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0.6.2 Patch Notes


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CC_Sly #1 Posted 16 December 2015 - 04:20 PM

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Extended research trees

24 new higher tier cards have been introduced:

  • U.S.S.R. (8 cards): Т-43, IS-4, SU-101, Overpower, SU-152-54, Т-62А, KV-3, All Together
  • U.S.A. (8 cards): T20, Naval Assault, T28, M48 Patton, Wave After Wave, Т49, М103, T25 AT
  • Germany (8 cards): Tiger (P), Military March, E-50M, E-100, Ru 251, E-50, Indien Pz, Final Frontier

Daily login bonus

Entering the game each day for a week may reward players with credits or even gold bars.

The end of the day is considered to be 00:00 server time.

Bonuses:

- 1st - 6th day: credits (from 1000 to 15000 increasingly).
- 7th day: Roulette wheel which allows to win 50000 credits, 100 gold bars or Premium Account for 1 day.

Daily bonus restarts after the 7th day. It means that roulette wheel is available once per week.

New Year Special

All players that log in during Christmas and New Year holidays receive a unique premium card – “Snow Tank”. It’s a heavy 1/10 tank that can freeze the target it attacks or counterattacks. The frozen target is unable to move, attack and counterattack till the end of next turn. The ability will be available till the end of the holidays.

The ability of the A-40 tank (added to the accounts of those who took part in beta in April, 2015) will also be available during holidays.

The Garage and the battlefield will be decorated with ice and snow, while the military instructor (NPC) will receive a holiday costume.

HQ balance changes

  • PD Clausewitz – firepower reduced from 2 to 1.
  • 41st Division – ability changed to "[4 RESOURCES]: Deal 1 damage to all opponent's cards that have been damaged during this turn.”
  • 60th Division - ability changed to “When a Unit with "Defense" ability is destroyed on your Bridgehead — draw a card.”
  • 10th Mountain – firepower increased from 1 to 2.
  • 7th Armored - ability changed to "Whenever you spend 6 or more Resources to deploy a card — deal 2 damage to the enemy HQ."
  • 2nd Armored - ability changed to "Whenever an opponent's Unit is destroyed — deal 1 damage to the opponent's HQ."
  • Jackson – HP reduced by 2. Added the ability for U.S.A. HQs: +2 to HP.
  • IS-1 – Firepower reduced from 2 to 1. Changed the ability for U.S.S.R. HQs: "+2 to firepower for every opponent's Unit adjacent to this tank."

Unit balance changes

Battle hints

New messages, explaining why this or that Unit is unable to move or attack or why the card cannot be deployed (shown in case the player is trying to perform an action, which game rules do not allow) have been added to the tutorial battle.

The texts describing the features of Units have been removed from the starter cards. Now when viewing ANY card, the information on the features of this very card is shown next to the Unit type icon. When the player sees the card of a certain type for the first time, a flashing icon appears on the battlefield. When viewing the card in the enlarged mode, the information on the card type is shown in the animated form.

When cards with “Blitz” and “Spend N” abilities are first deployed, the information screen explaining mechanics of these two abilities is shown.

Bugfix:

  • Т30 card ability now doesn’t work after this card has been returned to the owner’s hand.
  • VK3002(DB) card ability now works correctly, when the opponent has a Panther 2 card on the battlefield.
  • Resource growth of the Т-80 card after it returns to the owner’s hand is now calculated correctly.
  • IS card ability for the Support HQs now doesn’t trigger in case the second player attacked a Unit with a Unit.
  • Premium days icon now is displayed correctly in system messages.
  • Now, when JagdPanther is burnt down, it doesn’t cause the whole battle to be stuck.
  • Camouflage ability of the JagdPanther now isn’t restored after being disabled by the opponent.
  • 7th Tank Corps HQ ability now works correctly together with the Telephonists EF Squad.
  • Fixed an error causing the deck editor scroll button to appear on top of the card.
  • Т-54 card ability is no longer active once this card is returned to the owner’s hand.
  • Overpower order card now is deployed correctly.
  • 10th Mountain HQ now is unable to attack the opponent’s HQ even under the effect of Be the Hero order.
  • Now players do not receive the Order of Valour medal if their opponent’s Units are destroyed due to the end of the battle.
  • Units that were burning before they were returned to the owner’s hand, now stop burning when they are deployed to the battlefield for the second time.
  • Telephonists 30 card ability now can be applied to the Units deployed with “Blitz” ability.
  • Fixed an error causing the deck editor interface to be blocked as a result of the cards being moved between the Collection and deck in a very fast manner.
  • JagdPzE-100 card can counterattack during next turn after it attacked.
  • The main ability of T110E4 now does not affect how the Resource growth is shown for the cards in the hand.
  • The names of the awards in the Achievements section are no longer shadowed.
  • The sequence of animations shown when the Final Frontier card is deployed is now displayed correctly.
  • Ahead order card now works correctly for targets that haven’t moved during the turn.

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Uriel16 #2 Posted 16 December 2015 - 05:00 PM

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My 60th, nooooooo



Sipher351 #3 Posted 16 December 2015 - 06:49 PM

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View PostUriel16, on 16 December 2015 - 06:00 PM, said:

My 60th, nooooooo

Talk about the nerf bat. That seems like a mega nerf to me, but then I do play mostly 4th Division. 2nd Armored seems like it will probably get quite a boost though, that damage can add up real quick.

Still no fix for the BGM I guess? Or was it just left out by mistake?



nyanqwerty #4 Posted 16 December 2015 - 07:59 PM

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I get screwed over by the 2nd Armored in my 7th Tank Corps, now time to get even more screwed over.

I occasionally stream on Twitch @ http://www.twitch.tv/nyanqwerty


Tpaktop2_1 #5 Posted 16 December 2015 - 09:27 PM

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Where is the Fury Tank? Premium?

Uriel16 #6 Posted 16 December 2015 - 11:53 PM

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It bothers me that the 60th will be nerfed but the Munch and 11th airborne have equally strong abilities

HNBT_Newton_HNBT #7 Posted 17 December 2015 - 12:19 AM

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Munche and the 11th were not on par with the ability that the 60th had, having a defensive unit was a much easier condition to meet.... 11th did get nerfed a bit ago (went from 11 to 12) so maybe it will be next in line, and munche really is fine right now, but now maybe with a more reasonable 60th it will be too strong.... The 60th sort of needed a nerf a bit -_- it will still be one of the better tier 8's don't worry ^_^

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naejin #8 Posted 17 December 2015 - 03:12 AM

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Although I agree that the 60th HQ's card draw ability for having a defensive unit was rather strong (probably OP compared to some), it seems weird that 60th is getting card draw nerf, while Munche didn't receive a nerf despite it basically has an equivalently strong HQ card draw ability. Playing with an empty hand isn't really that much of a handicap for Munche at all. It generally wants to barf out all its cards out anyway. The only downside Munche is that it might take munche 2-4 turns to empty its hand. (prepatch, they could fairly easily empty their hand on turn 1, maybe they still can with premium cards, but much less likely).

I thought Munche deserved some sort of nerf, whether it be its HQ card draw ability, reduction of resource growth, or even as little as HQ HP nerf. I think that it will be the strongest tier 8 HQ, if it wasn't already.


Edited by naejin, 17 December 2015 - 03:16 AM.


John_McCain_ #9 Posted 17 December 2015 - 04:50 AM

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60th RIP

Cap_Green #10 Posted 17 December 2015 - 06:36 AM

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Rip your 90% win rate on 60th john :p

John_McCain_ #11 Posted 17 December 2015 - 06:44 AM

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View PostCap_Green, on 17 December 2015 - 06:36 AM, said:

Rip your 90% win rate on 60th john :p

100% win rate Anyway my plan was research some cards before patch. I'll return back to 4 tier hqs.

MiraclesHappen #12 Posted 18 December 2015 - 09:18 AM

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I seem to have lost three cards from all of my decks, not sure which one(s).

Any idea why this happened and what cards?



John_McCain_ #13 Posted 18 December 2015 - 09:22 AM

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View PostMiraclesHappen, on 18 December 2015 - 09:18 AM, said:

I seem to have lost three cards from all of my decks, not sure which one(s).

Any idea why this happened and what cards?

http://forum.wotgene...removal-in-062/

MiraclesHappen #14 Posted 18 December 2015 - 10:26 AM

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View PostJohn_McCain_, on 18 December 2015 - 09:22 AM, said:

Thanks. Bummer, I used three of those a good bit.

I don't know why they wouldn't put a more direct notice about this stuff in the game page, or a link to this page.

naejin #15 Posted 20 December 2015 - 03:32 AM

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It wasn't mentioned, but did you guys adjust/tweak battle rating award system? I've noticed significant changes in my battle rewards. It seemed more forgiving on losses & more rewarding on winning pre-patch 0.6.0, and more stringent post-patch 0.6.2.

naejin #16 Posted 31 December 2015 - 03:15 AM

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I've recently been seeing more new players in general chat complaining of not finding any opponents, and quitting. I feel that stealth changes to the rating system may be affecting the willingness of veteran players from playing games with them, because of the punishing rating system. Regardless if you win or lose, if a high rating player enters a low or even middle tier battle, he/she will lose rating. So instead of running into an occasional seal-clubber, most of the time they don't find any opponents. Since the removal of many of the early access seal clubbing tanks in patch 0.6.2, luck of drawing well has a more significant effect on low tier (training HQ) deck battles, such that I think the concern of unfair seal-clubbing is greatly diminished. The only remaining difference will be skill level disparity of a veteran & experienced player. I recommend tweaking to the rating system to not dissuade your highly fragmented player base from playing with new players.

SIDE NOTE: I frequently play games where I lose rating points when I play with my mid-tier (tier 4) HQs, because I have built high enough rating and play some battles with top-tier (tier 8) HQs. I still want to play my mid-tier HQs, because I still have many cards yet to unlock. Of course, if I had a premium account, I'd of earned 50% more credits & experience points, which would have helped avoid this (because I'd likely unlocked most if not all middle tier HQ cards), so if the intent is to punish standard accounts, then I suppose this could be working as intended.


Edited by naejin, 31 December 2015 - 03:23 AM.


beadgfunk #17 Posted 31 December 2015 - 09:21 AM

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I agree that the Rating System needs to be changed. Even if I win lower level Games, I lose Rating points.... so I don't play them. I understand that you want to discourage seal-clubbing, but this system is discouraging to new players by significantly reducing the player pool available to them. Just a side note about seal-clubbing, unlike WoT - the new player can actually benefit from seeing how different Cards can be utilized in ways that they may not have initially surmised. I consider myself a seasoned Player and I am always looking at what Cards my opponent is using and any synergies it may have with his HQ or other Cards in his deck.
So happy to be in the beta of this new game 'Searching For Opponent', watching the dancing crosshair is so hypnotic




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