Toutafé
http://worldofwarships.eu/en/cbt/n [...] atchnotes/
Captains,
This is a pretty big one. Besides the addition of American battleships and Japanese aircraft carriers, other significant changes are incoming in the newest client update. Signals, achievements and team kill penalty system being only the tip of the iceberg!
General Changes
Signals and Achievements
A system of achievements and signals has been introduced. By obtaining achievements, a player earns sets of signals that reflect the player's gaming performance. There are 10 signal types at the moment; each of them can be awarded once a day. The player can mount the earned signals on any ships: aircraft carriers have 4 slots for this purpose, while the other ship types have 8 slots each. Each type of signal affects the ship's performance in a particular way - from giving extra credits for a battle to slightly enhancing the maximum speed. All the signals mounted on a ship are used after one battle.
Along with achievements, a new feature of gift boxes has been introduced. Gift box is an entity that can contain a certain amount of game items (only signals at this point).
Introductory Mission
A scripted training mission is currently in a testing phase and available only to a limited amount of new players. It introduces the basics of control, firing and game mechanics to the newcomers. Introductory Mission starts automatically after the login if free server resources are available. Upon completion of or exit from the Introductory Mission, the player gets to Port and receives Level 1 in Service Record.
Team kill Penalty System
For any actions against allies (damage to and / or destruction of the allied ship) a penalty is imposed on a player at the end of the battle in the form of decreased amount of experience and credits. A team kill rating is opened for such player.
When the Player's Rating reaches a certain value, the Team killer status is activated for the Player. From this moment an equal or increased amount of the damage the player caused to allies is deducted from the ship's combat capability. The higher the rating, the greater the damage multiplier is.
The team kill rating is reduced when the player damages and destroys enemy ships. The team kill rating will decrease slightly at the end of the battle if the player takes no hostile actions against allies during the battle. When the team kill Rating becomes low enough, the Team killer status is removed.
When calculating the team kill rating, the type of armament used is also taken into account. The team kill rating can be reduced by causing damage to enemies with a certain armament type; however, this reduction will only affect the rating for damage caused to allies with the same type of armament.
The players with team killer status are not banned. They are only marked in a certain way.
Ships
Changes in the Tech Tree
New technical branches added: US battleships and Japanese aircraft carriers. IJN Tier IX and Tier X aircraft carriers (Taiho & Hakuryu) were temporarily removed from the tech tree.
Gaps in the Japanese Tech Tree has been filled by Furutaka, Tier V cruiser, and Izumo, Tier IX Battleship. The American Tech Tree has changed too: Bogue, Tier V Aircraft carrier, has been introduced to move aircraft carrier Independence to Tier VI. Saipan, Tier VI Aircraft carrier, has been removed from the Tech Tree.
Japanese Tier IV battleship, Ishizuchi was added. She will not be available for purchase for some time after the game version is released.
Tatsuta, Japanese Tier III cruiser, has been renamed to Tenryu.
Visual models of several ships have been changed. Both hulls of Japanese Tier III cruiser, Tenryu have been changed. Hulls have also been added for US Tier V cruiser Omaha and for US Tier VII aircraft carrier Ranger.
Aviation and Aircraft Control
When an order is given to a squadron with a middle button click, the camera will focus on the squadron, in a similar way to tracking a shell or torpedo after firing.
If an aircraft carrier is destroyed, a countdown timer will be activated for all her airborne squadrons. When the countdown time (3 minutes for now) expires, these squadrons will be destroyed. During the countdown, the squadrons will follow the last orders given to them. When an order has been fulfilled or cannot be further fulfilled, the squadron will automatically switch to waiting on orders. All the aircraft in the squadron that were not shot down by the enemy after the destruction of their carrier ship will not be considered as lost in action in the battle results. When the battle is over, these aircraft will be automatically added to the ship without cost.
From now on, fighter squadrons that are not out of ammunition can be ordered to escort ships or other squadrons. When escorting a ship, fighters will attack any enemy squadron within 1.5 km radius from the escorted ship. When escorting other squadrons, fighters will attack only enemy fighter squadrons within the same radius from the escorted squadron.
Attack aircraft / fighter squadrons that are out of ammunition can only be ordered to follow the player's ship or squadrons.
For all squadrons, we temporarily disabled the possibility to follow and escort allied ships and squadrons. For now, only the player's aircraft carrier and squadrons can be followed or escorted. Moreover, now the squadrons that are already followed or escorted cannot be ordered to follow or escort the player's ship or other squadrons.
For attack aircraft squadrons, we added a visual indication to inform the player that it is impossible to cancel or redirect a squadron's attack after it has started. In such situations, the torpedo cone or bomb delivery ellipse will be yellowed.
Game Balance Changes
General
Now plating and construction steel are also treated as armor for the purpose of shell ballistics calculation.
Arming threshold has been raised for AP shells.
Penetration threshold has been lowered for HE shells.
Damage from HE shells has been reassessed and penetrating hit damage has been increased.
Ship combat capability will no more be decreased because of close HE shell explosions; these explosions will only damage affected ship modules.
Torpedoes' visibility from the air has been reduced.
Both reloading time and action time of the Damage Control Party consumable has been increased for battleships.
The action time of Damage Control Party will be 20 seconds for US battleships, 10 seconds for Japanese battleships, and 15 seconds for Warspite, Tier VI British Battleship.
Patrol area dimensions have been increased for catapult-launched reconnaissance aircraft.
The Repair Party consumable will become available on Tier IX and X heavy cruisers.
Damage from HE bombs has been increased.
Reload time of all 610 mm torpedo tubes has been decreased.
Damage to the main battery turrets has been decreased.
The ship mobility system has been improved. Now turning circle radius and dynamics are more dependent on the displacement, engine power, and the linear dimensions and proportions.
With the addition of many new ships with different armor structures, there were a lot of issues reported regarding incorrect armor statistics displayed in Port. The Armor UI was temporarily removed and we will bring it back after reworking.
Individual Ships
The main battery firing rate has been increased for Yamato.
Smoke Generator and the Smoke Charge consumable have been added for Kitakami.
The main battery rate of fire has been increased for Baltimore.
Mogami and Myoko have swapped places in Japan's Tech Tree. Now Mogami is now Tier VIII while Myoko is Tier VII.
Both main battery firing rate and combat capability have been increased for Zao.
Main caliber turrets rotation speed has been reduced for Fuso and Kongo.
AA armament has been weakened for the top hull of Fuso.
AA armament has been weakened for the top hull of Kongo.
Accuracy of 140 mm secondary battery guns has been reduced for Nagato.
Warspite, Tier VI British Premium battleship, now features improved accuracy of secondary battery and main battery accuracy at short range. She also has higher efficiency of the Repair Party consumable.
Accuracy of 140 mm secondary battery guns has been reduced for Amagi.
Changed the efficiency of Warspite's repair crew, it is now 10% more effective compared to 0.3.0
Game Maps
Visual design of all maps is still in progress.
Map randomization priorities have been revised.
Matchmaking screen has been reworked. Now the player will only see the ships within the player's range (the ships which the player can enter the battle with).
Hotspot map has been introduced. It is available for high-tier ships in Domination and Encounter Battle modes.
Towns have been added to North and Islands of Ice maps.
The appearance of Port has been completely revised for Standard and Premium Accounts.
The ship spawning system and location of islands have been reworked for Islands of Ice map.
Domination mode has been added and location of islands changed for North map.
Fault Line map's game area has been reduced. The ship spawning system and location of islands have also been changed for this map.
Graphics
The post-processing effect for the smoke screen has been enhanced by adding the animation and improving visibility in the center of the screen.
A new technology was implemented for animating and rendering flags.
When a shell ricochets off the armor, its trajectory change will now be visible.
Added a visual effect of displaced air bubbles that will be displayed when a destroyed ship is sinking.
Game area borders have received visual improvements on all maps.
Sound
A new improved sound system will be used for playing all sounds.
All shot sounds now consist of three elements: attack, body, and tail. For each ship, both effects and combinations of these elements have been customized according to the ship type and tier. Sound effects have been completely reworked.
Hit sounds have been fully remade.
Some game interface sounds and their interaction have been improved.
Voice messages have been enhanced.
Battle countdown timer sounds will now be played as follows. Sound alert No.1 will be played when the Battle! button becomes visible. Sound alert No.2 and a voice message will be played one second before the end of the countdown.
The ship destruction sound effect has been reworked.
Ship movement sounds have been improved together with the algorithm for dynamic mixing of these sounds in each of the camera views.
Smooth transition between the sound tracks have been enhanced for the game login screen video, Port and battle loading screen.
Starting from this version, the same sound banks will be used for high and low sound quality. Selected sound quality will affect only the replay settings and the overall number of various sound effects (for example, shot sounds).
Ambient sounds have been improved.
All sound effects have been mixed on the basis of the new sound system.
Several new sound tracks have been added.
System Changes
Game client architecture has been updated. We are currently experimenting with blocking script changes to the game client to keep gameplay mechanics from being drastically altered by third-party modifications. The system is currently in early testing stages and will require some time for polishing and corrections.
Battle Interface and HUD have been optimized for low and medium performance computers.
Interface performance has been improved for the Port screen.
Distance-dependent level-of-detail (LOD) switching for models has been enhanced.
Message édité par Profil supprimé le 14-05-2015 à 15:00:20