0.5.1 Update Notes

World of Warships Patch Notes
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0.5.1 Update Notes

Postby Critters » Sun Nov 01, 2015 10:33 pm

0.5.1 Update Notes

New Game Maps and Modes

New Maps:
  • Land of Fire: The distinctive feature of this map is a series of long and narrow rock ridges that small ships can use as cover. This map will be available for battles between ships tiers VII through X
  • Northern Lights: This is a counterpart of the "North" map with different visuals
  • Trap: This map will be available for battles between ships tiers VIII through X
Map Changes:
  • Changed ship spawn points so that the distribution of ship groups is now more balanced
  • Removed the crisscross team spawn pattern
  • Changed the location of a large island at one of the flanks
  • Corrected the shape of one of the large islands
  • Changed the location of Key Areas during Domination mode
Two Brothers
  • The landscape on the map underwent an extensive rework with numerous changes made to the location and shape of islands
Big Race
  • Moved all landscape objects to the corner where the continental land is located. Changed location of the continental land itself
  • Added Domination mode with two key areas
Islands of Ice
  • The iceberg field in the lower right corner underwent an extensive rework
  • Decreased the number of icebergs by about a third
  • Now there are three key areas on the map during Domination mode
  • The lower left corner is now more separated and has a mountain as a visual landmark
  • The lower right corner is now more separated and covered by an ice field
  • The icebergs located on the map are more uniform
Solomon Islands
  • This map is now available for battles between ships of tiers II through VI
Interaction Between Ships and Map Borders
  • Ships hitting the map border area for too long now have their engine power forcefully decreased. The engine power will be restored after the ship leaves the map border area
New Battle Mode: Zone
  • Zone is a huge base in the center of a map that becomes available for capture two minutes after the battle has started. It takes 60 seconds to capture the Zone, regardless of the number of capturing ships. The capturing will slow down when there are enemy ships within the Zone. However damage received by ships does not slow down the capturing
  • This mode will be available on the Ocean, Big Race, Trap, and Islands of Ice maps
Changes in Domination Mode:
  • You will now be rewarded with XP and Credits for capturing, defending, and blocking the capture of bases. Rewards will be given for capturing the base (namely, for base capture points -- for example, if two players captured a base together at the same time, then each player gets half the reward); defending the base (namely, for base capture points that a player takes away from a capturing enemy ship by damaging it), and blocking the base capture (staying within the base with the enemy, preventing the enemy from capturing the base)
  • Changed the amount of penalty points for losing allied ships and reward points for destroying enemy ships during Domination mode
  • Destroyer: 45 penalty points; 30 reward points
  • Cruiser: 50 penalty points; 35 reward points
  • Battleship: 60 penalty points; 40 reward points
  • Aircraft Carrier: 65 penalty points; 45 reward points
  • Changed the notification at the end of a battle when the 20-minute time limit has expired
Changes in Service Record
  • Two additional levels have been added to the Service Record
  • Tech tree functionality for ships and modules is now available at level three (between Random Battles and Daily Missions). Reward for unlocking this level is 300,000 Credits
  • Events, missions and actions are now unlocked at level 10 (between Camouflage and Ranked battles). Reward for unlocking is one day of Premium Account
  • Reward for unlocking level four (Daily Quests) has been increased from 300,000 to 500,000 Credits. XP needed for unlocking this level has been decreased from 1,500 to 1,000
  • XP needed to unlock level 11 (Ranked battles) has been decreased from 50,000 to 30,000
  • Note: The total cost of unlocking the last level of your Service Record (Ranked battles) hasn't changed
  • The rewards for unlocking new account levels will be compensated to players who have achieved the respective account level before these changes take effect, according to the following scheme:
  • if you have 1000+ account points, credited with 300,000 Credits
  • if you have 2000 + account points, credited with 200,000 Credits
  • if you have 67,500+ account points, credited with one Premium Account day
  • This means that if your Service Record level is high enough to unlock Missions, Challenges and Events, you'll get 500,000 Credits and one day Premium Account
Missions, Challenges and Events
  • Events, Challenges and missions become available when you reach level 10 in your Service Record. Players can click on the respective panel in the upper left corner in the Port to go to Events, Challenges and missions
  • Specials may be timed to coincide with a specific event, and come with a description and duration of their own
  • missions can be completed once for each game account, while challenges may be completed an unlimited number of times. All missions and challenges have a set duration
  • When a mission can be completed over a number of battles, then such a mission will have a completion progress bar
  • Conditions for completing missions and Challenges have been introduced. For example, "Complete the mission while playing on a specific ship/in a Division/in a specific battle type"
  • Players are given rewards for completing missions and the list of rewards has been extended. Players may now be rewarded with ships, consumables, upgrades, signal flags, camouflage, Credits, Doubloons, Free XP, Service Record XP, Premium time, places for Commanders in the Reserve, rewards and bonuses in a gift box, and/or multipliers applied to any resources earned in a battle
Daily Missions
  • You can now replace one of the three daily missions once every 24 hours
  • You can replace a new mission, as well as a mission which can be completed during a number of battles. However, when the latter is replaced, all progress will be lost
  • When you complete the mission during a battle, but exit to Port and replace the mission before the end of the current battle, the reward will not be given and the progress will not be accounted for
  • In contrast to Daily Missions, you cannot replace challenges, missions and events
  • A new Daily Mission is marked with an indicator. The indicator remains visible until you click the mission
Ranked Battles
  • The number of points a team needs to score for a victory has been raised to 1,000. The initial score is now set at 300 points
  • All maps in Ranked battles now have two key areas
  • The Ocean, Strait and Land of Fire maps are now available in Ranked battles
  • Different limitations on the tiers of ships may now be set for Leagues
  • League flags and commemorative flags have been introduced
  • The League flag indicates that the player belongs to a League during a season of Ranked battles. League flags are discarded at the end of a season
  • Commemorative flags are given at the end of a season, if the player meets the respective requirements
  • Aircraft carrier balance in Random and Ranked battles is now strictly symmetrical; no more exceptions in response to long wait times
  • Stricter rules have been set for matchmaking battleships in Ranked battles. There will now be less battles with more than two battleships per team
Introductory Mission
  • An introductory mission is now available for newcomers. The introductory mission will help new players learn the game basics when they log in to the game for the first time
  • Aircraft torpedoes' chance of causing flooding has been reduced by approximately half
  • Aircraft speed has been slightly increased for air squadrons using assault mode, and damage caused by aircraft in this mode has been increased as well
  • The damage that a higher-tier ship receives from flooding is no longer significantly less than the damage a lower tier ship
  • Two charges of the Defensive AA Fire consumable are now available for cruisers of all nations, except USA whose cruisers have three charges of this consumable
  • Two charges of Hydroacoustic Search are available for all ships
  • Two charges of Defensive Fire are available for all cruisers, except the USA, whose cruisers have three charges of this consumable, with Atlanta being the only exception that keeps the unlimited amount of charges for this consumable
  • Improved the logic determining the ricochet trajectory when encountering armor
  • Fixes for spotting within 200 meters from the main batteries (Kolberg, Clemson, Pensacola, Des Moines, Isokaze) and airplanes (Baltimore)
  • Revised the acceleration and deceleration characteristics for all ships (chang
    es within half a knot)
  • The armor plating of Baltimore and Des Moines has been thickened by 2mm
  • USA bombers' bomb dispersion under fire has been reduced
  • For Omaha, the number of aircraft on board has been reduced to two planes
  • For other USA cruisers, the number of aircraft on board has been increased to four planes
  • 203mm AP shells fired by the main batteries of USA cruisers (except for the stock main battery of Pensacola) will enjoy better ricochet angles
  • US torpedo planes' launch zone for manual mode has been increased on the attack circle. This distance increases with the carrier's tier and plane speed. Due to this change, torpedo spreads are now wider. It will be harder to attack the enemy by dropping torpedoes right under the broadside of their ship. This change will most noticeably affect higher tier ships
Changes for USA Destroyers:
  • Nicholas Mk15 mod. 0 torpedoes have been removed from the Tech Tree
  • Farragut: Mk15 mod. 0 torpedoes have been replaced with Mark 11 torpedoes; Mk15 mod. 3 torpedoes have been replaced with Mark 12 torpedoes
  • Mahan: Mk15 mod. 3 torpedoes have been replaced with Mark 12 torpedoes; Mark 12 torpedoes have been replaced with Mk15 mod. 0 torpedoes
  • Mahan: Hull B has been moved to become hull C (with enhanced AA defense), the now vacant position of hull B has been filled by a totally new hull. If the ship had an Elite status, the new Hull B becomes researched. Otherwise, Hull C is shown as not researched
  • Benson: Mark 12 torpedoes have been replaced with Mk15 mod. 0 torpedoes; Mk14 mod. 3 torpedoes have been replaced with Mk15 mod. 3 torpedoes
  • Benson: Main battery's rate of fire has been increased from 4.5 seconds to 3.34 seconds
  • Fletcher: Mk14 mod. 3 torpedoes have been replaced with Mk15 mod. 3 torpedoes
  • Fletcher: The main battery's rate of fire has been increased from 4.5 seconds to 3.34 seconds
  • S
    ims: The main battery's rate of fire has been increased from 4.5 seconds to 3.34 seconds
  • For Japanese bombers, the bomb attack area has been reduced for situations when the player releases bombs in manual mode
  • Atago: rudder shift time has been shortened by 20%, and the Repair Party consumable has been added, which should correspond well with recent earnings increase on Atago herself and US ship Atlanta
  • Number of aircrafts on the Myogi battleship and Zao cruiser reduced to two
  • Number of aircrafts on the Kuma cruiser reduced to one
  • Aichi D1A2: approach radius reduced
  • Speed of Japanese aircraft torpedoes has been decreased from 41 to 35 knots, and their fire range has been almost doubled
  • Izyaslav: the ship has been given a designed speed of 35 knots (instead of 31.9)
  • Derzkiy: the ship has been given a designed speed of 34 knots (instead of 32.8)
  • Orlan: increased durability of main battery to the level of Hashidate
  • Kiev: replaced four AA batteries 12,7mm DShKM-2b for 25mm 2М-3: new guns work on a distance thrice as long, and are twice as powerful. This made for an AA integral characteristics increase of 6 points
  • Dresden, Kolberg and Karsruhe AP shells have been recalculated, armor penetration has been increased
  • Hermelin central hull plate armor has been increased to 23mm; increased durability of main battery to the level of Hashidate
  • Karlsruhe: engine protection against HE shells improved threefold
  • Now all aircraft in the game will have their tier parameter displayed
  • The "Dogfighting Expert" skill has been revised. Fighters of a tier lower than that of the enemy aircraft will receive a temporary increase in their attack power. The greater the difference between the tiers of the aircraft, the greater the increase. +10% to combat performance of fighters for each tier of difference
  • The logic for fighters' behavior has been improved. Now, when fighters attack other fighters, the squadron being attacked will automatically counterattack and will not abandon the dogfight until it runs out of ammunition
  • Implemented the ability to change the direction of the squadron attack by holding and dragging the attack cone or ellipse
  • Implemented smooth movement of the torpedo bombers squadron's cone in automatic attack mode
  • Improved the rendering of the bombers' attack
AI Changes
  • Improved behavior for AI-controlled ships. They now move in formations. Destroyers stay closer to islands, battleships keep away from islands, and aircraft carriers move about in safer areas instead of going straight to the center of a map
  • Improved behavior for AI-controlled ships in the event of accidental collision with the sea landscape
Misc. Changes
  • Improved spawn layout for players of the same Division. Now the ships controlled by players in the same Division will be spawned as close to each other as possible when the battle starts
  • Reworked system for notifications when either team is about to win or takes the lead. Now the notifications will trigger in the following cases:
  • The enemy team has twice as many ships as the allied team
  • The allied team has twice as many points as the enemy team
  • The enemy team only needs to destroy two allied ships to win
  • The allied team only needs to destroy two enemy ships to win
  • Implemented notification about the battle ending soon (when there are five minutes left before the end of the battle)
  • Totally reworked the sounds of engines for all ships in the game. Now the sound of a ship's engine will depend not only on the current ship speed, but also on the position of the bridge telegraph lever
  • Added new firing sounds
  • Overhauled sounds for the low sound quality setting. Now special sound banks will be loaded when this setting is selected. In these sound banks, post-processing effects for movement and firing are disabled and significant restrictions are imposed on the playback of sounds. This sound quality setting is recommended for low performance computers
  • Improved certain interface sounds
  • Added two new music tracks
  • Reduced sound sytem's RAM usage
  • Updated version of the sound engine, optimized playback of .ogg sounds
  • Reworked the "carousel" of ships at the bottom of the Port screen:
  • Now the displayed ships can be filtered by name, nation, tier, type, Elite status, Premium status, applicability of specials with bonus multipliers for the first battle, or a combination of any filter criteria mentioned above
  • Added an alternate mode for displaying ships with smaller ship icons in the slots
  • Changed modernization arrangement in some slots of a ship's modernizations
  • Redistribution of rewards for the battle was done in such a way that the capture, blocking and defense of the bases are taken into account, in Domination mode too. Now an active game with capturing, blocking and defending bases will yield more Credits and Experience on average. At the same time, earning of the Credits and Experience for the team in general remained within the same values as in the previous version.
    In connection with these innovations, the general factors of earning Experience and Credits were rebalanced for the majority of ships, except for the Premium ones
System Changes
  • Optimized network traffic between game client and game server
  • Added a system that expects acknowledgment from the game server for any user action, which resulted in a significant decrease in the risk of losing game items due to poor network connection quality
  • Improved performance of the effects subsystem on multicore CPUs (with more than two cores)
  • Improved performance of the subsystem for rendering markers in battle
  • Optimized several subsystems for the Binocular View
  • Added a new "Very Low" sea rendering quality setting to the graphics settings. Using this quality setting provides a significant performance boost for computers with entry-level graphics, owing to simplified simulation and rendering of seawater in the game. Moreover, reflections and shadows on the water surface are also disabled when this quality setting is selected. For other sea rendering quality settings, minor improvements to the visuals as well as utilization of graphics resources were added
  • Implemented an optimization that reduces the risk of the game client freezing
  • Added logic to the game client which detects that the application is frozen and then terminates the application correctly
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