Purpose of this blog

Dmitry Yudo aka Overlord, jack of all trades
David Lister aka Listy, Freelancer and Volunteer

Thursday, May 3, 2012

[WoT] In Development: Vol. 5

With the "soviet" 7.3 update fast approaching live EU and US servers (RU release has just taken place while you still have some time to grin IS-4 :)),



the development team is now switching its focus to the next step, namely 7.4 update. The upcoming update is supposed to be more than just a content patch.

While the exact content and features for the next update, which is 7.4, is still to be finalized and extended.
  1. Extension of French tech tree
    • SPGs:
      • Renault BS
      • Lorraine 39 L AM
      • AMX 105 AM
      • AMX-13 F3 AM
      • Lorraine 155 (50)
      • Lorraine 155 (51)
      • Bat. Chatillon 155 (features cassette reloading or autoloader)
    • TDs:
      • Renault FT AC
      • Renault UE 57
      • Somua Sau 40
      • S 35 CA
      • ARL V 39
      • AMX AC de 100
      • AMX AC de 120
      • AMX 50 Foch
    • MT:
      • Renault G1R
  2. New premium vehicles previously available only to supertesters:
    • Soviet premium heavy tank of tier 8 Object 252/IS-6
    • German TD of tier 8 JagdTiger mit 8.8cm KwK 43 L/71
  3. Two new maps:
    • Wide Park. This map is based on Munich landscape and contains a large city part.
    • Airport/Airfield. The map features airport located in the desert.
In addition to that we can expect a bunch of new premiums available for supertesters only until 7.5. 

Also at this stage a lot of work is being done on the following stuff:
      • multiple UI improvements, especially the design of tank trees
      • new camo patterns
      • new game modes - Assault and Counter battles, both entered the final production stage
      • new sound effects
      • improvements to the current team damage reimbursement mechanics
The updates of the 7.4 current status will be provided closer to its release date.

Tuesday, April 24, 2012

[WoWP] Questions and Answers. Session 1.

Questions and answers session for World of Warplanes. The user questions (italics)  were gathered on EU and NA official forums. The answers (bold) are brief and concise to save your time. If something needs clarification, ask in comments.

Here we go:

Will you have vehicle/nation specific crew/weapon/engine sounds or the generics ones like in WoT?

The sounds will mostly be similar to WoT, however in WoWP we are planning to pay special attention to national crew voice-overs (each nation will get its own voice-over) and soundtrack to make it really catchy and matching the game style.


I was just wondering how the CBT will start. Do we get an e-mail or will we have to keep watch to the WowP portal.

The announcement will be loud enough so as those who are insterested don't miss it. Of course it will be mentioned on the portal, but not only there.


Having flown other prominant flight sims, such as FSX and the succesful IL-2 series, and also holder of a pilot's licence in real life, I am interested to know how many feature's you are planning to include in game. For example will we be able to use airbrakes to give us an advantage in dogfights? Airbrakes are also essential for the ground attack aircraft that are on your tech tree. Can we use flaps to decrease the turning circle and allow us to fly slower + more lift? Also will the game have true to life physics, or will it be another game where the plane's auto-right and automatically turn and bank when you move the stick?

We are not exactly doing a sim, that's why WoWP will be more of a genre mixture. Both landing and take-off are not considered vital for the intended gameplay. Currently we are not planning to include air brakes. As for flaps control it's already in the game and functioning. Flight model is going to be rather complex allowing aerobatics, stalling and such stuff, however we really want that in-game players fight vs players not vs their own aircraft or ground.


What about perks for crew in wowp ? If warplane like Me109 C1 have 4x MG17 and 2x 20mm cannon, its possible to switch between ?  like LPM-MG PPM-Cannon

Crew progression is going to be more advanced in WoWP in comparison to what we have got in WoT, containing greater rpg elements. Mostly because of the comparatively tiny crews in WoWP. Yes, it will be possible to switch between the two.

When talking about the adding of the British tree, you tend to stress it will be soon, more so than you did with the French and WoT. Does this mean we probably won't have to wait as long as we did for the French to be added in WoT?
 

Yes exactly, it's quite safe to say that Brits in WoWP (the initial line) will arrive earlier than French tanks it WoT.

Considering that dogfights were much more dependent on skill than tank battles, how will this affect the matchmaking? I mean, even the tier 1 fighters could take down an advanced WW2 plane with enough skill.


Indeed the influence of skill level will be higher than in WoT by all means, we are planning to smooth over the rough spots tuning the matchmaking.

You've stated that light bombers will be added, now these bombers needed fighter support because they couldn't defend themselves very well. This means we will need alot of teamwork to actually play these roles and judging by the WoT community, these people have never even heard of teamwork and don't have a clue how to do anything other than hide or go forward. Do you have any plans to force these people into actually working as a team? Perhaps a hefty bonus for taking out fighters that are firing at your bombers?


That's actually the reason why bombers were not chosen as a separate class in WoWP. As well as ground attack aircraft those will need to focus mainly on ground targets and require certain support from the team. From our side we would encourage team play by clear designated class roles, clear and concise UI, and advanced tutorial.


I just wondering about the difference game types, al i have heard (read) about it sound intresting but just thinking how it will be when i load up my heavy assult plane with bombs/canones and was hoping that it would be an ground assult map but no it was an plane escort mission i ended up with.
we got the posibilities to pick each fight?


We are planning a couple of game modes for release, most likely that would include some sort of escort with significant PvE element and aerial deathmatch with both aerial and ground targets.


And for secound when i applied for the alfatest i choosed joystik but it showes that my old dusty stick not working anymore, will that have some thing to say on the outcome to be accepted to GAT?


Not at all. We welcome the use of all types of controls.


 will it be a major difrence between the alpha and beta testing or will it be as any other update? I`m not experencd with beta and alpha testing of a game so that is why i am wondering.

In closed beta we will be inviting more players to join than we do now. Of course at that stage we will have far more stuff to try and test as well.


are some planes oversized or undersized in comparison to other planes ?

Intentinally - no.
:)

At the start of the round will we ever have the chance to take off from the runway(like in combat flight simulator 3)?

Currently everyone start up in the air. We would like players to focus on the combat itself.

I wasn't perfectly sure what you meant in an earlier post, when you said something about it being keyboard + mouse only. Did I understand that right, or are you planning support for joysticks and pads? Can't wait to be approved by the way, and please thank the Devs for me, for the awesome job!

Sure thing, they are already supported.


Considering the recent post about the community's artistic side and the fact that the reward is acceptance into GAT, does this mean that any applications to GAT are now no longer being accepted?

We are inviting more and more players in as the alpha testing progress. Plus your application will be still valid for CBT if you are not accepted by then
.

Is the whole game about WWII-Aircraft or are we going to see more modern planes also?
Our time range is 30-50, so we are starting with basic biplanes and going up to early jets.


Will there be a Cockpit-View or only Third-Person-Perspective or both?

Only the latter.
Can you already estimate how big the Game-Client will be?


Approx the same size as in WoT. Currently it's about 1.5Gb


When you open game for more players? CBT or so...

CBT which start around E3 will be more "public" than global alpha, however both limited access and the NDA will be in place. The game will be fully open during open beta stage - OBT.


WoWP will have AA guns? If they are in game, will be available for players like arti in wot?

Yes, there are AA guns controlled by AI.


Tail-gunner will be controled be AI?


Yes.


High tier Planes will have misiles (like X-4)?


Yes.


What type of customization we have in wowp?, example, you can swich diferent machineguns/canons, or/and you can add more or remove machineguns/canons. Example of 4, 190WA4 basic = 4 canons and 2 guns, if you can customize, 4 guns, or only 2 canons and 2 machineguns....

That's not exactly customization. It's upgrading, currently we are working on different setups of upgradable modules for aircraft, which won't be limited to weapons only.

Hey i accidentally entered the Ru site of world of warplanes , and out of curiosity i used google to translate . Turns out hey have a lot more contests wich ... doesnt sound very fair to me .Could we get more contests too ? Also , dont take this as an insult , its just a desperate man begging for alpha acces.

We are inviting approx the same percentage of players in every region. So the number of contests in terms of GAT invitations doesn't really matter.


will there be stalls? (esp.due to low airspeed)  what about plane-ground interactions? Will we crash into the scenery if we're not careful (or if we stall )?

Yes to both. However auto-pilot will be in place to prevent uncontrolled maneuvers from player's side. Of course it will still be quite possible to actually crash.


Are crews going to be visible in the aircraft? In WoT, there are no crew in open vehicles. However, in the teasers, I noticed that aircrew were visible. Will we be able to see our crews?
Yes, the crews are visible both in combat and in hangar.


i was wondering if there are going to be objectives in this game or is it goin to be like WOT where you just start shootin ppl up

Game modes with different objectives are planned, apart from standard deathmatch and shooting ground targets, we are also working on escort mode, where you need to make sure your VIP(lane) survives or destroy the enemy's one.


"Planned" or "in" is the question here, simply because WoT has been running now forever on one mode and it was promised long ago that new modes were coming so "stay patient". So if I were to hear "planned" I'm just going to assume they're not happening any time soon. I would like to see their "planned" content timeline as well.

WoWP will start with at least 2 game modes and advanced combat tutorial. Unlike WoT.


Question: will exist something like a "blinding sun"?
 

Yes, this effect is planned.

will you restrict the tiers of planes fighting each a little bit more then in WoT. I would love to be in Dog fights with only tier 5 planes, rather then battles with planes from tier 4-9. Especially if I'm the Tier 4 plane. I know the waits would grow, but still. I'm imagining the tier 10 planes almost never being bothered by the lower tiers.

The MM spreads most likely will be tighter than it WoT now, however tier 5 only battles are not exactly the pattern we are aiming at.


Will the all planes be able to gain the same heights? I've been wiki'n the planes and noticed the different ceiling levels. Will a tier 1 plane be able to reach the same in game height as a tier 10 plane?


No, we are capping the max heights artificially for the sake of gameplay. In general fights will take place on a lower heights than they did historically so as to enable taking advantage of landscape and fighting ground targets.


If Sim, can you stall out. does weight vs power effect climb rate/angle. On A scale of 1 - 10 (1 ace combat - 10 L-2 Sturmovik ) .. where would it land ?

Stalling is in place, however deadly maneuvers are prevented by auto-pilot. Weight vs power effect climb rate/angle will also be added. Closer to arcade than to sim. You can't control air-fuel mixture.

  
A lot of people are going to play this game and I wanted to ask if there is any sort of plane customization being implemented. I ask this because a lot of pilots in WWII had custom symbols or emblems on there planes usually self chosen ones and it would be a really cool way to see what people come up with on their planes.
We are planning to implement advanced customization tools to the game. E.g. the camo system is already in. Each plane will get a set of unique camos, unlike WoT where camos are mapped/tiled for all vehicles of a particular nation.

Are there any plans to Introduce Compatibility with Linux platforms Given the growing popularity and use of platforms like Ubuntu?

Official Linux support is not planned in the foreseeable future.


1. Will there be a fuel limit or just no fuel at all?
2. Is there going to be mid-air crashes or not?
3. Will there be any mountains or hills you can crash into or land on?


1. No fuel limit just like in WoT.
2. Yes, sure thing. Ramming FTW!

3. Many mountains, hills, towers, etc to crash into. :)


1. Since there will be no stall from maneuvering how realistic the world physics will be?
2. What the max altitude a plane can climb?
3. Will the bombers have rear gunner protection?
4. Will the planes have gas or ammo or even better the pilot him self weak areas?
5. Will there be female pilots?(For the USSR mostly since historically there were many women soldiers and pilots)
6. Well the skies are different from the ground and there are not many places to hide, what about the visibility? Can i spot a plane in an open sky up to 1000 - 2000 meters?
7. What about pilots skills and perks?


1. Flight model is going to be quite complex allowing aerobatics and preventing player from commiting deadly maneuvers.
2. It will be different for different tiers/groups of tiers. There would be an artificial cap to keep fights closer to the ground, so as to enable players to take advantage of landscape and fight ground targets.
3. Some ground attack planes already have it.
4. Yes, each plane will get its own weakspots, realistic armouring is already in place. Pilots are currently exluded from the hitbloxes for gameplay reasons.
5. Possibly.
6. Yes, enemy can be spotted being a few kilometers away.
7. Since planes obviously have smaller crews than tanks, we will pay special attention to crew progression devising a lot of skills and perks some of which will progress simultaneously.


If your question is not on the list, you can ask in comments to this post or in the respective Q&A thread - EU or NA

Saturday, April 21, 2012

[WoT] Public Test of 7.3

After the release of 7.2 update all 3 main WoT servers have set new CCU records proving to a high extent movement in the right direction (the capacity of server hardware for EU recently has been almost tripled and ready for more players). However there is still a lot on the to-do list.


With the upcoming 7.3 we strive to stick "one content update per month" schedule which this time is pretty close to be kept. The public test of 7.3 has been up and running for quite enough to share the feedback. The list of changes can be found eg here. 7.3 is primarily a content update which also brings lots of bugfixing and improvements to the earlier 7.2. It's 7.4 that is supposed to bring far more significant changes and a bunch of new features, the two new game modes are undergoing final polishing.The expansion of French tech tree, SPGs and TDs, is also coming.

Let's see what we have got here.
  • 2 new maps. Note, that there are no city maps among them, the next city-based map is likely to come next update.
  • Huge Soviet revision announced long time ago finally completed. The newcomer heavies are T-150, KV-4, ST-1, and also we have KV divided into two, and IS-4 moved one tier up.
  • 2 new French prems tanks after testing on live server by supertesters are now available for everyone.
  • The next bunch of prems that are going to be tested right according to the same procedure are IS-6 and "golden" JT with 8.8cm.
  • MM spread for tier 5 heavies is reduced by 1. That should be considered as the initial step the impact of which is to be assessed further on to identify whether similar changes are to be extended and if yes to where exactly.
  • Apart from that there have been extensive bug fixing, including massive bug with "blach terrain" for old Radeon graphic cards. The descriptions of crew skills have also been extended. 
  • Clan logos are finally displayed in the client.
Commenting this post leave your feedback, ideas, and suggestions regarding the 7.3 public test. And a small reminder: 7.3 is still in testing and currently it's not the quality and experience of the release version.

Tuesday, April 10, 2012

[WoWP] Conquering the Sky

Eastern Europe has become a major center of free-to-play MMO action games under the aegis of Wargaming.net, with the major three development offices: Minsk (Belarus) for World of Tanks, Kiev (Ukraine) for World of Warplanes, and Saint Petersburg (Russia) for World of Battleships.


While aerial and naval games are being developed by two separate studious, both of them can't but benefit from the experience and resources of WoT team, which is naturally the largest one of the three. The Minsk HQ provide both technical and methodological assistance to achieve better quality of the trilogy.

As mentioned before, World of Warplanes is being developed by Kiev-based partner studio - Persha Studia, comprising more than 100 professionals with a huge background in game development. The development process is guided and mentored by Minsk producing team. The cooperation includes regular mutual visits, feature planning, milestone approving, and both managerial and design video conferences scheduled several times a week.

Minsk producing team is also engaged in general communication and facilitation of all project activities, which means promotion, marketing, global operations, video and audio production etc

Technical assistance is also extremely important. WoWP benefits greatly from the usage of shared resources, which includes but not limited to:
  • the usage of joint technical resources;
  • server and hardware maintenance;
  • data logging;
  • joint server and web deployment, ie release of updates for all regions;
  • high-level web resources - clan wars functionality, portal including single account for all WG games and account management tools;
  • misc front-end resources - bonus codes, payment system, etc;
  • misc back-end resources - administration panels, support software;
  • advice and expert evaluation.
Besides WoWP can rely on cooperation with the community and customer support teams of WoT to provide better service for players at any stage.

WoWP is going to be a lesson learned from WoT in every possible meaning. What does WoT lack for?
  • new game modes? There will already be a few upon the release of WoWP.
  • tutorial for new players?  It will be added during the beta stage, so as testers could give their feedback which will allow us to polish the tutorial prior to release.
  • fair matchmaking? In WoWP it will be totally different, the balance of aerial battles doesn't assume that eg tier 4 and tier 8 planes will normally fight alongside.
  • Strong PvE element? Sure thing!
 With the features above and many more to come announce WoWP is planning to be more successful than WoT in both NA and EU.

Wednesday, April 4, 2012

[WoWP] Up in the Sky

Since the launch of World of Warplanes global alpha we have received around 400.000 applications from around the globe. At the current, rather early stage of development, really (and I mean really) massive testing is not required, and candidates are chosen based on a variety of factors they stated in their application forms. That creates not a huge, but steady and stable flow of feedback.

Don't get disappointed if you haven't received confirmation letter yet (equally if you haven't received anything at all). Filled applications are not denied and will be still valid at closed beta stage, when we will be needing much more testers to test new features and content.

In global alpha we are already operating 3 different servers (American, European, and Russian), so it's definitely step forward comparing to WoT, where we started with Russian server only. The development progresses rather fast, basically we update the game every 2-3 weeks, adding more stuff.

As many of you might already know from the multiple interviews and articles on WoWP, the game is a mixture of sim and arcade elements. We are going to support various controllers (even including TrackIR), offer quite realistic flight model (aerobatics is in), however neither take-off nor landing is currently planned, as well as precise control over air-fuel mixture.

Alpha Gameplay Footage

You can apply for the alpha, if you haven't done it yet here:

NA - http://na.worldofwarplanes.com/ga/new/
EU - http://eu.worldofwarplanes.com/ga/new/
RU - http://ru.worldofwarplanes.com/ga/new/

In comments to this post you ask about WoWP. Welcome.

Monday, April 2, 2012

[WoT] Feedback on 7.2

Update 7.2 has been out for a few days and it's time to share your feedback with us. New American TD line, revision of American HT line, new crew skills, massive changes in game economy, new UI elements, new maps and some other stuff.


What are your impressions of the new version, what you liked most, what are the main faults, etc. 

Share your feedback in the comments to this post and will reply to the most valuable ones from my point of view.

Thanks

Friday, March 30, 2012

[WoT] Bailout of 7.2

Think, everyone or almost everyone has already acquainted with the changes in WoT game economy introduced in 7.2. They can be found eg here (EU). So it's clear "what", but still may be not clear "why" or even "why the hell?!".

The initial economy balance tuned at open beta stage, the one the game went live with, was affected greatly, and mostly in a negative way, by multiple changes in game mechanics (getting rid of "teleporting", tweaks in penetration mechanics, HE-mechanics, hitboxes changes etc etc), changes in vehicle specs (buffs&nerfs), introduction of new tanks and some other factors. Most of the time such kind of impact was hardly predictable.

As a result of the above the economy balance as of 7.1.(1) moved quite far from the designated values designed and set initially. The situation wasn't gamebreaking, but it really hurt and this has to be fixed sooner or later. So we have scheduled the major changes for 7.2 and adjusted the following.

For tanks:
  • income per battle
  • repair costs
  • research costs
  • price in credits

For modules:
  • research costs
  • price in credits
  • tier
Summarizing the changes, the total effect that may not be obvious for players at first glance - the gross influx of credits into the game for all tiers is increased, which along with reduced research costs for most of the tanks and modules will lead in most of the case to the decrease of overall number of battles to get the highest tier, ie reduce the grind. See the picture below, that characterizes the current (7.1) and patched (7.2) credit incomes of heavy tanks in game for standard account.


The same charts for other classes are practically the same barring a few minor differences, eg we alleviated the reduction for high tier TDs for the only reason of their not very high percentage in game, comparing to other classes.

Especially, the grind will be less significant at tiers 1-4, now for standard account the experience and credits are earned simultaneously, so approximately at the time the next vehicle can be researched, there is enough credits to purchase it.

At tiers 5-8 there are changes in both directions with the majority of tweaks aimed at reduction of the current profitability rates. Vehicles of these tiers went too far from the designated values. However we still do stick to the concept that tier 4-6 vehicles (3-5 for SPGs) are the most profitable ones. See the chart for meds:


Even with the reductions made at mid tiers, taking all tiers into account the changes are in the black. Comparing to our basic concept that tanks should on average break even for standard account at tier 7, it's not true strictly true at the moment. All tier 7 ones do MAKE money on average in 7.2. So the initial strategy was adjusted here.

At high tiers there mostly were "plus" changes. Top vehicles, including tier 10 heavies and tier 8 spgs, have become too unprofitable and needed to be buffed economically a bit. That wouldn't allow them to make money on a regular basis on standard account of course.

What else should be highlighted:
  • there was no income nerfs for premium tanks;
  • preferential mode for high tier TDs;
  • a great number of discrepancies have been fixed, including abnormal research costs for tanks and modules (eg 105 mm Gun T5E1, 8,8 cm KwK 36 L/56), tiers of modules, etc.
  • there was no ammo cost rebalancing which is still might be necessary.
Economy is really a long and complex story, that can be flamed talked about endlessly, just like balance in general. Hope, I have cleared the things a bit.

Wednesday, March 28, 2012

Change in Scope

It's has been a while since the latest big post back in December 2011.

Many things have changed since then, including my position and scope. Currently I'm involved as producer in two major projects that are currently in development by Wargaming.net - World of Tanks and World of Warplanes.

Thus at the current stage I'm devoting my time and effort to a more generalized and strategic level of things, having less time to some particular details (e.g. balance of tank X), which will inevitably affect the format of the blog and dramatically decrease time spent on forums.

From now on, I will do my best providing the information on how and why we do things instead of focusing on what exactly we do (such stuff can be found on specialized resources like forums and websites). This will minimize the overlap with similar sources.

The aforementioned change means that the blog will cover issues related to both ground and aerial warfare. I would like to keep most of the communications and discussions in one place, ie here. This will also include regular Q&A sessions and insider's posts of various kinds.

During the major break I also had chance to visit Game Developers Conference 2012 in San Francisco, US, which was really helpful and somewhat fun.


Even though some of the talks were dedicated to sort of obvious things with few or no innovative ideas and aimed at students, the majority could find something for their own taste. Looked like Naughty Dog and DICE had the biggest overall number of talks which were very popular.

 Lowly Overlord and mighty Sid Meier.

Prior to flying back home, I also had a chance to visit Tank Summit at one of the biggest private tank collections in the world comprising ~150 vehicles. Really impressive.

                                     T-54/55 "The beloved"

T-34 with 76mm. Really rare stuff, most of survived vehicles are 34-85.

M103 "The newcomer"

Just M3 Lee.

Starting with the next week, the blog will be regularly updated. Waiting for ideas and suggestions in comments.

PS: Hope, you also like the updated design of the blog.
PPS: Not planning to disable OpenID comments, asking everyone to be civilized. Thanks.

Tuesday, March 27, 2012

It's alive!

The blog is changing and evolving. Don't remove it from your bookmarks and speed dials.













Stay tuned.

Overlord

Wednesday, December 14, 2011

Preliminary Patch Notes v.7.1

While 7.0 update is being released for US (at the moment) and EU (later this week) servers, we are launching public test of 7.1 update.

Due to technical reasons and the desire to speed up the release of this update, the public test will be available only for RU server this time (public test of 7.1 requires the support of 7.0 functionality which is not ready for EU and US yet).

World of Tanks v.7.0 - 7.1 test1 patch notes:

- Added basic French Tank Tree;
Introducing lights, mediums, and heavies, all in all 18 vehicles. No premiums for now.
Mind the following changes in comparison with French alpha tree:
Lorraine 40t moved to tier 8 medium, while Bat Chatillon 25 t - to tier 9 medium.
Amx-50 120mm was downshifted from tier 10 to tier 9 heavy, and AMX 50B (former AMX 65t) became the new French top heavy.
- Fixed bug with default ammunition resupply after the battle;
It's a v.7.0 bug, when system doesn't save your ammo choice and sometimes restores basic ammo selection.
- Fixed bug when it's impossible to close private channels;
Again v.7.0 bug.
- Fixed client-to-server asynchronization upon the vehicle's destruction by ramming;
Again v.7.0 bug.
- Added tank model (short) after the player's name in brackets for battle interface.
For all messages and notifications, eg chat messages, X destroyed by Y messages et. Eg chat message - Overlord (M46): Hello!
- Changed specifications for all automatic guns and vehicles using them.
Automatic and semiautomatic guns have been reworked into a new system with auto-loading (cartridge reloading) that is being introduced along with French tanks.
Some vehicle specs have also been changed. Detailed patch notes will be available upon the release to the main server.
- Fixed bugs with vehicle armouring: IS-3 (top front turret), IS-4 (side hull and 122mm BL-9 gun mantlet), T95 (side hull);
IS-3 and IS-4 are getting their 7.0 bugs fixed, eg the latter had his side armour decreased by 20mm. Restoring the correct values.
As for T95, applying the changes announced here: http://overlord-wot.blogspot.com/2011/11/upcoming-armor-buffs-of-t95.html
- Fixed bugs in vehicle models: Object 212, Pz VI Tiger, T32, Grille, Pz II Luchs, VK3001P, Löwe;
Just visual stuff.
- ISU-152: 16 armour groups + spaced armor;
ISU is getting its new hitbox. Just as many vehicles in 7.0.
- Fixed the same gun models 7.5cm L/70 and 8.8cm L/56 for JagdPanther;
Visually the guns were the same. Now they are using 2 different models.
- Fixed camo bugs for VK4502A, Pz II.
- Reduced RoF for 8.8cm L/71 guns on JagdPanther and Ferdinand;
These changes were misssing in 7.0, where the long 88 got 220->240 damage adjustment.
- Fixed bugs on maps: Fjords, Marsh, Steppes, Malinovka;
A couple of map bugs got fixed.
- Fixed the red "Texture not found" square replacing clan logo when changing settings;
Introducing the display of clan logos. It hasn't been added in 7.0, since some rework was required.
- Added new options for colour-blind scheme;
Now it's possible to adjust the colour of reload progress-bar and a gun marker.
- Fixed bug with not displayed new invites when invite channel is open;
- Fixed invite channel blinking when there are no active invites;
- Fixed the absence of Commander's modifier in tooltip over a crew member;
- Fixed bugs in fire effects for destroyed tanks;
- Added the option to hide interface when playing the recorded battle ("V" key);
- Fixed bug when getting to pre-battle room for ready but un-distributed tank company players;
- Fixed a system message while receiving/redeeming vehicle that is already in garage;
- Fixed garage freezing when entering the game with "Enter" button pressed.