[HNS] Sonic_157 Players 727 posts 18,147 battles Report post #1 Posted July 5, 2016 (edited) Hey guys.Official announcement and patch notes for patch 0.5.8. http://worldofwarships.eu/en/news/updates/update-058-release/ Dasha Perova video: Patch notes: Release Notes 0.5.8 The patch is scheduled for 7July and will be applied on the servers from 05:30 CEST until 08:30 CEST (UTC+2) during which the game server will be offline. Quick Navigation: Bastion Game Mode I New Maps I Improved Matchmaker I Audio Improved I Interface Overhauled I Ship Balancing I Other Changes and Fixes Bastion Game Mode To provide gameplay diversity during high-Tier battles, we have come up with a game mode called "Bastion". Available only on the "Atlantic" map for now, this mode will have you assaulting or defending onshore installations, such as forts and strategic stations like radars or smaller fortifications. Neutralising or capturing these will net you Domination points, so it should be familiar to all who have tried "Domination" battles at higher Tiers. To win, a team should be the first to earn 1,000 points by suppressing and capturing enemy fortifications and destroying enemy ships. Here is some additional information that will provide deeper understanding of Bastion mode game mechanics: The mode is available for Tier X battles (Tier VIII, IX and X ships) There are certain capture sectors for onshore installations on a map. While these sectors are neutral, the installations do not participate in a battle. Once captured, they start to provide fire support and intelligence service to the team who controls them ‘The Atlantic’ – the only map where Bastion mode is currently available – provides two possible settings for capture sectors – sectors 3 and 4. They are chosen randomly Forts and Surveillance stations lose health points then whey hit with main guns, secondary guns and bombs. Dealing damage to Forts and Surveillance stations causes the loss of capture status of sectors they belong to and brings additional domination score for the team When a Fort or Surveillance station got run out of their health points, it is considered conquered Conquered objects are temporarily out of battle and gradually recover their health points. Once recovered, they work as usual If Fort or Surveillance station located in enemy’s section are conquered, the sector becomes neutral Forts and Surveillance stations have simplified damage model without armor and fire. Any hit influences an object directly in a full scale Forts attack enemy ships at the shortest distance to them Forts equipped with 406 mm artillery guns and 80 mm AA-guns. The type of shells (AP or HE) is chosen randomly Forts have limited field of view that’s why they perform their best acting together with Surveillance station. Surveillance station are able to locate enemy’s ships and aircraft, but not torpedoes Forts have their certain sectors of fire and dead zones where they cannot shoot enemy’s ships Forts characteristics: Hit points: 300 000 Range of engagement for main guns: 13 km Loading time (main guns): 3-5 sec Range of engagement for AA-guns: 5 km Average damage per second (AA-guns): 77 Visibility: 10 km View: 5 km (individual), 15 (with allies) Full HP regeneration: 2,5 min Surveillance stations characteristics: Hit points: 9 000 Visibility: 15 km View: 15 km Full HP regeneration: 3 min New Maps In update 0.5.8, we added two new maps for Tier VII-X ships: Sea of Fortune A map depicting a location somewhere between France and Great Britain. The map provides interesting gameplay situations in all directions. The right flank is ideal for aggressive battles involving cruisers and battleships. The left flank is suitable for long-range firefights because of the relatively low height of the islands. The centre of the map is interesting due to an important strait passing through it and a small picturesque island with a castle on it. Loop This map depicts a fictional location somewhere within the crossing of sea lanes. It contains two groups of Portuguese islands in the Atlantic Ocean. Large islands provide opportunities for defence and unexpected breakthroughs. Due to the dense arrangement of the islands, it is necessary to plan your route in advance in order to be able to assist your allies in time. Improved Matchmaker The Matchmaker is the game component responsible for selecting the composition of both teams in the battle. With the overhauled system, we are now aiming to have the number of top-Tier ships in battle strictly balanced. In version 0.5.8, we are launching a new and improved matchmaker for Random Battle mode. The purpose of this change is to exclude situations when players could immediately guess the outcome of a battle by the composition of the teams and to make confrontations more honest. Mouse over the picture to see more. The features of the new matchmaker are as follows: Situations where opposing teams appeared to have a different number of players were completely excluded Aircraft carriers in opposing teams will continue to belong to the same Tier In every battle, we have "battle Tiers", i.e. the maximum Tier of a ship for a given battle. Ships of Tiers corresponding to the Tier of the battle are called "tops" or "top ships". The following rules will apply to them: Permissible difference in the number of divisions between the teams is limited and now equals 1 Permissible difference in the number of destroyers between the teams is limited and now equals 1 Permissible difference in the number of battleships between the teams is limited and now equals 1 Permissible difference in the number of cruisers between the teams is limited and now equals 2 For each type, the number of top ships will be strictly symmetrical. For example, if in a Tier VIII battle one team has two Tier VIII battleships, two Tier IX cruisers and one Tier VIII destroyer, the other team would also have two Tier VIII battleships, two Tier IX cruisers and one Tier VIII destroyer The above rule also applies to battleships belonging to a Tier that is one step lower than the Tier of the battle. For example, if in a Tier VIII battle one team has one Tier VII battleship, the other team would also have one Tier VII battleship. After the launch of first matchmaker improvements, we plan to solve three more highly prioritized issues within a few further versions: New rules that are intended to assure more honest balance of teams, are planned to apply to other battle types (co-op and rank battles) According some technical issues, the logic of new matchmaker does not take into account nations and their distribution within teams. It means that theoretically there can appear a situation when three Japanese destroyers are against three Americans. We treat this rule as a necessary one and work on putting it back. Since we had added divisions in the game, it was allowed to gather together ships of broad tiers’ variety (low-tier ships are allowed to join divisions with high-tier ships). Despite sometimes this option helps players who know each other to play together, most part of our audience treat it negatively. That is why this option is likely to be reconsidered. There are also some allowances that we are still going to verify and determine whether they are necessary or not: If it takes too long to assemble teams for a battle for whatever reason, battles may be fought between teams with an incomplete lineup (11х11, 10х10 etc.) Balancing the lower-Tier ships outside of their type is allowed. For example, a Tier VIII battle could involve a Tier VI destroyer against a Tier VI battleship, and Tier VII cruiser against Tier VII destroyer Balancing two similar-type ships with enemy ships of adjacent Tiers is allowed if they are not on the top of the team and if they are not battleships. For example, in a Tier VIII battle, a Tier VI cruiser could find itself against a Tier VII cruiser on the opposing team Audio Improved Enhanced sound configuration capabilities Added an option to select voiceover language Added an option to select audio modification "National" voiceovers for Commanders Added an option for selecting the Arpeggio voiceovers to be used throughout the entire game Added an option to completely turn off music playback in the Port and/or during a battle Added new music tracks Refined the sounds of hits to the ship and to the landscape Reworked the sound of the stun effect Levelled the overall volume of the sound profile for a wide and narrow dynamic range Interface Overhauled Badges and Damage Players wishing to get more detailed information on their actions in a battle may use the "Detailed Badges" option. Once enabled, the "Target hits" badge for the main battery is divided into 4 sub-types: For AP and HE shells: "Penetration" For AP and HE shells: "Non-penetration" For AP shells: "Over-penetration" For AP shells: "Ricochet" In the same advanced mode, a damage counter appears near the obtained badges, updated throughout the entire battle. Please note that this counter doesn't include damage dealt to onshore objects in the calculations. Standard layout of the components was reworked as well. The "Hits to citadel" badge now appears in black while the "Critical Hit" one comes in yellow to better distinguish between them. Moreover, we have added two new badges: "Suppressed onshore object" and "Secondary battery gun hits". Other Interface Improvements When the VSync option is switched off, the Triple Buffering option can be disabled as well We've enabled an option to save all Port chat history during battle Added a friendly fire notification for the team members. The notification is displayed at an interval of at least 60 seconds Fixed the Minimap bug that allowed players to set a way point on the landscape when playing an aircraft carrier Added an option to display a survey in the Port, if a player leaves a battle before it ends Added automatic Secondary guns/AA turn on in settings if manual priority is set Ship Balancing Enhanced Amour Models As part of the game process improvement, we continue to revise all armor models. Our aim is to bring the armor models created at different stages of the project development to the same level of detail. In some cases this resulted in around 5% of the HP being redistributed between the ship's parts. The improved level of detail of the inclined protective deck and the ship's lines increased the chances of a ricochet for armour-piercing shells in some scenarios, particularly when hitting the ship on the bow or stern. Armour interaction with high-explosive shells and bombs is not affected. While the Soviet and German cruisers have been modelled quite recently, and therefore with better precision, the Japanese and American models were a bit lacking in that department. Not for long though – your favourite cruisers in the US and Japanese tech-trees are getting a well deserved facelift! Mouse over to see the old model. The full list of upgraded armor models General changes: All armored artillery guns, main guns, AA- and secondary guns of all ships. Exception: main guns of battleships. Those models will be upgraded in one of the following versions. Germany Except the hulls that were initially added in 0.5.6 with a new level of detalization. Japan U.S.S.R / Russia USA Rotating Turrets and Main Battery Mounts In update 0.5.8, we added a special feature to enable full 360-degree rotation of certain turrets and turret mounts. This change will make the gameplay more comfortable on certain ships and allow their commanders to manoeuvre more aggressively, reducing losses in firepower when shifting fire from side to side. The full list of ships and the number of turrets affected by this change can be found below: Königsberg* (2,3), Hashidate (1), Tachibana (1,4,5), Umikaze (3), Minekaze (1,2,3), Mutsuki A (1,2), Mutsuki B (1,2), Mutsuki C (1), Kamikaze (1,2), Wakatake (1), Aurora (1), Diana (1), Novik A (6), Novik B (8), Storozhevoi (1), Derzki (3), Chester (1), Sampson (1), Clemson (1), Wickes (1), Campbeltown (1)* horizontal aiming angles have also been extended Other Changes and Fixes Ship Balance Tirpitz: we reconsidered horizontal pointing angles of main guns. As a result, pointing angles of the second the third and the fourth main battery turrets extended at 8, 10 and 6 degrees respectively. The changes became a result of increased accuracy of main guns motion trajectories, which will make the game more comfortable without influencing the ship’s balance. Yubari: health points increased on 400 points (from 18300 to 18700). This change will slightly increase the ship’s combat effectives. Warspite: 2 AA-guns Oerlikon Mk4 were added in accordance with historical configuration. As a result, an average damage of AA-guns within 2 km raised up to 3 points (from 44 to 47). Shchors: horizontal pointing angles of main guns were narrowed down in order to fix the bug with her settings that had led to angles dissymmetry. (A) and (B): horizontal pointing angles of the third main gun turret were narrowed down to 3 degree. (B): horizontal pointing angles of the first main gun turret were narrowed down to 3 degree. Tracers For a better visual distinction between AP and HE shells, as well as between a player's own and other shells, the tracer colour scheme has been adjusted. Situation Awareness Improved the logic of the "Situation awareness" skills operation. From now on, the detection indicator is displayed in all cases when the ship is visible to the enemy team, including the short interval (approximately 3 seconds long) which is set between the time of the last detection and the moment when the ship disappears from the location it was spotted. Client Optimised method for storing Python-based scripts, which are now placed in a separate packet. This should reduce the risk of problems with game updates, especially when several versions are released at once. Content compression in PKG-archives has been introduced. This change will allow us to save harddrive space for players. Improved the system for connecting user interface modifications to the game client. This will allow developers to work more closely with the creators of modifications. Personal Offers in Port We have enhanced our Personal Offers mechanism. The changes will have a positive effect on the protection of the game client and allow for more diverse and interesting offers to players. New Tech Testing The following ships are now available in the game client for testing by developers and supertesters: Krasny Krym, Scharnhorst, Koenig Albert, Kaiser, Flint, and Black. These ships are not available for purchase and research, but players may encounter them in battle. Minor Changes and Improvements Fixed a bug that blocked the joining-battle screen for people with an incomplete division, or for the team of a player who refused to join a division Fixed a bug that caused an indication of the Random battle icon in Co-op battles Fixed a bug that caused some of the nicknames of players hit by the obscenities filter in combat chat to be affected Fixed a bug that caused a squadron that had just taken off the deck of a destroyed carrier to hang over the water Fixed a bug that caused an instantaneous launch of a catapult fighter after the death of the previous one Fixed a bug that didn’t allow entry to the game to users who haven’t played since the previous Ranked battles season Fixed the tooltip description for the checkpoint in the standby screen for "Standard battle" mode Fixed a bug with invoicing an extra star from the previous Rank battles season. The current progress of players is not affected Svetlana: Fixed a bug that in some cases led to a miscalculation of the deck armour Kirov: refined the appearance of its main guns turrets Ranger: AA-guns Modification 1 is replaced with Secondary Battery Modification 1 Action Stations! Edited July 5, 2016 by Sonic_157 1 Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #2 Posted July 5, 2016 (edited) Tirpitz: we reconsidered horizontal pointing angles of main guns. As a result, pointing angles of the second the third and the fourth main battery turrets extended at 8, 10 and 6 degrees respectively. The changes became a result of increased accuracy of main guns motion trajectories, which will make the game more comfortable without influencing the ship’s balance. Yubari: health points increased on 400 points (from 18300 to 18700). This change will slightly increase the ship’s combat effectives. Warspite: 2 AA-guns Oerlikon Mk4 were added in accordance with historical configuration. As a result, an average damage of AA-guns within 2 km raised up to 3 points (from 44 to 47). Shchors: horizontal pointing angles of main guns were narrowed down in order to fix the bug with her settings that had led to angles dissymmetry. (A) and (B): horizontal pointing angles of the third main gun turret were narrowed down to 3 degree. (B): horizontal pointing angles of the first main gun turret were narrowed down to 3 degree. What? I don't get these pointing angles things... better turret arcs? But isn't that a buff? So when they say it doesn't really change the balance I get confused. Do they mean something else? Also 10 degrees is pretty damn large in that case, even if split between the two sides. Or maybe they just don't want to say they buffed Tirpitz and Shchors. By the way, the little mouse-over for the difference in hitboxes is quite enlightening. This should be a significant improvement, even if it isn't a buff in the end. Edited July 5, 2016 by Unintentional_submarine Share this post Link to post Share on other sites
simonmd Players 801 posts 1,673 battles Report post #3 Posted July 5, 2016 I played on the test server and I liked alot of the upgrades. What was really nice to see what that WG had redesigned the look of the ribbons to a brand new style which it seemed, everyone hated! However, within a week WG listened and redesigned them to be much closer to the original design, well done! I also like the new damage reporting system, now you can see clearly if you are bouncing shots or over penetrating and adjust your ammo or or firing angle to suit. The new game (Bastion) mode was pretty cool too and adds a welcome new direction in gameplay, being able to fire at land targets and indeed be fired upon by them adds an interesting twist. 2 Share this post Link to post Share on other sites
[HNS] Sonic_157 Players 727 posts 18,147 battles Report post #4 Posted July 5, 2016 Situation Awareness Improved the logic of the "Situation awareness" skills operation. From now on, the detection indicator is displayed in all cases when the ship is visible to the enemy team, including the short interval (approximately 3 seconds long) which is set between the time of the last detection and the moment when the ship disappears from the location it was spotted. At last...... Months of arguing and complaining had some effect.I guess we have to thank them for listening! Share this post Link to post Share on other sites
Userext Beta Tester 5,342 posts 2,957 battles Report post #5 Posted July 5, 2016 i dont like the fact that surveillance towers have 15km view range Share this post Link to post Share on other sites
[SLOTH] txtspeak Players 3,041 posts 5,653 battles Report post #6 Posted July 5, 2016 omg that national voices thing. uncle sam was getting so annoying, this will make everything so much better Share this post Link to post Share on other sites
[ALONE] Smeggo Modder 2,485 posts 15,343 battles Report post #7 Posted July 5, 2016 Yes, these national voices are really adding atmosphere. Share this post Link to post Share on other sites
[CPC] Psychocouac Alpha Tester 390 posts 7,502 battles Report post #8 Posted July 5, 2016 80% of this patch should be here since the launch. Really. How a game can be launched with a MM which don't balance team with top tiers. I think even WoT MM at the start did it... 1 Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #9 Posted July 5, 2016 Well, at least some changes to MM...I hope I will never see this again. Share this post Link to post Share on other sites
[TTTX] Mayv Players 1,952 posts 7,021 battles Report post #10 Posted July 5, 2016 If they add ship names on minimap and transparent minimap I will be done with mods. Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #11 Posted July 5, 2016 If they add ship names on minimap and transparent minimap I will be done with mods. that, and Extended Tech Tree - not seeing Premiums you want to buy is stupid. Other than that, yep. Share this post Link to post Share on other sites
robihr Players 3,168 posts 9,352 battles Report post #12 Posted July 5, 2016 If they add ship names on minimap and transparent minimap I will be done with mods. you can never be done with mods smoke boundaries is still missing, colored kills are also nice, still waiting for enhanced chat and i think i probably missed smth... Share this post Link to post Share on other sites
[SCRUB] Aotearas Players 8,460 posts 13,076 battles Report post #13 Posted July 5, 2016 So, ingame armour scheme viewer still on track for 0.5.9, aye? Also, how exactly is the tracer change? I love me the orange/yellow and blue tracer mod. Now we just need a proper extended techtree and the smoke boundaries and the only mod I'll have to install after each patch is the Nagasaki port mod Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #14 Posted July 5, 2016 So, ingame armour scheme viewer still on track for 0.5.9, aye? Also, how exactly is the tracer change? I love me the orange/yellow and blue tracer mod. Now we just need a proper extended techtree and the smoke boundaries and the only mod I'll have to install after each patch is the Nagasaki port mod shells look very similar to the mod (using it myself) iirc... didn't pay special attention to them on the PTS, but remember thinking something like "hey these look familiar" Share this post Link to post Share on other sites
simonmd Players 801 posts 1,673 battles Report post #15 Posted July 5, 2016 (edited) 80% of this patch should be here since the launch. Really. How a game can be launched with a MM which don't balance team with top tiers. I think even WoT MM at the start did it... If you'd paid £30 for it, you'd have a point, however, you didn't did you? (and if you reply with no but I bought xxxx gold or xxxxx ship, that was your choice.) Edited July 5, 2016 by simonmd Share this post Link to post Share on other sites
SnowWulF Beta Tester 68 posts 1,755 battles Report post #16 Posted July 6, 2016 Yubari: health points increased on 400 points (from 18300 to 18700). This change will slightly increase the ship’s combat effectives. Will this save my beloved ship? Share this post Link to post Share on other sites
Gatt Players 509 posts Report post #17 Posted July 6, 2016 WoW! We will meet Supertesters with the Scharnhorst! It means she is not far from being released .... I hope. Share this post Link to post Share on other sites
[PONYD] GrossadmiralThrawn Players 4,995 posts 4,960 battles Report post #18 Posted July 6, 2016 WoW! We will meet Supertesters with the Scharnhorst! It means she is not far from being released .... I hope. wanna buy it wanna buy it wanna buy it... man... Share this post Link to post Share on other sites
AntTiger666 Beta Tester 282 posts 1,265 battles Report post #19 Posted July 6, 2016 "National" voiceovers for Commanders Added an option for selecting the Arpeggio voiceovers to be used throughout the entire game Better late then never *sigh* (modding the Arp voice overs to be default was a pain... and should have been there since day 1...) and hurrah for National voiceovers Share this post Link to post Share on other sites
KubusSc7 Beta Tester 180 posts 9,596 battles Report post #20 Posted July 6, 2016 If they add ship names on minimap and transparent minimap I will be done with mods. Dont you dare and forget a bigger clock in battles! XD Share this post Link to post Share on other sites
Andyphone Players 176 posts Report post #21 Posted July 6, 2016 I don't understand how the new Bastion mode works, too complicate or my english sucks. So, does in mean you get permanently spotted by the ground radar when on the enemy side? Ciao Share this post Link to post Share on other sites
[MBSSX] OldschoolGaming_YouTube Beta Tester 3,274 posts 16,879 battles Report post #22 Posted July 6, 2016 I played on the test server and I liked alot of the upgrades. What was really nice to see what that WG had redesigned the look of the ribbons to a brand new style which it seemed, everyone hated! However, within a week WG listened and redesigned them to be much closer to the original design, well done! I also like the new damage reporting system, now you can see clearly if you are bouncing shots or over penetrating and adjust your ammo or or firing angle to suit. The new game (Bastion) mode was pretty cool too and adds a welcome new direction in gameplay, being able to fire at land targets and indeed be fired upon by them adds an interesting twist. This! I also played on the testserver and i was really impressed how WG just in matter of days got our feedback on the ribbons and changed it up to the great final result that made it into the update! Way to listen to you playerbase and follow our collective will. Share this post Link to post Share on other sites
havaduck ∞ Players 2,989 posts 11,824 battles Report post #23 Posted July 6, 2016 (edited) This! I also played on the testserver and i was really impressed how WG just in matter of days got our feedback on the ribbons and changed it up to the great final result that made it into the update! Way to listen to you playerbase and follow our collective will. I think a chain of event somewhat like this happened: 1. Art department designs a "improvement" and asks around (like other WG guys, STs and so on) - results are "mixed" *1) but since the money is blown ....... lets wait for further feedback like from the PTS. 2. Results from the forum and the PTS pour in and are "mixed" *1) as well. 3. After thousand of people tell you it looks like *1) and only Greg from artdesign, his boss and a few other in-laws like it; but not the users apart from occasional stray: It now gets "another Revision" to not look like *1). *1) : Some , but WG has been improving, thats for sure. Edited July 6, 2016 by havaduck Share this post Link to post Share on other sites
[1DSF] Carnivore81 Moderator, In AlfaTesters 3,523 posts 9,588 battles Report post #24 Posted July 6, 2016 I don't understand how the new Bastion mode works, too complicate or my english sucks. So, does in mean you get permanently spotted by the ground radar when on the enemy side? Ciao No only in your Detection Range. That means Yamato at 15(max View range) and Kagero at 6 ,Atago at 10. For example. It Work like a normal ship, without Radar. Ow far i can Tell. 1 Share this post Link to post Share on other sites
[EXNOM] Spuggy Players 557 posts 6,203 battles Report post #25 Posted July 6, 2016 My brain:- "What a lovely summer dress. My, Dasha, you are looking beautiful as always. Sorry, I missed all of what you were saying" I then "re-watch" the video (a sixth time by minimizing the browser and only listening to what she says). This is a good update. With every update I require fewer and fewer mods. Bravo. And that is a smashing dress! 3 Share this post Link to post Share on other sites