3. On cruisers, the “Repair Party” consumable may restore up to 33% of damage to the citadel.

Germany:

  1. For the German cruisers KolbergKönigsberg and Nürnberg, armor slopes are now taken into account in the calculation of protection for the engine and magazine, when hit by HE shell fragments. The probability of damage to the engine room from shells with a caliber below 6 inches (150 mm) or less is reduced to zero.
  2. For the Karlsruhe cruiser, the main battery reload time was decreased from 8.57 seconds to 6.5 seconds.
  3. For the Karlsruhe cruiser, the traversing angles for the front turrets (towards the opposite ship side) were changed from 25 degrees to 70 degrees.
  4. For the Yorck cruiser, the turrets full rotation time was decreased from 51.4 seconds to 34.6 seconds.
  5. For the Hindenburg cruiser: the anti-torpedo protection ratios were recalculated.

Japan:

  1. For the Hashidate cruiser: the full damage from an HE shell was reduced from 2,100 to 1,800;
  2. For the Zao cruiser, the number of the ship’s hit points (HP) was reduced from 44,900 to 40,800.

U.S.A.:

  1. For the Erie and Chester cruisers, the casemate coating was extended from 13 mm to 22 mm.
  2. The hit points (HP) for the Nicholas destroyer were redistributed. 15% of the ship’s HP was redistributed from bow to stern. The firing accuracy of Hull B guns was slightly improved.
  3. For the Nicholas destroyer, the option to research artillery guns was removed. From now on, artillery guns will change along with the research of the ship’s hull: the 127 mm/51 Мк7 gun was replaced with the 127 mm/38 Мк21 gun with no option to mount the top gun on the stock hull. Those players who have already researched the artillery gun module, will receive a compensation of 2,500 XP points for the ship, while those who researched and mounted the module on Nicholas will get 2,500 XP points and 210,000 credits. If a player researched the artillery gun module and mounted it, but later decided to exchange it for the stock guns, that player will also receive the same 2,500 XP for the ship and 210,000 credits while the ship will get the guns associated with the hull being used.
  4. The Benson destroyer: Hull B was modified. During research, the main gun turret is not removed while the number of hit points (HP) was increased from 12,800 to 15,400. The AA defense mounts were modified: the integral values were increased from 19 to 20 points.
  5. For the Pensacola cruiser, the number of guns on Hull A was increased from 8 to 10.
  6. For the Omaha cruiser, the bug related to torpedo cameras was fixed.

Russia/U.S.S.R.:

  1. For the Kiev destroyer, the number of hit points (HP) was reduced by 3,000.
  2. Damage from the HE shells of B2LM guns was reduced from 1,900 to 1,600; the chances of causing fire were reduced from 9% to 7%. These changes were made in respect of the following ships: GnevnyOgnevoiKiev,Tashkent and Udaloi.

Aviation

We reworked the visual display of the aiming spread for fighters and torpedo carriers. Implemented a parallel, dispersing, converging and self-crossing aiming spread for torpedo carriers. These aiming spreads will be available to players once the relevant settings are enabled for the game units (ships and aircraft).

For fighters, the air assault cone will overlap the landscape rather than be cut off by it. For torpedo carriers, the air assault cone will be cut off by the landscape. If the torpedo drop point is set on the landscape, the cone will not be rendered (displayed).

Minimized the possibility of an assaulting re-run for air groups. From now on, air groups attack ships correctly the first time.

There is a time penalty for instances when an air group is completely destroyed. If a player decides to destroy the remaining aircraft in an air group to quickly launch a new one, the servicing time for that new air group will be increased two times for US aircraft and 3 times for Japanese aircraft. If a damaged air group reaches the carrier and lands on it, no penalty will be applied.

Now, an attack may not be canceled if the air group has already reached the approach point.

Fixed the bug that made it impossible for a player to rotate the lower cone of torpedo carriers in instances when cones were located under one another.

Fixed the bug that caused the final order (set by pressing and holding SHIFT) to be displayed on the air groups panel and on the air group itself rather than the current one.

Karma

We implemented the Karma feature for players, which will be displayed near a player’s nickname in the profile. Karma is calculated as the difference between the number of complements and reports received, and may not be less than zero.

It is prohibited to complement and report players in your division.

If a player is complemented or reported, a system message appears after a battle. The system message for reports will be displayed only if a player has been reported by at least two players.

The system message for complements will show the specific number of people who complemented you (without specifying their nicknames, however).

The system message for reports will contain the following words: “At least two players reported you.”

Selling modules when selling ships; compensation

For any sale of a ship, all modules belonging to this ship will be sold as well (at half price and no more than one unit). If that ship is repurchased, all modules will need to be purchased anew.

The first time the game is launched, following the release of this version, modules currently available in the depot will be sold automatically. Only one unit of each module will remain in the depot for ships that a player already has in the Port.

Attention! As part of this version’s release, the majority of players will receive a large one-time compensation in credits as a result of such sales.

Introductory Mission

Added an “Introductory Mission”, a new battle type available from the Port that allows players to replay the mission under certain conditions (currently, there should be no more than 10 Co-op or Random Battles on a player’s account).

Added an option to select a nation for completing the Introductory Mission (U.S.A. and Japan).

Added a scenario for the Introductory Mission to be accessible on a Japanese ship (Japanese ships against U.S. ships).

Added a message about the lack of server capacity to run the Introductory Mission (if it’s not possible to run it for a particular player).

Improvements for bot-piloted aircraft carriers

Being undetected, bots will carry out patrolling operations from one carrier spawn point to another, choosing between them randomly. Bots will travel straight forward at maximum speed.

Upon detection, bots will try to escape from enemy ships (at maximum speed, too) by making tracks. The bot will stop making tracks and proceed to the patrolling of carrier spawn points as soon as it has remained undetected by enemy ships for 30 seconds. On re-detection, bots will set a course to escape from the enemy.

Aircraft carriers will not attempt to avoid collision with islands any more: in version 0.5.1, a change was introduced whereby carriers and battleships sought to lay their routes bypassing clusters of islands, and sticking to open water. For aircraft carriers, that decision turned out not to be particularly successful, especially on the “Strait” map. It was reversed to make carriers choose the shortest path in setting their course. Given their tendency to stay in the rear, the changes will be nearly invisible, except for maps where carrier spawn points are separated by islands, as on the “Strait” map.

Aircraft carriers will tend to use their fighters more actively.

Chat

We implemented a battle chat channel for Divisions.

It will also be possible to disable messages in the battle chat. Either all messages, or messages from particular players can be disabled. Messages from all players can be disabled directly in the battle screen when the chat is active. Messages from certain players can be disabled in the statistics screen by pressing the TAB button. Messages can be enabled and disabled in the context menu that appears after right-clicking on the name of a particular player.

You cannot send chat messages if messages from all players are disabled.

Quick commands and in-battle reward notifications will remain active regardless of the state of the chat.

The chat will be automatically re-enabled once the battle during which it was turned off is over.

Sound

This version will offer better opportunities for modders to create sound mods in a quick and easy way. At this stage, it is possible to modify voice messages.

Making sound modifications guide

Optimized the high and low sound configurations; implemented a system of priorities for playing sounds.

Added new music tracks.

Added the sound of in-battle transition between the main cameras.

Added new voice messages for the “First Blood” and “Double Strike” achievements.

The sound of quick commands will differ for the player and his teammates (added a radio transmission effect).

Added new complex sounds for ships’ engines.

Added a squeaking sound that is produced once angle turning is enabled (by pressing the Q\E buttons).

Added a siren to warn the player when his ship has lost 50% of her hit points (HP).

Reworked the general music pattern of the game.

Port

Apart from the new Port selection functionality, we added new Ports as well:

The “New York” Port. A festive evening in the New York of the 1940s with its bright lights, Christmas atmosphere, falling snow, and many recognizable landmarks like the skyscrapers of Manhattan and the Brooklyn Bridge. USS Akron can be seen in the sky.

The “Ocean” Port. Inspired by an idea that came from modders, we added the “Ocean” Port, the most lightweight port in the game. It allows the Port to load quicker regardless of PC configurations.

Ships’ screws no longer spin in the port.

Performance characteristics

Implemented the mechanism to display changes in ships’ integral characteristics after the installation of upgrades, flags and camouflage, taking into account all skills mastered by the ship Commander.

Commander management

Implemented an option to display the comparative values of the integral characteristics of a ship in a tool-tip and in the skill-mastering modal window. The comparative values will only appear if a skill directly influences a particular integral characteristic of a given ship.

Implemented a mechanism to cancel the dismissal of a Commander that will operate for a short period of time (at present, 5 minutes).

Added a list of all Commanders to the Personal File to enable a player to switch between Commanders the way they switch between ships.

In case there is a mismatch between a commander’s specialization and the ship that the Commander is assigned to, their basic specialization will be shown separately.

When a Commander is assigned to a ship, a dialog window will show the number of points required for retraining.

Players will be offered a chance to retrain the Commander automatically once he is assigned to a ship, similar to the process of purchasing and mounting ship modules after research; it will also be possible to return to the retraining process at a later stage if initially the player selected the 1st or 2nd retraining option when assigning the Commander.

Browser

Added an option to watch video tutorials using the built-in browser

Until a player has reached the 4th Service Record level, the browser will be accessible through a banner in the Port; once the 4th Service Record level is achieved, the browser will appear in the Escape menu only.

Clock

  • In the Controls menu, added an option to enable/disable the display of a clock in the Port to show the current time. By default, this functionality is disabled.
  • The clock will be displayed on all tabs of the Port.

Miscellaneous

  • If a camera is rotated in the Port with the right mouse button pressed, the interface fades away to show only the Port and the player’s ship.

Economics

  1. The reward in credits for capturing key areas in the Domination mode has been reduced by 20%.
  2. In light of this, and in order to bring the amount of XP and credits earned to our planned values, we changed the reward ratios for the majority of researchable ships. We draw particular attention to a significant increase in the amount of XP and credits earned on ships of Tiers IX and X.

 

Mini-client

Implemented a mini-client, i.e. a trial version of the game client that makes it possible to join the game without downloading it entirely. The mini-client is about 30% of the size of the complete version of the game.

It offers access to ships of Tiers I and II, including Premium ships, as well as maps for those tiers. For any unavailable functionality and content, the following hint is shown “Available in the full version”.

The full version of the client will continue to download automatically after exiting from the game client. There will also be a “Continue download” button in the Port if the mini-client is launched. When pressed, this button will close the client to resume the download process.

The main restrictions of the mini-client in terms of functionality:

  • No option to create a Division
  • No option to be invited to join a Division by another player
  • No option to select a Port
  • All warships and maps (except for those mentioned above) are unavailable

System changes

 

  • Improved performance of the visual effects subsystem for CPUs with more than 2 cores
  • Added a ‘borderless window’ screen mode (an option to launch the game client in full screen without the header and the borders.
  • Now, when a player switches to the full screen mode, by default the resolution of the game client will match the resolution of the desktop, i.e. if the desktop resolution is 1920×1080, a switch to full-screen mode will make the client resolution 1920×1080.
  • Optimized the game interface in the Port.
  • The screen with information about missions, challenges and events will now launch faster regardless of the number of challenges.
  • The lists with challenges and combat missions will now launch faster.
  • Optimized ship carousel performance for players with numerous ships (application of filters, switching slots, enabling/disabling compact view).
  • Optimized scrolling for ranks and levels in the player’s Service Record.
  • Implemented a new technique for the visualization of the solar disc.
  • Reduced delays related to the generation of water surface normal.
  • Fixed the flickering bloom issue.
  • Added an option to change Gamma in the windowed mode, not just in the full screen mode. Any change of Gamma will apply to a 3D scene only.
  • Updated the legal information about the game.
  • Fixed the error that caused delays in the reproduction of visual effects when switching between camera modes.
  • Fixed the visual bug that caused ships to twitch during turns.

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Beta Tester
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Economics

  1. The reward in credits for capturing key areas in the Domination mode has been reduced by 20%.

  2. In light of this, and in order to bring the amount of XP and credits earned to our planned values, we changed the reward ratios for the majority of researchable ships. We draw particular attention to a significant increase in the amount of XP and credits earned on ships of Tiers IX and X.

 

Funny, so many threads regarding the high repait costs and low economy on high tier and we get this? A decrease in silver for point capturing to make it even worse? Mostly noone even bothers capping them (except the enemy team) anyway, and now it wont even be rewarding and worth the risk just like it was before? Well done.

 

 

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Players
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Van a rodar cabezas... Espero que la mia no sea una de ellas... :hiding:

 

Solo os digo que no es seguro de que todo lo que pone vaya a venir en el parche 0.5.2 Ya que todo puede cambiar y seguramente algunas cosas no saldran en el parche 0.5.2. Por eso no os ilusioneis mucho ya que no son las notas del parche definitivas. Habra que esperar a las notas del parche oficiales para saber lo que viene.

 

 

 

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[FL4-0]
Beta Tester
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Resumen: 

Va a ver plaga de Destructores, ahora los torpedos tardas mas en verlos y la mayoria de los acorazados  y portaviones tardaran mas en girar....

Nerfeo al Zao por que si... un tier 10 con 40Ks de hp..:amazed:.  hay cruceros tier 8 con mas vida...

Si, Wargaming cada dia se luce mas en el equilibrio, para mi que los desarrolladores no juegan a su propio juego.

Edited by Khazumi

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[NKK]
[NKK]
Players
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Si señor, vamos a tocar mas cosas que es lo que la gente no pide. De momento los clanes ni estan ni se le esperera en este tampoco y la experiencia libre tampoco. Y si, de nuevo un barco japones nerfeado....y van ya...

 

Y el tema de vender los modulos, espero una compensacion de varios millones de creditos por que robo a mano armada que nos cobran por cambiar de casco. Tanto costaba hacer como en los tanques y poner un almacen de modulos desechados ? aunque viendo lo que les cuesta implementar los clanes, tiene que ser epico hacer algo asi en la empresa...

Edited by Apxolius

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[NKK]
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Gracioso lo de los grupo aéreos de los Portaaviones, si te destruyen todo el escuadrón x3 en tiempo para lanzar el siguiente. Ya con el Lexington tardan 43 segundazos pues metele un x2 a ese tiempo si te petan los cazas en combate aéreo.

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Is the 3000 hp reduction for Kiev just a bad joke or an idea which can change !?

I understand for Kiev winrate, but 12 800hp  ~is the  T7 Japanese DD, & much less than the US DD hp amount....... !???!!!!

I dont think we'll play the same game, will i have to be detected 2km further than a Jap DD having same Hp amount !? really !!??

This is not a nerf its just a stupid Kiev opponents whine so they just have to kill the "Such op boat i can't face ..."

 

Just remember Russian DD players had to face games from T3 to T5 (6?) which is far from beiing simple.

 

Then just a little question : Is the Kiev really op or just it's players ?

Edited by vardragslo

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[IBERO]
Beta Tester
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que aqui no se dan cuenta que somos españoles, como yo que no tengo ni puta idea del ingles, a ver si lo traducen aunque sea con el traductor malo de google, y tambien va por los que postean en ingles

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Lo siento. Voy a postear en el foro ingleso.

Para resumir comprendo el hecho que el Kiev tiene un grande porcentaje de victorias, pero -3000 puntos de salud no es poco.

Yo que dice es que, no es el Kiev que es mucho màs potente que los otros barcos, pero su jugadores que han apprendido a jugar bien a los destructores rusos ; lo que no es facil (T2>6).

Yo se que mi espanol no es muy bueno, espero que han entendido.

 

Edited by vardragslo
  • Cool 1

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WoWs Wiki Team, In AlfaTesters
1,992 posts

¡Saludos capitanes!

 

Si habéis probado el test público de la 0.5.2, podéis dejar vuestras impresiones aquí

 

Un saludo,

 

Para que? si no leeis el foro...
  • Cool 4

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[NKK2]
Beta Tester
507 posts
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¡Saludos capitanes!

 

Si habéis probado el test público de la 0.5.2, podéis dejar vuestras impresiones aquí

 

Un saludo,

Los del avatar del circulo rojo parece que estais en peligro de extición en el foro español. Ni estáis ni se os espera.

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[PINKY]
[PINKY]
Beta Tester
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¡Saludos capitanes!

 

Si habéis probado el test público de la 0.5.2, podéis dejar vuestras impresiones aquí

 

Un saludo,

 

Pues podríais valorar positivamente que un miembro del staff ha asomado la cabeza. No voy a decir ya que se leen todos los posts pero sin duda es un buen síntoma :great:

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¿Y por qué un usuario común tiene que poner la noticia del parche 0.5.2 y no algun miembro del staff como tiene que ser? :hmm:

 

Bueno esas no son las notas oficiale del parche, sino las del Supertest. Hubo una "leak" y ahora todo el mundo las puede ver... Ya cuando salgan oficialmente en ingles se van a poner a trabajar... (eso espero)

 

 Aunque seguramente traduzca las notas mas rapido que ellos... A ver si se ponen las pilas pronto... :sceptic:

 

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[NKK]
[NKK]
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Como diria Homer Simpson: ahhhhhhhh, vamos a palmarrrrrrrr.

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