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0.5.6 Incoming - Patch Notes

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Alpha Tester
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Release Notes 0.5.6


The patch is scheduled for 26 May  and will be applied on the servers from 05:30 CEST until 08:00 CEST (UTC+2) during which the game server will be offline.

 

Camo up!


New permanent camouflage patterns have been added for the following ships: Yorck, Hiryu, Roon, Hatsuharu, Myoko, Shchors, Dmitri Donskoi, Kiev, Ranger, New York and Cleveland.

 

Premium Ships

 

The following Premium Ships have been added to the game client to be purchasable for Doubloons in the Port. The list will be extended with future releases. The Premium ships released for 0.5.6 are: Tachibana, Ishizuchi, Atago, Mikasa, Marblehead, Atlanta, Saipan, Diana, Aurora, Murmansk, Mikhail Kutuzov, Emden, Campbeltown and Warspite.

 

We have also added the US Tier VII Premium cruiser Indianapolis for testing by Wargaming employees and Supertesters. This ship is not yet available for purchase. However players may encounter this ship in battle.

 

Ship Rebalancing

 

Major levelling up changes were made to several ships that received new or overhauled hulls. Moreover, many ships underwent slight modifications in their performance characteristics and configurations of their AA and/or secondary guns. We have decided to spell out all the details for game balance changes below.

 

U.S.S.R/Russia

 

46-K, 66-K, 70-K AA mounts. Increased firing range of AA guns for several ships.

37 mm 46-K AA mount: firing range increased by 0.3 km (from 3.2 km to 3.5 km).

 

Affected ships:

Budyonny, hull (B)

Shchors

Udaloi, hull (B)

Khabarovsk

 

37 mm 66-K AA mount: firing range increased by 0.3 km (from 3.2 km to 3.5 km).

 

Affected ships:

Chapayev, hull (A)

Kiev, hull (B)

Udaloi, hull (A)

 

37 mm 70-K AA mount: firing range increased by 1.2 km (from 2 km to 3.2 km).

 

Affected ships:

Orlan, hull (A)

Kirov, hull (B)

Molotov

Budyonny, hull (A)

Gnevny, hull (B)

Gremyashchy

Ognevoi, hull (B)

Kiev

Tashkent, hull (A)

 

Udaloi

Torpedo launch angles were slightly adjusted.

For her aft torpedo tubes, the launch angle was increased by seven degrees

For her broadside torpedo tubes, the launch angle was decreased by two degrees and shifted towards the ship's bow

 

Svietlana

AA defences were slightly improved for her top hull.

Hull (B): 4х1 45 mm 21-K AA mounts were replaced with 9х1 76.2 mm Lender guns. As a result, the AA engagement area radius increased by 0.5 km (from 2.5 km to 3 km) and the average AA damage increased by 6 points (from 8 to 14 points)

 

Molotov

AA defences were slightly improved.

Four 37 mm 70-K AA mounts were added on top of her second and third main turrets. As a result, her average AA damage within the 3.2 km (previously 2 km) AA engagement area radius increased by 22 points (from 46 to 68 points)

 

Moskva

Secondary guns were improved.

Firing range of her secondary guns was increased by 1.5 km (from 5 km to 6.5 km) and the area of the dispersion ellipse for shells fired from her secondary guns was decreased by 25%

 

Germany

 

Karlsruhe

 

AA defences were slightly improved, and two torpedo launchers were added to her top hull.

Hull (B) was replaced with the new one. The new hull has two additional broadside torpedo tube mounts (4 mounts in total for this hull) and an extra 88 mm L/45 MPL C/13 AA mount

Average AA damage within the 3 km AA engagement area radius increased by 2 points (from 3 to 5 points)

Main turret's armament has been improved: 5mm have been added to the lower part of the turret's shield - 1 mm armament layer has been removed from the back side

 

Königsberg

 

AA damage was slightly shifted in favour of long range AA guns.

Hull (B) was replaced by the new one. The new hull has the catapult gear for launching catapult fighters and a new set of AA defences: 4х1 20 mm Flak 38, 4x2 37 mm Flakzwilling 30, and 3x2 88 mm L/76 Dop. L. C/32 AA mounts. As a result, her AA damage was redistributed in favour of long range AA guns:

Average AA damage within the 2 km AA engagement area radius increased by 6 points (from 6 to 12 points)

Average AA damage within the 3.5 km AA engagement area radius decreased by 28 points (from 38 to 10 points)

Average AA damage within the 4 km AA engagement area radius increased by 16 points (from 8 to 24 points)

Secondary guns have become stronger thanks to the addition of all-purpose twin turrets

 

Nürnberg

 

Received an alternative hull where the catapult gear and two torpedo tube mounts had been removed but AA capabilities had been significantly reinforced.

Added an alternative hull ©, which can be researched after researching hull (B). For the alternative hull, we removed the catapult gear as well as two torpedo tube mounts (2 mounts in total for this hull). Instead, this hull boasts a formidable set of AA defences:

6х1 20 mm Flak 38, 14x2 20 mm Flakzwilling 38, and 2x4 20 mm Flakvierling 38 (engagement area radius: 2 km; average damage: 89 points)

8x1 40 mm L/56 Flak 28 (engagement area radius: 3.5 km; average damage: 60 points)

4x2 88 mm L/76 Dop. L. C/32 (engagement area radius: 4 km; average damage: 32 points)

If the ship had acquired Elite status before the update was released, the new alternative hull © will be researched without any XP cost for the player

 

Admiral Hipper

 

Received a new top hull with an impressive bow and reinforced AA capabilities. For hulls (B) and ©, a more powerful HE shell type was added to replace the old one.

Hull (A): two 20 mm Flak 38 AA mounts were removed. As a result, the average AA damage within the 2 km AA engagement area radius decreased by 6 points (from 30 to 24 points)

Hull (B) was replaced by the new one, with the bow and a new set of AA defences:

6x1 20 mm Flak 38, 8x2 20 mm Flakzwilling 38: the average AA damage within the 2 km AA engagement area radius decreased by 16 points (from 68 to 52 points)

4x2 37 mm Flakzwilling 30, 6х1 40 mm L/56 Flak 28: the average AA damage within the 3.5 km AA engagement area radius increased by 10 points (from 45 to 55 points)

6х2 105 mm L/65 Dop. L. C/31: the average AA damage within the 4.5 km AA engagement area radius did not change and is equal to 100 points

We added a subsequently researched hull © with the bow and more powerful set of AA defences in comparison to hull (B):

4х2 20 mm Flakzwilling 38, 6x4 20 mm Flakvierling 38 (engagement area radius: 2 km; average damage: 53 points)

18x1 40 mm L/56 Flak 28 (engagement area radius: 3.5 km; average damage: 135 points)

6x2 105 mm L/65 Dop. L. C/31 (engagement area radius: 4.5 km; average damage: 100 points)

Hulls (B) and ©: the current 203 mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203 mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)

If hull (B) had been researched before the update was released, the new hull © will be researched without any XP cost.

If hull (B) had been purchased before the update was released and the ship is still available in the Port, the new hull © will be researched and added for mounting without any cost in XP and credits.

Hull research and purchase prices have been rebalanced in a way that the overall price of the ship research does not change

 

Roon

 

Top hull received significantly reinforced AA defences. Besides this, she received a new more powerful HE shell type.

Hull (A): three 20 mm Flak 38 AA mounts were added, and three 37 mm Flak LM/42 mounts were removed. As a result, the average AA damage within the 2 km AA engagement area radius increased by 9 points (from 21 to 30 points), and the average AA damage within the 3.5 km AA engagement area radius decreased by 31 points (from 148 to 117 points)

The current 203 mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203 mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)

Hull (B) received a new set of AA defences:

8х2 20 mm Flakzwilling 38, 4x4 20 mm Flakvierling 38: the average AA damage within the 2 km AA engagement area radius increased by 5 points (from 55 to 60 points)

16x2 37 mm Flak LM/42: the average AA damage within the 3.5 km AA engagement area radius increased by 58 points (from 107 to 165 points)

6х2 105 mm L/65 Dop. L. C/37: the average AA damage within the 4.5 km AA engagement area radius has not changed and is equal to 100 points

The current 203 mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203 mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)

 

Hindenburg

 

Received a new more powerful HE shell type.

The current 203 mm Spr.gr. L/4.7 Bdz HE shell type has been replaced by the 203 mm Spr.gr. L/4.7 Kz HE shell type. As a result, maximum HE shell damage has increased by 200 points (from 2300 to 2500), and the chances of causing fire have increased by 2% (from 11% to 13%)

We extended the close range firing sectors of her main guns

Her set of AA defences was altered - the average AA damage was slightly decreased:

4х2 20 mm Flakzwilling 38, 9x4 20 mm Flakvierling 38: the average AA damage within the 2 km AA engagement area radius decreased by 5 points (from 77 to 72 points)

The AA mounts that had previously been used within the 3.5 km AA engagement area were removed: the average AA damage within the 3.5 km AA engagement area radius decreased by 30 points (from 30 to 0 points)

8х2 105 mm L/65 Dop. L. C/31: the average AA damage within the 4.5 km AA engagement area radius did not change and is equal to 133 points

2x1 55 mm L/77 Gerat 58, 7x2 55 mm L/77 Gerat 58 Zwilling: the average AA damage within the 5 km AA engagement area radius decreased by 18 points (from 224 to 206 points)

With the more powerful HE shell type, she will have better performance in encounters with enemy destroyers. AA defences that have been showing exceeding effectiveness have been slightly weakened, in regards to all the other advantages of the ship

 

Tirpitz

 

AA defences were slightly improved.

The 2x4 20 mm Flakvierling 38 AA mount on top of the main turret that was previously unused is now working. As a result, the average AA damage within the 2 km AA engagement area radius has increased by 6 points (from 78 to 84 points)

Aiming angles of torpedo tubes were readjusted for both sides of the ship. For the port side, the torpedo launch sector was moved one degree towards the bow. For the starboard side, the torpedo launch sector width was extended by one degree

Additional AA defences can now be mounted on the main turrets, because the technology required for this has become available in the game.

 

USA

 

Omaha

 

We slightly altered her exterior appearance.

Hull (B): the unused AA mounts have been removed from the main turrets. The ship's battle performance characteristics have not changed

 

Cleveland

 

Secondary guns were reinforced.

Firing range of her secondary guns was increased by 1 km (from 4 km to 5 km)

 

Texas

 

AA defences were reinforced.

12x1 20 mm Oerlikon Mk4 AA mounts were added on top of the second and the third main turrets. As a result, average AA damage within the 2 km AA engagement area radius has increased by 43 points (from 115 to 158 points)

 

New Mexico

 

AA defences were slightly improved for the top hull.

Hull ©: 3x1 20 mm Oerlikon Mk4 AA mounts were added on top of the third main turret. As a result, the average AA damage within the 2 km AA engagement area radius has increased by 11 points (from 49 to 60 points)

 

Colorado

 

AA defences were slightly improved for the top hull.

Hull ©: 4x1 20 mm Oerlikon Mk4 AA mounts were added on top of the third main turret. 2x2 40 mm Bofors Mk1 AA mounts were replaced with 2x4 40 mm Bofors Mk2 AA mounts. As a result, the average AA damage within the 2 km AA engagement area radius has increased by 14 points (from 119 to 133 points), and the average AA damage within the 3.5 km AA engagement area radius increased by 9 points (from 152 to 161 points)

 

North Carolina

 

AA defences were significantly reinforced. Her secondary guns were also slightly improved. Firing accuracy of her main guns was enhanced. Now her guns will be more comfortable to fire.

Hull (A): all 2x 20 mm Bofors Mk1 AA mounts were replaced with 4x 20 mm Bofors Mk2 AA mounts. As a result, the average AA damage within the 3.5 km AA engagement area radius has increased by 27 points (from 132 to 159 points)

Hull (B): all 4x 20 mm Oerlikon Mk20 AA mounts were replaced with 1x 20 mm Oerlikon Mk4 mounts, and all 2x 20 mm Bofors Mk1 AA mounts were replaced with 4x 20 mm Bofors Mk2 mounts. One 4x 20 mm Bofors Mk2 AA mount was added on top of the third main turret. As a result, the average AA damage within the 2 km AA engagement area radius has decreased by 10 points (from 168 to 158 points), and the average AA damage within the 3.5 km AA engagement area radius has increased by 53 points (from 185 to 238 points)

Firing range of the secondary guns was increased by 0.5 km (from 4.5 km to 5 km)

Traverse angles were extended for the second and third main turrets (previously the traverse angles had been limited by obstructing AA mounts)

Firing accuracy of her main guns was increased by adjusting the distribution of shell impact points within the dispersion ellipse

 

Iowa

 

AA defences were significantly reinforced. The secondary guns were also improved. Firing accuracy of the main guns was enhanced. Now the guns will be more comfortable to fire. Moreover, the ship's maximum speed was increased.

Hull (A): all 2x 20 mm Bofors Mk1 AA mounts were replaced with 4x 20 mm Bofors Mk2 mounts. As a result, the average AA damage within the 3.5 km AA engagement area radius has increased by 65 points (from 158 to 223 points)

Hull (B): all 2x 20 mm Bofors Mk1 AA mounts were replaced with 4x 20 mm Bofors Mk2 mounts. As a result, the average AA damage within the 3.5 km AA engagement area radius has increased by 83 points (from 203 to 286 points)

Hull ©: all 4x 20 mm Oerlikon Mk20 AA mounts were replaced with 1x 20 mm Oerlikon Mk4 mounts, and all 2x 20 mm Bofors Mk1 AA mounts were replaced with 4x 20 mm Bofors Mk2 mounts. One 4x 20 mm Bofors Mk2 AA mount was added on top of the third main turret. As a result, average AA damage within the 2 km AA engagement area radius has increased by 30 points (from 165 to 195 points), and average AA damage within the 3.5 km AA engagement area radius has increased by 80 points (from 222 to 302 points)

Firing range of her secondary guns was increased by 1 km (from 5 km to 6 km)

Traverse angles were extended for the second and third main turrets (previously the traverse angles had been limited by obstructing AA mounts)

Firing accuracy of her main guns was increased by adjusting the distribution of shell impact points within the dispersion ellipse

Her maximum speed was increased by 2.2 knots (from 26.6 knots to 28.8 knots)

 

Montana

 

AA and secondary guns were reinforced, and firing accuracy of the main guns was enhanced. Moreover, the ship's maximum speed was increased.

45х1 20 mm Oerlikon Mk4 AA mounts were replaced with 20x1 20 mm Oerlikon Mk4 plus 20х2 Oerlikon Mk20 mounts, and one 4x 20 mm Bofors Mk2 AA mount was added on top of the third main turret. As a result, her average AA damage within the 2 km AA engagement area radius has increased by 32 points (from 162 to 194 points), and her average AA damage within the 3.5 km AA engagement area radius increased by 16 points (from 302 to 318 points)

Firing range of her secondary guns was increased by 1 km (from 5 km to 6 km)

Firing accuracy of her main guns was increased by adjusting the distribution of shell impact points within the dispersion ellipse

Her maximum speed was increased by 2 knots (from 28 knots to 30 knots)

 

Saipan

 

We made corrections to her exterior appearance.

Now all the aircraft available with the currently mounted Flight Control modification will be shown on her deck, including extra aircraft that are added after the Commander's Air Supremacy skill is mastered

 

South Carolina

 

We slightly altered her exterior appearance.

Models of the range finders on main turrets have been improved

 

Japan

 

Furutaka

 

Performance characteristics were improved for the top hull.

Hull © was replaced by the new one, with improved performance characteristics:

Her main guns were reinforced: now the ship is equipped with three twin main turrets (3х2) instead of the previous 6х1 arrangement. Now her new twin main turrets are arranged in a more reasonable and conventional way (two forward turrets and one aft turret) and have higher traverse speed

Her torpedo tubes were reinforced: 2х4 instead of the previous 2х3 configuration. The new torpedo tubes reload slower, but they can launch one extra torpedo in each torpedo salvo

New set of AA defences: 2х2 13 mm/76 Type93 Twin, 4x2 25 mm/60 Type96 Twin mod. 1, and 4х1 120 mm/40 10th Year Type mod. B2/C:

The AA damage within the 1 km AA engagement area radius was nullified (from 3 to 0 points)

The average AA damage within the 1.2 km AA engagement area did not change (7 points)

The Average AA damage within the 3.1 km AA engagement area was added (from 0 to 20 points)

The average AA damage within the 4.5 km AA engagement area radius increased by 10 points (from 10 to 20 points)

Hull (В): rudder deflection speed and amount of XP now correspond with hull ©

The hull will now reflect the landmark modernisation of the ship when she had her main gun turrets upgraded. By making this change, we moved the ship a bit closer to later-period Japanese heavy cruisers to better prepare the player for a change in battle tactics.

 

Myogi

 

AA defences were reinforced for the top hull.

Hull ©: 4х4 12 mm/62 "HI" Type and 4х2 40 mm "HI" Type91 AA mounts were replaced with 8х2 25 mm/60 Type96 Twin mod. 1 mounts. As a result, her average AA damage within the 1.2 km AA engagement area radius (8 points) and the 2 km radius (32 points) was transferred to the 3.1 km AA engagement area radius (40 points). Consequently, the total average damage of her AA guns remained unchanged but their firing range has increased.

 

Fuso

 

AA defences were reinforced for the top hull.

Hull ©: all types of 13 mm/76 Type 93 AA mounts whose firing range was 1.2 km were replaced with additional 10x1 25 mm/60 Type96 mod. 1 plus 8x2 25 mm/60 Type96 Twin mod. 1 mounts. As a result, her average AA damage within the 1.3 km AA engagement area radius (46 points) was nullified, but her average AA damage within the 3.1 km AA engagement area radius has increased by 58 points (from 23 to 81 points). Consequently, both the average damage and the firing range of her AA guns were increased.

 

Nagato

 

AA defences were significantly reinforced for the top hull.

Hull ©: we added 24х1 25 mm/60 Type96 mod. 1, 8х2 25 mm/60 Type96 Twin mod. 1, and 2х3 25 mm/60 Type96 Triple mod. 1 AA mounts. As a result, her average AA damage within the 3.1 km AA engagement area radius increased by 95 points (from 93 to 188 points)

Hulls (B) and ©: range finders were added on top of the second and third main turrets.

 

Amagi

 

AA defences were reinforced for the top hull. The ship's secondary guns were also improved.

Hull ©: 25 mm/60 Type96 Twin mod. 1 AA mounts were replaced with 25 mm/60 Type96 Triple mod. 1 mounts. As a result, the average AA damage within the 3.1 km AA engagement area radius has increased by 26 points (from 189 to 215 points)

Firing range of her secondary guns was increased by 0.5 km (from 4.5 km to 5 km)

 

Fubuki, Kagero, Shimakaze

 

The range of the torpedoes was generally reduced. To prevent the "torpedo spam" situations in battles and encourage players who prefer high-tier Japanese destroyers to switch to a more aggressive gameplay style, we also removed some torpedo types, whose range was excessive, from the modules available for these destroyers.

Fubuki: Type 90 mod 1 torpedoes were removed

Kagero: Type 93 mod 1 torpedoes were removed

Shimakaze: Type 93 mod 1 torpedoes were removed

The research and purchase costs for the remaining torpedo types were adjusted to keep the total cost in XP and credits unchanged. Players will receive compensation for the removed torpedo types (although in the patch notes these changes remain to be confirmed) 

 

Katori

 

Increased survivability of her main guns.

Endurance of her main turrets has been increased by 1.5 times

 

Kuma

 

Reinforced AA defences for her top hull. The AA defence capabilities were reinforced to improve the ship's balancing against other Tier IV cruisers.

Hull (B): The 2х1 7.7-mm/80 Type90 AA mounts were replaced with 2х1 13-mm/76 Type93 AA mounts, and 6х2 25-mm/60 Type96 Twin mod.1 AA mounts were added.

The average AA damage within the 1 km AA engagement area radius was nullified (from 3 to 0 points);

The average AA damage within the 1.2 km AA engagement area was added (from 0 to 5 points);

The average AA damage within the 3.1 km AA engagement area radius increased by 20 points (from 10 to 30 points)

 

Aoba

We increased her survivability and reinforced her AA defences. The increase in performance characteristics is intended to show the qualitative difference between Aoba and her predecessor in the ship branch (Furutaka)

Hulls (A) and (B): The 4х1 120-mm/40 10th Year Type mod. B2 AA mounts were replaced with 4х1 120-mm/40 10th Year Type mod. B2/C mounts. As a result, the average AA damage within the 4.5 km AA engagement area radius has increased by 10 points (from 10 to 20 points)

Hull (A): the ship's HP was increased by 4,200 points (from 26,300 to 30,500)

Hull (B) the ship's HP was increased by 1,400 points (from 30,500 to 31,900)

 

For all Commanders who have specialisation in the affected ships, players will have the possibility to redistribute skill points of such Commanders for free

 

Sound Effects and Music

 

Added musical tracks to "Yokosuka" Port

 

Enhanced the overall sound design of the game. The improvements were made for shot sounds at low sound settings, sounds played when the camera is tracking shells/torpedoes after firing, sounds played when the camera is tracking air squadrons, AA gun sounds for the guns included in the medium AA engagement area, and ship destruction sounds

Shot sounds were reworked to achieve a cleaner sound without overloading the audio system

We changed the way musical tracks are stored. This will reduce the size of updates related to the game's soundtrack

 

Interface Overhaul

 

In version 0.5.6, we introduced an important interface improvement: fully overhauled post-battle statistics. Now players will be able to see detailed information about their battle results and interactions with other players.

 

We added information about the total damage caused and received in battle to the Personal Score tab

 

The Detailed Report tab was fully reworked. Now players will be able to see detailed information about the damage caused to each enemy ship, including incapacitated modules. The information about the damage caused and received in battle (broken down by damage type) will now be displayed with more detail. Moreover, this tab will now include information about the player's "Team Killer" status and the number of battles required for this status to be removed

The economical information has been moved to a separate tab named "Credits and XP". This tab will include detailed information about the player's earnings and expenses, including all active XP and credit modifiers. We hope that with this tab, the game's economy model will be more transparent and understandable to players.

 

The Minimap has been extensively reworked to make it more informative.

 

Now the bisecting line will be displayed on the "spotting cone" to help the player stay more aware of their ship's direction

We added an icon that will be displayed on the Minimap when the corresponding enemy target is locked

Now players will be able to set autopilot waypoints directly on the Minimap when playing in aircraft carriers

Moreover, players will be able to customise the display of additional information on the Minimap:

"Circles" showing the detectability range by sea and by air. The radius of these circles will dynamically change depending on various modifiers (for example, after firing a shot from the main guns)

"Circles" showing firing ranges for main guns, secondary guns, AA guns, and torpedoes

Markers on the Minimap showing where an enemy ship was last spotted

 

Improvements were made to other parts of the interface as well: we implemented a lot of minor yet very useful tweaks based on feedback from players.

 

If the AA/secondary guns are off at the moment the player designates a priority target (by default, Ctrl+LMB), the AA/secondary guns will open fire

 

In case the player causes damage to an ally, a warning notice will appear in the chat

 

When in Spectator Mode, hints will disappear after the first click on them

 

From now on, once a player spawns in a battle, they will see the chat history for that particular battle

 

The display of the distance to a catapult-launched aircraft has been enabled

 

To help players better understand the main gun ballistics and evaluate the ability of the shell to hit the target, an in-game indicator will appear whenever a player is likely to hit the terrain

 

We fixed a bug that caused main gun shells to hit the landscape due to incorrect operation of the targeting system. Previously, when a player was aiming at a target that was behind the mountains/island, the

system wouldn't always "understand" their intentions correctly and sometimes the effective aim point was placed on the mountain/island rather than on the hypothetical course of the target

 

When hovering over a ship's XP bar, a hint will pop up showing the ship's performance characteristics, including updated information on the state of that ship's AA defence/secondary guns

 

Enhanced the visual display of damaged torpedo mounts on a ship's dynamic icon in artillery firing modes and the torpedo launch mode. A player will now be able to see the current condition of their ship's armament

 

The starting position of the camera in a battle may now be configured in the Settings

 

Experience and credit modifiers display has been changed from "x1,5" to "50%" for unification purposes

 

Economics

 

To make the in-game economy more straightforward and suitable for display in the new post-battle results interface, the calculation scheme has been slightly reworked. Final results may sometimes differ slightly from the previous values due to rounding. Let's see how it works:

 

A player got 1,000 XP. They won the battle, had a Premium Account and had an Equal Speed Charlie London signal (+50% XP per battle) mounted on their ship.

PREVIOUSLY: [base XP] х 1.5 for a victory x 1.5 for Premium Account х (1 +0.5 for using the Equal Speed Charlie London signal) = 1,000 x 1.5 x 1.5 x 1.5 = 3,375.

NOW: ([base XP] х 1.5 for a victory x 1.5 for Premium Account) + modifiers to be applied to XP earned = 2,250(1,000 x 1.5 х 1.5) + 1,125(2,250 х 0.5) = 3,375.

 

Adjusted the selling price in credits for the following Premium ships:

 

Arkansas Beta: from 375,000 to 2,137,500;

Albany: from 375,000 to 1,162,500;

Diana and Diana Lima: from 375,000 to 1,237,500

Iwaki Alpha: from 375,000 to 1,987,500

Tachibana: from 375,000 to 712,500

Kamikaze: from 3,750,000 to 1,762,500

Kamikaze R: from 3,750,000 to 3,000,000

 

Game Maps and Game Modes

 

Added a new map, "Okinawa", for Tier VII-X battles. The map has been created on the basis of the real-life location. Get ready for battles in Domination mode amid picturesque islands and in open water

Added a new map, "Estuary", that will be accessible for Tier VII-IX ships in Domination and Standard Battle game modes. Mountain ranges could completely paralyse artillery battles in the centre of the map were it not for the extensive pits and depressions in the terrain which provide gradual shifts to areas with a line of fire

Added a new map, "Neighbours", for Tier V-IX battleships, cruisers and destroyers, and Tier VI-IX aircraft carriers. Battles will take place in Domination and Standard Battle modes in the fictional waters somewhere between the shores of England and occupied France. The map has an interesting feature that makes the opposing teams spawn close to their Naval Installations

Added a new map, "New Land", that will be accessible for Tier I-III ships in Domination and Standard Battle game modes. The map is small and intended for dynamic battles at lower tiers. It is dotted with icebergs and ideal for combat with lots of movement

 

On the "North" map, we removed a tiny island in the G9 square because it didn't serve any tactical purpose but hampered manoeuvring

 

Maps "North" and "Northern Lights" are now available for Tier VI-X ships.

 

Graphics

 

Reworked camouflage implementation: camouflage is now applied to secondary battery mounts to give the ship model a more natural look

Reduced the "Z-fighting effect" for objects located at a considerable distance from the player. This effect produced a visual jittering of islands and other objects

Enhanced ship destruction scenarios to increase in-game diversity and make it more atmospheric

Now upon the first launch on 32-bit operating systems the texture quality settings will be automatically set to "Low", regardless of the OS version

 

Reporting System Overhaul

 

The unsportsmanlike conduct report system that has long been part of the game was not always capable of coping with new challenges. With the release of the game, purposeful killing of teammates and friendly fire have become way too common, and the previous settings of the penalty system ceased to be efficient enough to counter the team killers. We believe that the new changes will tame the worst offenders and at the same time provide better protection for fair players.

 

We lowered the threshold for obtaining 'Team Killer' status. Now, even minor damage to an allied ship will result in the offender receiving this dishonourable status

 

The 'Team Killer' status now takes into account allied aircraft destroyed in an Air Squadron Assault, launched by pressing [Alt], as well as damage to allies from fire and flooding

 

Compensation for damage caused by allies will cover the full cost of ship repairs, irrespective of how many credits the offender earns in the corresponding battle. Please note that a fixed portion of the cost of ship servicing and the cost of ammunition will not be compensated

 

The more often a player breaks the rules of the game and gets the "Team Killer" status, the more battles they will need to fight without violations in order to return to "normal" status

Regular offenders who damage allies will be subject to a special teamkill penalty calculation scheme. Under that scheme, the amount of damage they inflicted on an ally will be reduced by 90% while the return damage to the offender's own ship will be increased by more than 100% of its initial amount

 

The penalty mechanics have been reworked:

 

PREVIOUSLY: Penalties for damage caused to allies used to be applied to the amount of XP determined with the use of modifiers, including Premium Account

NOW: Penalties for damage caused to allies are applied to the final XP value determined after all of the modifiers have been applied

 

That way players with Premium accounts, signals and other boosters will be receiving similar fines to players without the listed modifiers

Introductory Mission

 

Allied ships will no longer open fire from secondary guns if the player’s ship crosses their aiming line

 

Fixed a bug that caused hints regarding movement and fire extinguishing to continuously appear on the screen

 

Other Changes

 

Fixed the following bugs and issues:

Fixed a bug due to which the "Survivability expert" skill sometimes led to a reduction of torpedo damage

Fixed the commander skills tooltip message while retraining

Fixed a bug due to which special event notifications remained in the client, even after the event was over

Fixed a bug due to which in the battle a pop-up did not display the amount of remaining equipment

Fixed a bug due to which the destroyed ship’s propellers were rotating, even if the ship wasn’t moving at the moment of destruction

Now maximum fire range of the main calibre gun in the port respects shell ballistics (for some small-calibre guns sometimes it could exceed the actual distance)

Fixed a bug that caused an emergency shutdown of the client when drawing after battle statistics in team battles

Fixed a bug due to which a torpedo cone did not display for one torpedo bomber in flight while under barrage fire

Fixed the incorrect interaction of the weather effects and the air camera

Fixed incorrect behaviour of the window when entering the battle having an incomplete team

Fixed a bug due to which, upon restarting the client, button configurations were reset

Fixed an incorrect display of torpedo tube cone statuses at some armour angles

Fixed a bug due to which upon changing weapons the target lock-on did not disappear on the mini-map

Fixed an incorrect display of torpedo effects on ARP Myoko for laptops with Intel ® HD Graphics;

Fixed the incorrect positioning of the starting points on the "Land of Volcanoes" map

Fixed a bug with the modules data display when retraining commanders

Fixed a bug that caused displaying two simultaneously locked-on targets in the interface

Fixed a bug that caused the disappearance of a strike squadron attack entry radius

Fixed an incorrect setting and display of the status of the "Enhance GUI Contrast" parameter in the settings

Fixed a bug that prevented the "Hold the RMB to Take a Look" tooltip from disappearing in the introductory mission

Fixed a display of the black sky for a few seconds when loading the "New Dawn" map

Fixed a bug with the display of the torpedo hull when aircraft are approaching for attack

Fixed a bug due to which it was possible to call a compact list of the carousel without selecting the compact list option

Fixed a bug that caused camouflage disappearance at low graphics settings

Fixed a bug with fighter air group weapons load displays, when a player received the Teamkiller status

Fixed a bug with displaying a ship which needs repairing in port

Fixed an issue with flashing shallows on some maps when lifting the camera

Recharge speed is now displayed in the performance characteristics as close as one decimal place

Fixed a bug for some configurations that caused a black screen at the beginning of the battle

Fixed a bug with the turret rotation angle display after reconnecting to the server

Disabled the possibility of moving the discharge point for squadrons after the start of the attack

Fixed a bug with an empty list of servers upon the launch of the client

Assorted icons in the Help window have been updated

Fixed an incorrect notification sound and animation when attacking the last squadron of aircraft

Fixed a bug that caused the incorrect working of the secondary armament at shorter distances

Fixed a bug that caused an emergency shutdown of the client after reconnecting to the server when the ship had been sunk

Added an option to turn off camera switch by pressing [shift] while in an aircraft carrier.

 

Edited by Hanszeehock
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There will be lots of IJN DD tears :popcorn:

 

Also more AA buffs -> more CV tears. WTF wargaming, like you didnt nerf them into the floor already! :(

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oh gods please dont let this patch go wrong!

 

pretty impressive amount of fixes! someone put in the OT!

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I must admit I was waiting for some changes to CVs that required all the AA buffs, like a plane speed increase or a change to manual drop. I think the meta game was better before when ships had to combine AA to stand a chance vs CVs, now it does seem like they are to be feared less and less.

 

Didn't get on the public test server, how did it play out?

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The patch notes look nice.

Let's see if anyone will get pissed by some changes which didn't appear in the patch notes.

 

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Nürnberg also got its hulls lowered in the water, to be more historically accurate.

 

Don't know why this isn't mentioned, unless that change got pulled from the TS.

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  • If the AA/secondary guns are off at the moment the player designates a priority target (by default, Ctrl+LMB), the AA/secondary guns will open fire

 

I totally and absolutely detest and loathe this change - that's going to kill me in my DDs soooo many times! :D I always designate AA focus  as soon as I spot the planes, but wait to turn on the AA until I really need it (as in, am spotted anyway). Please at least make this optional? Pleeeease? ;)

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Added a new map, "Neighbours", for Tier V-IX battleships, cruisers and destroyers, and Tier VI-IX aircraft carriers. Battles will take place in Domination and Standard Battle modes in the fictional waters somewhere between the shores of England and occupied France. The map has an interesting feature that makes the opposing teams spawn close to their Naval Installations

 

Very minor thing but this map doesn't take place between England and France but, as said in the video itself and in the Russian patch notes, between Italy and France. Not that important but it's still interesting to see how these patch notes get "altered" in between translations.

 

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Quick question: The release notes mention a removal of torpedos for Fubuki, Kagero and Shimakze. This text passage was removed (remove of the removal :trollface: ) in the release notes for the NA server. SOURCE 

 

After some STs mentioned that those changes didn't even make it to the PTS, it would be nice to have some clarification if said removal happens or not!

 

 

 

Greetings

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On the "North" map, we removed a tiny island in the G9 square because it didn't serve any tactical purpose but hampered manoeuvring

 

Finally. Most important part of the patch. That Island was the reason I never went to that Nub-Alley in the first place after I ran into it twice in the beginning.

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Overall a very nice patch if you ask me.

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Quick question: The release notes mention a removal of torpedos for Fubuki, Kagero and Shimakze. This text passage was removed (remove of the removal :trollface: ) in the release notes for the NA server. SOURCE 

 

After some STs mentioned that those changes didn't even make it to the PTS, it would be nice to have some clarification if said removal happens or not!

 

 

 

Greetings

 

They are not happening. On the Russian forums, they clarified the situation by saying that the patch notes that were posted with the changes were older ones that didn't even make it to Supertest and that they have decided no to implement that change. If you happen to speak Russian and want more information about it (you can also use google translate, for what it's worth), Here it is
Edited by Carnotzet
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Reporting System Overhaul

 

The unsportsmanlike conduct report system that has long been part of the game was not always capable of coping with new challenges. With the release of the game, purposeful killing of teammates and friendly fire have become way too common, and the previous settings of the penalty system ceased to be efficient enough to counter the team killers. We believe that the new changes will tame the worst offenders and at the same time provide better protection for fair players.

 

We lowered the threshold for obtaining 'Team Killer' status. Now, even minor damage to an allied ship will result in the offender receiving this dishonourable status

 

The 'Team Killer' status now takes into account allied aircraft destroyed in an Air Squadron Assault, launched by pressing [Alt], as well as damage to allies from fire and flooding

 

Compensation for damage caused by allies will cover the full cost of ship repairs, irrespective of how many credits the offender earns in the corresponding battle. Please note that a fixed portion of the cost of ship servicing and the cost of ammunition will not be compensated

 

The more often a player breaks the rules of the game and gets the "Team Killer" status, the more battles they will need to fight without violations in order to return to "normal" status
Regular offenders who damage allies will be subject to a special teamkill penalty calculation scheme. Under that scheme, the amount of damage they inflicted on an ally will be reduced by 90% while the return damage to the offender's own ship will be increased by more than 100% of its initial amount

 

The penalty mechanics have been reworked:

 

PREVIOUSLY: Penalties for damage caused to allies used to be applied to the amount of XP determined with the use of modifiers, including Premium Account
NOW: Penalties for damage caused to allies are applied to the final XP value determined after all of the modifiers have been applied

 

That way players with Premium accounts, signals and other boosters will be receiving similar fines to players without the listed modifiers

 

YES! YES! YESSS!!![/MrBison]

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<The 'Team Killer' status now takes into account allied aircraft destroyed in an Air Squadron Assault, launched by pressing [Alt], as well as damage to allies from fire and flooding>

 

I don't think this is a good idea. Strafing over friendly fighters who are engaged with several enemies to trade 1 squadron for 2 or 3 is a pretty important tactic.

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There will be lots of IJN DD tears :popcorn:

 

Also more AA buffs -> more CV tears. WTF wargaming, like you didnt nerf them into the floor already! :(

 

In essence this is a huge nerf to DDs. Which I will be exclusively hunting now as a CV.

 

DD players - say thank you to WG.

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"The display of the distance to a catapult-launched aircraft has been enabled"

 

Re-enabled they mean :P   Finally it's back.

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<The 'Team Killer' status now takes into account allied aircraft destroyed in an Air Squadron Assault, launched by pressing [Alt], as well as damage to allies from fire and flooding>

 

I don't think this is a good idea. Strafing over friendly fighters who are engaged with several enemies to trade 1 squadron for 2 or 3 is a pretty important tactic.

 

Could do with an exception rule, say the other CV whose planes got caught in that strafe can absolve his allied CV player from any penalty. So if it makes sense to strafe a friendly squadron to take out the attacking ones when otherwise the aforementioned would've been destroyed anyway, the player who strafed need not get penalized for it, but if players are careless with their strafes and kill friendly aircraft when it was not needed, the perpetrator can still get penalized for it.

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Could do with an exception rule, say the other CV whose planes got caught in that strafe can absolve his allied CV player from any penalty. So if it makes sense to strafe a friendly squadron to take out the attacking ones when otherwise the aforementioned would've been destroyed anyway, the player who strafed need not get penalized for it, but if players are careless with their strafes and kill friendly aircraft when it was not needed, the perpetrator can still get penalized for it.

 

This

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We lowered the threshold for obtaining 'Team Killer' status. Now, even minor damage to an allied ship will result in the offender receiving this dishonourable status

 

 

This is awful, it could Atleast be changed to a set numbers of hits in one game or a set amount or damage.

Just one main shell hit and you get pink, now that's just over aggressive

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Good changes overall :)

BUT:


 

- getting teamkiller status for strafing friendly fighters:

Incredibely Stupid: in 2V2 carrier matches strafing a single friendly fighter to kill 4 enemy squadrons is very common and is the right thing to do in this situation. i'm not mad at all when an ally CV do this to me too, as i know it's a positive trade for both of us in the long run.


 

-AA will alwas fire on designated squadron with ctrl+click, even if you turned your AA off:

even more insanely, terminally retarded: you cannot Deselect a squadron once you have clicked on it! this means as a DD, if a squadron goes away from you and doesn't spot you anymore and you want to stop firing, you can't! or if you're firing at a squadron far away and an ennemy ship appear, same, you can't!

you'll be stuck with your AA firing and getting you spotted!

this change was suggested by people who never played destroyers as single time, it's the only conclusion i can make :angry:

Edited by anonym_gxxGX7KaxQVa
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We lowered the threshold for obtaining 'Team Killer' status. Now, even minor damage to an allied ship will result in the offender receiving this dishonourable status

 

 

This is awful, it could Atleast be changed to a set numbers of hits in one game or a set amount or damage.

Just one main shell hit and you get pink, now that's just over aggressive

 

Don't hit your allies in the first place, don't get pink, ..., profit.

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-AA will alwas fire on designated squadron with ctrl+click, even if you turned your AA off:

even more insanely, terminally retarded: you cannot Deselect a squadron once you have clicked on it! this means as a DD, if a squadron goes away from you and doesn't spot you anymore and you want to stop firing, you can't! or if you're firing at a squadron far away and an ennemy ship appear, same, you can't!

you'll be stuck with your AA firing and getting you spotted!

this change was suggested by people who never played destroyers as single time, it's the only conclusion i can make :angry:

 

What the heck are you talking about

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