Jump to content

Search the Community

Showing results for tags 'update'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Forum Donatorov
  • Ragnarocek's Workshop
    • Mods & Addons by Ragnarocek
  • Carlosuv koutek
    • Carlosův balík módů
  • DeepJazzyD
    • DeepJazzyD mods
  • Public Forum
    • Poradna
    • World Of Tanks
    • FTR & Ritas Status Report & The Armored Patrol
    • PlazmaKeks AddOns

Categories

  • Articles
    • Forum Integration
    • Frontpage
  • Pages
  • Miscellaneous
    • Databases
    • Templates
    • Media

Categories

  • WoT Modifications by Ragnarocek
    • Techtree Colored Ribbons [Riskynet's colors]
    • Carousel Colored Ribbons [Riskynet's colors]
    • Colored Contour Icons [Riskynet's Colors]
    • Upravene pobitkove sumare v garazi Win/Loss/Draw
    • SpeedScroll v servisnom kanali
    • Better Lag Indicator by Ragnarocek
    • Ragnastats v Servisnom Kanali
  • Carlosuv Modpack
  • DeepJazzyD

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


ICQ


Skype


Interests


Birthday

Between and

Found 99 results

  1. Captains! Due to the installation of the Update, the server will be unavailable From: Thu. 14 Nov. 06:00 CET (UTC+1) / your local time: Thu. 14 Nov. 05:00 Until: Thu. 14 Nov. 09:00 CET (UTC+1) / your local time: Thu. 14 Nov. 08:00 Update size: 2.3 GB View the full article
  2. The “Italian Cruisers: Part 2” event, new collection, new unique Italian Commander Luigi Sansonetti, new Ranked Battles Season, and maps that have been updated to incorporate the new lighting model! View the full article
  3. Commanders! November 5 saw the release of a minor update to the Clan screen and WoT Assistant. Managing Clan Reserves and posting clan messages have become easier and more convenient. WoT Assistant WoT Assistant has been updated with a new feature: the ability to enable Clan Reserves. Clan Reserves are a useful aid to earning credits, Combat (including Free) Experience, and Crew Experience. Previously, clan officers had to be logged into the client in order to enable Reserves, which was pretty inconvenient when there were a lot of clan members online and no officers in the game. Now this has changed! The updated mobile app allows clan officers to enable required Reserves at any time without logging into the game client. Clan Screen in the Game Client Clan Reserves The indicator of enabled Clan Reserves, and the option to enable them, have been added to the main Clan screen in this update. Clan Messages Although clan messages have been transferred to the client, you still have to post them via clan portal. This update makes the process easier: a direct link to message posting has been added. What’s next? We will continue working on clan features to make them more handy and fun. Stay tuned! View the full article
  4. Commanders! Over the last days, we have been made aware of issues concerning the Eight Nations event on the EU server. Some of them have already been fixed, others will follow soon – we will keep you updated. Now, the points you earn are added to your team’s progress as they should. Any points and XP still incorrect on a players’ record will show correctly after the leaderboard is fixed and all points and XP are recalculated. To thank you for your patience and support, every participant of the Eight Nations event will receive a food consumable of each participating nation. View the full article
  5. n October 25, the Sandbox server will see another small update to test HE shell mechanics. During the last period, we collected data for HE shells with different efficiency settings, from the highest to the lowest possible values. On October 25, the latest micropatch will test the updated mechanics of averaged HE shells settings and values, so we can compare them to previous Sandbox iterations. This will present a middle ground between the two extremes of earlier testing iterations. We will continue testing the updated settings of damage-causing mechanics and the reduced damage-per-shot values of HE shells. Here is what will be changed: Increased HE shell damage by 40% over the first iteration of testing. After the first iteration of testing we bumped up damage by 75% for HE shells and the result was that they were excessively efficient. So damage will be scaled back a bit from those high values. Reduced splash damage to armor by 20% as compared to the second testing iteration. Reduced armor spalling damage by approximately 30-35% Reduced damage within the burst radius. In the current iteration, the damage value on the edge of splash will be 0.2 (compared to 0.1 in the first and 0.5 in the second iteration). In addition, we changed the dependency of damage drop-off from distance to explosion — the damage drop-off will be more balanced with respect to the new extreme value. Removed the improved HE shells for USA light tanks and Japanese heavy tanks. This is not a balance measure and we are not trying to remove this type of shells forever. Rather, within the testing, we are adjusting the efficiency of standard HE shells. Based on those adjustments we are planning to change the improved HE shells. During prior testing, improved HE shells of these vehicles were used excessively. Damage Per Shot Values We continue to search for the best suitable ratio of damage caused by HE shells, the value of their situational use in battle, and the extent of their use in battle. We used HE shells with low damage during the first tests and used HE shells with considerably higher damage during the second test. This resulted in their extensive use in battle. We think that HE shells demonstrated too much damage during the second testing iteration, so we’re considering it the threshold value and will not test higher values. Currently, we’re working on a middle-ground solution based on these previous iterations. The Mechanics of Causing Damage It presents a precise mechanics change that works in the same way as reduction of damage per shot: we correct causing damage with HE shells for vehicles with different armor. Changes in splash damage will affect all vehicles but will be most noticeable to vehicles with weak armor. The mechanics of causing damage with armor spalling will be also applied to all vehicles but will have the strongest effect on medium and heavy tanks. Changes to the distribution of damage within the shell burst radius are also planned — with the introduction of the new settings, the external modules will be damaged in the areas that are closer to the shell burst point. This will reduce the number of cases when firing at a turret might result in damaging tracks. Lessons from Testing Thanks to your feedback and data, we made sure that the mechanics work without technical issues. We have been detected and fixed several bugs. Now, the result of firing an HE shell has become more predictable and firing at vulnerable spots of vehicles provides a more predictable result. Players should now have an idea of the approximate amount of potential damage when firing at the specific spot and this amount of damage will be predictably higher when firing at a vulnerable spot on a vehicle. This means that we have to find out the proper values for HE shells. In addition, your feedback suggested that a part or parts of a vehicle being susceptible to HE shells are important for players. We’ll take this into account during the process of development of separate and individual changes to vehicles. Looking Forward We encourage all players to join the Sandbox testing. In the near future, we will continue collecting data and release additional changes to HE shells settings and mechanics for causing damage. Each change will approach the HE shells settings to their final values. Consequently, the gameplay for HE shells will gradually become closer to the one we are expecting on live servers. Player feedback is important to us. By collecting data and your feedback on the changes, we will be able to take the next step towards our goal — the complete rework of HE shell mechanics. Your feedback ia s key aspect of making decisions on future changes. View the full article
  6. Along with the micropatch on 24 October, in addition to a number of improvements, changes have also been made to the technical characteristics of the British Turtle Mk. I: Gun reload time increased from 6.33 to 6.52 s; Rate of fire reduced from 9.48 to 9.20 rounds/minute; Average damage per minute decreased from 3129 to 3037; Aiming time increased from 1.63 to 1.82 s; Increased dispersion from 0.33 to 0.35 m; Gold price changed from 100 to 9,700. View the full article
  7. Source: WoT NA Portal On October 25, the Sandbox server will see another small update to test HE shell mechanics. During the last period, we collected data for HE shells with different efficiency settings, from the highest to the lowest possible values. On October 25, the latest micropatch will test the updated mechanics of averaged HE shells settings and values, so we can compare them to previous Sandbox iterations. This will present a middle ground between the two extremes of earlier testing iterations. We will continue testing the updated settings of damage-causing mechanics and the reduced damage-per-shot values of HE shells. Here is what will be changed: Increased HE shell damage by 40% over the first iteration of testing. After the first iteration of testing we bumped up damage by 75% for HE shells and the result was that they were excessively efficient. So damage will be scaled back a bit from those high values. Reduced splash damage to armor by 20% as compared to the second testing iteration. Reduced armor spalling damage by approximately 30-35% Reduced damage within the burst radius. In the current iteration, the damage value on the edge of splash will be 0.2 (compared to 0.1 in the first and 0.5 in the second iteration). In addition, we changed the dependency of damage drop-off from distance to explosion — the damage drop-off will be more balanced with respect to the new extreme value. Removed the improved HE shells for USA light tanks and Japanese heavy tanks. THIS IS NOT A BALANCE MEASURE and we are not trying to remove this type of shells forever. Rather, within the testing, we are adjusting the efficiency of standard HE shells. Based on those adjustments we are planning to change the improved HE shells. During prior testing, improved HE shells of these vehicles were used excessively. Damage Per Shot Values We continue to search for the best suitable ratio of damage caused by HE shells, the value of their situational use in battle, and the extent of their use in battle. We used HE shells with low damage during the first tests and used HE shells with considerably higher damage during the second test. This resulted in their extensive use in battle. We think that HE shells demonstrated too much damage during the second testing iteration, so we’re considering it the threshold value and will not test higher values. Currently, we’re working on a middle-ground solution based on these previous iterations. The Mechanics of Causing Damage It presents a precise mechanics change that works in the same way as reduction of damage per shot: we correct causing damage with HE shells for vehicles with different armor. Changes in splash damage will affect all vehicles but will be most noticeable to vehicles with weak armor. The mechanics of causing damage with armor spalling will be also applied to all vehicles but will have the strongest effect on medium and heavy tanks. Changes to the distribution of damage within the shell burst radius are also planned—with the introduction of the new settings, the external modules will be damaged in the areas that are closer to the shell burst point. This will reduce the number of cases when firing at a turret might result in damaging tracks. Lessons from Testing Thanks to your feedback and data, we made sure that the mechanics work without technical issues. We have been detected and fixed several bugs. Now, the result of firing an HE shell has become more predictable and firing at vulnerable spots of vehicles provides a more predictable result. Players should now have an idea of the approximate amount of potential damage when firing at the specific spot and this amount of damage will be predictably higher when firing at a vulnerable spot on a vehicle. This means that we have to find out the proper values for HE shells. In addition, your feedback suggested that a part or parts of a vehicle being susceptible to HE shells are important for players. We’ll take this into account during the process of development of separate and individual changes to vehicles. Looking Forward We encourage all players to join the Sandbox testing. In the near future, we will continue collecting data and release additional changes to HE shells settings and mechanics for causing damage. Each change will approach the HE shells settings to their final values. Consequently, the gameplay for HE shells will gradually become closer to the one we are expecting on live servers. Player feedback is important to us. By collecting data and your feedback on the changes, we will be able to take the next step towards our goal—the complete rework of HE shell mechanics. Your feedback ia s key aspect of making decisions on future changes. View the full article
  8. Update 0.8.9 kicks off a cycle of updates dedicated to Italy! Italian Tier V–VIII cruisers in Early Access; the return of some familiar Halloween Operations; a new temporary game mode—Raid for the Filth—with three teams in each battle; a new Season of Clan Battles; and much more! View the full article
  9. Downtime World of Tanks servers will be down on 9 October from 02:30 to 09:00 CEST (UTC +2). Premium Account Players with Premium will be credited an additional 24 hours of WoT Premium Account time to make up for the update maintenance period. If you’d like to make any in-game purchases, please wait until the servers are running again. View the full article
  10. Main Changes Multinational Vehicles Now players can change the nation of some Premium vehicles. First of all, we are talking about the well-known captured vehicles, vehicles supplied under Lend-Lease, and representatives of historical and cultural heritage, such as the Polish T-34-85 Rudy. This feature will allow players to complete missions that have national restrictions. Upon changing the vehicle’s nation, it becomes possible to use the crews, equipment, and consumables of the corresponding nation. A player’s configuration of the vehicle for another nation (crew, mounted equipment) can be saved, and the operation of switching between nations is free for players. The legendary T-34-85 Rudy will become the first multinational vehicle. Its nation can be switched between the Soviet Union and Poland. Changes to Ranked Battles Changed the qualification logic. Added Bonus Battles for the number of chevrons according to the results of the qualification. Made some balance changes to the system of role experience. Implemented bonuses to Combat Experience and bonds for high performance upon passing the qualification. Exterior Added new styles that can be purchased for gold in the Exterior interface: One style per nation (the School series: American School, Soviet School, etc.) A universal 2D style (Ranger) for all nations for all vehicle types. Changes to the technical characteristics of the following vehicles U.S.S.R. Added the following vehicles for testing by Supertest players: Tier IX—Object 703 Version II (122) Tier IX—Object 703 Version II (100) Germany Added the following vehicles for testing by Supertest players: Tier IX— Kampfpanzer 50t U.K. Added the following vehicles for testing by Supertest players: Tier VIII—Turtle Mk. I Fixed Issues Updated the mission condition for Union-6. Don’t Stop Me Now Fixed the issue of the Commander’s voiceover in the Frontline mode. Removed the button (X) of switching the movement/shooting modes in postmortem. The effect of Situational Awareness is correctly displayed in the vehicle comparison interface. Fixed the display of the medal For Distinguished Service. Fixed the display of the Artillery Strike impact area when playing in autoreloader vehicles in the Frontline mode. Fixed the issue of mismatch in the number of Base capture points in the battle performance badge and in the Battle Results. Fixed the issue when base capture time did not update after leaving the zone and driving back into it. Fixed the issue when the hull lock did not work for tank destroyers after playing in a wheeled vehicle in the Frontline mode. Added detailed descriptions for the Combat Reserves in the window that is displayed upon right-click. Considerably decreased client hanging when researching vehicles and modules. Vehicles for special modes are no longer displayed as appropriate for completing Missions. Known Issues Players can re-train crew members to special vehicles that are currently not available in the game. There is no protection from spam-clicking on the minimap. Vehicle type icons in the extended vehicle panels do not change their color dynamically, when selecting the Colorblind mode in battle. The order of events for received damage is sometimes mixed up in the damage log. The text of Mission conditions is not displayed in the congratulation window, provided that the required vehicle type is specified in the Mission conditions. The client cannot be maximized to the full-screen mode, provided that the player is having a Skype call. The vehicle tiers in the screen displayed upon pressing TAB are not centered relative to the vehicle icons. When a vehicle hits the ground without damaging modules, the sound of taking damage is played. Shaking aiming circle in the 16x and 25x magnifications in the Siege Mode during the Frontline battles. The reticle indicator remains on the SPG after switching to the Artillery mode, if a vehicle partially intersects the red line. Events at the end of the battle are not synchronized with the text of the battle result. In some cases, automatic repair/replenishment of ammo and consumables after a battle does not take place, when the amount of credits on the account is sufficient. In some cases, fallen trees fall through the terrain. The consumables are not replenished from the Depot, if the player does not have enough credits for a complete automatic ammunition resupply. Notifications about crediting WoT Premium Account compensation for server downtime are missing in some cases. When previewing a bundle in the Store, the compensation value for a rented vehicle is displayed. The Battle Results are missing information about deducting bonds in case of automatic resupply of Directives. In some cases, when playing in Platoon and changing the map blacklist, it is not updated. Vehicles take damage when ramming into stationary objects on the map (a tree, rock, or house) after falling from a small height. The Ranked Battles award class for Seasonal Crusade and Citius, Altius, Fortius! are displayed inappropriately on the Portal. View the full article
  11. Commanders! If you’re reading this, you’re probably looking to see in World of Tanks’ future. That’s a good thing, because we’ll soon bring some improvements to your favourite game through Update 1.6.1. If you want to be among the first players to check it out, don’t hesitate to preload this patch, which will be 551.4 Mb (HD version) or 445.7 Mb (SD version). View the full article
  12. The fourth Common Test for Update 1.6.1 is available now, which means you can storm into battle right away to check out all the new update features and improvements! There’s plenty to look out for: Multinational Vehicles, New Styles, Ranked Battles tweaks, and more! List of Changes CT4 Fixed Issues Trade-In (available starting Tuesday, October 1, 2019) Premium tanks for Bonds • M60 – 15.000 bonds • 121B – 15.000 bonds • T26E5 Patriot – 8.000 bonds • AMX M4 49 Liberté – 8.000 bonds • T-34E – 1500 bonds • M10 RBFM – 1500 bonds New Trade-In functionalities: • preview of the vehicle price change depending on the selected exchange options • a separate page with specific vehicles covered by the program View the full article
  13. A patch to fix the audio was uploaded overnight. With update 0.8.8 we improved most of the sound environment in the game. Unfortunately, not everything went smoothly, and with the change, a few bugs crept in. In 0.8.8.1 we will fix these sound bugs so that you can enjoy the roar of the guns again. List of fixes: Fixed an error that caused the message about the destruction of a ship to be repeated if a unique commander is assigned to the player’s ship; Fixed a bug that caused incorrect functioning of the sound settings. Fixed an error that caused the engine start sound to playback after closing the tactical map; Fixed a bug that caused AA defense and secondaries sounds to incorrectly play whilst controlling a squadron; Fixed a bug causing incorrect functioning of the Azur Lane audio modification. Changes in the transmission of sound through space of enemy and friendly shots. The sounds of the shots will now play correctly depending on the distance of the sound source; The volume of the fire alarm has been reduced; The sound of the ship’s horns has been adjusted; Adjusted the sound for voice announcements about hits when using the artillery camera to track shells; Sound Adjustment Tips If you want to customize the music and sounds according to your preferences, we’d like to give you some tips on how to do it better. The main volume sliders are located on the left side of the Audio settings window: General volume level – manages all sound in the game; SFX volume – manages all sounds except music and voice messages. There are several sliders on the right side of the Audio settings window for “fine-tuning” the sound. Gunfire volume – in the range from 100% to 50% adjusts the volume of your ship’s shots, and in the range from 50% to 0% adjusts the volume of all shots in the game. This slider also adjusts the hit volume; Engine sounds – in the range of 100% to 80% regulates the volume of “low-frequency knocking” in the engine sound. In the range of 80% to 0% adjusts the overall volume of the engines. In order to adjust the sound perfectly, you should start with the General volume and SFX volume, and then adjust it in detail with the other sliders. Please note: if the volume level is reduced to a minimum, it is possible that a category of sound will be muted because very quiet sounds are not a priority for the game sound system. We also advise you to pay attention to the parameter “Wide dynamic range”. This option is enabled for all players by default. Turning it off will minimize the difference in volume between the loudest and the quietest sounds in the game. We recommend you disable this setting in the following cases: If you are using a laptop or other device with built-in speakers; If you don’t think the sound in the game is balanced enough, even after “fine-tuning” the volume. When disabling this option, be sure to set the sliders on the right side of the settings menu to maximum volume. Additional Bug Fixes Ohio: Reload time of main caliber guns lowered from 30 to 27.5 s. View the full article
  14. The third Common Test for Update 1.6.1 is available now, which means you can storm into battle right away to check out all the new update features and improvements! There’s plenty to look out for: Multinational Vehicles, New Styles, Ranked Battles tweaks, and more! Fixed Issues Fixed some technical issues. View the full article
×
×
  • Create New...