[HNS] Sonic_157 Players 727 posts 18,147 battles Report post #1 Posted July 26, 2016 (edited) Hey guys. Official 0.5.9. patch notes and video. Link here. Release Notes 0.5.9 The patch is scheduled for 28 July and will be applied on the servers from 05:30 CEST until 07:30 CEST (UTC+2) during which the game server will be offline. Armour for US Battleships (and Warspite) Revised As part of improving the game, we are continually revising all the armour models within World of Warships. Our goal is to bring the models created at different stages of development up to the same standard of detail. As part of Update 0.5.9, the in-game models of both the US Battleships and the British Premium warship HMS Warspite were refined. In some cases, this led to a redistribution of the inner part of the ship's durability points (within a 5% limit). We have improved the detailing of the bevels and lines of the model, creating additional conditions for AP shells to ricochet in some situations, especially when they hit the bow or stern of the ship. Armour interaction with HE fragmentation shells and bombs was not affected. The following ships from the US tech-tree have been remodelled: South Carolina, Arkansas Beta, New York, Colorado, North Carolina, Wyoming, Montana, Iowa, New Mexico, Arizona. Visibility System Improved The visibility system, spotting ranges, and how exactly smoke screens conceal your movement were difficult for players to to fully understand. For this reason, we have made a couple of major changes to the visibility system, with the overall objective of making it clearer and more logical for players. The smokescreen is now displayed on the surface of the water, if the player is within a 2.5 km radius of it. This should help players see its edge and better plan their actions during the heat of battle. A popular skill, Situation Awareness, which activates when your ship has been spotted by enemy ships, is being given to everyone by default and removed from the commander-skills tree. This is intended to make the gameplay more enjoyable, as both beginners and more experienced players that would habitually pick the Situation Awareness skill for all their ships can now focus on other skills instead. The rules for compensation are as follows: If Situation Awareness is the only researched level 1 skill of the commander, it will be replaced with the Basics of Survivability skill If the commander has other level 1 skills besides Situation Awareness, they will be reimbursed the price of the Situation Awareness skill (1 point) The "Basics of survivability" skill has been chosen based on analysis of the most popular skills among all players. Our research has shown that after "Situational Awareness", 60 to 80% of players (depending on the ship and total amount of skill points) choose "Basics of survivability" at Tier I. Smoke screen mechanics have been made more stable and predictable: The smoke screen starts setting two seconds after the consumable is activated. The purpose of this is to make destroyers unable to "vanish at the press of a button", right after they are spotted and so give their opponents a chance to notice the threat or even cause damage to such destroyers. If the smoke screen is being set while the ship is in motion, and the enemies are straight ahead or on the side, then the ship will always be spotted in accordance with the following rules: If the speed of the ship is up to and including 12.5 knots: smoke covers the ship when it is in motion If the speed of the ship is more than 12.5 knots: smoke does not cover the ship when it is in motion Aircraft visibility rules are now similar to those for ships. Now aircraft outside of the visibility range of a ship won’t be seen, but will still be displayed on the minimap. Players will now be able to see shells and torpedoes spotted both personally and by allies. As you may have noticed, the in-game visibility mechanics have significantly evolved and your continued feedback on these changes is highly appreciated. Voice Chat In Divisions To help you overcome great challenges, both in PvP and PvE, we have added built-in voice chat for easier communication when in a Division. To enable voice chat, switch it on in the Sound options menu. There you can also adjust the volume, microphone sensitivity, and the activation method (always on or push to talk). Other Ship-related Changes Warspite: its draft was revised to make it more historically accurate. The ship now sits 0.65 m deeper in the water, which will positively affect its survivability. Atlanta: we added an extra consumable slot for the Surveillance Radar. This change will improve the ship's battle performance and highlight its combat role as a destroyer hunter. Surveillance Radar parameters: Range: 8.5 km Active for: 25 seconds Reload Time (Surveillance Radar I): 360 seconds Reload Time (Surveillance Radar II): 240 seconds Number of Charges: 2 (Surveillance Radar I)/3 (Surveillance Radar II) Tirpitz: we revised the layout of the armour towards its forward and aft ends. Now the armour runs from one side of the ship to the other, while previously it protected only the citadel. Now it will be impossible to hit its citadel with a shell that bypasses the slopes of the deck and the transverse armour protection of the citadel. HE shells armor penetration for 360-mmSpr.Gr. L/4.6 has been increased from 64 to 95mm. Armor penetration for 150-mm Spr.Gr. L/4.5 HE shells (secondary guns) has been increased from 25 to 37 mm. Omaha and Marblehead: for these ships, the thickness of the casemate armour was increased from 6 to 10 mm for the casemate closest to the forward end of the ship. Phoenix: casemate armour plating thickness was increased from 10 mm to 13 mm. Pensacola and Baltimore: we fixed an error in their armour models, where the barbettes of the first main-turret were not extended to the magazine deck. Now the armour layout for these in-game models is more historically accurate. Mogami: small inconsistencies in the armour of its barbettes were corrected and the middle of its hull was modelled with more detail. Krasny Krym: Its torpedo range has been increased from 3.7 to 5 km, as the previous characteristics were not in line with the ship's competitors at Tier VI. Battle Tiers and Matchmaking Tweaks After having analysed the statistical data and feedback from the community, we have decreased the battle Tiers of some ships by one. The battle Tier of a ship determines the highest Tier of the other ships that a player can encounter in battle while playing with this ship, provided that the player is not playing in a Division. Consequently, the highest Tier of the ships that players can encounter in battle while playing on the affected ships will now be one Tier less than before. These are the system changes and here's how they look: Tier I-IV ships: will get into battles with opponents only one Tier higher Tier V+ ships: will get into battles with opponents up to two Tiers higher (or lower) Only one aircraft carrier will be available per team, for battles where the maximum Tier ship is one of the following: Tier VIII, IX or X. In line with the matchmaker development plan, we restored the ship sorting rule: Now the matchmaker will try to uniformly distribute ships of different nations between the teams. For example, if two Soviet Gnevny destroyers and two Japanese Minekaze destroyers are present, the matchmaker will attempt to put one destroyer of each nation on each team. This rule will positively affect the quality of team balancing and make battles more even. Account Levelling Reworked To make the experience more friendly for novice players, we have reworked the Service Record levels system and the way Account Levelling is communicated through the game interface. The overall rate of progress through levels and the rewards for achieving levels were revised in favour of faster levelling up. The Service Record tab has received a new look. We also updated the animations for the corresponding user interface items. For each successive Service Record level, videos were added to visualise new game features that are unlocked at this level. When the player achieves a Service Record level, they will now be shown information about the next level (features to be unlocked and corresponding rewards). New rewards will be granted to players only for levels achieved after the update was released. To view the rewards, go to your Profile in the Port and select the Service Record tab. Interface Changes Added an option to display smoke-screen boundaries on the water's surface. This will help players see the current area of effect of a smoke screen, if the smoke screen is within a 2.5 km radius of their ship, and will help players to plan their actions better while in battle. The Minimap has been enhanced based on feedback received from players: Minimap settings will now be saved individually for each ship The display of numerical values in the circles shown on the Minimap can now be toggled on or off in the Minimap settings Players will now be able to set the transparency for circles shown in the Minimap The auto-resupply options for consumables and camouflage are now separated into automatic resupply (if the items are already available) and automatic purchase (if items are unavailable and need to be purchased). The option for purchasing and resupplying items for in-game currency can be set individually for each ship. Additional Commander Training To make the process of Commander retraining more comfortable, we have introduced a limit on the maximum amount of XP required to complete the retraining without using Doubloons: To retrain for free (Basic Training): 100,000 XP To retrain using credits (Naval Academy): 50,000 XP The introduction of this limit will help avoid situations where an excessively large amount of XP is required to complete the retraining of Commanders with a lot of mastered skills. Map and Game Mode Changes We have made some gameplay tweaks to shorten the period before combat breaks out. Two Brothers and Estuary (in Domination mode with four key areas): the key areas closest to the spawn positions of the teams now "belong" to them from the beginning of the battle. The rate of scoring points was also adjusted Solomon Islands, Trap, Land of Fire, Tears of the Desert, Ocean, and New Dawn: the distance between spawn positions was slightly reduced The Atlantic, Shatter, Mountain Range, Tears of the Desert, and Land of Fire (in Standard Battles): base radii were slightly increased (by 7.7%) The Atlantic, Mountain Range, and Land of Fire (in Standard Battles): the distance between bases was reduced Battle Tiers and certain game modes have been changed. Ocean: this map will no longer be available for Tier III-VI ships, because its size is unsuitable for ships of these Tiers. In the future, a smaller version of this map may be introduced that will be suitable for middle-Tier vessels Islands and Polar: Domination mode will no longer be available for Tier I-II ships. Our research has indicated that this mode is too complicated for novice players. Because of this, we decided to move the introduction of this mode to higher Tiers, so as not to distract inexperienced players from learning the basic game mechanics Big Race and Solomon Islands: these maps will no longer be available for Tier I-II ships. Because of the size of these maps, it took players too long to reach their destinations, which resulted in a dull gameplay experience at the beginning of battles Trident: this map will no longer be available for Tier III ships for the same reason as above All game modes except for Bastion have been turned off for the Atlantic map. Probability of getting on the map itself hasn't changed Certain maps have been visually improved. Sea of Fortune, Mountain Range, Warrior's Path, and Estuary: decorative landscape objects were added Shatter and Polar: decorative landscape objects were optimised The Bastion game mode has been tweaked based on data analysis from Update 0.5.8. In general, forts are now more dangerous and play a bigger role The reload time of all main-calibre guns in forts has been increased to 7 seconds (from 3-5 seconds) The dispersion radius of shells fired from forts has been decreased to 11 (from 12) Maximum HE shell damage has been increased to 11,760 (from 7,200) The chance of fire caused by HE shells has been increased to 15% (from 14%) Maximum AP shell damage has been increased to 16,380 (from 7,800) Other Changes Fixed the spelling error in the notification about a ban of the player's account Fixed the error where system messages about the removal of in-game items were displayed incorrectly Fixed the error where an outdated message, saying that the player had already been removed from the server, would display after the battle Fixed the visualisation of traces from projectiles fired at close range from the AA armament of the player's ship, as well as those of shells that ricochet off the player's ship Fixed a bug that could lead to the automatic setting of maximum quality reflections in the Graphics tab of the Settings screen, when the game client was launched for the first time Fixed a matchmaking bug, where it would take too long for the battleship Mikasa to find a game Fixed an error where several completed missions would be displayed as the hint for the reward granted for completion of a single mission Fixed a bug where the current-rank icon was misplaced in the Ranked-Battle loading screen Fixed the icon for the additional XP granted for the completion of missions. Now this icon includes the corresponding percentage Fixed a bug where the camera would stop tracking the locked target when firing the main guns of the player's ship, if it was moving at high speed Fixed a bug where an air group whose ammunition was already spent would start flying at a lower speed than it should Fixed a bug where the game client would unexpectedly terminate when there were a large number of chat messages in the Port chat Fixed the hint display for the Superintendent skill, when viewing a Reserve Commander Fixed the error where the change in the look of the "stopwatch" (displayed in the crosshair when the alternative battle interface mode is enabled) could be used in order to estimate the target lead when firing main guns Implemented the possibility to select a user-made Port with the help of the Port-selection interface. This change will allow mod makers to add new Ports to the game without replacing the existing ones The rendering of smoke, fire, and explosion effects were improved. We have used particle-sorting technology to remove graphical artefacts (flickering) that occurred when a large number of effects were present The period of time after which players are switched off the server due to being inactive has been increased from 1 hour to 3. This change is possible due to server software optimisation, and it will make the game more user friendly for players who take long breaks when playing Fixed a bug where the "Hit the citadel" ribbon was in some cases duplicated by the "Penetrated" ribbon Fixed an error with "Airgroup mod. 1". It now gives the correct bonus (10%) to the defensive armament of torpedo and dive bombers The following ships are now available in the game client for testing by developers and supertesters: Nassau, Kaiser, König Albert, Bayern, Gneisenau, Bismarck, Friedrich der Große, Großer Kurfürst, and Dunkerque. These ships are not available for purchase and research, but players may encounter them in battle. Read our official statement on the matter of relevant changes between the 059 Public Test and the released version on the official forums and join the discussion. Action Stations! Edited July 26, 2016 by Sonic_157 1 Share this post Link to post Share on other sites
[TTTX] Tyrendian89 [TTTX] Players 4,608 posts 8,139 battles Report post #2 Posted July 26, 2016 (edited) nothing all that noteworthy I see in there compared to the PTS we've been discussing for a bit... Armour fixes for Pensa, Balti, Derpitz and Warspite are welcome for sure dibs for divisioning with our local supertester have been called so I can probably sail alongside ze Germans a bit Smoke clearup and circles are nice SA->BoS has been discussed ad nauseam so I'll let that one rest... Edited July 26, 2016 by Tyrendian89 Share this post Link to post Share on other sites
[HNS] Sonic_157 Players 727 posts 18,147 battles Report post #3 Posted July 26, 2016 The patch is scheduled for 28 July. Regarding the changes with the skill 'Situational Awareness', remember that if you have extra skill points and you don't want 'Basics of Survivability' you can pick another level 1 skill and the extra point will be credited back to you after the patch goes live. Share this post Link to post Share on other sites
[_STAR] Ryuji_85 Beta Tester 8 posts 3,157 battles Report post #4 Posted July 26, 2016 So better troll-bowarmor for the Tirpz? Yes please! Share this post Link to post Share on other sites
[NWP] 159Hunter Players 4,528 posts Report post #5 Posted July 26, 2016 This looks nice: To make the process of Commander retraining more comfortable, we have introduced a limit on the maximum amount of XP required to complete the retraining without using Doubloons: To retrain for free (Basic Training): 100,000 XP To retrain using credits (Naval Academy): 50,000 XP Share this post Link to post Share on other sites
[PRAVD] duoinvasion Players 390 posts 9,058 battles Report post #6 Posted July 26, 2016 I like the captain retraining addition. I [edited]despise the bastion changes. Share this post Link to post Share on other sites
[UNICS] Nechrom Beta Tester 4,870 posts 10,112 battles Report post #7 Posted July 26, 2016 Nothing major in this patch, but many small improvements which add up. Highlights for me: Free SA. Good idea, sad about how the change is handled. Smoke boundaries. Not so much for making it easier to stay inside smoke but rather for staying behind it, since the actual smoke cloud is way bigger than the area it blocks. Limited matchmaking for longer. If the number of players can support it, then tighter MM is always preferred. Nice small improvements to ships. More bounce for my favorite BB and radar for the Atlanta. More minimap settings. Customizability is king. Commander retraining XP cap. Just a solid improvement. German BBs and the Dunkerque getting live testing. The sooner this happens the sooner we can get our hands on them. Share this post Link to post Share on other sites
KPtja Players 273 posts 2,478 battles Report post #8 Posted July 26, 2016 Most interesting thing is the German HE shell buff. I am not sure I like it. One of the most annoying things in this game for me is the ammo changing. Seems that with Germans I will be "outside as a snowman" with the ammo changing again. (Damn, that translates pretty badly, but I could not remember any English language idiom at this moment) Share this post Link to post Share on other sites
[-SBG-] ColonelPete Players 38,559 posts 19,178 battles Report post #9 Posted July 26, 2016 Nothing major, just all german BBs in the client. Be ready for supertesting/press account games of the BBs in regular matches and the first german premium BBs to buy. König Albert should be ready in the next couple of days: Share this post Link to post Share on other sites
[ADRIA] kaesarsosei Players 63 posts 22,106 battles Report post #10 Posted July 26, 2016 Most interesting thing is the German HE shell buff. I am not sure I like it. One of the most annoying things in this game for me is the ammo changing. Seems that with Germans I will be "outside as a snowman" with the ammo changing again. (Damn, that translates pretty badly, but I could not remember any English language idiom at this moment) What German HE buff? That was last patch. And any changes which encourage a bit of thinking over ammo usage have to be commended instead of mindless spamming of the same shell type. Share this post Link to post Share on other sites
[SCRUB] Aotearas Players 8,460 posts 13,076 battles Report post #11 Posted July 26, 2016 The problem with Bastion is that it's basically just a race to capture the points the fastest. because with active fort and surveillance station in addition to the opposing team makes it ridiculously hard to recapture a point if they are even halfway competent in defending. After the initial push (which is usually decided by who has the better/more DDs), the gamemode just degenerates into a campfest where the team with the caps lead just hangs back to defend. Making the fort more powerful isn't going to improve anything. The surveillance stations that make it hard for DDs to try to recapture enemy caps is the aspect of the game mode that would require tweaking, not the forts. Thankfully getting that gamemode is relatively rare. Share this post Link to post Share on other sites
[1DSF] Carnivore81 Moderator, In AlfaTesters 3,523 posts 9,588 battles Report post #12 Posted July 26, 2016 What German HE buff? That was last patch. And any changes which encourage a bit of thinking over ammo usage have to be commended instead of mindless spamming of the same shell type. AFAIK German BB He will get 1/4 Pen value instead of 1/6 of the other Nations. And i Like playing BB because i dont need HE the Most time. With 30 sec reload you always Seem to have the wrong ammo loaded. Share this post Link to post Share on other sites
[SKIDZ] chazwozza Players 1,030 posts Report post #13 Posted July 26, 2016 Nothing about button remapping 1 Share this post Link to post Share on other sites
robihr Players 3,168 posts 9,352 battles Report post #14 Posted July 26, 2016 here is 5.9 update for dummies The "Basics of survivability" skill has been chosen based on analysis of the most popular skills among all players. Our research has shown that after "Situational Awareness", 60 to 80% of players (depending on the ship and total amount of skill points) choose "Basics of survivability" at Tier I. our research has shown that 60-80% of the players who dont choose situational awareness are BB players and some CV players. Tirpitz: we revised the layout of the armour towards its forward and aft ends. Now the armour runs from one side of the ship to the other, while previously it protected only the citadel. Now it will be impossible to hit its citadel with a shell that bypasses the slopes of the deck and the transverse armour protection of the citadel. HE shells armor penetration for 360-mmSpr.Gr. L/4.6 has been increased from 64 to 95mm. Armor penetration for 150-mm Spr.Gr. L/4.5 HE shells (secondary guns) has been increased from 25 to 37 mm. Additional Commander Training To make the process of Commander retraining more comfortable, we have introduced a limit on the maximum amount of XP required to complete the retraining without using Doubloons: To retrain for free (Basic Training): 100,000 XP To retrain using credits (Naval Academy): 50,000 XP The introduction of this limit will help avoid situations where an excessively large amount of XP is required to complete the retraining of Commanders with a lot of mastered skills. nice change Map and Game Mode Changes We have made some gameplay tweaks to shorten the period before combat breaks out. Two Brothers and Estuary (in Domination mode with four key areas): the key areas closest to the spawn positions of the teams now "belong" to them from the beginning of the battle. The rate of scoring points was also adjusted no more free cap xp.. Fixed a bug where the game client would unexpectedly terminate when there were a large number of chat messages in the Port chat does that mean chat messages wont disappear? 1 Share this post Link to post Share on other sites
ScratxNeko Players 453 posts Report post #15 Posted July 26, 2016 Block Quote Tirpitz: we revised the layout of the armour towards its forward and aft ends. Now the armour runs from one side of the ship to the other, while previously it protected only the citadel. Now it will be impossible to hit its citadelwith a shell that bypasses the slopes of the deck and the transverse armour protection of the citadel. HE shells armor penetration for 360-mmSpr.Gr. L/4.6 has been increased from 64 to 95mm. Armor penetration for 150-mm Spr.Gr. L/4.5 HE shells (secondary guns) has been increased from 25 to 37 mm. Actually, it just closes one of the ways to score citadels on it. Long range battleship fire can still do it, as will underwater penetrations that aren't stopped at the torpedo belt. Particularly relevant if the target is making a high speed turn in the correct direction. And I don't know if this closes the vulnerability region of around 12-13km range battleship fire, either. It's possible to citadel a tirpitz at this distance. Lucky shot, yes, but possible atm. I'm not going to argue whether this buff was really needed, though. Share this post Link to post Share on other sites
[SPUDS] Unintentional_submarine [SPUDS] Beta Tester 4,052 posts 8,765 battles Report post #16 Posted July 26, 2016 (edited) The following ships are now available in the game client for testing by developers and supertesters: Nassau, Kaiser, König Albert, Bayern, Gneisenau, Bismarck, Friedrich der Große, Großer Kurfürst, and Dunkerque. These ships are not available for purchase and research, but players may encounter them in battle. What? That has got to be a misstype of a sort. Otherwise where the heck will König be at? To those that haven't noticed, König is replaced with König Albert, the first is a König class battleship, the other the upcoming premium Kaiser class battleship. If this is true then there won't be any testing of the T5 silver ship, which would be rather disturbing. Re: The Tirpitz fix. It will probably be the end of the 10-13km citadel chance below the front turret. I thought it was just a peculiar weakness in regards to hitting the turtleback deck at the right range, combined with it being somewhat less inclined in that area. But apparently the armour model simply didn't cover the citadel properly. Real life issue or unfortunate modeling? I'm leaning towards the latter, but who knows for sure... Edited July 26, 2016 by Unintentional_submarine 1 Share this post Link to post Share on other sites
robihr Players 3,168 posts 9,352 battles Report post #17 Posted July 26, 2016 Actually, it just closes one of the ways to score citadels on it. Long range battleship fire can still do it, as will underwater penetrations that aren't stopped at the torpedo belt. Particularly relevant if the target is making a high speed turn in the correct direction. And I don't know if this closes the vulnerability region of around 12-13km range battleship fire, either. It's possible to citadel a tirpitz at this distance. Lucky shot, yes, but possible atm. I'm not going to argue whether this buff was really needed, though. 404 - sarcasm detector not found Share this post Link to post Share on other sites
ScratxNeko Players 453 posts Report post #18 Posted July 26, 2016 404 - sarcasm detector not found Add a smilie, then. It's a forum, we don't get facial or gesture clues, nor tone of voice to hint at such things. It definitely looked like a genuine "Dammit, WG, it's impossible to citadel them with that change" complaint to me, especially due to the bolding and upsizing. It gets the idea of anger across, you know. Share this post Link to post Share on other sites
[S0F] xeransa Beta Tester 169 posts 11,714 battles Report post #19 Posted July 26, 2016 Saw this on the Asian site assume it will apply for us as well.. Cooperative Assault mode We’ve received generally positive feedback about Cooperative Assault mode from the community, which shows us that it has a lot of potential. However, having evaluated the performance factors of this mode we’ve noticed a few areas where it falls short and detracts from the overall player experience, especially for those of you who play mostly Co-op Battles. The most important of those areas is its reliance on specific match-making conditions for a balanced, fun game. Right now, adding the mode to the same matchmaking queue as a standard Co-op Battle will not guarantee a full human team on the green side, especially during off-peak hours. Another issue (although less critical) is the need to improve bot AI, which directly influences both the higher difficulty and the fun in Assault. Due to these and some other factors we’ve decided not to release Co-op Assault in 0.5.9. We will continue working on it to solve the abovementioned problems and release it during one of the upcoming updates. Share this post Link to post Share on other sites
[1DSF] Carnivore81 Moderator, In AlfaTesters 3,523 posts 9,588 battles Report post #20 Posted July 26, 2016 Share this post Link to post Share on other sites
[SLOTH] txtspeak Players 3,041 posts 5,653 battles Report post #21 Posted July 26, 2016 wait the armpitz gets the armour "buff" as well? *bison voice* YYYYES! YYYYES! 1 Share this post Link to post Share on other sites
[LXT] _interceptor_80 Players 385 posts 20,200 battles Report post #22 Posted July 26, 2016 I never read someone is complaining about Derpitz ''bad'' armor,but WG did it - urgent measure for sure... Maybe Yamato armor need reinforcement ASAP Share this post Link to post Share on other sites
[HAVEN] Kashuken Players 720 posts 8,445 battles Report post #23 Posted July 26, 2016 'The warspite has been lowered' Proceeds to show the ship still riding high in the water. One job WG, at least show the before and after pics. Share this post Link to post Share on other sites
[SCRUB] aboomination Players 5,763 posts 16,940 battles Report post #24 Posted July 27, 2016 'The warspite has been lowered' Proceeds to show the ship still riding high in the water. One job WG, at least show the before and after pics. Inb4 torpedo bulges sit too deep in the water and torps deal 100% dmg every time Share this post Link to post Share on other sites
[2DQT] RUSSIANBlAS Players 8,241 posts Report post #25 Posted July 27, 2016 As much as I love the Tirp, I wouldn't have said there was an issue with its armour... I'll believe the Warspite's improvements when I see them!!! Share this post Link to post Share on other sites