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Update 0.5.12

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Improved Economics

We're releasing more equitable calculation of XP and Credits earned in battle via the following factors:

  • Enemy ships and air squadrons spotted.
  • Damage caused by allies to enemies spotted by you.
  • Potential damage received.

The overarching logic behind granting Credits and XP per battle was reworked to include the above changes. If a player carries out "useful" actions (causing damage, fighting for control of key areas, supporting allies), their average rewards don't change, as opposed to how it worked in Update 0.5.11. However, players who focus on "one-dimensional" behavior (battleships that stay away from the heat of battle and only try to cause damage from afar; destroyers who focus only on capturing key areas without recon) won't be as generously rewarded.

The above changes come based on data received since updates 0.5.9 and 0.5.10, and should have a positive impact on the in-game economy; rewards for players who regularly support their team more become more equitable.

We've implemented a new system for calculating the cost of a match per battle. The main chunk of this expense was the cost of repairing the player’s ships, and this value would excessively increase with each tier. Due to this, we noticed that in the higher tiers, and especially at Tier X, players were overly cautious, which negatively affected gameplay. Even if a player performed well, the sinking of their ship would lead to a large repair bill, often times negating any profit earned from the battle. To rectify the situation, we decided to make the following changes:

  • The ship-repair fee has been completely replaced with a fixed service charge, meaning the cost will not be dependent on how much damage the player's ship received in battle.
  • Reduced the cost of replenishing ammunition and aircraft for a number of vessels, and the higher the tier, the greater the reduction.
  • By reducing these costs, we aim to encourage players to be more aggressive and take appropriate risks, ensuring that they are properly rewarded -- for example, the change will reduce the average post-battle costs of a tier X ship by 50,000 Credits, and will reduce the chance of losing Credits when in possession of a Premium Account.

In making these changes, we want players to concentrate on the gameplay and on having fun, not on playing a specific way in order to "balance the books." Learn More about Improved Economics.

Aircraft Carriers

Economy model for aircraft carriers was extensively reworked:

  • Fixed error where some lost aircraft were not taken into account when calculating cost of lost aircraft.
  • Cost of ship repair for aircraft carriers decreased for all tiers (the higher the tier, the more the decrease).
  • Reward structure was modified in favor of destroying enemy aircraft. Now rewards for causing damage to enemy ships and combat for air superiority will be better balanced in game economy terms.

Battle Inactivity

In previous updates, players who left battle before their ships were destroyed received a penalty of no reward after the battle ended. This same penalty will now apply to players who stay inactive after joining and starting a battle.

The following factors constitute inactive (passive) behavior:

  • The ship never moved and did not cause any damage.
  • The player did not cause any damage and never launched any air squadrons (for aircraft carriers).

If you're in a game and get disconnected for any reason, you can still hop back in and get active if you restore your connection!


  • New voice over languages: French, Polish, British English, Brazilian Portuguese.
  • If a regional voice over is enabled for Commanders, quick commands from allies will be played in language corresponding to the ship's nation.
  • New music tracks for the Port and battles.
  • Improved balance of sounds and playback priority system. Optimized memory usage of sound system.

Game Balance Changes

  • Decreased the firing ranges of Soviet destroyers Udaloi and Khabarovsk, and increased their loading time.
  • Montana: Armor thickness of armored deck increased to a thickness of 38mm compared to the previous 28mm. This will slightly increase the ship's survivability and make in-game model closer to the data on design used by the developers.
  • Orlan: firing range of main guns increased by 800m (from 7,990m to 8,790m).
  • Nagato, Hulls (B) and (C): Corrected thickness of armored deck slopes near magazines located in forward end -- from 76mm to 289mm according to historical armor layout.
  • Gneisenau, Hull (A): added two 20mm Flakvierling 30 AA mounts. As a result, average AA damage within 2km AA engagement area radius has increased by 12 points (from 89 to 101 points).
  • Arizona: gained additional thickness to upper part of citadel's transverse armor protection, from 203mm to 330mm according to historical armor layout.
  • German battleships: For some ships of the branch we modified the main gun dispersion distance for engaging in "close quarters" fights. When within this range, the guns of the main batteries are far more accurate than when firing at a longer distance, thus it's better when the "close quarters" range is longer on a particular ship. The following ships have been affected by the change:
  • Tier VIII-X cruisers and destroyers can now put "Steering Gears Modification 3" in their sixth slot (-40% to rudder shift time and -80% to steering gear's repair time). This change should increase survivability of high-tier cruisers as well as motivate players to act more aggressively in battle if the situation warrants it. Effect of this upgrade also combines with Steering Gears Modification 2.


The new map Shards exclusively for Tiers VII-IX. Fight among the islands between Iceland and Scandinavia. This grim location is dotted with fishing settlements and marine bases to support polar convoys.

  • Narrow passages and islands provide the opportunity for exciting gameplay and quick retreats.
  • Landscape objects are placed on map to isolate key areas from encounters in neighboring regions of map.
  • Key areas A and C are located at different distances from each team. Area A is closer to "lower" team and the area C is closer to "upper" team. The "lower" team has clean lines of fire to targets within area C from its side of the map, as does "upper" team towards area A.

Also on the maps front, we've made the map borders look a little smoother.

Interface Changes

  • Added option to adjust water transparency of minimap.
  • Added five new reticles created by our players. To change your crosshair, open "Settings" screen, then use "Select Crosshair" button in Controls tab.
  • New Japanese destroyers and Tier VI Commonwealth cruiser Perth added for testing by developers and Supertesters. The preliminary distribution of Japanese destroyers is as follows:


These ships are not available for purchase and research, but players may encounter them in battle.

Interface Changes

  • Fixed an error with incorrect display of potential damage amount in post-battle results screen.
  • Fixed bug where a ship name displays over two lines.
  • Fixed several server errors.
  • Fixed bug that caused an auto-purchase of camouflage which inadvertently enabled when the auto-resupply of Signals was toggled.
  • Corrected visualization of base borders and smoke screen boundaries on Neighbors map.
  • Corrected excessively bright lighting on Archipelago map.
  • Corrected glare brightness on water's surface on Trident map.
  • On Fault Line, decorative aircraft will now be flying in groups so that players do not confuse these planes with catapult-launched aircraft from other ships.


  • Reworked arrangement of AA mounts (some AA mounts are now located on top of secondary gun turrets). Battle performance characteristics were not affected.
  • Corrected range finder positions. Fixed visualization of some small decorative objects.
  • The director now rotates in harmony with main turrets.
  • Adjusted position of horizontal plate that separates interior of main turret from area of the corresponding barbette. This change will not affect battle performance but will make armor layout more historically accurate
  • Fixed visualization of navigation lights at low graphics settings.
  • Hull (A): Added two 20mm Flakvierling 30 AA mounts. As a result, average AA damage within 2km AA engagement area radius has increased by 12 points (from 89 to 101 points).
  • Fixed visualization of anchor chains when LOD (level of detail) switched.
  • Fixed visualization of anchor chains when LOD (level of detail) switched.
  • Fixed visualization of shadows cast by gun enclosures.
  • Fixed minor graphical artifacts on its model.
  • Conning tower will now be included in her visual armor layout
  • Fixed visualization of navigation lights at low graphics quality settings.
  • Fixed visualization of navigation lights at low graphics quality settings.
  • Fixed minor graphical artifacts on its texture.
  • Fixed minor graphical artifacts on its model at low graphics settings.
  • Fixed visualization of radar at low and medium graphics settings.
  • Improved collision model of smoke stack.
  • Corrected positioning of some AA guns.
  • Fixed visualization of certain small decorative objects at low and medium graphics settings.
  • Fixed visualization of certain small decorative objects (lights, tower in upper part of director, and radar stanchion).
  • Camouflage will now be correctly applied to the main turrets.
  • The shipborne antenna on Hull (A) will no longer pass through other ship's structures when rotating.
  • Fixed visualization of its navigation lights at low and medium graphics settings.
  • Readjusted LOD (level of detail) switching at low graphics settings.
  • Readjusted visualization of certain minor decorative objects at low graphics quality settings.
  • Fixed error where aircraft models were overlapping on its flight deck after Air Supremacy skill was mastered for corresponding Commander.
  • Fixed position of helms on ships with an open deck house.