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Patch 0.5.13 official notes (20/10/2016)

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Hey guys.

 

Official notes for patch 0.5.13. It will be applied this Thursday, 20/10/2016.

 

 

 

 

Introducing Update 0.5.13

 

The newest update brings you the first branch of the Royal Navy, "Cloudy" versions of fan-favourite maps, Containers, and that's not all...

 

 

Release Notes 0.5.13

 

The patch is scheduled for 20 October 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.

 

 

Containers

 

Daily missions are now replaced with a more sophisticated and interactive system of Containers, which delivers more value to players.

From now on, players will be able to collect up to three containers per day. The rewards in the containers vary a lot, from a moderate amount of credits to rare Premium ships. Containers are collected by earning XP in battles. The gathered experience is not removed from the ships, but is accumulated in parallel to ship XP (in the same way as Commander XP). At the end of each 24-hour period, the accumulated but not distributed XP is automatically spent on containers. If no more containers can be collected, the XP is reset to zero. Each player who has unlocked daily missions (Level 4 in the Service Record) will receive five containers (one of every type) as a gift after the release of version 0.5.13. This will help all players to immediately see the advantages of this new system. In contrast to standard containers, these containers will include predetermined rewards:

 

  1. Container with credits
    • 50,000 credits
    • Three Smoke Generator II consumables
    • Three Hotel Yankee signals
  2. Container with signals
    • Five Sierra Mike signals
    • Five November Foxtrot signals
    • 500 Free XP
  3. Try Your Luck Container
    • Five Ocean Soul camouflage
  4. Supercontainer
    • 250 Damage Control Party II consumables
  5. Container with consumables
    • Three Damage Control Party II consumables
    • Three Defensive AA Fire II consumables
    • Three Engine Boost II consumables

 

These predetermined rewards will be included only in the "starter gift" containers. All successive rewards will be provided at random according to their description.

Detailed system description:

The feature becomes available starting from Level 4.

Each 24-hour period, players can collect up to three containers using the XP they earned in battles. Under the current settings, the first container can be collected for 2,000 XP, the second one for 10,500 XP, and the third for 24,500 XP.

Each 24-hour period start time is set for each region individually, so that the containers are replaced with new ones in a way suitable for most players.

XP that can be used for collecting containers is added in parallel to the ship XP (in the same way as Commander XP). This means that the player who collects containers does not lose XP stored on the ship.

At the start of a new 24-hour period, the XP that can be used for collecting containers is reset to zero.

Players can select any of the four options that correspond to container types:
  • More Credits: three ordinary rewards inside; one of these rewards is always credits; the player has a standard chance of getting a supercontainer instead
  • More Signals and Camouflages: three ordinary rewards inside; one of these rewards is always a set of signals or camouflage; the player has a standard chance of getting a supercontainer instead
  • More Consumables: three ordinary rewards inside; one of these rewards is always a set of "Damage Control Party II" consumables; the player has a standard chance of getting a supercontainer instead
  • Try Your Luck: one ordinary reward inside; the player has an increased chance of getting a supercontainer instead

 

Moreover, after selecting any option, a player has a chance of getting a supercontainer (with one epic reward inside) instead of the selected container type.

 

Ordinary rewards include:
  • Credits
  • Camouflages
  • Signals
  • Small amounts of Free XP
  • Slots for ships and places in the Reserve for Commanders
  • Enhanced consumables of all types
Epic rewards include:
  • Large amounts of Credits
  • Doubloons
  • Large amounts of Free XP
  • Premium Account time
  • Large quantities of Signal flags
  • Large quantities of Consumables
  • Premium ships, including rare ships and vessels that are usually unavailable to purchase

 

The most valuable rewards have the smallest chance of occurring. However, players are in no way limited in the number of containers they can receive regularly (but no more than three per 24-hour period) by simply playing the game and earning XP. Moreover, every container will always contain a reward. More often than not, the reward will be useful for the player – in other words, there are no empty containers. Preliminary calculations indicate that for players who regularly collect containers, their economic balance, in terms of the in-game economy, will improve by approximately 25% owing to the possibility of getting extra credits (direct profit), as well as various useful items such as camouflages and consumables (which can be used on ship servicing). What's more, there is always a chance of getting an epic reward such as several thousand Doubloons or a rare Premium ship like Gremyashchy, which sets the system of containers apart from Daily Missions as being more advantageous to players.

If the player gets a Premium ship that is already in their possession, they will receive compensation in the form of Credits. In the future, we plan to improve the system so that it would take into account the items already possessed by the player.

If the player does not collect the containers manually during the 24-hour period but has earned enough XP to collect them, the system will automatically collect the containers for the player at the start of a new 24-hour period in order to prevent wasting the XP earned.

In such cases, the container type will be selected at random – however, the "Try Your Luck" option will be excluded from the randomised selection, as a player must select it by themselves.

The player can store as many as 1,000 unopened containers. When this limit is reached, the "oldest" containers will be opened automatically in order to free the storage space for new containers.

 

 

British Cruisers

 

The branch of British light cruisers, from Tier I to Tier X, has been added to the game: Black Swan, Weymouth, Caledon, Danae, Emerald, Leander, Fiji, Edinburgh, Neptune and Minotaur.

The following features are inherent in the new ships to different extents:
  • The gun calibre is 152 mm for all ships in this branch, starting from Tier II. 

On the one hand, this means that these guns have a high firing rate, but on the other hand, their ballistic characteristics and penetration value are not great, and the maximum AP shell damage is relatively low.

  • All ships in this branch have AP shells only. However, these shells will boast excellent ricochet angles and low fuse arming delay time, which will significantly decrease the number of ricochets and overpenetrating hits.
  • Engines on these ships have great dynamic properties in terms of gaining thrust, and the loss of speed when turning is low.
  • Starting from Tier III, all ships in this branch feature torpedo tubes with decent characteristics: the torpedo range and speed, as well as its damage make these torpedo tubes not just an auxiliary armament, but a weapon that performs as well as the ship's main battery.

Moreover, torpedoes can be launched from these torpedo tubes one by one, which provides new tactical opportunities (players will now be able to choose the direction for every individual torpedo when launching).

  • The cruisers have average or relatively low speed, but boast excellent manoeuvrability.
  • The hulls of these ships lack heavy-armour protection and have a relatively high beam.

In contrast to their counterparts of the same type, this results in fewer overpenetrating hits (with minimum damage) received from large-calibre shells at close range.

  • The ships have relatively compact dimensions and low detectability.
  • The Defensive AA Fire consumable is not available on the ships in this branch. Furthermore, the basic efficiency of the ships' AA defences are low (with the exception of the Tier IX–X ships equipped with powerful dual-purpose guns that have a long firing range).
  • The Smoke Generator consumable is available, starting from Tier V.
  • Starting from Tier VIII, the Surveillance Radar consumable is available on the ships in this branch and can be used instead of the Smoke Generator
  • From Tier III, the consumable "Repair Party" is available, and at Tier VIII+ it becomes more efficient than the ordinary cruiser consumable

 

In general, the ships in this branch are excellent destroyer hunters. Their low detectability and rapid-firing guns with unique AP shells make them efficient in encounters with the "natural" opponents of cruisers. However, their firepower and protection make them inefficient in direct encounters with enemy heavy cruisers, let alone encounters with battleships. On the plus side, the new cruisers feature excellent torpedo armament and the ability to set smoke screens, which will help them cause damage to heavily protected targets and quickly retreat afterwards. The top Tier vessel in the branch, Minotaur, was the epitome of design for light cruisers at the beginning of the postwar period. In addition to its compact dimensions, maneuverability, and low detectability, this cruiser boasts an amazing firing rate, and its dual-purpose guns provide a superior AA engagement area radius. Nevertheless, the ship is vulnerable in direct encounters with enemy heavy cruisers and battleships due to its weak armour.

 

 

Maps

 

Balance changes have been made on the following maps:

 

"Trap": we have discovered that the win rates varied a lot for the teams spawning in the opposite corners of the map. Due to that, some islands have been reworked in order to make sure that the battle terms are equal for the opposing teams.

 

  • "Fault Line": all changes on this map affect the coasts of the islands near the key area C. For the "upper" team, we made the route into the passage easier when proceeding from the "lion-shaped" island. Moreover, we added some high ground at Line 9 for both teams due to balance considerations.

 

Fixed various minor defects on all game maps.

Fixed various minor defects in the Saint Petersburg Port.

Added a "Cloudy" version to the visual weather effects of the following maps: Archipelago, Strait, the Atlantic, Fault Line, Islands of Ice, Trap, Two Brothers, Land of Fire, Shards and Okinawa.

On the Okinawa map, an alternative set of visuals for the start of a Cyclone was added. However the overall chance of a Cyclone when playing on this map will remain unchanged.

Reworked lighting and made shell traces, torpedo sights and smoke screen boundaries more visible on the following maps: Loop, Tears of the Desert, Polar, Islands of Ice and Shards.

 

Game Balance and Changes to Ships

  • Tirpitz: The thickness of the lower part of its belt was recalculated using the new method, in the same way as with Bismarck. Now the thickness value will be equal to 240 mm (previous value: 170 mm)
  • Mogami: The aiming angles of its main turrets were increased for its top 203 mm main guns due to balance considerations. Moreover, the aiming angles were also increased for its second torpedo tube mount in order to make its aiming sectors symmetrical from both sides of the ship:

Main turret 1 — +5 degrees for both sides of the ship

Main turret 2 — +26 degrees for both sides of the ship

Main turret 3 — +20 degrees for both sides of the ship

Main turret 4 — +5 degrees for both sides of the ship

Main turret 5 — +15 degrees for both sides of the ship

Torpedo Tubes 2 — +10 degrees for one side of the ship

  • Tenryu: The traverse aiming angles of its second main gun were increased by 26 degrees for each side of the ship
  • New Orleans: its armour-distribution model and hit-point model were reworked:
  • The internal space, located between the magazine in its forward end and the (previously used) outer armour protecting its citadel, will no longer be part of its citadel. As a result, the citadel in its forward end is now located significantly lower and additionally surrounded by the fore end plating.
  • Thickness of the side armor protecting the magazine in her aft end was increased from 51 mm to 102 mm
  • The thickness of the armoured deck protecting the magazine in its forward end was decreased from 83 mm to 57 mm
  • The thickness of armour located below its main armour belt and protecting its propulsion plant was increased from 19 mm to 25 mm

Hit points were redistributed between the ship's parts

As a result, the most vulnerable part of its citadel became much smaller in dimension. Moreover, its overall survivability has increased, especially when it is hit on the bow/forward end.

Permanent Camouflage

Added permanent camouflage with standard economic and battle performance bonuses for the following ships: Gneisenau, Fiji, Edinburgh, Neptune, Mahan, and Ognevoi.

New Content for Testing

The following ships have been added to the game client for testing:

  • The Tier VI Premium Japanese destroyer Shinonome.

The tested ship is not available for research and purchase, but players may encounter it in battle.

Audio

  • Enhanced the sound of weather effects and introduced the ability to change the sound of such effects depending on the camera height.
  • Added new sounds to the game menu selection.
  • Improved engine sounds and removed the "whistling" sound effect for several ships.
  • Added a new music track for the battle loading screen.

Interface

Optimisation

Thanks to your feedback, some actions in the Port have been optimised:

    • Purchasing, selling and researching of ships.
    • Researching, mounting and replacing of modules.
    • Purchasing, mounting and demounting upgrades, consumables, camouflages, signals, and flags.
    • Actions with Commanders.
    • Actions with some tabs and windows.

Several components of the battle HUD have also been optimised.

The impact of this optimisation will be most noticeable on low performance PC configurations.

 

Player Profiles

Added an option to browse through the profiles of other players in the Port screen, unless the corresponding players have chosen to hide their battle statistics. To browse through the player's profile, select their nickname among your contact list, then select the corresponding option from the context menu.

 

Bastion mode

Added information for Bastion mode to the post-battle statistics and the web portal:
  • Suppressed onshore installations.
  • Damage caused to onshore installations.

Client

  • The "Integrity check" option can now be used to recover the game client from any state if the game installer is working and a stable Internet connection is available.

Minor Changes and Improvements

  • Bismarck: corrected the wrong thickness of the armour protecting its citadel, present in the texts describing its armour layout
  • Fixed the bug where it was impossible to open fire at the beginning of the battle if a player had locked their armament on bearing or on sector during the countdown to battle
  • Fixed the bug where the page in the in-game browser window was flashing during authorisation
  • Fixed the bug where a dismissed Commander could remain in the Reserve until the restart of the server
  • Fixed the bug where it was impossible to launch torpedoes from the next torpedo tube mount if the player stayed in the Binocular View (for aiming torpedoes) after launching torpedoes from the first torpedo tube mount
  • For Bogue, fixed the bug where the fire icon could be displayed in the corner of its HP bar
  • Fixed the bug where the total number of camouflages of this type was displayed in the confirmation window for destroying a camouflage

 

Action Stations!

 

 

 

 

 

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[PKTZS]
Weekend Tester
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Try Your Luck: one ordinary reward inside; the player has an increased chance of getting a supercontainer instead

 

shutterstock_100557667.jpg

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Players
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So Mogami turret angles buff it's only for the 203 mm guns? Why do 203s have better angles than 155s? :hmm:

 

But well, I guess it just makes the same sense than 203 mm guns turning fast as lightning compared to the 155 mm guns... Hell, even battleships turn the guns better than Mogami with 155 mm guns. :sceptic: 

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Privateer
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What happened to the "promised" economy Changes for CV that MrConway stated to be "announced tomorrow" on October 13th? What happened to the leaked Data of more expensive Aircraft and Torps that isn't mentioned in the Notes, but was clearly Part of the PTS? Oh God, i got a baaad Feeling about this...

Edited by mcboernester

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Alpha Tester
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Unless they sold the crates for cash, there is no risk of turning the game into online chinese casino, so it's better. And they even reduced the XP needed for crates. I have some doubts seeing the smoke is back on RN cruisers, but other than that, awesome looking patch.

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[S0F]
Beta Tester
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"If the player gets a Premium ship that is already in their possession, they will receive compensation in the form of Credits."

Imagine if you are lucky enough to win a premium and it's one you already have...

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Players
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"If the player gets a Premium ship that is already in their possession, they will receive compensation in the form of Credits."

Imagine if you are lucky enough to win a premium and it's one you already have...

 

"In the future, we plan to improve the system so that it would take into account the items already possessed by the player." At least it's something, but yes, meanwhile it's going to be pretty bad luck. However premium ships sell for a ton of credits compared to regular silver ships of the same tier and class if I remember correctly, so maybe it's not that bad.

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[NIKE]
Beta Tester
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Unless they sold the crates for cash, there is no risk of turning the game into online chinese casino, so it's better. And they even reduced the XP needed for crates. I have some doubts seeing the smoke is back on RN cruisers, but other than that, awesome looking patch.

 

I don't think they lowered the cost. They just stated it as needing 2k, 10.5, 24.5

Which is another way of wording 2k, 12.5, 37k total since the first numbers are the difference between each crate 

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Alpha Tester
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I don't think they lowered the cost. They just stated it as needing 2k, 10.5, 24.5

Which is another way of wording 2k, 12.5, 37k total since the first numbers are the difference between each crate 

 

Indeed, they just twisted words to obscure the meaning. Ever low, they simply cannot do otherwise by now i guess. And suddenly the patch stopped looking good, just like half of worm in apple. :sceptic:

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[NIKE]
Beta Tester
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Indeed, they just twisted words to obscure the meaning. Ever low, they simply cannot do otherwise by now i guess. And suddenly the patch stopped looking good, just like half of worm in apple. :sceptic:

 

What will be interesting is at what frequency those "super containers" roll out. If I get 2 crates a day  (as I'm clearly not getting 3), how often am I likely to get a super container? Maybe 1 a week? 1 a month? Or "hey some guy on the forum said that a mate of a mate saw a YT video where someone got one"

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[THROW]
Supertester, Players, Sailing Hamster, Privateer
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I've got a question here:

 

If the player gets a Premium ship that is already in their possession, they will receive compensation in the form of Credits. In the future, we plan to improve the system so that it would take into account the items already possessed by the player.

 

When exactly does the game determine what the contents of such a box are? Is there a point in stockpiling "try your luck" boxes until the system is improved in that way that it takes into account which prem ships a player has in port?

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[PRAVD]
Weekend Tester
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I can see a the threads already.

 

"I bought a premium ship 2 years ago and today I got the same ship in my box. I demand a refund!"

Edited by Takeda92

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[PRAVD]
Weekend Tester
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I've got a question here:

 

If the player gets a Premium ship that is already in their possession, they will receive compensation in the form of Credits. In the future, we plan to improve the system so that it would take into account the items already possessed by the player.

 

When exactly does the game determine what the contents of such a box are? Is there a point in stockpiling "try your luck" boxes until the system is improved in that way that it takes into account which prem ships a player has in port?

 

Sub_Octavian said that they don't know how they do it yet and there's a big chance it will not effect previously obtained boxes, and he said there's no point in saving them because they can't guarantee it.

 

source: https://www.reddit.com/r/WorldOfWarships/comments/57uwza/question_about_the_upcoming_containers/

 

 

Edited by Takeda92
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[BONUS]
[BONUS]
Beta Tester
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Biggest problem will be people complaining that other players got better crates than they did.  Eventually it will be player in RU and NA get better crates and players with premium get better crates.  And it will never end.

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Beta Tester
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I've got a question here:

 

If the player gets a Premium ship that is already in their possession, they will receive compensation in the form of Credits. In the future, we plan to improve the system so that it would take into account the items already possessed by the player.

 

When exactly does the game determine what the contents of such a box are? Is there a point in stockpiling "try your luck" boxes until the system is improved in that way that it takes into account which prem ships a player has in port?

 

Since you get a box and then can chose which type it is by yourself you actually cannot stockpile a specific type.

 

My guess how they implemented it atm:

- 5 tables of possible loot, one for eacht type including "super" Containers.

- The 3 tables for Credits/Flags/Consumables include three seperate tables with dependancies, where the first one gives the "guaranteed" loot or a super container and the other two depend on that outcome.

 

--> Roll the dice (or rather the RNG )after you selected the type

 

What they want to do later is check what the player has in port, and alter the possible tables accordingly. 

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[THROW]
Supertester, Players, Sailing Hamster, Privateer
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Sub_Octavian said that they don't know how they do it yet and there's a big chance it will not effect previously obtained boxes, and he said there's no point in saving them because they can't guarantee it.

 

source: https://www.reddit.com/r/WorldOfWarships/comments/57uwza/question_about_the_upcoming_containers/

 

Well, I may be inclined to take a "can not guarantee" over a "will not happen".

 

Since you get a box and then can chose which type it is by yourself you actually cannot stockpile a specific type.

 

Well, you can pick a box and then just not open it.

 

Roll the dice (or rather the RNG )after you selected the type

 

Which is where I'm not sure, hence I'm asking.

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Beta Tester
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Well, you can pick a box and then just not open it.

 

Ok, I actually missed that part, so my answer is kind of worthless :teethhappy:

 

Putting it into perspective with what S_O wrote, "They cannot gurantee that stacked boxes will be affected", the dice are rolled on opening. If they were rolled on type selection, they could not alter the tables subsequently or they would have to recalculate every single stockpiled container on the server.

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[THROW]
Supertester, Players, Sailing Hamster, Privateer
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Ok, I actually missed that part, so my answer is kind of worthless :teethhappy:

 

Putting it into perspective with what S_O wrote, "They cannot gurantee that stacked boxes will be affected", the dice are rolled on opening. If they were rolled on type selection, they could not alter the tables subsequently or they would have to recalculate every single stockpiled container on the server.

 

Pretty much what I was wondering. Calculating the content of a box when it is distributed vs calculating it when it is opened seems. I'd argue for the latter as it'd be less "storage intensive" for the server.

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[COSTS]
Alpha Tester
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Thanks to the OP for taking the time to post these patch notes. At least the devs listened to the feedback and reduced the cost of the third container from 37k to 24.5k

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[UNICS]
Beta Tester
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Thanks to the OP for taking the time to post these patch notes. At least the devs listened to the feedback and reduced the cost of the third container from 37k to 24.5k

 

That's 24.5k after the 2nd crate, not 24.5k in total. Same values as before, just worded so they can be misinterpreted in a more positive way.

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Players
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Thanks to the OP for taking the time to post these patch notes. 

 

 

Thanks! I try to do it in every patch so that we have it written here for future reference.

 

It also helps to have a "patch thread" in general to comment on the changes.

 

 

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[SCRUB]
Quality Poster
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Hi all,

 

 

The feature becomes available starting from Level 4.

Each 24-hour period, players can collect up to three containers using the XP they earned in battles. Under the current settings, the first container can be collected for 2,000 XP, the second one for 10,500 XP, and the third for 24,500 XP.

Each 24-hour period start time is set for each region individually, so that the containers are replaced with new ones in a way suitable for most players.

XP that can be used for collecting containers is added in parallel to the ship XP (in the same way as Commander XP). This means that the player who collects containers does not lose XP stored on the ship.

At the start of a new 24-hour period, the XP that can be used for collecting containers is reset to zero.

 

Does anyone know if the XP used for containers will be basic XP (i.e. unmodified by any sort of modifier including "Premium") or not?

 

 

Leo "Apollo11"

 

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Supertester, Players, Sailing Hamster, Privateer
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Does anyone know if the XP used for containers will be basic XP (i.e. unmodified by any sort of modifier including "Premium") or not?

 

It'll be modified XP, so hoist your flags, gentlemen.

 

Containers are collected by earning XP in battles. The gathered experience is not removed from the ships, but is accumulated in parallel to ship XP (in the same way as Commander XP).

 

Same as Commander XP = modified XP

Edited by Takru
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