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WoWS x Warhammer 40,000: Orks and Black Templars

Captains!

We're excited to tell you about a new stage of cooperation between World of Warships and Warhammer 40,000! New ships, Commanders, camouflages, and other themed items inspired by the legendary universe await you!

[previewyoutube][/previewyoutube]
[h2]
A New Era
[/h2]
VIII Cross of Dorn and VIII Ship Smasha have arrived in the Armory. You can find both ships in a large bundle that also includes Commanders Augustin Riegerwald and Grotmaz Smart with 11 skill points; "The Eternal Crusader" and "The Red Threat" themed camouflages; Mark of the Sword Brethren and Orky Glyph patches; Emperor's Champion and "The WAAAGH!" commemorative flags; and other items.
The bundles will be available for purchase until: Fri. 19 Nov. 07:00 CEST (UTC+2)


[h3]Warhammer 40,000: New Era[/h3]
20 items Warhammer 40,000: New Era
  • Bundle includes
  • VIII Cross of Dorn
  • Event Commander Augustin Riegerwald with 11 skill points
  • Port slot x1
  • The Eternal Crusader camouflage x155
  • Mark of the Sword Brethren patch
  • Emperor's Champion сommemorative flag
  • and 14 more
-35% 56,760 36,450 Doubloons Purchase
VIII Cross of Dorn is one of the most closely guarded secrets of the Black Templars. Only a few chosen Brothers know of its very existence, as it lays dormant deep in the Reclusiam hangars of the Eternal Crusader, flagship of the Templars’ fleets and Chapter’s Fortress-Monastery. This ship was the gift, reward, and blessing, given by Rogal Dorn to the newborn Chapter and its first High Marshal Sigismund. It is ancient like time itself, dating back to the early days of the Dark Age of Technology. Looking deceptively small, compared to the gargantuan vessels of Chapter’s fleets, it holds the mysterious and now forbidden powers of that long-forgotten era.

[expand] [/expand]
Orks do not navigate the Warp. They need no Astronomican like pesky Umiez. Gork and Mork guide them to WAAAGH! They jump into Warp and then jump out of it, Gunz blazing. But not with this sleek little VIII Ship Smasha. Where did the Boyz get this one? Was it assembled from parts of some primordial space hulk? Or just found by chance in some forgotten nooks and crannies of the Galaxy? They don’t remember and they don’t care. It has always been there, the only ship you can talk to. You tell it where to go, and you go there. But you must be smart to do so. Not Mekboy smart. Not Weirdboy smart. Real smart.

[expand] [/expand]
You can also find the new ships in separate bundles in the Armory, including traditional Admiral Packs.


[h3]Cross of Dorn: Admiral Pack[/h3]
12 items Cross of Dorn: Admiral Pack
  • Bundle includes
  • VIII Cross of Dorn
  • Event Commander Augustin Riegerwald with 10 skill points
  • Port slot x1
  • Credits: 5 400 000
  • The Eternal Crusader camouflage x120
  • Equal Speed Charlie London economic signal x150
  • and 6 more
-20% 29,900 23,850 Doubloons Purchase

[h3]Ship Smasha: Admiral Pack[/h3]
12 items Ship Smasha: Admiral Pack
  • Bundle includes
  • VIII Ship Smasha
  • Event Commander Grotmaz Smart with 10 skill points
  • Port slot x1
  • Credits: 5 400 000
  • The Red Threat camouflage x120
  • Equal Speed Charlie London economic signal x150
  • and 6 more
-20% 28,900 22,850 Doubloons Purchase

[h3]Cross of Dorn[/h3]
  • Bundle includes
  • VIII Cross of Dorn
  • Event Commander Augustin Riegerwald with 3 skill points
  • Port slot x1
  • Bonus Combat Mission: +200% XP
    A special combat mission that will bring you more XP per battle.
11,300 Doubloons Purchase

[h3]Ship Smasha[/h3]
  • Bundle includes
  • VIII Ship Smasha
  • Event Commander Grotmaz Smart with 3 skill points
  • Port slot x1
  • Bonus Combat Mission: +200% XP
    A special combat mission that will bring you more XP per battle.
10,300 Doubloons Purchase
    You can obtain the Commanders only with the corresponding ships. All Warhammer 40,000 Commanders have unique voiceovers. You can have an unlimited number of identical Warhammer 40,000 Commanders simultaneously.


[h2]
The Time-Tested
[/h2]
In the Armory and Premium Shop, you can find a large bundle with the already familiar VIII Ignis Purgatio and VIII Ragnarok; Commanders Justinian Lyons XIII and Arthas Roqthar the Cold with 11 skill points; Primordial Annihilator and Protector of the Faith themed camouflages; Imperial Aquila, "The Mark of Khorne," "The Mark of Chaos," and Iron Halo patches; Khorne and Imperial Navy commemorative flags; and other items.
The bundles will be available for purchase until: Fri. 19 Nov. 07:00 CEST (UTC+2)


[h3]Warhammer 40,000: The Time-Tested[/h3]
22 items Warhammer 40,000: The Time-Tested
  • Bundle includes
  • VIII Ignis Purgatio
  • Event Commander Justinian Lyons XIII with 11 skill points
  • Port slot x1
  • Protector of the Faith camouflage x155
  • Iron Halo patch
  • Imperial Aquila patch
  • and 16 more
-35% 60,760 39,450 Doubloons Purchase

Originally designed for a Naval mission of the purpose now long forgotten, VIII Ignis Purgatio was lost during the Horus Heresy. After missing for several millennia, the ship was rediscovered on one of the Frontier worlds in the Jericho Reach. Though clearly a warship, it was put to use as a transport by its new, uncouth masters who failed to recognize its true potential. After undergoing intensive repairs and cleansing its quarters of its previous inhabitants, Ignis Purgatio was eventually returned to Imperial Navy service and, since then, it has become an essential component of Battlefleet Solar. Once again, it acts as a fearsome guard dog for humanity and, by proxy, the Emperor Himself.

[expand] [/expand]
VIII Ragnarok is an immeasurably ancient vessel, a relic of days long forgotten. It was built in the shipyards orbiting a world of proud and fearsome warriors. Though the citizens adhered to the Imperial creed and paid their tithes, secret cabals on the planet’s surface worshipped Khorne, the Lord of Rage. Their cults were strong. They were hated. They were outnumbered. At the appointed hour, they rose up and tried to overthrow their loyalist masters. They failed. They were defeated in a long, bloody war and all, to a man, perished in flames. Their names were erased from history. But the fickle whims of the Warp decreed that their vengeful spirits would forever haunt the vessel Ragnarok, whose hull was being constructed in the docks above the planet's surface. The furious spirits invaded the hull and ensured the vessel served none but the Ruinous Powers. To this day, Ragnarok and all aboard it cry, "Vengeance! Death! Blood for the Blood God!"

[expand] [/expand]
You can also find these ships in separate bundles in the Premium Shop, including traditional Admiral Packs.
    You can obtain the Commanders only with the corresponding ships. All Warhammer 40,000 Commanders have unique voiceovers. You can have an unlimited number of identical Warhammer 40,000 Commanders simultaneously.

[h2]
Warhammer 40,000 Containers
[/h2]
You can obtain Warhammer 40,000 containers in the Armory and Premium Shop. Each of these containers drops one item from the following list:
  • One of the ships ( VIII Cross of Dorn, VIII Ship Smasha, VIII Ragnarok, or VIII Ignis Purgatio), as well as a Port slot and themed Commander with 10 skill points and unique voiceover
  • 21x camouflages of the same type ("The Red Threat," "The Eternal Crusader," Primordial Annihilator, or Protector of the Faith)
  • 100,000 Elite Commander XP

More details about the mechanics of Warhammer 40,000 containers, as well as the chances of obtaining their specific contents, are available here.
The bundles will be available for purchase until: Fri. 19 Nov. 07:00 CEST (UTC+2)
[h2]
Combat Mission Chains
[/h2]
We've prepared several combat mission chains for you. You can unlock two of the chains, which have different difficulty levels, by clicking the "Participate" button.
Starts: Fri. 29 Oct. 07:00 CEST (UTC+2) Ends: Fri. 12 Nov. 07:00 CEST (UTC+2)

[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]


[h3]Patches[/h3]
[expand]
To obtain your choice of either the Black Templars Cross or Ork Skull patch, you need to keep placing in the top 5 players of your team in terms of XP earned, secure damage upon your spotting, and deal damage. To obtain the other patch, continue to fulfill these conditions and complete the second chain with a higher difficulty level. As a reward for completing stages of the chains, you will receive themed expendable camouflages.

    You can complete the combat mission chains in Ranked, Random, and Co-op Battles, as well as in Operations and Brawls, playing Tier V–X ships.

[/expand]
[h3]Commanders[/h3]
[expand]
To obtain your choice of either Commander Justinian Lyons XIII or Arthas Roqthar the Cold, you need to place in the top 5 players of your team in terms of XP earned; receive potential damage; earn "Destroyed," "Hits to citadel," and "Incapacitations" ribbons; and deal damage with main and secondary battery guns. As a reward for completing stages of the combat mission chain, you will receive themed expendable camouflages.

To obtain Augustin Riegerwald or Grotmaz Smart, you need to win battles, secure damage upon your spotting, and earn "Captured" and "Assisted in capture" ribbons, as well as deal damage with torpedoes and by causing flooding. As a reward for completing stages of the combat mission chain, you will receive themed expendable camouflages.
    The Commanders have unique voiceovers and come with 6 skill points. You can have an unlimited number of identical Warhammer 40,000 Commanders simultaneously.
    You can complete these chains of combat missions in Ranked, Random, and Co-op Battles, as well as in Operations, playing Tier V–X ships.

[/expand]
[h3]Camouflages[/h3]
[expand]
Earn "The Eternal Crusader," "The Red Threat," Primordial Annihilator, and Protector of the Faith camouflages by dealing damage to enemy ships; receiving potential damage; earning "Defended," "Captured," and "Assisted in capture" ribbons; and winning battles.

    You can complete the combat mission chains in Ranked, Random, and Co-op Battles, as well as in Operations and Brawls, playing Tier V–X ships.

[/expand]
[h3][h3]Bonuses provided by the camouflages[/h3][/h3]
[h3]The Eternal Crusader[/h3]
  • −3% to the ship's detectability range by sea
  • +4% to the dispersion of shells fired by the enemy at your ship
  • +100% XP per battle
  • +100% Commander XP per battle


[h3]The Red Threat[/h3]
  • −3% to the ship's detectability range by sea
  • +4% to the dispersion of shells fired by the enemy at your ship
  • +100% XP per battle
  • +100% Commander XP per battle


[h3]Primordial Annihilator[/h3]
  • −3% to the ship's detectability range by sea
  • +4% to the dispersion of shells fired by the enemy at your ship
  • +100% XP per battle
  • +200% Free XP per battle

[h3]Protector of the Faith[/h3]
  • −3% to the ship's detectability range by sea
  • +4% to the dispersion of shells fired by the enemy at your ship
  • +100% XP per battle
  • +100% Commander XP per battle

[h2]
What Is Warhammer 40,000?
[/h2]
Warhammer 40,000 is the pinnacle of tabletop wargaming. Produced by Games Workshop, its distinct visual style blends elements of science fiction and fantasy to create a beautifully dark atmosphere that has amassed a massive following over the years. Today, the universe has expanded to video games, novels, comics, and more, garnering a huge following around the globe.

Together with Games Workshop, we’ve created something that stays true to the renowned fantasy IP and also resonates with our universe of naval battles.



[h3]Warhammer 40,000 © Copyright Games Workshop Limited 2021. GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under license. All rights reserved to their respective owners.[/h3]

Halloween Community Event



Captains!

Halloween eve is coming, and we're excited to announce our new community giveaway!

How to Enter:

  1. Leave a comment under this announcement post.
  2. Play the game and use as many signal flags as you can.

Prizes:

  • 1x Halloween container for 50 players, picked via random draw.
  • III St. Louis and the Igor permanent camouflage for 10 players, picked via random draw.

https://store.steampowered.com/app/1753460/World_of_Warships__St_Louis_Halloween_Edition/
Rules:

  • Every 15 Signal flags used grant one "ticket" for the random draw, so the more signals you use, the greater your chances of winning will be.
  • Battle type: Any, except Training. Ships: Tier V–X.
  • Each random draw winner can only get one prize—either St. Louis and the Igor permanent camouflage or 1x Halloween container.
  • Only battles started during the event count.
  • Any comments that break the discussion rules may be deleted or excluded.
  • The results will be announced in this thread on November 1. Prizes will be awarded within 3 working days.


We wish you good luck and following seas!

Graphics Update Review

World of Warships was released back in 2015. As the available technology has continued to evolve since the game's launch, the game itself has also evolved with numerous updates and improvements. One of the most important elements of a game is its visuals, and World of Warships is by no means an exception.

With Update 0.10.10, we're launching a large-scale overhaul of the in-game graphics. That's what we're going to talk about today, while also looking back at some of the most significant changes that we've made over the past few years.

[previewyoutube][/previewyoutube]
[h2]
Boosting Graphics: The First Steps
[/h2]
Rendering, DirectX, and HDR—complicated stuff, in plain words.

[h2]Latest technology[/h2]
The updated lighting system is one example of how we've made use of the latest technology at our disposal over the past years. It all started with the tweaks we made to the image creation stages.

Rendering is the process of creating an image with the help of a computer program.

The rendering system we relied on when the game went live, as well as its underlying DirectX 9 technology, were bottlenecks that limited any attempts to enhance the in-game graphics.

DirectX is a special set of "instructions" created for managing graphic card operations. It's widely used in the development of video games for Microsoft Windows.

To remove this bottleneck, we adopted the more sophisticated DirectX 11, which gave us the green light to use more modern technology to create the game graphics, enhance the lighting, and add new effects.

[h2]Updated lighting model and HDR[/h2]
The technical refit allowed us to move ahead with making the game visuals more beautiful. First, we changed the lighting model because the "old" one came with numerous technical limitations and was a little uncomfortable to work with.

At the same time, since all content in the game had been created to "fit" the old lighting system, we had to make endless manual adjustments to reproduce colors correctly. After a number of experiments, we developed an algorithm that allowed us to convert game objects made in the outdated lighting system to fit the new one.

In the case of warships, it didn't take a huge effort since they all have similar properties in terms of game graphics and were reworked along with the lighting system in Update 0.8.6. The majority of maps and Ports, however, had to be approached by artists individually and were updated for the HDR technology gradually as we rolled out updates.

HDR (high dynamic range) rendering is a method of calculating and rendering an image using a wide color and brightness range. This technology brings the ratio of light brightness in line with reality, so even separate shades can be easily differentiated from one another. It allows for the simulation of bright day or dark night and everything in between, as well as looking from a low-light perspective towards a bright light or vice versa in an accurate and realistic way.

The new lighting system widened our choices of how to handle lighting, color rendering, and the reproduction of various surface effects. It allowed us to make all of the imagery in the game brighter, more realistic, and more diverse.

Once we finished working on the lighting system, we were able to move on to directly updating the HDR technology. For quite some time, we experimented with various parameters of the formula used to convert the physical parameters of an image into the brightness values of monitor pixels, and we compared our imagery to images of real-life sea locations before we arrived at a result that satisfied us.

Next, we moved on to work with the in-game sky and indirect lighting, i.e. lighting that does not shine directly onto an object. Lighting in our game previously only simulated the amount and direction of light on maps. Because of that, we updated the textures of our skydomes, i.e. the panoramic photographs of the real sky that were shot using special technology. The new HDR textures make it possible to create "real-life" physically correct lighting.

The creation of the new lighting for each map and Port in the game required an individual approach and considerable investment of time, so we added changes to the lighting effects step by step, covering all maps, Ports, and operations in the game between Updates 0.8.8 and 0.9.9.

[h2]
Visual Effects
[/h2]
Visual effects add beauty to the game and have an effect on gameplay. They help you make the right decisions and take your bearings in battle.
[previewyoutube][/previewyoutube]
With this in mind, another big step was a large-scale reworking of the visual effects in Update 0.10.2:
  • The new lighting system improved interactions between all visual effects and lighting in the game while also making the effects themselves more three-dimensional.
  • We added new visual effects that allow for easier orientation and decision-making in battle. These changes made the game brighter overall and rich in vibrant colors.

At the same time, we improved the technical side by significantly optimizing the visual effects. This increased the frames per second (FPS) value at peak loads, which was particularly noticeable on weaker PC configurations. Such a considerable "performance reserve" opened up new opportunities to make further improvements to the visual component of the game.

We come bearing gifts! Stay on the lookout for Community Tokens in this article and others on our website! You can exchange them for various items under the Naval Community tab of the Armory. Stay tuned for more news, and be sure to share the articles with your friends so they can also enjoy claiming gifts!
The reward can be claimed before: Tue. 02 Nov. 15:00 CEST (UTC+2)

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


    Watch our official streams and participate in the Public Test and other activities to earn Community Tokens. In total, you will be able to find up to

We ended up enhancing nearly all the effects in the game.
  • Fire effects are now more detailed and three-dimensional. Their display now takes a ship's speed into account, and it will be easier to aim at an enemy if your ship is on fire.
  • Shots fired by primary and secondary guns are now clearly distinct—the smoke and fire effects have different shapes and dynamics. Moreover, the size of the effects depends on the number of guns in a turret and their caliber—the more guns and the larger their caliber, the more impressive the visual effects are.
  • We've also reworked splash and shell hit effects. Hitting the water now results in different splash effects that depend on the shell type. At the same time, we've reduced the sizes of splashes, which will make aiming amidst an intense fire exchange more convenient.
  • Disabling or destroying primary and secondary guns, AA defense systems, and torpedo tubes is now accompanied by a smoldering smoke effect.
  • Hit effects now depend on their type. For example, a citadel hit will cause a large explosion, while a ricochet will produce bright sparks. The visual display of a shell explosion now depends on the shell type and angle at which it strikes a ship or the ground.
  • AA gunfire is now accompanied by muzzle flashes and smoke, while the explosions of AA shells have received various visual effects. The tracer color and density of AA gunfire depend on the activation of a priority sector and the Defensive AA Fire consumable, which will improve immersion and help aircraft carrier Captains better orient themselves in battle. Destroyed planes have received additional falling animations.
  • Now, when the Damage Control Party, Repair Party, Main Battery Reload Booster, Defensive AA Fire, and Hydroacoustic Search consumables are activated, you'll see additional effects that will help you stay aware in the heat of battle.
  • The effects of torpedo hits on ships and islands have been updated—a hit can now be accompanied by large volumes of fire, water, and rising sand.
  • The destruction of a ship will now be marked by a powerful explosion.
  • The effect for exhaust smoke coming out of smokestacks now takes the actual movement speed of a ship into account—the higher the speed, the longer the smoke trail. Moreover, smoke no longer interferes with firing without the binoculars enabled.

The reworked visual effects give the graphics of World of Warships a fresh look, and they also allow you to get more important gameplay information by simply observing the battleground.

[h2]Other Improvements[/h2]
We've made numerous improvements over the last years, so we're bringing up only the most substantial ones.

Minor tweaks are added to graphics with nearly every update:

[h3]Fog[/h3]
With Update 0.9.8, we added the following changes to fog in the game:
  • While studying images of real coastal areas, we found out that fog on different surfaces and at differing heights spreads differently, so we added a spatial distribution effect for fog to the game.
  • We also added a scattered sunlight effect inside the fog, which made it possible to add warmer bright tones to illuminated areas while leaving unlit areas shaded and cold. This made fog in the game more realistic and beautiful.
  • Apart from improving the visual component, this change also resulted in a slight improvement to the game client's performance.

[h3]Trees[/h3]
We updated the tree rendering system to make trees more realistic with the following:
  • An improved self-shadowing effect—required to create a 3D effect.
  • Updated effects that create realistic sun glittering of leaves.
  • New effect for sunrays shining through green foliage.

[h3]Water[/h3]
With Update 0.9.9, we improved the sea rendering quality for all graphics settings. Sun glare on the water's surface now looks more realistic; the horizon is now rendered at a higher quality; and water now appears in a range of different shades, depending on the map. This change has also improved the game client's performance. The changes are most visible at low and medium graphics quality settings. In Update 0.10.1, we reworked the way in which sun glitters on the water's surface with a sun path on the water. We improved the quality of reflections, waves, and areas with calm winds. Increased the amplitude and speed of waves on several maps.
  • Added support for temporal anti-aliasing—a method of image smoothing that analyzes an image based on preceding frames, eliminates noises, significantly reduces eye strain, and improves perception.

[h3]Underwater world[/h3]
Creating the underwater world turned out to be one of the biggest challenges for our team over the last year.
  • For most maps, we had to create the seabed landscape from scratch.
  • Numerous visual effects have been added that give you much-needed gameplay information in battle, as there aren't many orientation cues at your disposal while underwater.
  • We reworked the lighting for sun rays penetrating through water thickness so they scatter in a realistic and eye-catching manner.

[expand] [/expand]
All of these new features significantly improved the in-game graphics, but our options to improve the sea, for example, were still limited by the simulation and rendering system. For this very reason, we were unable to take the next step to boost the realism of water and other game components.

We decided to spark a graphics "revolution" and completely rework it like we had done with the lighting.

[h2]
A Future Look at Water and Other New Features
[/h2]
Let's take a look at the upcoming changes!

[h2]The fascinating seas[/h2]
New reflections, glare, and changes to water shading in response to different lighting conditions—everything we implemented in the game over the last years added to the game's beauty. But no matter how beautiful the picture looked, it still lacked realism.

This was because of the water simulation system used in World of Warships. We decided to completely remove the old system from the game code and replace it with a new one that utilizes modern technology.

FFT (Fast Fourier Transform) is an algorithm that computes the discrete Fourier transform—an operation used to perform various calculations and analyses in computer technology and other fields.

The new system utilizes a number of special algorithms and formulas, such as the Fast Fourier Transform (FFT) technology that calculates the water's surface in real time and smoothly changes its shape. This allows for realistic water simulation, creates waves of various heights and shapes, and adds dynamic sea foam. Everything we had been unable to achieve earlier.

At the same time, all the algorithms are configured to run on data obtained by oceanographers observing real seas and oceans, which also contributes to the realism of the wave shapes and dynamics.

The new simulation model affects both the shape and "structure" of waves, and it also makes it much easier to achieve visual and optical effects like the glittering of a sun path on waves.



It will make it easier for you to determine whether a ship is moving in battle or if she has come to a stop. Previously, over long distances, waves resembled a homogeneous moving surface, and this sometimes misled players into believing that an observed ship was moving. Owing to the variety of waveforms, the new water simulation model makes it possible to determine the movement direction of a ship at a glance.



The updated water means that any associated visual effects applied to ships will be updated, too. We take special pride in the new wake trails produced by ships. You can look forward to admiring the new water on all maps and in all Ports as early as this fall. But even though we're pleased with the improvement, we're not going to rest on our laurels and will continue to improve the sea in our game.



[h2]Tiles and HD maps[/h2]
Beginning from Update 0.10.10, we started to update maps using tiles and HD textures.

Tiling is a method of creating an image using tiny repeating textures. With this technology, we can achieve excellent image quality while optimizing the process of creating maps.

For World of Warships' maps, we also blend several detailed layers, such as grass, sand, rocks, etc.

Due to the use of a height map for each type of terrain, the mixing is physically correct. Blades of grass penetrate the sand, and stones are higher than grass. The new technology makes island models look a lot more realistic and detailed, and the use of HD textures will significantly increase the image quality. We have increased the details of islands by a factor of 12, while the size of the textures is now three times smaller.

We also changed the shaders for islands. By doing so, we achieved a "wet beach" effect on shore sands. Stones will also get wet in rainy weather. The islands themselves will no longer produce an unnatural glare.

A shader is a program that works with graphics and determines the image parameters and ways in which they change. They are used to apply textures to geometric objects, and they also allow us to create shadow, reflection, and refraction effects based on specified settings.

The materials we use to create maps are obtained using photogrammetry of real islands, many of which are shot directly by our colleagues as they travel around the globe to film various locations.

Photogrammetry is a method of determining the shape, size, location, and other characteristics of objects by their photographic images.

And the underwater world! We reworked all underwater objects to improve their aesthetics. This process also solved a number of gameplay issues, such as ships getting stuck near islands.

Fun fact: You've already had a chance to try out this new technology right in the game. We often use temporary game modes to test potential new features for the game. The Key Battle, the Big Hunt, and the Twilight Hunt were no exceptions. The sci-fi map called Polygon was created for these events specifically using tiles.

During this "test drive," we aimed to collect your feedback and check the game performance. The results were positive, so we continued to work with this technology.

As in the case of HDR lighting, such an update requires a huge amount of content to be reworked and an individual approach to each map. It's not just about a comprehensive graphics update, we're also trying to work on landmark features for each map. For example, a real active volcano has finally made it to the Hotspot map.

This is why reworking all the game maps to fit the new technology will take time. In Update 0.10.10, however, you can already check out the newly reworked maps Two Brothers and Hotspot, as well as the updated Philippines and Saint-Petersburg Ports.

[h2]New foliage[/h2]
It seems only natural that updating the islands should be followed by updating more of their aesthetics. That's why our next step will be to focus on reworking various species of greenery. When reworking trees, we focused on two main things: improving and diversifying the models of trees and their number on each map.

None of the existing solutions we had to hand worked for these tasks for several reasons. For example, particular difficulties were created by specific camera angles and a large number of plants on a map.

For that reason, updating trees required creating a custom solution based on the programs we already use. This way, we managed to configure a huge number of different parameters for trees like foliage shades, various lighting parameters (such as foliage transparency), and even adjust the wind physics for interactions with tree crowns. In the future, we'll be able to add many new features.

We managed to achieve a new level of detail for greenery on maps. But even the most beautiful trees will not make the visual component of the game shine if we're only talking about scarce plants scattered across huge islands. To tackle that problem, we needed to create entire beautiful forests. As a result, the total number of plants on maps now exceeds one million.

[h2]Texture-based animations[/h2]
As the final step in the current round of graphics updates, we added a huge number of new texture-based animations.

Texture-based animation is an animation method that implies baking animation into an object's texture for subsequent rendering and playback in the game directly using the GPU.

With this technology, we added new animations for birds and fish, waving flags, and other moving objects on islands. All of this brings more detail to the game world and adds life to it without having a major impact on the game client's performance. In the future, we plan to continue adding new animals to the maps to make the game world as diverse and interesting as possible.



We could call this graphics update the most ambitious endeavor in the entire history of World of Warships, but it's not the end—we'll continue to improve the game visuals by updating the underwater world, deploying new technology for maps, and considering other new graphics features that can be implemented in the game.

In the meantime, join us in World of Warships and enjoy the real seascape from the deck of your favorite steel giant!

[h3]Until next time, Captains![/h3]

Public Test of Update 0.10.10: Round 3

Captains!

In Update 0.10.10, you'll see the return of Arms Race, massive graphic enhancements, superships in Ranked Battles, and other exciting new features. Take a look at the Developer Bulletin, and welcome to the Test! See you on the Public Test Server!

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


[h2]Round 3 Schedule[/h2] Starts: Thu. 28 Oct. 18:30 CEST (UTC+2) Ends: Tue. 02 Nov. 07:30 CEST (UTC+2)

Сommanders, thank you for participating in the Public Test for Update 0.10.10! Your feedback helps us to improve the version and to fix errors. In order to additionally test some of the features of the upcoming update and fix issues, we decided to conduct an additional Public Test session. Check out the changelog and join the third session of the Public Test for Update 0.10.10!

[h3]Changelog[/h3]
  • Balance changes to superships, submarines, Pan-Asian cruisers, and destroyer Delny were made. More details can be found in our Development Blog.
  • Reduced the efficiency of the buff which restored the HP of squadrons in Arms Race.
  • Fixed several other issues.

[h2]Combat Missions and Rewards[/h2]
  • The rewards for activities on the Public Test Server may differ from those on the Live Server.
  • The rewards will automatically be credited to your account within a few days of the release of the new version.
    You can earn Community Tokens by completing combat missions on the Public Test Server.
Round
1
2
3

Earn 250 Base XP in a single battle in Random or Co-op Battles.

Reward on the Live Server: 100 Community Tokens

Earn 1,000 Base XP in Random or Co-op Battles.

Reward on the Live Server: 200 Community Tokens

Fight five battles in Arms Race and deal at least 30,000 damage to enemy ships in each battle.

Reward on the Live Server: 1x Wargaming container

Earn 4000 base XP on submarines in Random battles.

Reward on the Live Server: 1x Wargaming container

Earn 800 Base XP in Ranked Battles.

Reward on the Public Test Server: superships Satsuma, Hannover Yamagiri, Condé, Annapolis, and Zorkiy

Earn 2,000 Base XP in Ranked Battles.

Reward on the Live Server: 450 Community Tokens

Earn two Division achievements in Random Battles.

Reward on the Live Server: 500 Community Tokens

Earn 50 "Spotted" ribbons or ensure that 450,000 damage is dealt due to your spotting of enemy ships.

Reward on the Live Server: 750 Community Tokens

Place among the top 10 Сlans in your group in Naval Battles.

Reward on the Live Server: 1,000 Community Tokens

Fight five battles in Arms Race and deal at least 30,000 damage to enemy ships in each battle.

Reward on the Live server: 300 Community tokens.

Earn 4,000 base XP on submarines in Random battles.

Reward on the Live server: 400 Community tokens.

Earn 2,000 base XP in Clan Battles.

Reward on the Live server: 300 Community tokens.
    Each Wargaming container drops 1 day of Warships Premium Account, 3x Papa Papa signals, and 3x Juliet Charlie signals.

[h2]Starting Bonuses[/h2]
  • The research prices for ships and ship modules will be substantially discounted.
  • Players will be able to reset Commander skills free of charge.

If you're joining the Public Test for the first time, then, starting with Update 0.10.9, the following bonuses will be additionally credited to your account:
  • At the start of the Public Test, every participant will have all researchable Tier VI, VIII, IX, and X 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 0.10.9 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

Sixth Brawl

The sixth Brawl utilizes a 3 vs. 3 format and Tier X ships. Don't miss this opportunity to fight for Credits, Coal, and Elite Commander XP!

Brawls are a separate battle type with short seasons and a smaller team format—expect the battles to be more dynamic and fast-paced compared to other battle types! Players are matched based on their skill level. You can participate in a Division, and you don't need to be a member of a Clan. Team up with friends to win more battles!

[h2]Rewards[/h2]
Up to 10,000 Coal; 2,250,000 Credits; 80,000 Elite Commander XP; and 76 combat and economic signals.

[h2]Rules[/h2] Starts: Mon. 25 Oct. 10:00 CEST (UTC+2) Ends: Mon. 01 Nov. 03:00 CEST (UTC+2)

Format: 3 vs. 3; Tier X ships

Restrictions: Not more than one ship of each type per team, and the teams may differ in terms of their ship-type compositions

    You can take part in the Brawl only during the time period specified for your server.


[h2]Game Maps and Modes[/h2]
Big Race, Hotspot, Shatter, and Greece, all with reduced combat areas in Domination mode; Two Brothers in the Epicenter mode.

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