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World of Warships News

Recent Issues Update

Captains!

Recently, two bugs have been found on the main server:
  • some ship modules have become indestructible;
  • HP is incorrectly distributed to different parts of the ship when the Survivability Expert skill is active.
The fix for the issue will be deployed Fri. 17 Dec. 06:00 CET (UTC+1)

    Expected downtime: ~1 hour.
    Please be aware that because of this, cross-server Clan Battles will not be available on the days the patch is being applied.


Instead of reverting the mechanics, the fix will adjust how getting additional HP works in general (this covers such cases as Survivability Expert or, for example, HP buffs in Arms Race). Additional HP will be distributed among different parts of the ship proportionally instead of being put into the hull. As an example of what effect it might have, a destroyer with about 2,000–2,500 HP in the bow section and roughly 20,000 total HP, the increase of HP in the bow would be about 400 HP, which will not lead to a significant gameplay change. We understand that it won't be a full revert to how it was before, but we were planning to change this mechanic as it will help to improve the technical state of the game and keep the mechanics consistent.

As for the bug with indestructible modules — regrettably, the fix will only be deployed with the release of 0.11.0 due to the noticeable technical risk caused by applying it without sufficient testing, since it concerns the game's crucial damage dealing logic. We will also adjust the combat missions in the Dockyard which require destroying modules.

We apologize for this situation and would like to offer you a token of gratitude in the form of 3 WG containers — each dropping a day of Premium account — in each one which you will be able to claim by pressing the button below until the end of the year.
Ends: Sat. 01 Jan. 01:00 CET (UTC+1)

[h3]Asia[/h3]
[h3]CIS(Ru)[/h3]
[h3]EU[/h3]
[h3]NA[/h3]


    Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.


Good luck in battles!

Captain’s Holiday Tree—Collect All the Gifts!

The holiday season is here—it's time to decorate a fir tree and let it shine bright with your victories!

Join the Captain’s Holiday Tree event—festive missions, gifts, and giveaways await you! These activities will make the most magical time of the year even more joyful!

[hr][/hr]

[h3]Key rules of the event:[/h3]
  • The Captain’s Holiday Tree ornaments unlock special missions.
  • Click the "Participate" button, then click the ornaments and complete the missions they unlock to obtain gifts.
  • Lucky participants who achieve the best results will receive special rewards!
Starts: Wed. 15 Dec. 11:00 CET (UTC+1) Ends: Wed. 29 Dec. 01:00 CET (UTC+1)

[h3]Asia[/h3]
[h3]Participate[/h3]
[h3]CIS(Ru)[/h3]
[h3]Participate[/h3]
[h3]EU[/h3]
[h3]Participate[/h3]
[h3]NA[/h3]
[h3]Participate[/h3]

[hr][/hr]
    The missions can be completed playing Tier V–X ships and superships in Random, Co-op, and Ranked Battles. Each mission has a specific action period.
    As New Year gets closer, more ornaments will light up on the Holiday Tree. Complete all the missions before all the ornaments light up!
[hr][/hr]
[h2]
Gifts in Each Ornament
[/h2]
The more missions from the ornaments you complete, the more gifts you will receive! The ornaments hold three types of gifts.
  • Complete the mission from an ornament to obtain the guaranteed gift.
  • The giveaway prize is given out randomly among those who’ve obtained the guaranteed gift.
  • The competitive gift is given to the participant with the highest result within the Competitive mission.
    If you complete a competitive mission with better results than anyone else, you will be able to choose and receive any ship* in the game.
* Apart from the collaboration ships (Azur Lane, Warhammer 40,000, Arpeggio, High School Fleet) and ships that are available for Steel or Research Points.
[hr][/hr]

[h2]
Detailed Rules
[/h2]
All details about the event are available below.

[h3][h3]Show details[/h3][/h3]
[h3]General rules[/h3]
  • You need to click the "Participate" button on this page to participate in the event.
  • You can join the event at any time while it is active.

[h3]Ornaments with missions[/h3]
  • A set of ornaments can be seen on the Captain's Holiday Tree. Each of them holds two missions: common and competitive.
  • You can complete a mission and receive its reward only while it is active. If you join the event after a mission has expired, progress will not be considered for this task.
  • For any common mission, your progress starts to be considered only after you have joined the event.
  • For any competitive mission, your progress is accounted for the entire time that this mission is active, but you need to join the event while this mission is active.
  • All the missions can be completed in Random, Co-op, and Ranked Battles. Exception: Only Random Battles are considered for mission no.11.
  • Each ornament contains three gifts: A guaranteed gift, a random giveaway prize, and a competitive gift.

[h3]Competitive Missions[/h3]
  • The winner of each competitive mission is the player* who achieves the highest result among all other participants.
  • The nickname of the competitive mission winner will appear in the description of the corresponding ornament within 5 days of the expiration of the competitive mission.
  • One participant can win no more than one competitive mission during the entire event.
* If several players have the same highest result in a competitive mission, the person who achieved this result first wins. The only exception is the competitive mission for the longest victory streak. If several people have the same longest streak, the person who earned the most Base XP in total while the competitive mission was active wins.

[h3]Competitive Gift[/h3]
  • Winning a competitive mission earns you the right to obtain any ship you like. Apart from the collaboration ships (Azur Lane, Warhammer 40,000, Arpeggio, High School Fleet) and ships that are available for Steel or Research Points.
  • To obtain the ship, you need to contact Player Support before February 1, 2022, in any format, using the game account that won the competition.
  • If the winner does not contact Player Support, a Premium Ship IX container will automatically be credited to their account.

[h3]Terms of gift crediting[/h3]
  • All prizes will be credited after the event ends but no later than January 14.
  • Competitive gifts are credited within a day of the winner contacting Player Support.
We wish you all the best in successfully completing every holiday mission and hope you obtain as many gifts as possible—happy holidays!

Hot Fix: Testing and Bug Fixing

Anyone who plays video games encounters program errors sooner or later.

These types of errors have hindered players since the emergence of the gaming industry. We are used to them and not-so-affectionately nickname them "bugs." Bugs can be found everywhere, and World of Warships is no exception. Our project comprises millions of constantly updated lines of code, a huge amount of content, and a complex system of interactions between players' computers and our servers. All this creates a multitude of relationships in which mistakes can occur. Today, you will learn about how we reduce the number of bugs that reach the main server and how we fix those that are overlooked.

[previewyoutube][/previewyoutube] [hr][/hr]

[h2]
What Is a Bug?
[/h2]
The term "bug" is probably familiar to most gamers.

A bug is an error that causes the actual result of a program's operation to differ from the expected one.

In the early days of the game, we divided bugs into two main types: bugs in the game content and bugs in the code. Now, there are many more types.
[hr][/hr]

[h2]
How Is Testing Performed?
[/h2]
Quality assurance (QA) teams are responsible for finding and fixing bugs in World of Warships.

QA departments exist in most World of Warships development teams. For example:
  • Content: Checking models, sounds, visuals, and more.
  • Game logic: Checking the correct operation of the game mechanics.
  • Server core: Checking the correct operation of the game servers.
QA's job is to understand how certain things are implemented in the game. To do this, they study the documentation and communicate with developers. After that, they develop testing processes and schemes that are used to check the program's compliance with its expected behavior.

Both negative and positive tests are carried out when testing the program:
  • Positive testing uses scenarios that match the normal, expected behavior of the program. For example, checking that a user can enter the game client upon entering the correct password.
  • Negative testing involves performing "incorrect" actions deliberately (abnormal scenarios). For example, checking if it is possible to log in to the game client by entering an incorrect password or leaving the password input field blank.

Other types of checks are carried out if deemed necessary: performance tests, user friendliness tests, and others.

In World of Warships, testing can be simplified into several main stages.

Internal testing:
  • Various types of functionality testing at all stages of functionality creation, such as:
    • Ideation
    • Design
    • Development
  • Integration testing, or checking that all the individual parts of the game work correctly when put together and added to the main game code.
    Testing an assembled build for obvious defects before an external test.

A build is a specific version of the game client that can also be used for testing.

Tracking absolutely all relationships and their results in various elements of such a large project as World of Warships is not possible even for the largest QA teams.

Therefore, external testing begins in parallel with the final stages of internal tests:
  • Testing of a pre-release build of the game by a small group of volunteers (Supertest and Clan Test).
  • Public testing, which is open to everyone.

External testing also allows us to check the operation of the game on a wide variety of computer and software configurations.

The World of Warships development team is also involved in external testing. We have a mechanism called "Traffic lights" in the studio. This is a special page that all teams fill out after playing on the Public Test Server. On this page, staff can leave feedback about each new tested version feature, as well as give it an assessment that is later taken into account when summing up the testing results.

Based on the results of external testing, we fix the last identified errors in the current build of the game. If it is impossible to fix the errors, we may even have to remove certain features from the coming update.

This was the case with Asymmetric Battles in Update 0.10.9. A bug that led to incorrect operation of the mode and required additional time to fix was discovered during the Public Test stage. As a result, the mode was removed from the update.
[hr][/hr]
[h2]
Occurrence of Bugs
[/h2]
Why do bugs occur on the Live Server? Bugs occur for a variety of reasons and at different development stages. From commonplace errors in the program code and the human factor to non-obvious interactions and errors at the stage of creating a design document for a new version.

An error may be present, for example, already at the stage of developing an idea and will still be considered a bug.

For example, the mechanics of temporary invulnerability of an aircraft carrier squadron immediately after an attack, which could earlier be used to overcome the enemy's air defense zone, can also be attributed to bugs. This particular use of the mechanic was not foreseen in the design stage of the aircraft carrier update and was later fixed.

To prevent similar situations, we try to start testing as early as at the stage of discussing new ideas.

In addition, game elements that work perfectly in isolation can "break" when combined with other game elements due to various interconnections and conflicts that arise.

For example, in one of the internal tests of the Ranked Battles update, we found that they caused errors in the operation of Clan Battles—players were not able to start a battle because matchmaking took an infinitely long time. The cause of this was not the most obvious relationship, but it was fortunately found and did not reach the Live Server.

Another cause of bugs—one that is rather difficult to track down—is the huge variety of our users' computer configurations, which, together with the complex client-server architecture, can lead to unexpected behavior of the game code on specific computers.

For example, in one update, due to the date format in Japan being different to the format used in Europe or America, the game code was not able to process this information, and the post-battle statistics were not displayed for some players.

What players consider to be a bug can sometimes not be a bug at all because the program behavior seen by players is actually the expected outcome. In such situations, it is important to analyze player feedback and, possibly, change something. The opposite can also be true—a bug can sometimes become part of the game and the decision not to fix it can be deliberate.

For example, the unique sound of X Shikishima's guns had an error in the audibility range setting (it could be heard at a greater range than was intended), and this error was fixed. However, you noticed that the sound lost its unique quality due to the fix, so we returned this "error" to the game.

Bugs can also be tentatively attributed to technical problems in data centers or Internet providers. Unfortunately, there is little that we can do in such situations, and we cannot always help players, regardless of whether we know the source of the problem.

It should be understood that it is impossible to track down absolutely all bugs. The result of the QA team's work is that a new functionality works as intended, without critical bugs and flaws, and that it can be released on the Live Server.
[hr][/hr]

[h2]
Fixing
[/h2]
Why do some bugs take so long to fix? The required time period for correcting a particular error depends primarily on its nature. Some defects require a significant investment of time as early as the error analysis stage. Indeed, in order to correct an error, we need to reproduce it accurately and understand the reason or reasons why this error occurred.

For example, a recent bug caused torpedoes to launch incorrectly when the launching ship was turning. This was a mistake in the game logic, and any changes and fixes to the game logic are always very risky because they affect absolutely all players and affect the very basis of the game—its gameplay.

Therefore, to fix such an error, it is necessary to accurately analyze player complaints and various reports, find the cause of the problem, and develop and verify a solution. In special cases, it can be necessary to rewrite the game code to fix a bug or optimize it using new technology. This process is called refactoring. Despite the fact that nothing seems to change from the player's point of view, this process takes quite a long time.

In addition, the time frame for correcting errors depends on the ways in which fixes are delivered to players. For example:
  • To fix some bugs, it is enough to make small fixes to the server side of the game, which most players will not even notice.
  • The situation is more complicated when the error also affects the player's client or it is necessary to carry out server maintenance to fix the error. In this case, a small patch can be prepared and additional work performed on the server. The server is not available to players during this time.
  • Fixing some bugs requires so many changes in the code and additional tests that fixes can only be released with the release of the next major game update.

The decision on how to deliver each fix and the priority of bug fixing is determined by numerous factors:
  • Bug severity: Inoperable Random Battles should be fixed as soon as possible, but a typo in the ship's performance specifications can wait a bit.
  • Scale: Some errors affect all players; other errors occur for one player out of a thousand.
  • Risks and necessary fix tests: As mentioned above, sloppy fixes in the game logic can only make things worse.
  • Time spent on server maintenance and the update size: To fix an error, we will need to turn off the server for several hours, and players will need to download quite a big patch. In such cases, it is worthwhile to think again how important it is to fix an error immediately because many players will not be able to enter the game for a long time.

Unfortunately, despite all of our desires to fix all possible bugs, the resources of the World of Warships team are finite, so we focus on fixing the most critical and frequently encountered bugs.
[hr][/hr]

[h2]
How to Report a Bug
[/h2]
You can always inform us about any errors you find via one of the following resources:

To help facilitate quicker and more efficient error fixing, please add the following to your report:
  • Error description.
  • Screenshot, video, replay, or any other visual confirmation of an error. If you attach a battle replay, make sure to indicate the timing of the error.
  • WGCheck file. Detailed information about this file is available in a separate article.
    In today's article, we did our best to tell you about our "invisible front" in the fight against bugs in the simplest possible way. We want to thank you for your bug reports, feedback, participation in our tests, and playing World of Warships! Without your contribution, we would not have been able to quickly find and correct various errors that have occurred in the game.

Santa’s Gifts Are Here!

The Holiday Season is a time of celebrating, remembering, and gift-giving.

Claim your gifts, exchange New Year Certificates, and purchase containers—each of them drops something valuable: Doubloons, Coal, days of Warships Premium Account, camouflages, signals, or one of 134 ships!

[previewyoutube][/previewyoutube] [hr][/hr]

[h3]Here's a list of the ships you can find in the containers[/h3]
Tier X ships and rare ships
  • X Max Immelmann
  • X Thunderer
  • X Marceau
  • X Hayate
  • X Småland
  • X Salem
  • X Napoli
  • X Yoshino
  • X Moskva
  • X Smolensk
  • IX Missouri
  • IX Georgia
  • IX Jean Bart
  • IX Musashi
  • IX Benham
  • IX Neustrashimy
  • IX Friesland
  • IX Alaska
  • IX Kronshtadt
  • VIII Enterprise
  • VIII Massachusetts
  • VIII Lenin
  • VIII Asashio
  • VIII Mikhail Kutuzov
  • VII Z-39
  • VII Haida
  • VII Nelson
  • VII Flint
  • VII Belfast
  • VI Erich Loewenhardt
  • VI Admiral Graf Spee
  • VI T-61
Tier VIII and IX ships
  • IX Pommern
  • IX Marco Polo
  • IX Ägir
  • IX Azuma
  • IX Z-44
  • IX Groningen
  • VIII Saipan
  • VIII Indomitable
  • VIII Graf Zeppelin
  • VIII Kaga
  • VIII Alabama
  • VIII Constellation
  • VIII Vanguard
  • VIII Gascogne
  • VIII Champagne
  • VIII Flandre
  • VIII Tirpitz
  • VIII Roma
  • VIII Kii
  • VIII Borodino
  • VIII Congress
  • VIII Wichita
  • VIII Cheshire
  • VIII Tiger '59
  • VIII Belfast '43
  • VIII Bayard
  • VIII Prinz Eugen
  • VIII Mainz
  • VIII Atago
  • VIII Tone
  • VIII Ochakov
  • VIII Pyotr Bagration
  • VIII Irian
  • VIII Kidd
  • VIII Cossack
  • VIII Le Terrible
  • VIII Z-35
  • VIII Orkan
  • VIII Loyang
  • VIII Fenyang
  • VIII Siliwangi
Tier V–VII ships
  • VII Florida
  • VII California
  • VII Hood
  • VII Duke of York
  • VII Strasbourg
  • VII Scharnhorst
  • VII Ashitaka
  • VII Hyūga
  • VII Poltava
  • VII Atlanta
  • VII Indianapolis
  • VII Boise
  • VII München
  • VII Weimar
  • VII Duca degli Abruzzi
  • VII Gorizia
  • VII Lazo
  • VII Nueve de Julio
  • VII Yukon
  • VII Sims
  • VII Yūdachi
  • VII Leningrad
  • VII Błyskawica
  • VI Ark Royal
  • VI W. Virginia 1941
  • VI Arizona
  • VI Warspite
  • VI Dunkerque
  • VI Prinz Eitel Friedrich
  • VI Mutsu
  • VI London
  • VI De Grasse
  • VI Duca d'Aosta
  • VI Molotov
  • VI Admiral Makarov
  • VI Perth
  • VI Mysore
  • VI Huanghe
  • VI Ise
  • VI Monaghan
  • VI Gallant
  • VI Aigle
  • VI Leone
  • VI Juruá
  • VI Anshan
  • V Texas
  • V Agincourt
  • V Oktyabrskaya Revolutsiya
  • V Viribus Unitis
  • V Marblehead
  • V Marblehead Lima
  • V Exeter
  • V Genova
  • V Yahagi
  • V Murmansk
  • V Krasny Krym
  • V Mikoyan
  • V Kirov
  • V Hill
  • V Siroco
  • V Okhotnik
[hr][/hr]

[h2]
Santa's Mega Gift
[/h2]
[h2]
Santa's Big Gift
[/h2]
[h2]
Santa's Gift
[/h2]
    More details about the mechanics of containers, as well as the chances of obtaining their specific contents, are available here.
[hr][/hr]
[h2]
Even More Gifts!
[/h2] Start: Fri. 10 Dec. 06:00 CET (UTC+1) End: Thu. 20 Jan. 06:00 CET (UTC+1)

One Santa's Gift container awaits you when you enter the Armory, and you'll obtain another one when you enter the in-game Premium Shop.


[h2]New Year Certificates[/h2]
Snowflakes will help you collect gifts—blow them off playing Tier X ships to earn New Year Certificates. The Certificates can be exchanged in the Armory:
  • One Santa's Gift container can be obtained in exchange for 1 New Year Certificate.
  • One Santa's Big Gift container can be obtained in exchange for 3 New Year Certificates.
  • One Santa's Mega Gift container can be obtained in exchange for 5 New Year Certificates.
    You'll be able to take advantage of festive battle performance bonuses until the end of Update 0.10.11. You can blow a Snowflake off each ship once in battles of any type, except for Training Battles.


    With the release of Update 0.11.0, each remaining New Year certificate will be exchanged for one Santa's Gift container.

[h2]Christmas Preparations[/h2]
Free daily random bundles await you in the Armory. Within them, you'll find four Santa's Gift containers. You'll also find Doubloons, 2 days of Warships Premium Account, festive camouflages, and Coal!
The bundles will be available until: Thu. 20 Jan. 06:00 CET (UTC+1)


[h3]Christmas Preparations[/h3]
Recurring random bundle
0/18 Obtain

[h2]Dockyard: Marlborough[/h2]
Progress through the shipbuilding phases at the new Clydebank Dockyard to earn numerous rewards, including two Santa's Big Gift containers and one Santa's Gift container.

[h2]News From the Front[/h2]
Four Santa's Gift containers, along with Community Tokens and other rewards, await you for completing special combat mission chains that can be unlocked on our website. Stay tuned for the news so you don't miss them!

[h3]Happy Holidays![/h3]

Follow the news — get the goods


If you like reading our news on Steam, it’s likely that you’ve already subscribed. But if you haven’t yet — there’s an even more pleasant reason to do so now!

Each month our subscribers will get some goodies, and they might be different each time! We’re going to send out a Steam container today(for those already subscribed) and at the end of the month too, which contains:
  1. In the first slot:
    • 5x Steam camouflage patterns:
      • +75% ship XP per battle
      • +75% Commander XP per battle
      • +75% Free XP per battle
      • –3% to the ship's detectability range by sea
      • +4% to the dispersion of shells fired by the enemy at your ship
    • or 10,000 Free XP
    • or 1 day of Warships Premium Account
    • or 250 doubloons
  2. In the second slot: 5x signal flags (Zulu, Zulu Hotel, or Papa Papa)
  3. In the third slot: 5x signal flags (Juliet Charlie or November Foxtrot)

To subscribe, click the "Follow" button

If you wish, you can also: