Ultimate Admiral: Dreadnoughts

Ultimate Admiral: Dreadnoughts

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DARTIS Sep 14, 2023 @ 4:41pm
>>>Beta v1.4 Feedback<<< [Final version released]
Hello fellow admirals,

We are glad to announce that the next major update is available for you to play in its first Beta version! The update offers a rich amount of new ships and interesting new mechanics that make gameplay more interesting and realistic.

The first beta content is not finished. Auto-Design may be not optimized yet in time management, not all hulls are added (although the majority is available, with 42 new hulls), and there may be things that need addressing.

Please read below what the new update includes up to now:
https://store.steampowered.com/news/app/1069660/view/6586007300350505270

Installation instructions:
https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/

Please read this information on how to correctly reset your data (if needed):
https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/

***WARNING***
*Old campaign saves and old ship designs are incompatible. The game automatically cleanups campaign saves, custom battleship designs, mission ship designs. It is mandatory to clean up shared designs manually.*

*BETA Major Update v1.4*

*87+ NEW HULLS*
  • German “Hybrid Battleship” which can resemble the Scharnhorst-class with more accuracy. It is a hull available from 1935 and has a displacement between 38,000 and 55,500 tons.
  • British “Large Light Cruiser”' which resembles the Courageous-class. It can be found in the battlecruiser hulls from 1916 to 1929 and has a displacement between 18,250 and 21,000 tons.
  • British “Command Cruiser”, a hull with exceptional characteristics and ship parts, suitable for creating ships with superior accuracy. It is found in the heavy cruiser hulls after 1939 and has a displacement between 14,750 and 17,500 tons.
  • British “Experimental Heavy Cruiser”, a hull that aims to build cruisers of high firepower and survivability but not particularly fast. It is available for Britain from 1939 and has a displacement between 17,500 and 19,750 tons.
  • Austro-Hungarian “Heavy Scout Cruiser” is a hull that can create durable and fast heavy cruisers, strong for medium distance fights. It is available in the heavy cruiser hulls after 1935 and has a displacement between 10,900 and 16,550 tons.
  • German “Modern Heavy Cruiser III”, a hull that can replicate the Admiral-Hipper class more closely. It is available after 1933 and has a displacement between 10,900 and 16,550 tons.
  • British “Modern Heavy Cruiser I”, a cost-effective new heavy cruiser which resembles British historical cruisers of the time. It is available from 1926 and has a displacement between 9,000 and 13,500 tons.
  • British “Compact Heavy Cruiser”, another cost-effective heavy cruiser available from 1926 with a displacement between 8,000 and 10,500 tons.
  • US “Heavy Cruiser II”, a hull quite similar to the Northampton-class. It is available from 1922 and has a displacement between 13,300 and 15,000 tons.
  • French “Heavy Cruiser I” a speculative French cruiser of the interwar period, which is available from 1917 and has a displacement between 11,900 and 14,300 tons.
  • Austro-Hungarian “Experimental Heavy Cruiser” a speculative, rather bulky, cruiser of the interwar period, which is available from 1917 and has a displacement between 11,500 and 14,250 tons.
  • Russian “Experimental Heavy Cruiser” a speculative cruiser of the interwar period, quite durable but slow, which is available from 1917 and has a displacement between 11,800 and 14,850 tons.
  • Japanese “Experimental Heavy Cruiser” a speculative cruiser of the interwar period, an agile and versatile ship, which is available from 1917 and has a displacement between 7,400 and 12,000 tons.
  • Chinese “Experimental Heavy Cruiser” a speculative cruiser of the interwar period, which is rather small for its role but also cost-effective. It is available from 1917 and has a displacement between 7,500 and 9,500 tons.
  • Spanish “Experimental Heavy Cruiser” a speculative cruiser of the interwar period, which can make useful cruisers for overseas patrol duty. It is available from 1917 and has a displacement between 7,300 and 11,200 tons.
  • German “Heavy Cruiser” a speculative cruiser of the interwar period, which could be a bigger version of the historical German Light Cruisers of the time. It is available from 1917 and has a displacement between 9,000 and 11,250 tons.
  • British “Heavy Cruiser II” a speculative cruiser of the interwar period, which resembles the County-class. It is available from 1922 and has a displacement between 11,250 and 13,500 tons.
  • British “Heavy Cruiser I” a speculative cruiser of the interwar period, which resembles the Hawkins-class. It is available from 1917 to 1928 and has a displacement between 10,250 and 12,500 tons.
  • Compact “Heavy Cruiser ” for Spain and China is a cruiser of small size that can host large guns, useful for nations with a small budget. It is available from 1922 and has a displacement between 8,500 and 9,500 tons.
  • Italian “Experimental Heavy Cruiser” tis an advanced hull for its time, offering very fast and stealthy cruisers which, however are not well armored. This cruiser which is based on the early Condottieri-class cruisers is available from 1917 and has a displacement between 8,900 and 12,000 tons.
  • French “Armored Cruiser V” the culmination of French heavily armored cruisers. It is available from 1917 to 1925 and has a displacement between 7,500 and 13,700 tons.
  • Russian “Large Armored Cruiser II” a large hull able to produce cruisers similar to the second Rurik-class. It is available from 1909 to 1925 and has a displacement between 14,500 and 17,800 tons.
  • German “Armored Cruiser III” a clear upgrade to the previous version and with capabilities similar to SMS Scharnhorst. It is available from 1900 to 1917 and has a displacement between 11,700 and 14,500 tons.
  • British “Advanced Escort Cruiser I” replacing the hull which had the same name which got upgraded on a higher titer, it can offer robust cruiser designs for all purposes. It is available from 1935 and has a displacement between 12,500 and 14,500 tons.
  • German “Modern Light Cruiser II”is a hull that can offer designs similar to the Nurnberg-class but more powerful. It is available from 1935 and has a displacement between 11,200 and 13,950 tons.
  • British “Modern Light Cruiser II” is a hull that can offer designs similar to the Town-class. It is available from 1925 and has a displacement between 8,550 and 13,500 tons.
  • British “Advanced Scout Cruiser” is a hull which can recreate the Dido-class with much detail. It is available from 1935 and has a displacement between 6,950 and 7,980 tons.
  • British “Light Cruiser VI” is a hull which offers designs similar to the British Cruisers of the C-Class and its larger variants. It is available from 1917 and has a displacement between 6,900 and 11,500 tons.
  • British “Light Cruiser V” is a hull which offers designs similar to the British Cruisers of the first Arethusa-Class and its larger variants. It is available from 1917 to 1925 and has a displacement between 6,100 and 10,500 tons.
  • Spanish “Light Cruiser IV” offers speculative cost-effective cruiser designs that can last for many years. It is available from 1917 and has a displacement between 5,300 and 9,200 tons.
  • Chinese “Light Cruiser V” offers speculative cost-effective cruiser designs that can serve for many years. It is available from 1917 and has a displacement between 5,500 and 7,500 tons.
  • Italian “Experimental Light Cruiser” is a special, very advanced hull for its time, which can offer designs similar to the early Condottieri-class. It is available from 1917 and has a displacement between 7,200 and 10,000 tons.
  • Russian “Light Cruiser V” is a hull quite similar to the Admiral Nakhimov-class. It is available from 1917 and has a displacement between 6,500 and 9,200 tons.
  • German “Light Cruiser V” is a hull fairly similar to the post war Emden-class. It is available from 1917 to 1935 and has a displacement between 7,000 and 9,250 tons.
  • French “Light Cruiser V” is a hull based on the La Motte-Picquet-class and Duguay-Trouin-class designs. It is available from 1917 and has a displacement between 8,500 and 9,500 tons.
  • Japanese “Light Cruiser IV” is a hull based on the Kuma-class and Nagara-class designs. It is available from 1917 and has a displacement between 5,400 and 10,000 tons.
  • German “Scout Cruiser” is a speculative hull that can offer fast and robust light cruisers. It is available from 1917 and has a displacement between 4,500 and 7,250 tons.
  • US “Large Scout Cruiser” is a hull quite similar to the Omaha-class. It is available from 1917 and has a displacement between 9,700 and 13,500 tons.
  • British “Scout Cruiser” is a hull looking similar to the various British scout cruiser designs of the first World War. It is available from 1910 to 1925 and has a displacement between 4,500 and 8,500 tons.
  • Russian “Semi-Armored Cruiser V” is a speculative hull that offers large, well protected but slow light cruisers. It is available from 1915 to 1925 and has a displacement between 5,500 and 11,500 tons.
  • “Semi-Armored Cruiser IV” for China and Spain is a speculative hull that offers large, well protected but slow light cruisers. It is available from 1915 to 1925 and has a displacement between 5,000 and 11,000 tons.
  • Austro-Hungarian “Semi-Armored Cruiser III” is a speculative hull that offers large, well protected but slow light cruisers. It is available from 1915 to 1925 and has a displacement between 6,900 and 12,900 tons.
  • French “Semi-Armored Cruiser V” is a speculative hull that offers large, well protected but slow light cruisers. It is available from 1915 to 1925 and has a displacement between 6,000 and 12,200 tons.
  • “Small Scout Cruiser” for Austria-Hungary, China and Spain offers stealthy and very small light cruisers. It is available from 1915 to 1925 and has a displacement between 3,000 and 5,800 tons.
  • Russian Experimental Scout Cruiser” is a unique hull which offers very fast cruisers for its tech time. It is, available from 1894 to 1905 and has a displacement between 3,200 and 4,200 tons.
  • “US 3-Mast Armored Cruiser” is an early technology hull resembling outdated cruisers of the time which, though, had extreme firepower. It is, available from 1890 to 1905 and has a displacement between 3,700 and 7,200 tons.
  • “Russian 3-Mast Armored Cruiser” an aged but robust hull design, similar to the one used in various Russian cruisers of the time. It is, available from 1890 to 1907 and has a displacement between 3,750 and 13,200 tons.
  • “Experimental 3-Mast Cruiser” for Russia is a cost-effective early cruiser, available from 1890 to 1902 and has a displacement between 2,000 and 3,500 tons.
  • “Experimental 3-Mast Cruiser” for China and Spain is a cost-effective early cruiser, available from 1890 to 1902 and has a displacement between 1,800 and 3,300 tons.
  • “Experimental 3-Mast Cruiser” for France is a cost-effective early cruiser, available from 1890 to 1902 and has a displacement between 2,100 and 3,600 tons.
  • “Standard 3-Mast Cruiser” for USA resembling the various outdated 3-mast cruisers used by the USA in the late 19th century and early 20th century. It is available from 1890 to 1902 and has a displacement between 1,750 and 5,200 tons.
  • “Standard 3-Mast Cruiser” for Russia, France, Spain, China an aged but practical hull design resembling the various 3-mast cruisers used by many nations in the late 19th century and early 20th century. It is available from 1890 to 1902 and has a displacement between 2,750 and 6,700 tons.
  • Italian “Armored Cruiser III”* a cruiser quite similar with the “Giuseppe Garibaldi-class”. It is available from 1890 to 1905 and has a displacement between 6,000 and 7,500 tons.
  • “Small Armored Cruiser” for Japan and Spain is a smaller variant similar to “Giuseppe Garibaldi-class”. It is available from 1890 to 1905 and has a displacement between 6,200 and 7,700 tons.
  • “Small Armored Cruiser” for Japan and Spain is a smaller variant similar to “Giuseppe Garibaldi-class”. It is available from 1890 to 1905 and has a displacement between 6,200 and 7,700 tons.
  • Japanese “Hybrid Light Cruiser” offers a unique type of cruiser which has the size of an early light cruiser but can carry huge guns in relation to its size, like the Naniwa-class and its variants. It is available from 1890 to 1905 and has a displacement between 2,900 and 4,100 tons.
  • “Hybrid Light Cruiser” for Austria-Hungary and China is a type of cruiser which has the size of an early light cruiser but can carry huge guns in relation to its size, similar to some early Austro-Hungarian cruisers. It is available from 1890 to 1905 and has a displacement between 2,950 and 4,250 tons.
  • Japanese “Belted 3-Mast Cruiser” is an especially durable hull for a light cruiser that can host many small guns, quite similar with the Chiyoda class. It is available from 1890 to 1905 and has a displacement between 2,250 and 5,000 tons.
  • Austro-Hungarian “Belted Cruiser” is a durable cruiser hull that can be something between an armored cruiser and a light cruiser. It is available from 1890 to 1915 and has a displacement between 2,750 and 5,500 tons.
  • Austro-Hungarian “Heavy Torpedo Cruiser” is a rather small hull but is very durable and can make small and effective ships. It is available from 1890 to 1908 and has a displacement between 1,750 and 2,850 tons.
  • Italian “Experimental Battleship” a bulky and large battleship for its era but with poor ship handling characteristics, similar to the Italian “Re Umberto-class”. It is available from 1890 to 1905 and has a displacement between 12,500 and 14,200 tons.
  • Italian “Small Battleship” resembling the first small pre-dreadnought battleships of Italy. It is available from 1890 to 1905 and has a displacement between 9,000 and 10,500 tons.
  • Austro-Hungarian “Battleship II” a speculative hull with a potentially powerful casemate battery. It is available from 1895 to 1905 and has a displacement between 10,500 and 13,900 tons.
  • British “Dreadnought V” offering a hull similar to the Orion-class with centerline guns and adjusting the total seven British Dreadnought classes in a more historical technology distribution than before. It is available from 1912 to 1927 and has a displacement between 22,700 and 31,500 tons.
  • Russian “Battleship VI” can offer pre-dreadnoughts of extreme firepower similar to the Peresvet-class but due to the size of the hull and the potential secondary guns it can carry, it is hard to armor it fully. It is available from 1895 to 1905 and has a displacement between 14,500 and 18,500 tons.
  • Italian “Battleship II” can make ships quite similar to the Regina Margherita class, ships fairly fast and durable for their time. It is available from 1895 to 1905 and has a displacement between 12,500 and 15,500 tons.
  • USA “Small Battleship” making hulls which resemble the early US battleships such as the Indiana-class. It is available from 1890 to 1905 and has a displacement between 8,050 and 10,700 tons.
  • Italian “Fast Semi-Dreadnought” is a speculative hull design which can bring improved versions of the Regina Elena class. It is available from 1899 to 1907 and has a displacement between 14,500 and 16,750 tons.
  • Italian “Fast Dreadnought” is a speculative hull design which can serve as a variant of an oversized Regina-Elena design, making an agile and cost effective battleship. It is available from 1905 to 1916 and has a displacement between 16,950 and 19,750 tons.
  • Italian “Fast Armored Cruiser” is a speculative hull offering cruisers with a gun layout somewhat similar to the Pisa-class. It is available from 1907 to 1917 and has a displacement between 9,800 and 11,900 tons.
  • Austro-Hungarian “Armored Cruiser IV” is a speculative armored cruiser design which is compact but is a strong hull and can host many guns of small to medium caliber. It is available from 1895 to 1917 and has a displacement between 6,200 and 8,500 tons.
  • German “Large Torpedo Boat II” covers a previous technology gap for Germany in small destroyers It is available from 1901 to 1918 and has a displacement between 800 and 1,100 tons.
  • Austro-Hungarian “Large Torpedo Boat II” covers a previous technology gap for Austria-Hungary in small destroyers It is available from 1902 to 1918 and has a displacement between 950 and 1,150 tons.
  • US “Flush-Deck Destroyer” a special and very durable destroyer hull available only for the USA. It is available from 1918 to 1935 and has a displacement between 1,400 and 2,060 tons.
  • Spanish “Modified Barbette Ship” an antiquated hull similar to the Palayo class. It is available from 1890 to 1899 and has a displacement between 8,000 and 10,000 tons.
  • US “Experimental Battleship I” is another battleship variant which can fairly simulate early pre-dreadnoughts of the USA such as the USS Iowa. It is available from 1893 to 1905 and has a displacement between 8,000 and 10,000 tons.
  • US “Experimental Battleship II” is another battleship variant which can fairly simulate early pre-dreadnoughts of the USA such as the Kearsarge-class. It is available from 1895 to 1905 and has a displacement between 11,000 and 13,500 tons.
  • US “Experimental Battleship III” is another battleship variant which can fairly simulate early pre-dreadnoughts of the USA such as the Maine-class. It is available from 1899 to 1905 and has a displacement between 13,000 and 14,500 tons.
  • US “Experimental Battleship IV” is another battleship variant which can fairly simulate early pre-dreadnoughts of the USA such as the Virginia-class. It is available from 1899 to 1905 and has a displacement between 13,000 and 14,500 tons.
  • US “Battleship III” is a speculative hull variant which aims to offer reliable and powerful US pre-dreadnoughts before the transition to the Dreadnought era . It is available from 1899 to 1905 and has a displacement between 14,500 and 17,500 tons.
  • US “Semi-Armored Cruiser IV” is another light cruiser variant for the USA which focuses more on sea keeping capabilities and is similar to the St. Louis class and its variants. It is available from 1903 to 1925 and has a displacement between 8,000 and 12,500 tons.
  • US “Armored Cruiser V” produces hulls similar to the Pennsylvania-class and its variants. It is available from 1900 to 1922 and has a displacement between 12,500 and 15,500 tons.
  • US “Large Armored Cruiser” produces hulls with a goal similar to the Tennessee-class, to host powerful guns. It is available from 1905 to 1922 and has a displacement between 14,500 and 17,500 tons.
  • Austro-Hungarian “Modern Light Cruiser II”, a speculative hull offering large light cruisers. It is available from 1935 and has a displacement between 11,900 and 13,550 tons.
  • Russian “Mini Advanced Cruiser”, a hull of small size offering light cruisers of great capabilities but rather expensive. It is available from 1935 and has a displacement between 8,700 and 9,650 tons.
  • Russian “Large Advanced Cruiser”, is an expensive hull that can offer very fast and powerful light cruisers similar to the Chapayev class. It is available from 1935 and has a displacement between 11,900 and 13,950 tons.
  • Chinese “Command Battleship”, is a very expensive and special hull that offers speculative warships with exceptional fire control and survivability but with questionable maneuverability. It is available from 1935 and has a displacement between 69,000 and 78,500 tons.
  • Improvements on previous hulls: Various new towers and part models for new and older ships.

NEW GUNS
  • New quad guns for all techs, all calibers and all nations.
  • New British gun models for calibers up to 6-inch guns and for Mark 3, 4 techs
  • New French gun models for large caliber guns of 17-inch and higher for Mark 1,2, techs.
  • New French 4-inch gun models for Mark 4, 5 techs.
  • Various fixes, scale repairs, improvements in all previous gun models.

OPTIMIZATIONS AND UI
  • Faster Campaign Loading; We refactored and optimized the loading and saving processes of the campaign resulting in a noticeable improvement of waiting time when switching from one state of the game to the next. For example, the time to exit the refit design window can now be 10x times faster.
  • Better combat performance: We optimized battle map processes and now you will have a smoother fps during combat. The optimized processes include aiming which is now more consistent and dynamic, affecting the ship accuracy positively.
  • Tooltips no longer obstruct: Tooltips will no longer obstruct the interface as there is a short time delay before they are triggered.
  • New Armor penetration data tool: We added a new setting which configures the armor quality in the gun penetration data. You will be able to set it from default 0% up to 200% in order to help you understand the applied penetration of your guns in the game. You can set up this tool in the “General” settings at any time during gameplay.
  • Ship visuals enhanced: Auto decor of ships (boats, gun doors, deck objects etc.) are now rendered more effectively and make the ships look better visually.

BALANCES & OTHER
  • Ship Design Flexibility: Fixes and improvements of the ship design system, allowing more flexibility especially on side barbettes. Those fixes will also affect the auto-design which will become faster and even more effective, resulting in faster loading of campaign turns.
  • Campaign AI update: We improved the campaign AI in multiple aspects. The campaign AI will manage the economy more efficiently, and will send land armies in major offensives more logically, evaluating in more detail the strength of the enemy in the target provinces. The campaign AI will also manage the fuel state of its ships and will no longer send them in suicidal missions with low fuel, making them very weak in a potential combat.
  • Hull types have different limits of armor: A new statistic ‘Maximum Armor’ now works for each hull type determining the maximum allowed armor for the hull sections. With this new setting, the hulls will be designed with more realistic constraints. Early destroyers will not be able to support much armor. Some light cruisers will be easier to armor while others can only be lightly armored and depend mostly on speed for their protection. Overall, this new mechanic corrects the potential inflated armor values that the player and AI could load on their ships, making them unrealistically durable against shell shots.
  • Ship weights balance overhaul: Due to the new hull statistic, which was needed not only for realism purposes but also to make the new hulls more distinct, ship weights had to be balanced accordingly. Old designs will have to be remade, by using the new system.
  • Ship cost balance overhaul: Ships costs have been rebalanced to evaluate more accurately the combat value of a ship. This change is very important as it affects campaign economy (which was further balanced) and the battle AI decisioning. A battleship will now cost significantly more than a destroyer, for example.
  • Improved torpedo detonation mechanics: Now when a torpedo launcher explodes, only its own ammo is affected. Previously, depending on the explosion magnitude, the whole torpedo ammunition could become destroyed.
  • Penetration adjustments: Gun penetration increased about +25% so that the penetration are, on average, closer to historical data.
  • Shell Ballistics adjustments: Muzzle velocity and fire rate of guns balanced closer to historical data according to gun technology level.
  • The mission generation system of the campaign got further improvements and the port strike missions were improved to show the auto-resolved transport losses.
  • The campaign can now be prolonged up to 1965.
  • Custom battles can now be set to a date up to 1950.
  • The Battle AI has been improved to keep more effective firing distances and keep its main formation closer to the enemy.
  • Barbette types have a new stat that improves Flash fire protection.
  • Various minor bug fixes that were reported.

NAVAL ACADEMY MISSIONS
  • All-purpose Light Cruisers: Germany entered the British waters with a powerful battlecruiser and four cruisers. You, as the British, can use only your light cruisers to deal with the threat. According to their design, the modern light cruisers may combine speed, maneuverability and large firepower but can become rather expensive. Utilizing effectively the available technology and money can provide the necessary means for victory.
  • Italy vs Austria-Hungary: An Austro-Hungarian fleet consisting of two new dreadnoughts, a few pre-dreadnoughts and several cruisers is seeking to fight our Italian fleet. We possess some old pre-dreadnoughts, cruisers and destroyers. The rest of the fleet that will consist of the main attack force will be what you choose to design and build. You can focus on building expensive dreadnoughts or numerous ships of smaller displacement.
  • "What if" against Spain: The year is 1904 and war broke out, eventually, between the USA and the Spanish Empire. The naval technology evolves rapidly and both nations can form fleets including large pre-dreadnoughts and fast cruisers. A large Spanish armada seeks to fight your US fleet. You have at your disposal cruisers, torpedo boats, destroyers which you can supplement with a specific ship type that will consist of the main force. Your funds are not endless, so there is the dilemma, to build large battleships or more but smaller ships?
  • Cruiser fleet: After World War I, Russia is suffering financially and is unable to construct expensive battleships. The USA threatens the Far East region by sending a fleet including powerful battleships that are, theoretically, too strong for your own fleet. You possess an old armored cruiser, some destroyers and extra cruisers of your design. Your mission is to sink at least two battleships without losing most of your own fleet.
  • Rule them all!: A gigantic super battleship escorted by exemplary ships taken among the best of each major nation must be defeated. You can choose to fight them with one of your own super battleships or smaller and very expensive ships of your design. Your task is to design the best ship type that can create an attack group within the fund limits and destroy the elite enemies.

*==============================*

[Update 2]
- Quick fix of auto-design errors. This fix will improve drastically the process time of campaign generation, campaign turns, custom battle / naval academy AI fleet generation, addressing the temporary very long loading time.
- Campaign economy adjustment. Increased province income to support the new ship costs better.

[Update 3]
- Fixed temporary issues of the campaign, not storing correctly the ship locations, paths etc. Fleet generation should be also even faster. Please let us know if you still anticipate problems with your ships not appearing in the previously assigned ports.
- Fixed armor limits that were not working properly for some hulls (Belt armor could not be edited etc.). This change may affect some of your designs, so you need to check them.
- Fixed lags in UI and too much tooltip delays or inconsistent showing up of tooltips. The tooltips should appear promptly now, without lags, without too much delay.

[Update 4]
- Fixed critical issue which created double entries in the data of ships, resulting in more ships in your active fleet or in the building queue. Most critical bugs, if not all, should be gone now. Thank you for your feedback.

[Update 5]
- Fixed tooltips not showing up for land battles and other map labels.

[Update 6]
- +15 New hulls increasing the total new hulls of the current beta to 57 (a few more will be added). The list is too long. Please read the total list of hulls added which became updated.
- Various and many fixes and improvements on old and new hulls.
- Fixed temporary issues with scale for some new quad guns. Please report if you find any remaining inconsistency.
- Auto-Design optimizations.
- New balance on armor, and ship weights.
- Battle AI adjustments.
- Port Strike missions that have no opponent have now a "Withdraw" option.
- Various repairs to issues with LOD of hull parts. This fix should increase fps performance in constructor and combat.

Please note: Saves had to be reset due to the magnitude of fixes and repairs which would make many of designed ships to break.

[Update 7]
- Fixed "Withdraw" button not having effect in port strike missions with no warship opponent.
- Fixed ship collision issue causing, among other, no torpedo hits in some new hulls. (Needs testing)
- Fixed a few issues in some hulls. Please test the new 3-mast hull frontal dual torpedoes if they work now in all cases.
​​​​​​​- Mark1, Mark2 single guns of 2-inch, 3-inch caliber no longer use the much heavier and bigger shielded model.
- Further adjustments in weights of ships. This may affect your current ship designs or AI designs but not critically.
- Auto-Design important optimization. You should notice much faster auto-design procedures, campaign turns, campaign generations.

[Update 8]
- Improved further the speed and effectiveness of auto-design processes, speeding up campaign turns and the generation of fleets.

[Update 9]
- Fixed critical issue of the autodesign creating delays. The new side barbette freedom was not "hard checked' for fire arc blocking so the AI often put side barbettes obscuring main guns and cancelling the design in multiple tries.
- Fixed other critical issues which could create unbuildable ships.
- Other minor fixes.

***Saves had to be reset. Please delete your shared designs that may be incompatible or repair them***


[Update 10]
- Fixed remaining issues of auto-design,hull part problems, creating campaign turn lags and campaign generation delays.
- Added +10 more hulls increasing the new hulls to a 68 total. The list is too long. Please read the full list on the central thread.
- Increased a little the population growth in the campaign, to cover the many deaths due to war.
- Improved further the logic of major offensives now working also for the offensives against minor nations. Overall the governments should choose to invade more wisely.
- Fixed torpedoes not hitting some hulls.
- Further 3D battle performance optimization.

The saves had to be reset, due to the many fixes in hulls and code. Please make sure to clean up your saved designs as well.

[Update 11]
- Fixed various long standing issues of auto-design code, resulting in many errors in late tech ships due to cancelling a design because of empty barbettes (which now are handled more efficiently). The auto-design time and results should be now the best so far in the game.
- +7 more hulls increasing the total new hulls to 74. Please read the long list at the end for those new ships.
- Fixed issue that resulted in the bombardment of the enemy port even when you have withdrawn from the battle.
- Various minor fixes and improvements in many hulls.
- US "Large Scout Cruiser" hull was replaced by another model. Any campaign using this ship will surely be bugged, please note, do not report this error. Just restart your campaign.

***It is advised to restart your campaigns to notice all the improvements and have no bugs. If you choose to continue your campaign, please do not report any issue to us.***

[Update 12]
- Fixed some minor hull issues that were reported.
- Optimization for the auto-design in some hull types.
- Optimization of the tooltip timer (it is now shorter).

Please note that no other new hull is planned to be added, unless you guys advise that is needed to fill the technology gap of a nation. No save wipe out is expected either before the finalization of the patch, unless a major bug is found that needs it. We expect to release the patch next week, when we add new Naval Academy missions.

[Update 13]
- Added +13 more hulls, most of them based on your recent requests. No more can be added because the patch must be finalized.
- Various fixes, optimizations in auto-design, part collider logic and hulls. All those changes can affect many of your current designs and make your campaigns break. It is advised to restart campaigns and clean up broken designs to have a fully operational game.
- Fixed bug that made port strike missions against no opponent to not cause port damage.
- Enabled quad main guns for light cruisers after about 1935. Due to tech id changes, the guns may not appear in current saved campaigns or ship designs, you need to clean up.
- Added the ability in several USA and Chinese early guns to have other mounted guns on top of them.
- Fixed a rare bug that made shared ships not usable in custom battles.
- Adjusted hull stabilization factors after recent fixes, improvements on hulls.
- Dynamic aim factors adjusted to be even more dynamic, following the changes in pitch/roll factors that are more important now according to ship design.

***We did not wipe out saves but it is strongly advised to clean up your saves, after the changes of this patch. If you choose to not do it, please do not report bugs to us.***

[Update 14]
- Fixed critical issue making Refit process to not work and freeze campaign turns often.
- Fixed minor collision interference for casemates of US "Battleship III".

[Update 15]
- Improved/Fixed collider system of several new 3-mast hulls. Designs based on those hulls may become unusable, please note. AI opponents with bugged guns will not be operational or crashes may happen in your current campaigns.
- Improved some other hulls in various aspects.
- Further optimizations in auto-design logic. Auto-designed ships should be the best possible and their auto-design process faster.
- Submarines rebalanced to be stronger in attack and raiding power. Please note that submarines not only produce losses in auto-resolved battles but also passively increase TR losses per turn in a sea region
- Population growth increased in campaign. Population should more noticeably be increased when there is economic growth.

[Update 16]
- Fine tunings in ship collider system (affects positively auto-design and fire arc restrictions).
- Balanced out muzzle velocity and fire rate according to gun length caliber. Ballistics and penetrations got auto-adjusted accordingly based on the new data, allowing for even more historical behavior of guns depending on their technology. Previously the gun velocity could become too high, even on early guns.
- Other minor fixes.

Note: Only some new naval academy missions remain to finalize the patch, next week.

[Update 17]
- Fixed old bug causing fuel depletion when passing via the Pacific zone.
- Fixed critical bug of Russian 2-inch guns Mark II not scaling properly.
- Added extra towers to Italian cruiser "Modern Heavy Cruiser IV".

[Update 18]
- Improved the fire arc calculation system, fixing issues where the fire arcs were more limited than they should. This improvement affects the game greatly, in the design phase and in battle, addressing issues where guns were unable to rotate and fire because of a few degrees difference.
- Improved Battle AI on how it manages divisions and formations in general.

[Update 19]
- Polishes on the Auto-Design to produce even more effective ships.
- Fixed major old issue with the operational range not being consistent in battles, resulting in early fuel depletion. Rebalance of the operational range to fit the new code base.
- Campaign AI adjustments on the way it manages fleets and economy.
- Various fixes, improvements in hulls, repairs on new guns that were overweight, Many changes that would surely result in campaign errors. We have reset the saves to make them bug free. Saved Designs must be repaired or cleaned up by you (either manually or by using the updated internal tool, pressing the related button).
- Optimizations in the ship sinking animations.
- 3x New Naval Academy Missions (mentioned in the central thread).

Note: We will add at least 2x new missions and the patch should be ready for release, depending on your new feedback.

[Update 20]
- Optimizations affecting positively the fps performance in 3D battles but also the auto-design and campaign calculations.
- Old Italian "Battleship II" replaced by "Battleship III", a new model. This change can affect your ongoing campaign with critical bug, but it was necessary.
- Further AI campaign economy management adjustments.

[Update 21]
- Further optimizations in auto-design to be faster, keeping the effectiveness.
- Further optimizations in general. Turret rotation during battle should be sharper than ever. If you notice turret jamming, please make sure you have fully cleaned up your campaigns in previous patches, YOU DO NOT use any other saves that can affect fire arc for your ships.

This is a Release Candidate for the major patch. Further fixes will be made according to feedback, if needed.

[Update 22]
- Further optimizations in auto-design to be faster. Campaign turn times should be stabilized now.
- Fixed conditions of last Naval Academy mission now allowing multi-nation fleets.

[Update 23]
- Further optimizations in auto-design.
- Some fixes for issues in hulls that were reported.

[Update 24]
- More small fixes for hulls for reported issues.
- Ship part special collider logic is further improved for even more accurate fire arc calculations and less errors in auto-design, errors that previously caused delays to find a valid design.

It seems this is a good Release Candidate. Brace yourselves for the final release, very soon!

[RC Version]
- Fixed a few more issues found in some hulls.
- Further Auto-Design/ Part Collider logic optimizations for more effective AI designs and more accurate part placement of parts by players.
- Battle AI adjustments.

This is an RC version. From now on, minor updates may happen with further optimizations, minor fixes, without news' updates., until the full release, which is arriving very soon, tomorrow, or on Monday.

[Update RC v6]
Consecutive updates have been uploaded today including:
- Fixes for some hulls and parts
- Changes in Battle AI and Targeting.

[Update RC v7]
- Fixed more issues of hulls that were recently reported.
- Fixed "cunning" major old bug which caused inconsistent fire arcs, a bug that was very hard to trace because it could not be reproduced in our game engine, but only in the build.

We will fully release v1.4 today.

[Update RC v8]
- Fine tuning and minor fixes.

Please restart Steam to get this update fast

https://store.steampowered.com/news/app/1069660/view/5711185603053529343
Last edited by DARTIS; Oct 16, 2023 @ 3:39pm
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Showing 1-15 of 207 comments
All of this looks great.
早安 Sep 14, 2023 @ 7:49pm 
Hope to add diplomatic options. Break alliance
Mannix Sep 14, 2023 @ 7:58pm 
Starting a new campaign takes over 5 times longer than non-beta. Game crashed in 1890 in May when trying to build new ships for the AI.
Bill P. Falsename Sep 14, 2023 @ 11:14pm 
Impossible to start new campaign, crash withing first months of generating
Trilith Sep 15, 2023 @ 12:29am 
Having the same problem as other posters. Go to load a British campaign for each of the start dates and each time gets to Jan/Feb and crashes on loading after a few minutes sitting there
Last edited by Trilith; Sep 15, 2023 @ 12:29am
Tzaari Sep 15, 2023 @ 1:17am 
Campaing generation is stuck in 1887 Jan.
caillou_furtif Sep 15, 2023 @ 3:06am 
So ... it seems torpedo launchs are better. AI seem also a bit better (but i wasent in latest version).

Some small bugs already spotted :

The number of ships under construction is sometime innacurate ( i build 10 ship, it display 20 under construction)

Every turn, there is a random (1/20 i estimate) that the game stuck at "Building ships". Relaunching the same turn in a new save solve the problem and it dosent repeat, but come again later at a random date.
caillou_furtif Sep 15, 2023 @ 3:08am 
Originally posted by Trilith:
Having the same problem as other posters. Go to load a British campaign for each of the start dates and each time gets to Jan/Feb and crashes on loading after a few minutes sitting there

And campaign launches has gotten quite longer. Mine took half an hour.
nr07 Sep 15, 2023 @ 4:11am 
I am having campaign starting issues too.
It is nice to see new hulls but it would be much nicer if the bugs on the current hulls would be fixed. 1890 US Coastal Defense ship full size (8500t) middle secondary mounting position (Starboard) doesnt exist but the graphic is there. 1890 China Experimental Turret ship full size one of the casemates cannot mount any guns and the main side turret positions are offset to the side and if you put a gun on it it hang off the sided of the ship.
Can you fix 8" gun enlargement bug? 8.9" guns are way too OP their accuracy is like 3x that of a regular 8".
red-sub Sep 15, 2023 @ 4:42am 
Originally posted by Savage_Lettuce:
The game won't start a new campaign. I tried to start a 1910 US campaign, it spent several minutes each on January and February 1907, then crashed a ways into March 1907, and that was the second attempt at starting a campaign.
I started a new campaign without a crash, but this took time more than an hour. A campaign hung up om a third turn (Germany, 1890, selective projects).
DARTIS Sep 15, 2023 @ 6:32am 
[Update 2]
- Quick fix of auto-design errors. This fix will improve drastically the process time of campaign generation, campaign turns, custom battle / naval academy AI fleet generation, addressing the temporary very long loading time.
- Campaign economy adjustment. Increased province income to support the new ship costs better.

Please Restart Steam to get this update fast.
Sword-Fish Sep 15, 2023 @ 6:38am 
Originally posted by Savage_Lettuce:
The game won't start a new campaign. I tried to start a 1910 US campaign, it spent several minutes each on January and February 1907, then crashed a ways into March 1907, and that was the second attempt at starting a campaign.
same
shinden Sep 15, 2023 @ 7:21am 
Among the games other problems....

You still can't build anything like a british dreadnought that ever existed between 1911 and 1916 that isn't dreadnought related....the "dreadnought III and IV hull" design is....I don't know what that is...I know I want to throw it in the garbage. You can't make frontal superfiring turrets (of battleship artillery size) on it a la Orion or Iron Duke. Other navies can. You pretty much have to use the battlecruiser hulls for it...and they are all wrong too. For guys that seem focused on "historical-like" recreations...the biggest Navy in the world kind of gets the shaft.
Sword-Fish Sep 15, 2023 @ 7:32am 
Originally posted by 早安你好:
Hope to add diplomatic options. Break alliance
Already exists
Last edited by Sword-Fish; Sep 15, 2023 @ 7:32am
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