Public Test of Update 0.11.2: Round 1+Developer Bulletin for Update 0.11.2

It's now much simpler to participate in the Public Test—you can log in using your main account. To do so, select Public Test in the Game Instance section of the Wargaming Game Center. You'll receive Community Tokens as a reward for participating in the Public Test. These can be exchanged for Premium ships, permanent camouflages, Supercontainers, and other in-game items!
Update 0.11.2 brings the Savage Battle—a new temporary battle type—as well as submarines and other new features. Take a look at the Developer Bulletin, and welcome to the Test! See you on the Public Test Server!
[h3]Asia[/h3]
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[h3]CIS(Ru)[/h3]
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[h3]EU[/h3]
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[h3]NA[/h3]
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[h2]Round 1 Schedule[/h2]

[h2]Combat Missions and Rewards[/h2]
- The rewards for activities on the Public Test Server may differ from those on the Live Server.
- Any due rewards will automatically be credited to your account within a few days of the release of the new update.
- Once the Public Test begins, the starting ships for the Savage Battle event will appear on your accounts.
- By progressing through combat missions on the Public Test Server, you can earn Community Tokens.
Round
1
2



Earn 250 Base XP in a single Random, Ranked, or Co-op Battle.
Reward on the Live Server: 100 Community Tokens



Earn 1,000 Base XP in Random, Ranked, or Co-op Battles.
Reward on the Live Server: 200 Community Tokens



Earn 5,000 Base XP in Random Battles playing Tier X submarines.
Reward on the Live Server: 1x Wargaming container



Earn 3,000 Base XP in the Savage Battle playing Stealthedo, Rumble, or Seascythe.
Reward on the Live Server: 1,000 Community Tokens



Earn a special achievement for participating in the Clash of Courage event. Can be obtained only once.
Reward on the Live Server: 500 Community Tokens



Complete six out of 12 missions in the combat mission groups in Random or Co-op Battles.
Reward on the Live Server: 450 Community Tokens



Earn 500 Base XP playing Tier VI ships.
Reward on the Public Test Server: Tier VI submarines



Earn 500 Base XP playing Tier VI submarines.
Reward on the Public Test Server: Tier VIII submarines



Earn 750 Base XP playing Tier VIII submarines.
Reward on the Public Test Server: Tier X submarines



Complete the special chains of combat mission in the Savage Battle.
Reward on the Public Test Server: Savage Battle ships
- Each Wargaming container drops

[h2]Starting Bonuses[/h2]
- The research prices for ships and ship modules will be substantially discounted.
- You will be able to reset Commander skills free of charge.
If you're joining the Public Test for the first time since Update 0.11.1, you'll be awarded the following additional bonuses:
- At the start of the Public Test, every participant will have all researchable Tier VI and VIII ships, helmed by Commanders with 19 skill points, credited to their PT accounts.
500,000,000 Credits;
30,000 Doubloons;
250,000 Coal, and
90 days of Warships Premium Account.
- 50 signals of all types (except for special signals) will also be added to your PT account.
- If you fought at least one battle on the Public Test Server during the 0.11.1 Public Test, your account will be copied from the Live Server to the Public Test Server.
[h2]How to Participate[/h2]
https://steamcommunity.com/games/552990/announcements/detail/2716184589232191867

Developer Bulletin for Update 0.11.2
- IMPORTANT! Because the update is still being tested, the information in this bulletin is tentative and reflects the state of game development at the time of its publication. Some changes and new features may be removed entirely or implemented differently by the time the update goes live. Screenshots, specific values of certain characteristics, and details of in-game mechanics will not necessarily be relevant after the update is released.
- Please note: The rewards for activities on the Public Test Server may differ from those on the Live Server.
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[h2]Submarines[/h2]
After a short break, submarines are again lurking in the depths of our seas for testing purposes. Read on for a glimpse of how to play and counter the revamped subs.
In this new round of testing, we've gone above and beyond to address all the issues reported by you—from subs being hard to detect and interact with, to the unstable damage-dealing capabilities of submarines. We've made both playing and countering submarines more intuitive. We hope these changes will help us shape the final stages of the new ship type's evolution. To make it easier for you to go through the new round of testing, we've reworked the way information is displayed by placing a stronger focus on the key aspects of playing a sub and countering one.
[h3]Countering a Submarine[/h3]
- In the new testing round, surface ships have a wider range of options to interact with submarines.
- Sonar pings emitted by a sub now hint at the sub's approximate location because surface ships now have the ability to spot those pings.
- We've added a new mechanic—oil spills. These will appear on the water's surface over the location of damaged submarines, giving you the ability to track their movements.
- Sonar pings emitted by a sub now hint at the sub's approximate location because surface ships now have the ability to spot those pings.
- The Airstrike armament with an accelerated cooldown will allow for more frequent attacks and complement the new mechanics.
- Airstrike depth charges now always cause flooding, making them the perfect weapon to take a major chunk of a sub's HP.
- A submarine, however, can only have one instance of flooding at a time. This means that putting her under a barrage of Airstrikes won't be an overly efficient way of using this armament.
[h3]Playing a Submarine[/h3]
- A sub can glide between three key positions—the surface, periscope depth, and maximum depth. This will make it easier for players on both teams to operate submarines and determine their depth in battle.
- A submarine can inflict damage to her foes in two ways:
- The safer option is to use homing torpedoes.
- The harder and riskier but more rewarding option is to stick to conventional torpedoes.
- The safer option is to use homing torpedoes.
- The number of Damage Control Party consumable charges is now limited, which means that it's more important now for submarines to be aware of the situation around them and stay alert at all times.
- Damage Control Party should be used wisely, and it will certainly help you escape some tricky situations. For example, a damaged sub risks being tracked down by the oil spill she leaves on the surface and then suffering more flooding damage from the inevitable depth charge attack that ensues.
- If you run out of charges early in a battle, you will reduce your chances of having an effect on the outcome of the battle during its closing stages.
- Damage Control Party should be used wisely, and it will certainly help you escape some tricky situations. For example, a damaged sub risks being tracked down by the oil spill she leaves on the surface and then suffering more flooding damage from the inevitable depth charge attack that ensues.
- An unlimited number of charges for the Hydrophone consumable. In the new testing round, this equipment will provide updated data on the whereabouts of enemies more frequently.
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- More details about these changes will be available on the Public Test Server and in the Development Blog.
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[h2]Italian destroyers: Part 1[/h2]
Update 0.11.2 ushers Italian destroyers into Early Access.
All ships of the new branch are notable for being able to deal high damage per minute, but their main battery guns spit SAP and HE shells only and have a very short range of fire. The Italian destroyers are also armed with long-range torpedoes. The ships have access to Exhaust Smoke Generator and Emergency Engine Power starting from Tier II.
The Taranto Port has been updated to celebrate the arrival of the Italian destroyers in Early Access.

- The Italian destroyers will not be available on the Public Test Server.
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[h2]Clash of Courage[/h2]
One of the key new features is a temporary event called Clash of Courage. The Italian Navy, known for its love of destroyers, is staging a competition between divisions composed of the same series of ships to determine the most successful team. Choose which team you want to join as an ally, and keep in mind that each team will provide you with a unique reward—an Italian Commander with 6 skill points and a team patch.

The Clash of Courage event works in a similar way to the New Year's Night, Aircraft Bureaus Rivalry, and Battle of the Beasts events.

- Participate in the event to earn Italian Tokens, which can be exchanged for Early Access ships, permanent camouflages, and other items.
[h2]Savage Battle: Sink 'Em All![/h2]
The Savage Battle is back! The power of a once-great civilization is now history, and their glorious city is destroyed and flooded. It's your territory now—fight and become one of the best!
Battles will be fought between four teams, each with three ships. The small line-ups will let players enjoy the battle playing either solo or in a Division.
The Savage Battle will start on the outskirts of a flooded city. At the beginning of the battle, your ship has no consumable charges. This is because the world is on the brink of collapse, and the only limited resources that remain out there will go to those who fight the hardest to get them. Collect consumable charges from special zones and remember—each time you destroy an enemy ship, you will also obtain a charge for a random consumable. Watch out—the other teams are on high alert and can get at you where you would least expect them! On top of your enemies, you also want to watch out for the Wild Fire that encircles the water. Ships that remain engulfed in the Wild Fire gradually lose HP.
[h3]Specifically for the Savage Battle, we have modified nine destroyers and divided them into the following three factions:[/h3]
[h3]Octopus[/h3]
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Low-detectability ships armed with powerful torpedoes that are capable of pulverizing anyone who dares stand in their way. The ships are also equipped with secondary batteries, but these are not the specialty of the Octopuses. The prototypes of these ships are






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[h3]Moray Eel[/h3]
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Maneuverable steel monsters! Ships of this faction will ideally suit fans of aggressive close-quarters brawls. Their major advantage is maneuverability combined with powerful propulsion. The devastating main guns are operated by artificial intelligence, but the ship’s torpedoes are rather weak and slow.






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[h3]Barracuda[/h3]
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Those that glide swiftly through the waves on the wings of scorched winds! Expect high speeds, the ability to directly control her main battery guns, and torpedoes that have mediocre characteristics. While designing these ships, the engineers kept an eye on






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The resources that you obtain at the end of each battle now depend on the place your team takes—the higher the place, the more resources you'll obtain! The team that loses all of their ships is out of the battle. The team with the last surviving ship (or ships) on the battlefield is the winner.
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- Join the Public Test and try out the fierce action in this unusual format!
[h2]Hot Wheels™[/h2]
We have added the following items inspired by the Hot Wheels™ universe: permanent camouflages Bone Shaker™ for






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[h2]Visual Effects Improvements[/h2]
World of Warships is getting even more pleasing to the eye! The new update brings reworked effects for shooting main and secondary battery guns; depth charges hitting the water and islands; local weather effects on the Hotspot, North, Greece, and Islands of Ice maps; aircraft explosions on the deck when aircraft carriers are destroyed; obtaining a Supercontainer; and rain.
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[h2]Changes to the Game Mechanics[/h2]
We have updated the mechanics of determining a ship's maximum spotting range. All ships now have a minimum spotting range that depends on their tier and type, as well as a dynamic spotting range. The first range is a constant value that's set regardless of the ship's parameters. The dynamic spotting range depends on the current firing range of all the ship's weapons (main battery guns, torpedoes, secondary battery guns, and Airstrike) and always exceeds this value by 25% or 3 km. At the same time, it's the higher value of the minimum and dynamic spotting ranges that's always applied.
Example:


If we equip the ship with Gun Fire Control System and Artillery Plotting Room Modification 1, our firing range will be 27 km and the dynamic spotting range value will reach 33.75 km, which will be the prevailing value for the ship's spotting range in this case. If we also launch Spotting Aircraft in battle and increase our firing range to 32.4 km, our spotting range in battle will increase to a value that exceeds 40 km.
This, of course, is but a simple example that's intended to show how the new mechanics work. It's by no means a recommendation for selecting upgrades and equipment for


As we standardize these values, the standard spotting range values of certain ships may either decrease or increase.
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[h2]Other Changes[/h2]
- Minor changes have been made to the Port interface—we've updated the tooltips for currencies and resources, corrected descriptions of ships, and added other minor details.
- We've also made it possible to research several consecutive ships from any branch in the Tech Tree.
