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:
- Container with credits (50,000 credits, Three Smoke Generator II consumables, Three Hotel Yankee signals)
- Container with signals (Five Sierra Mike signals, Five November Foxtrot signals, 500 Free experience)
- Try Your Luck Container (Five Ocean Soul camouflage)
- Supercontainer (250 Damage Control Party II consumables)
- 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.
Summary of Container system:
- The feature becomes available starting from Account 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.
- Experience that can be used for collecting containers is added in parallel to the ship experience (in the same way as Commander experience). This means that the player who collects containers does not lose experience 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:
- 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.
- 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.
The following features are inherent in the new ships to different extents:
- The gun caliber 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 maneuverability.
- The hulls of these ships lack heavy armor 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-caliber 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 armor.
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.
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.
- 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.
Thanks to your feedback, some actions in the Port have been optimized:
- 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 optimized.
The impact of this optimization will be most noticeable on low performance PC configurations.
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 Battle Mode
Added information for Bastion mode to the post-battle statistics and the web portal:
- Suppressed onshore installations.
- Damage caused to onshore installations.
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 armor protecting its citadel, present in the texts describing its armor 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 authorization.
- 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.