A. Salomel at Hadda Rabatt Achimaz Salomel at Hadda Rabatt - by TukanX
Hind in the HUD. The way to Alpha is free, when the truck near alpha is destroyed.
Goals Destroy the substrat-tanks. (red squares) Destroy the substrat-tanks in the arch. Find our police-informer.
Salomel has contract a biological agent. His people designed a formula. They trough boost the memorable life form. In the chemical tanks provided the not incted substrate. Y´all trough destroy the reservoir, befor Achimaz Salomel they conterminated. For the formula we have sluices a police informer. He should contact Salomel. As much we know Salomel breeded his bacterias out, in a buried vault. There must be also our police informer.
To provide gameplay diversity during high-Tier battles, we have come up with a game mode called "Bastion".
Available only on the "Atlantic" map for now, this mode will have you assaulting or defending onshore installations, such as forts and strategic stations like radars or smaller fortifications.
Neutralising or capturing these will net you Domination points, so it should be familiar to all who have tried "Domination" battles at higher Tiers. To win, a team should be the first to earn 1,000 points by suppressing and capturing enemy fortifications and destroying enemy ships.
Here is some additional information that will provide deeper understanding of Bastion mode game mechanics:
The mode is available for Tier X battles (Tier VIII, IX and X ships) There are certain capture sectors for onshore installations on a map. While these sectors are neutral, the installations do not participate in a battle. Once captured, they start to provide fire support and intelligence service to the team who controls them ‘The Atlantic’ – the only map where Bastion mode is currently available – provides two possible settings for capture sectors – sectors 3 and 4. They are chosen randomly Forts and Surveillance stations lose health points then whey hit with main guns, secondary guns and bombs. Dealing damage to Forts and Surveillance stations causes the loss of capture status of sectors they belong to and brings additional domination score for the team When a Fort or Surveillance station got run out of their health points, it is considered conquered Conquered objects are temporarily out of battle and gradually recover their health points. Once recovered, they work as usual If Fort or Surveillance station located in enemy’s section are conquered, the sector becomes neutral Forts and Surveillance stations have simplified damage model without armor and fire. Any hit influences an object directly in a full scale Forts attack enemy ships at the shortest distance to them Forts equipped with 406 mm artillery guns and 80 mm AA-guns. The type of shells (AP or HE) is chosen randomly Forts have limited field of view that’s why they perform their best acting together with Surveillance station. Surveillance station are able to locate enemy’s ships and aircraft, but not torpedoes Forts have their certain sectors of fire and dead zones where they cannot shoot enemy’s ships
Hit points: 300 000 Range of engagement for main guns: 13 km Loading time (main guns): 3-5 sec Range of engagement for AA-guns: 5 km Average damage per second (AA-guns): 77 Visibility: 10 km View: 5 km (individual), 15 (with allies) Full HP regeneration: 2,5 min
Surveillance stations characteristics:
Hit points: 9 000 Visibility: 15 km View: 15 km Full HP regeneration: 3 min
In update 0.5.8, we added two new maps for Tier VII-X ships: Sea of Fortune
A map depicting a location somewhere between France and Great Britain. The map provides interesting gameplay situations in all directions. The right flank is ideal for aggressive battles involving cruisers and battleships. The left flank is suitable for long-range firefights because of the relatively low height of the islands. The centre of the map is interesting due to an important strait passing through it and a small picturesque island with a castle on it. Loop
This map depicts a fictional location somewhere within the crossing of sea lanes. It contains two groups of Portuguese islands in the Atlantic Ocean. Large islands provide opportunities for defence and unexpected breakthroughs. Due to the dense arrangement of the islands, it is necessary to plan your route in advance in order to be able to assist your allies in time. Improved Matchmaker
The Matchmaker is the game component responsible for selecting the composition of both teams in the battle. With the overhauled system, we are now aiming to have the number of top-Tier ships in battle strictly balanced.
In version 0.5.8, we are launching a new and improved matchmaker for Random Battle mode. The purpose of this change is to exclude situations when players could immediately guess the outcome of a battle by the composition of the teams and to make confrontations more honest.
The features of the new matchmaker are as follows:
Situations where opposing teams appeared to have a different number of players were completely excluded Aircraft carriers in opposing teams will continue to belong to the same Tier In every battle, we have "battle Tiers", i.e. the maximum Tier of a ship for a given battle. Ships of Tiers corresponding to the Tier of the battle are called "tops" or "top ships". The following rules will apply to them: Permissible difference in the number of divisions between the teams is limited and now equals 1 Permissible difference in the number of destroyers between the teams is limited and now equals 1 Permissible difference in the number of battleships between the teams is limited and now equals 1 Permissible difference in the number of cruisers between the teams is limited and now equals 2 For each type, the number of top ships will be strictly symmetrical. For example, if in a Tier VIII battle one team has two Tier VIII battleships, two Tier IX cruisers and one Tier VIII destroyer, the other team would also have two Tier VIII battleships, two Tier IX cruisers and one Tier VIII destroyer
New rules that are intended to assure more honest balance of teams, are planned to apply to other battle types (co-op and rank battles) According some technical issues, the logic of new matchmaker does not take into account nations and their distribution within teams. It means that theoretically there can appear a situation when three Japanese destroyers are against three Americans. We treat this rule as a necessary one and work on putting it back. Since we had added divisions in the game, it was allowed to gather together ships of broad tiers’ variety (low-tier ships are allowed to join divisions with high-tier ships). Despite sometimes this option helps players who know each other to play together, most part of our audience treat it negatively. That is why this option is likely to be reconsidered.
There are also some allowances that we are still going to verify and determine whether they are necessary or not:
If it takes too long to assemble teams for a battle for whatever reason, battles may be fought between teams with an incomplete lineup (11?11, 10?10 etc.) Balancing the lower-Tier ships outside of their type is allowed. For example, a Tier VIII battle could involve a Tier VI destroyer against a Tier VI battleship, and Tier VII cruiser against Tier VII destroyer Balancing two similar-type ships with enemy ships of adjacent Tiers is allowed if they are not on the top of the team and if they are not battleships. For example, in a Tier VIII battle, a Tier VI cruiser could find itself against a Tier VII cruiser on the opposing team
Enhanced sound configuration capabilities Added an option to select voiceover language Added an option to select audio modification "National" voiceovers for Commanders Added an option for selecting the Arpeggio voiceovers to be used throughout the entire game Added an option to completely turn off music playback in the Port and/or during a battle Added new music tracks Refined the sounds of hits to the ship and to the landscape Reworked the sound of the stun effect Levelled the overall volume of the sound profile for a wide and narrow dynamic range
Interface Overhauled Badges and Damage
Players wishing to get more detailed information on their actions in a battle may use the "Detailed Badges" option. Once enabled, the "Target hits" badge for the main battery is divided into 4 sub-types:
For AP and HE shells: "Penetration" For AP and HE shells: "Non-penetration" For AP shells: "Over-penetration" For AP shells: "Ricochet"
In the same advanced mode, a damage counter appears near the obtained badges, updated throughout the entire battle. Please note that this counter doesn't include damage dealt to onshore objects in the calculations.
Standard layout of the components was reworked as well. The "Hits to citadel" badge now appears in black while the "Critical Hit" one comes in yellow to better distinguish between them. Moreover, we have added two new badges: "Suppressed onshore object" and "Secondary battery gun hits". Other Interface Improvements
When the VSync option is switched off, the Triple Buffering option can be disabled as well We've enabled an option to save all Port chat history during battle Added a friendly fire notification for the team members. The notification is displayed at an interval of at least 60 seconds Fixed the Minimap bug that allowed players to set a way point on the landscape when playing an aircraft carrier Added an option to display a survey in the Port, if a player leaves a battle before it ends Added automatic Secondary guns/AA turn on in settings if manual priority is set
Ship Balancing Enhanced Amour Models
As part of the game process improvement, we continue to revise all armor models. Our aim is to bring the armor models created at different stages of the project development to the same level of detail.
In some cases this resulted in around 5% of the HP being redistributed between the ship's parts. The improved level of detail of the inclined protective deck and the ship's lines increased the chances of a ricochet for armour-piercing shells in some scenarios, particularly when hitting the ship on the bow or stern. Armour interaction with high-explosive shells and bombs is not affected.
While the Soviet and German cruisers have been modelled quite recently, and therefore with better precision, the Japanese and American models were a bit lacking in that department. Not for long though – your favourite cruisers in the US and Japanese tech-trees are getting a well deserved facelift!
The full list of upgraded armor models General changes:
All armored artillery guns, main guns, AA- and secondary guns of all ships.
Exception: main guns of battleships. Those models will be upgraded in one of the following versions. Germany
Except the hulls that were initially added in 0.5.6 with a new level of detalization. Japan U.S.S.R / Russia USA Rotating Turrets and Main Battery Mounts
In update 0.5.8, we added a special feature to enable full 360-degree rotation of certain turrets and turret mounts. This change will make the gameplay more comfortable on certain ships and allow their commanders to manoeuvre more aggressively, reducing losses in firepower when shifting fire from side to side.
The full list of ships and the number of turrets affected by this change can be found below:
Königsberg* (2,3), Hashidate (1), Tachibana (1,4,5), Umikaze (3), Minekaze (1,2,3), Mutsuki A (1,2), Mutsuki B (1,2), Mutsuki C (1), Kamikaze (1,2), Wakatake (1), Aurora (1), Diana (1), Novik A (6), Novik B (, Storozhevoi (1), Derzki (3), Chester (1), Sampson (1), Clemson (1), Wickes (1), Campbeltown (1) * horizontal aiming angles have also been extended Other Changes and Fixes Ship Balance
Tirpitz: we reconsidered horizontal pointing angles of main guns. As a result, pointing angles of the second the third and the fourth main battery turrets extended at 8, 10 and 6 degrees respectively. The changes became a result of increased accuracy of main guns motion trajectories, which will make the game more comfortable without influencing the ship’s balance. Yubari: health points increased on 400 points (from 18300 to 18700). This change will slightly increase the ship’s combat effectives. Warspite: 2 AA-guns Oerlikon Mk4 were added in accordance with historical configuration. As a result, an average damage of AA-guns within 2 km raised up to 3 points (from 44 to 47). Shchors: horizontal pointing angles of main guns were narrowed down in order to fix the bug with her settings that had led to angles dissymmetry. (A) and (B): horizontal pointing angles of the third main gun turret were narrowed down to 3 degree. (B): horizontal pointing angles of the first main gun turret were narrowed down to 3 degree.
For a better visual distinction between AP and HE shells, as well as between a player's own and other shells, the tracer colour scheme has been adjusted.
Improved the logic of the "Situation awareness" skills operation. From now on, the detection indicator is displayed in all cases when the ship is visible to the enemy team, including the short interval (approximately 3 seconds long) which is set between the time of the last detection and the moment when the ship disappears from the location it was spotted.
Optimised method for storing Python-based scripts, which are now placed in a separate packet. This should reduce the risk of problems with game updates, especially when several versions are released at once. Content compression in PKG-archives has been introduced. This change will allow us to save harddrive space for players. Improved the system for connecting user interface modifications to the game client. This will allow developers to work more closely with the creators of modifications.
Personal Offers in Port
We have enhanced our Personal Offers mechanism. The changes will have a positive effect on the protection of the game client and allow for more diverse and interesting offers to players.
New Tech Testing
The following ships are now available in the game client for testing by developers and supertesters: Krasny Krym, Scharnhorst, Koenig Albert, Kaiser, Flint, and Black. These ships are not available for purchase and research, but players may encounter them in battle.
Minor Changes and Improvements
Fixed a bug that blocked the joining-battle screen for people with an incomplete division, or for the team of a player who refused to join a division Fixed a bug that caused an indication of the Random battle icon in Co-op battles Fixed a bug that caused some of the nicknames of players hit by the obscenities filter in combat chat to be affected Fixed a bug that caused a squadron that had just taken off the deck of a destroyed carrier to hang over the water Fixed a bug that caused an instantaneous launch of a catapult fighter after the death of the previous one Fixed a bug that didn’t allow entry to the game to users who haven’t played since the previous Ranked battles season Fixed the tooltip description for the checkpoint in the standby screen for "Standard battle" mode Fixed a bug with invoicing an extra star from the previous Rank battles season. The current progress of players is not affected Svetlana: Fixed a bug that in some cases led to a miscalculation of the deck armour Kirov: refined the appearance of its main guns turrets Ranger: AA-guns Modification 1 is replaced with Secondary Battery Modification 1