As you already know, we discovered some bugs after the release of Update 0.11.1, among which were an increase in crashes and a longer loading time on startup, as well as the impossibility to open the Armory for some players.
Our team has already found solutions to these problems and most of them were fixed last week with the release of patch 0.11.1.1.
We’d like to thank you for your constructive feedback, which helped us to quickly identify these problems and begin working on fixes as swiftly as possible.
As compensation for the inconvenience caused, we’re crediting 2 Wargaming Containers, 10 Mediterranean Tokens, 2 Dragon, Red Dragon, Ouroboros and Hydra signals to all players who logged in to the game between February 16 and 25, as well as to everyone who encountered technical problems with the Armory between February 6 and 17.
Compensation will be credited to the accounts of all affected players within a week.
Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.
It's now much simpler to participate in the Public Test—you can log in using your main account. To do so, select Public Test in the Game Instance section of the Wargaming Game Center. You'll receive Community Tokens as a reward for participating in the Public Test. These can be exchanged for Premium ships, permanent camouflages, Supercontainers, and other in-game items!
Update 0.11.2 brings the Savage Battle—a new temporary battle type—as well as submarines and other new features. Take a look at the Developer Bulletin, and welcome to the Test! See you on the Public Test Server!
Starts:Fri. 25 Feb. 17:30 CET (UTC+1) Ends:Wed. 02 Mar. 06:30 CET (UTC+1)
Combat Missions and Rewards
The rewards for activities on the Public Test Server may differ from those on the Live Server.
Any due rewards will automatically be credited to your account within a few days of the release of the new update.
Once the Public Test begins, the starting ships for the Savage Battle event will appear on your accounts.
By progressing through combat missions on the Public Test Server, you can earn Community Tokens.
Round
1
2
Earn 250 Base XP in a single Random, Ranked, or Co-op Battle.
Reward on the Live Server: 100 Community Tokens
Earn 1,000 Base XP in Random, Ranked, or Co-op Battles.
Reward on the Live Server: 200 Community Tokens
Earn 5,000 Base XP in Random Battles playing Tier X submarines.
Reward on the Live Server: 1x Wargaming container
Earn 3,000 Base XP in the Savage Battle playing Stealthedo, Rumble, or Seascythe.
Reward on the Live Server: 1,000 Community Tokens
Earn a special achievement for participating in the Clash of Courage event. Can be obtained only once.
Reward on the Live Server: 500 Community Tokens
Complete six out of 12 missions in the combat mission groups in Random or Co-op Battles.
Reward on the Live Server: 450 Community Tokens
Earn 500 Base XP playing Tier VI ships.
Reward on the Public Test Server: Tier VI submarines
Earn 500 Base XP playing Tier VI submarines.
Reward on the Public Test Server: Tier VIII submarines
Earn 750 Base XP playing Tier VIII submarines.
Reward on the Public Test Server: Tier X submarines
Complete the special chains of combat mission in the Savage Battle.
Reward on the Public Test Server: Savage Battle ships
Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.
Starting Bonuses
The research prices for ships and ship modules will be substantially discounted.
You will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.11.1, you'll be awarded the following additional bonuses:
At the start of the Public Test, every participant will have all researchable Tier VI and VIII ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
500,000,000 Credits; 30,000 Doubloons; 250,000 Coal, and 90 days of Warships Premium Account.
50 signals of all types (except for special signals) will also be added to your PT account.
If you fought at least one battle on the Public Test Server during the 0.11.1 Public Test, your account will be copied from the Live Server to the Public Test Server.
IMPORTANT! Because the update is still being tested, the information in this bulletin is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the update is released.
Please note: The rewards for activities on the Public Test Server may differ from those on the Live Server.
After a short break, submarines are again lurking in the depths of our seas for testing purposes. Read on for a glimpse of how to play and counter the revamped subs.
In this new round of testing, we've gone above and beyond to address all the issues reported by you—from subs being hard to detect and interact with, to the unstable damage-dealing capabilities of submarines. We've made both playing and countering submarines more intuitive. We hope these changes will help us shape the final stages of the new ship type's evolution. To make it easier for you to go through the new round of testing, we've reworked the way information is displayed by placing a stronger focus on the key aspects of playing a sub and countering one.
Countering a Submarine
In the new testing round, surface ships have a wider range of options to interact with submarines.
Sonar pings emitted by a sub now hint at the sub's approximate location because surface ships now have the ability to spot those pings.
We've added a new mechanic—oil spills. These will appear on the water's surface over the location of damaged submarines, giving you the ability to track their movements.
The Airstrike armament with an accelerated cooldown will allow for more frequent attacks and complement the new mechanics.
Airstrike depth charges now always cause flooding, making them the perfect weapon to take a major chunk of a sub's HP.
A submarine, however, can only have one instance of flooding at a time. This means that putting her under a barrage of Airstrikes won't be an overly efficient way of using this armament.
Playing a Submarine
A sub can glide between three key positions—the surface, periscope depth, and maximum depth. This will make it easier for players on both teams to operate submarines and determine their depth in battle.
A submarine can inflict damage to her foes in two ways:
The safer option is to use homing torpedoes.
The harder and riskier but more rewarding option is to stick to conventional torpedoes.
The number of Damage Control Party consumable charges is now limited, which means that it's more important now for submarines to be aware of the situation around them and stay alert at all times.
Damage Control Party should be used wisely, and it will certainly help you escape some tricky situations. For example, a damaged sub risks being tracked down by the oil spill she leaves on the surface and then suffering more flooding damage from the inevitable depth charge attack that ensues.
If you run out of charges early in a battle, you will reduce your chances of having an effect on the outcome of the battle during its closing stages.
An unlimited number of charges for the Hydrophone consumable. In the new testing round, this equipment will provide updated data on the whereabouts of enemies more frequently.
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More details about these changes will be available on the Public Test Server and in the Development Blog.
Italian destroyers: Part 1
Update 0.11.2 ushers Italian destroyers into Early Access.
All ships of the new branch are notable for being able to deal high damage per minute, but their main battery guns spit SAP and HE shells only and have a very short range of fire. The Italian destroyers are also armed with long-range torpedoes. The ships have access to Exhaust Smoke Generator and Emergency Engine Power starting from Tier II.
The Taranto Port has been updated to celebrate the arrival of the Italian destroyers in Early Access.
The Italian destroyers will not be available on the Public Test Server.
Clash of Courage
One of the key new features is a temporary event called Clash of Courage. The Italian Navy, known for its love of destroyers, is staging a competition between divisions composed of the same series of ships to determine the most successful team. Choose which team you want to join as an ally, and keep in mind that each team will provide you with a unique reward—an Italian Commander with 6 skill points and a team patch. The Clash of Courage event works in a similar way to the New Year's Night, Aircraft Bureaus Rivalry, and Battle of the Beasts events.
Participate in the event to earn Italian Tokens, which can be exchanged for Early Access ships, permanent camouflages, and other items.
Savage Battle: Sink 'Em All!
The Savage Battle is back! The power of a once-great civilization is now history, and their glorious city is destroyed and flooded. It's your territory now—fight and become one of the best!
Battles will be fought between four teams, each with three ships. The small line-ups will let players enjoy the battle playing either solo or in a Division.
The Savage Battle will start on the outskirts of a flooded city. At the beginning of the battle, your ship has no consumable charges. This is because the world is on the brink of collapse, and the only limited resources that remain out there will go to those who fight the hardest to get them. Collect consumable charges from special zones and remember—each time you destroy an enemy ship, you will also obtain a charge for a random consumable. Watch out—the other teams are on high alert and can get at you where you would least expect them! On top of your enemies, you also want to watch out for the Wild Fire that encircles the water. Ships that remain engulfed in the Wild Fire gradually lose HP.
Specifically for the Savage Battle, we have modified nine destroyers and divided them into the following three factions:
Octopus
[expand type=details] Low-detectability ships armed with powerful torpedoes that are capable of pulverizing anyone who dares stand in their way. The ships are also equipped with secondary batteries, but these are not the specialty of the Octopuses. The prototypes of these ships are X Z-52, X Shimakaze, and X Daring. [/expand]
Moray Eel
[expand type=details] Maneuverable steel monsters! Ships of this faction will ideally suit fans of aggressive close-quarters brawls. Their major advantage is maneuverability combined with powerful propulsion. The devastating main guns are operated by artificial intelligence, but the ship’s torpedoes are rather weak and slow. X Yueyang, X Gearing, and X Kléber served as prototypes for the ships of the Moray Eel faction. [/expand]
Barracuda
[expand type=details] Those that glide swiftly through the waves on the wings of scorched winds! Expect high speeds, the ability to directly control her main battery guns, and torpedoes that have mediocre characteristics. While designing these ships, the engineers kept an eye on X Harugumo, X Grozovoi, and X Khabarovsk. [/expand] The resources that you obtain at the end of each battle now depend on the place your team takes—the higher the place, the more resources you'll obtain! The team that loses all of their ships is out of the battle. The team with the last surviving ship (or ships) on the battlefield is the winner.
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Join the Public Test and try out the fierce action in this unusual format!
Hot Wheels™
We have added the following items inspired by the Hot Wheels™ universe: permanent camouflages Bone Shaker™ for VII Gneisenau, Twin Mill™ for VI Fubuki, and Muscle Bound™ for V Hill; Commanders Bad Advice Cap and Racing Fishy; patches; and commemorative flags. Details of the collaboration will be announced later.
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Visual Effects Improvements
World of Warships is getting even more pleasing to the eye! The new update brings reworked effects for shooting main and secondary battery guns; depth charges hitting the water and islands; local weather effects on the Hotspot, North, Greece, and Islands of Ice maps; aircraft explosions on the deck when aircraft carriers are destroyed; obtaining a Supercontainer; and rain.
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Changes to the Game Mechanics
We have updated the mechanics of determining a ship's maximum spotting range. All ships now have a minimum spotting range that depends on their tier and type, as well as a dynamic spotting range. The first range is a constant value that's set regardless of the ship's parameters. The dynamic spotting range depends on the current firing range of all the ship's weapons (main battery guns, torpedoes, secondary battery guns, and Airstrike) and always exceeds this value by 25% or 3 km. At the same time, it's the higher value of the minimum and dynamic spotting ranges that's always applied.
Example:VIII North Carolina has a standard firing range of 21.1 km. The minimum spotting range for a Tier VIII battleship is 30 km. The dynamic spotting range for North Carolina is 21.1 * 1.25 = 26.4 km. As the largest value is applied, the spotting range for North Carolina with a firing range of 21.1 km is set at 30 km.
If we equip the ship with Gun Fire Control System and Artillery Plotting Room Modification 1, our firing range will be 27 km and the dynamic spotting range value will reach 33.75 km, which will be the prevailing value for the ship's spotting range in this case. If we also launch Spotting Aircraft in battle and increase our firing range to 32.4 km, our spotting range in battle will increase to a value that exceeds 40 km.
This, of course, is but a simple example that's intended to show how the new mechanics work. It's by no means a recommendation for selecting upgrades and equipment for VIII North Carolina.
As we standardize these values, the standard spotting range values of certain ships may either decrease or increase.
Other Changes
Minor changes have been made to the Port interface—we've updated the tooltips for currencies and resources, corrected descriptions of ships, and added other minor details.
We've also made it possible to research several consecutive ships from any branch in the Tech Tree.
If you like reading our news on Steam, it’s likely that you’ve already subscribed. But if you haven’t yet — there’s an even more pleasant reason to do so now!
Each month our subscribers will get some goodies, and they might be different each time! We’re going to send out a Steam container today (for those already subscribed) and at the end of the month too, which contains:
In the first slot:
5x Steam camouflage patterns:
+75% ship XP per battle
+75% Commander XP per battle
+75% Free XP per battle
–3% to the ship's detectability range by sea
+4% to the dispersion of shells fired by the enemy at your ship
or 10,000 Free XP
or 1 day of Warships Premium Account
or 250 doubloons
In the second slot: 5x signal flags (Zulu, Zulu Hotel, or Papa Papa)
In the third slot: 5x signal flags (Juliet Charlie or November Foxtrot)
Today, we're going to tell you about how we make decisions in regard to the appearance of new ships in World of Warships, what a papership is, and what research is done before veterans of naval battles are recreated in our Tech Tree.
In this issue of Hot Fix, our designers, historians, and artists will share their experiences of dealing with emergency situations, and they will also provide insights into the general principles by which ships are created and designed.
Did you enjoy the video? Subscribe to our channel to stay tuned for new episodes!
In addition to the automatic reward given for account completion (3x Steam containers, 250 Doubloons, and 1 day of Warships Premium Account), on February 21, we will award everyone with 400 Community Tokens.
Rules:
Players with preexisting Wargaming Accounts will also receive prizes if they leave a comment under the news post.
Any comments that break the discussion rules may be deleted or excluded.
Update 0.11.1 kicks off the Sixth Season of Ranked Battles.
Test your skills and earn Doubloons, Steel, camouflages, and special containers! Reaching Rank 1 in the Gold League will reward you with Ranked Tokens. Win battles, stock up on Tokens, and purchase rare permanent camouflages!
The rewards for each league refresh and become available again at the start of each new Sprint.
Reaching Rank 1 will reward you with Bronze, Silver, and Gold League containers. Reaching Rank 1 in the Bronze League will reward you with a commemorative flag.
Containers include
Bronze League
7,000 Free XP
5х special signal flags of one type
2,500 Coal
18,500 Elite Commander XP
Silver League
20,000 Free XP
12х special signal flags of one type
7,500 Coal
56,000 Elite Commander XP
Golden League
32,000 Free XP
21х special signal flags of one type
12,500 Coal
95,000 Elite Commander XP
Rules
Starts:Thu. 17 Feb. 10:00 CET (UTC+1) Ends:Thu. 12 May 01:00 CET (UTC+1)
Format
Bronze League: 7 vs. 7 playing Tier VI–VII ships
Silver League: 6 vs. 6 playing Tier VIII–IX ships
Golden League: 5 vs. 5 playing Tier X ships
Game Maps and Modes
Ring, Strait, Big Race, New Dawn, Fault Line, Trident, Haven, Islands of Ice, Trap, Shards, Tears of the Desert, Neighbors, Sleeping Giant, and Greece.
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Battles on all maps will be fought in Domination mode.
Season Structure
The season is divided into six Sprints, each lasting 2 weeks. Each new Sprint starts immediately after the end of the previous one.
After qualifying, you can continue to play in the next league without having to wait for the start of a new Sprint.
Bonus Combat Mission
A special combat mission will be available at the start of the season: Earn 1,500 base XP in Ranked Battles to receive two Gift containers. Ends:Thu. 12 May 02:00 CET (UTC+1)
Which component of the game is most important to you? Global multiplayer gaming? The militaristic naval setting? Is it realistic ships? Tell us about your preferences, and we'll grant you one day of Warships Premium Account!
Find the "Popular user-defined tags for this product" section on the right-hand side of the main page of the game.
Click the "+" symbol.
Select a tag (or create your own) that’s applicable to World of Warships. To select an existing tag from the list, click the "+" symbol next to the tag of your choice.
Share your list of tags in the comments of this news item.
Within a matter of days, you'll be granted 1 day of Warships Premium Account (for your account associated to the Steam account)!
Attention! During this event, 1 day of Warships Premium Account will be granted only once, regardless of the number of tags issued.
Update 0.11.1 sees the start flag drop on a new temporary battle type codenamed "Dirigible Derby."
Airships historically carried intelligence agents bearing important messages and diplomats traveling to conduct secret negotiations in neutral territories. The new battle type tasks you with a mission to delay the hostile airship while also making sure that your allied airship is the first to reach the destination point.
Starts:Thu. 17 Feb. 06:00 CET (UTC+1) Ends:Thu. 17 Mar. 06:00 CET (UTC+1)
Maps: Islands of Ice, Hotspot, Warrior's Path, Shards, Estuary, Trident, and Sea of Fortune.
Battles will be held in a 12 vs. 12 format with Tier X ships.
You can enter each battle either alone or as part of a Division of up to three players.
Each team has an invulnerable airship that travels along a fixed route. Your team's mission is to either be the first to have their airship reach the end of its route or to destroy all enemy ships. The routes and locations of the airships are visible to both teams on the Minimap. A special bar will also help you keep track of which airship is closer to reaching the destination point. Each team can affect the speed of both the allied and hostile airships. Each airship has an interactive zone with a 3 km radius displayed around it. The airships will move faster if only allied ships are within their zone, and they will slow down if at least one enemy ship manages to sneak inside it.
Achievements and Combat Missions
Your successes in Dirigible Derby will be rewarded with special themed achievements:
Achievement Name
Condition
Snatched Glory
Win by destroying all enemy ships when the enemy airship is near the very end of the route.
Held at Bay
Continuously slow down the enemy airship for a minute.
Relentless
Win after having continuously accelerated the allied airship for 5 minutes.
Push Ahead, Hold Them Back
Simultaneously speed up your allied airship and slow down the enemy airship.
Photo Finish
Win by bringing your allied airship to the destination point with a slight lead over the enemy airship while also speeding up the allied airship or slowing down the enemy airship at the end of the battle.
Due to the specifics of the battle type, you can only earn these achievements in Dirigible Derby.
You will also have access to special daily and weekly combat missions that can only be completed in Dirigible Derby. Win and earn Base XP to obtain Community Tokens. Detailed information about the mission completion criteria can be found in the game client.
Super Zeppelin: Behind the Scenes
When implementing our idea of an escort-based game mode, we decided that we would need a mobile marker that would be visible across the entire map. At this point, we realized that instead of an artificial UI element, we could turn the escorted vehicle itself into the marker by elevating it into the sky. Airplanes are both too fast and too small to serve this purpose — thus the airship idea was born. We already had several models in-game to work with, the largest and most recognizable being the German Zeppelin LZ-127. However, even a giant of almost 237 meters in length wasn't large enough for our needs.
Simply doubling the size of this airship would be an affront to historical authenticity and engineering. Therefore, we had to urgently design a plausible new airship. We dubbed her the "Super Zeppelin."
[expand style=more][/expand] The new giant turned out to be 519 meters long and 67 meters in diameter. To build the airship, we used the same design principles that were used in the prototype Zeppelin. It's clear that such an airship would not fit into existing hangars, but it could be built out in the open on a flat area, similar to how ships are made.
The purpose of such a large airship could have been regular communications with South America, a continent which Germany had been actively building relations with from the beginning of the 20th century. Therefore, we've made a cargo-and-passenger airship with a two-tiered control cabin, an observation lounge at the top of the hull, and a large cargo compartment near the center of mass. The Super Zeppelin's load capacity would be 150 tons, and its dry weight would be about 450 tons. To be able to maintain a speed of approximately 120 km/h, the number of engines has been increased by a factor of four, which amounts to 20 Maybach VL IIs.
We had only a short amount of time to develop this model, but, as you can see, the project was very carefully thought out and no detail was spared. For example, we made folding ramps in the cargo compartment so that trucks could enter and unload using an internal overhead crane or special loaders. As a result of our work, we have the desired marker, which is a realistic object that feels cohesive with the overall scope of World of Warships.