UBOAT
nihilcat  [developer] Jan 14, 2020 @ 8:31am
B126 Hotfix 3 - Discussion (Updated 23.02.2020 13:55)
Greetings!

We have prepared new patch that is available to download on Unstable branch.
However please bear in mind, that it might behave... unstable.

Leave your feedback ONLY in this discussion, as it will be much simpler to gather useful information for us.

If anything goes wrong, please report encountered issues through in-game bug reporting tool as it collects useful diagnostic data that helps us to prepare a fix. This tool can be accessed by pressing F11.

Unlocking Unstable beta branch on Steam:
1. Go to properties of the game in the library.
2. Move to the last tab - BETAS.
3. Pick the Unstable branch from the drop-down menu.
4. You now gained access to the patch, wait for the patch to be applied.

----- CHANGELOG -----

Gameplay improvements:
- It's now possible to disband crew members to clean up the list.
- AI now tries to avoid joining battles that have too many participants already to avoid performance drops. This behaviour is moddable in the data sheets.
- (Preview 6, 22.01.2020 15:05) Lost contacts are now using a special icon with the question mark before disappearing to let the player know that this group is no longer being actively detected.
- (Preview 7, 23.01.2020 21:00) There is now a floating warning above nearby contacts with high position radius that explains that these contacts may be inaccurate.
- (Preview 8, 28.01.2020 14:05) Aircraft now usually won't be starting from the bases shortly before sunset until sunrise. They will also try to get back home during day. They may still occasionally stay around at night, if they already found enemy u-boat, until their fuel will start to run out. Increased aircraft spawn rates to compensate for these changes.
- (Preview 13, 01.02.2020 15:45) Added "Hardcore aiming mode" to the gameplay settings.
- (Preview 13, 01.02.2020 15:45) Setting torpedo speed, depth and salvo spread is now possible in the torpedo launcher screen.
- (Preview 18, 11.02.2020 13:30) It's now possible to hide the detection hint in the gameplay settings.

Technical improvements:
- Added mouse sensitivity slider to the control settings panel.
- Added additional warning that tutorial is considered obsolete.
- Mod list is now uploaded along with the bug reports.
- Bug reporting system gives a very clear warning that mods are enabled before allowing to send a report.
- Game now checks integrity of the most important files before starting and informs the player, if something is wrong. We noticed a major rise in problems caused by missing files in the installed game (500+ affected users). It affects only some players updating from B124 on Steam, fresh installations seem to be safe from this kind of problems.
- (Preview 2, 15.01.2020 15:05) It's now possible to disable vignette effect and to invert mouse for the periscope view in the game's settings.
- (Preview 4, 17.01.2020 18:15) Optimizations to saved game states size and loading speed.

Graphics:
- (Preview 2, 15.01.2020 15:05) Small tweaks to water normals for a better look.
- (Preview 2, 15.01.2020 15:05) Decreased noise post-processing effect intensity.
- (Preview 3, 17.01.2020 11:55) Disk space and memory usage optimizations.
- (Preview 4, 17.01.2020 18:15) Added night lamp lighting to all base game ports.
- (Preview 4, 17.01.2020 18:15) Large random freighter hulls weren't receiving all damage effects used in the game.
- (Preview 6, 22.01.2020 15:05) Improvements to maps texture in the control room.

Localization:
- Added a few new Spanish translations suggested by anonymous player through the reporting tool (thank you).
- New German translations by Ruby.
- Polish localization fixes.
- (Preview 6, 22.01.2020 15:05) More German translation work by Ruby.
- (Preview 9, 28.01.2020 20:10) Latest German translations from Ruby.
- (Preview 14, 05.02.2020 14:05) New French translations by Sword.
- (Preview 20, 12.02.2020 13:30) Latest German translations from Ruby.
- (Hotfix 1, 18.02.2020 11:10) French localization fixes by Sword.
- (Hotfix 2, 20.02.2020 22:50) New Russian translations.
- (Hotfix 2, 20.02.2020 22:50) New Spanish translations by Tordo.
- (Hotfix 2, 20.02.2020 22:50) War correspondent fixes in French localization.
- (Hotfix 2, 20.02.2020 22:50) Beard, complexion and voice customization options weren't translated in the summary panel.
- (Hotfix 3, 23.02.2020 13:55) New Russian translations by ZNC.
- (Hotfix 3, 23.02.2020 13:55) New Spanish translations by Tordo.
- (Hotfix 3, 23.02.2020 13:55) New translations in the data sheets that were previously missing.

Fixes:
- Too many neutral freighters could spawn at certain periods.
- U-boat propellers had wrongly assigned meshes, they both had linked meshes from the other side.
- Game window would flicker after selecting regular Fullscreen mode in the settings and then adjusting gamma slider.
- Game states saved near minefields and anti-submarine nets had some problems related to them after loading.
- Fixes to many automatically reported problems.
- Infinite loading when entering land areas.
- Fixes to a few problems related to diving to wrecks.
- Fixes to saving and loading game states.
- Aircraft moving very slowly on the map.
- Characters could sometimes end being incorrectly rotated, for example leading officer after vacation ended.
- Group and ship AI fixes and performance optimizations.
- Gamma settings weren't applied in menu since B125.
- There were two memory leaks per each NPC ship that were increasing memory usage with each game state save and reload.
- Objective to sink a lost u-boat couldn't be completed, if player saved a game state after receiving it and reloaded the game state before proceeding.
- Ally asking for resources was continuing to wander around, even if its enemies were shot down or they left the area.
- Aircraft that ran out of bombs could occasionally search for submarines despite that.
- War correspondent could sit on seats occupied by other characters after 2.5 hours of in-game time.
- Steers UI was overlapping with mission summary after performing certain steps.
- After zooming camera out of binoculars/periscope/hydrophone manual mode geometry of character head would be visible from the inside for a fraction of the second.
- 4th and 5th engine gears were reverting back to 3rd after submerging, surfacing or swapping the engines manually.
- Characters that had equipped a rebreather, combat helmet or any other accessory were refusing to transport cargo between cargo storages.
- Foam trail on the sea could appear in a different place than the ship after meeting NPC group or sometimes after entering land areas after experiencing a lag.
- Medical aid with a medkit wasn't working properly.
- Target group in the lost ship mission, ally help mission and sink ship mission could in rare occassions move with u-boat on the map for some time.
- Minor leak in the toilet wasn't selectable and only AI could initiate the repair.
- Game states saved while looking through the periscope weren't loading correctly.
- Increased flooding tolerance for the officer working at the navigation table.
- (Preview 2, 15.01.2020 15:05) Better physics stabilization at high time compression. It improves dinghy behaviour on the max compression with enabled map and paves the way for the new travel mode that we have in the plans.
- (Preview 2, 15.01.2020 15:05) Recruits in ports are pariodically disappearing from the list, making place for the new ones.
- (Preview 2, 15.01.2020 15:05) Sailors promoted to officers could become cloned after reloading the game state, if officer count on board was already at the limit.
- (Preview 2, 15.01.2020 15:05) Port of Alexandria didn't had any AA guns and mission with finding their positions was being instantly completed.
- (Preview 2, 15.01.2020 15:05) War correspondent was loosing his camera after re-loading a game state.
- (Preview 2, 15.01.2020 15:05) Crew list is now sorted by rank, level, class and name.
- (Preview 3, 17.01.2020 11:55) Discovered AA guns count wasn't properly restored from the saved game states.
- (Preview 3, 17.01.2020 11:55) If player would enter and then leave a character screen of any sailor during dialogue with recruitment officer, unwanted UI elements would appear on the screen.
- (Preview 3, 17.01.2020 11:55) Character could sometimes drop a very unusual shadow, after player entered FPP view, that was blocking a large part of the light from the flashlight.
- (Preview 3, 17.01.2020 11:55) Level of detail on some parts of Flower-class corvettes and Illustrious carriers was fading too fast, leading to weird looking artifacts.
- (Preview 3, 17.01.2020 11:55) Conning towers could turn invisible after installing them, if certain steps were performed.
- (Preview 3, 17.01.2020 11:55) Rarely, enemy NPC groups wouldn't correctly despawn from the scene and remain permanently spawned even hundreds of kilometers away.
- (Preview 3, 17.01.2020 11:55) NPC groups could sometimes have problems with decisively resolving encounters between themselves. That could lead in the long run to formation of many hot points on the ocean, where multiple groups would jump into battle and stay there for a long time. This was increasing game state size and affecting performance.
- (Preview 4, 17.01.2020 18:15) It's no longer possible to add sold items to wrong warehouse tab and have them restocked there.
- (Preview 4, 17.01.2020 18:15) Setting spawner activity to zero in the sheets was causing problems in the game.
- (Preview 4, 17.01.2020 18:15) Accessories equipped by officer couldn't be removed without reloading a game state.
- (Preview 5, 20.01.2020 12:15) Coastal patrols spawn probability decreases with each group already spawned.
- (Preview 5, 20.01.2020 12:15) Mines in ports no longer explode when friendly ships pass above them. Historically they were being switched off by a port crew at such time.
- (Preview 5, 20.01.2020 12:15) Spawned mines sometimes weren't fully cleaned up from the memory.
- (Preview 5, 20.01.2020 12:15) Land passage that appears after docking in port wasn't recognized by crew pathfinding, if player installed Turm II (possibly also Turm IV) and reloaded a game state while being docked.
- (Preview 5, 20.01.2020 12:15) War correspondent article progress was being severly set back, if player spent reputation points on any purpose when he was on board.
- (Preview 6, 22.01.2020 15:05) Icons for detections on map could be wrong, if a few types of detection happened in a specific order and remained valid together for some time.
- (Preview 6, 22.01.2020 15:05) Torpedo launching now cannot be performed at a depth greater than 20 meters.
- (Preview 6, 22.01.2020 15:05) Notifications that saving a game state is not possible should be much more rare.
- (Preview 6, 22.01.2020 15:05) Multiple fixes to saving game states during short events like character transitions, torpedo loading animations and camera transitions. Warning: these changes may potentially introduce new problems to the save system until they are found and fixed. There is a whole new class of things that are saved in the game states, which were previously skipped.
- (Preview 6, 22.01.2020 15:05) Fix for a permanently looped audio at a spot after loading a game state saved during certain animation transitions.
- (Preview 6, 22.01.2020 15:05) Improved animation alignment on the navigator's station, also navigator's helper now joins the officer on the station.
- (Preview 6, 22.01.2020 15:05) Possible fix for occassional black screen after clicking "continue" on the assignment summary screen.
- (Preview 6, 22.01.2020 15:05) Snorkel was affecting ship's visibility even, if it was hidden under the deck.
- (Preview 6, 22.01.2020 15:05) XP bars weren't displaying correct progress, if character had a high level of experience. XP bars can be now hovered to see exact number of experience points.
- (Preview 6, 22.01.2020 15:05) If player encountered a coastal patrol that sailed very close to the coast during encounter and then player left the area, this patrol could in rare cases travel through the land to the next patrol target.
- (Preview 7, 23.01.2020 21:00) Potential fix for portrait rendering problems on some systems.
- (Preview 7, 23.01.2020 21:00) Alignment fixes for skipper animations on bed.
- (Preview 7, 23.01.2020 21:00) Removed deprecated navigation precision parameter from the map view in the upper right corner.
- (Preview 7, 23.01.2020 21:00) Occasionally contact marker could disappear, but the pulsating circle around it would still remain on the screen for some time.
- (Preview 7, 23.01.2020 21:00) Collision sound was continuosly played after laying submarine on the seabed with enabled collision damage in the settings.
- (Preview 7, 23.01.2020 21:00) Tooltip on the valves wasn't changing from "Flooding..." to "Flooded" after ballast tanks became full.
- (Preview 7, 23.01.2020 21:00) Character destination pointer on the floor could be rotated a bit in relation to the ground.
- (Preview 7, 23.01.2020 21:00) Skipper no longer comments switching between diesel and electric engines, if they are switched only temporarily because of snorkel being flooded by a wave.
- (Preview 8, 28.01.2020 14:05) Fix for the problem with unexpected tilting of the periscope that was usually happening when the periscope was locked on a quickly sinking target.
- (Preview 8, 28.01.2020 14:05) Assignment summary panel could clip with the screen edges on low resolutions.
- (Preview 8, 28.01.2020 14:05) NPC u-boats that are targets of player missions attract less enemies from now on.
- (Preview 8, 28.01.2020 14:05) Rudder rotation is now reset after docking.
- (Preview 8, 28.01.2020 14:05) Small model changes in Battery Room no. 2 to give more space to sleep for the skipper.
- (Preview 8, 28.01.2020 14:05) Radioman could become stuck at his station.
- (Preview 8, 28.01.2020 14:05) Fixes to automatically reported problems.
- (Preview 8, 28.01.2020 14:05) Snorkel compartment in the deck was disappearing after reloading a game state.
- (Preview 8, 28.01.2020 14:05) Radio range wasn't displayed correctly in various descriptions.
- (Preview 8, 28.01.2020 14:05) Better alignment for tooltip action descriptions and support for longer parameter names.
- (Preview 8, 28.01.2020 14:05) Subtitles for hydrophone operator warnings are displayed, even if his voiceover doesn't contain such recordings (such as skipper voice).
- (Preview 8, 28.01.2020 14:05) Echosounder ping actions are now temporarily disabled, when the latest operation still wasn't finished.
- (Preview 8, 28.01.2020 14:05) Actions state in the wheel menu is now regularly refreshed.
- (Preview 8, 28.01.2020 14:05) Sea was beginning to stutter, if high time compression was used for a long time (this problem was linearly growing in intensity with passing time).
- (Preview 8, 28.01.2020 14:05) Target ship velocity sometimes couldn't be determined by the officer.
- (Preview 10, 29.01.2020 15:10) Experimental: Update to Nvidia Texture Compression library.
- (Preview 10, 29.01.2020 15:10) Fixes to automatically reported problems.
- (Preview 11, 29.01.2020 23:05) Officers were trying to punish themselves, if they burned eggs in the kitchen.
- (Preview 11, 29.01.2020 23:05) Removing currently controlled officer in FPP from the crew was resulting in an error.
- (Preview 11, 29.01.2020 23:05) Fix to one more problem that could lead to endless loading of a game state.
- (Preview 12, 30.01.2020 22:15) Periscope locking/unlocking tip was always stating "Unlock". Provided various improvements to how this tip works.
- (Preview 12, 30.01.2020 22:15) Periscope couldn't be locked on the randomized freighters using keyboard, only mouse was working in their case.
- (Preview 12, 30.01.2020 22:15) Ships stationing in a port that changed owner are now escaping from the port.
- (Preview 12, 30.01.2020 22:15) Fixes to automatically reported errors.
- (Preview 12, 30.01.2020 22:15) Turm I, II and IV had a small part of U-96 badge visible on them, even if played with a different u-boat.
- (Preview 12, 30.01.2020 22:15) Knocked out sailors that panicked were appearing at crew quarters and permanently stopping to work on the ship. They are now being actually knocked out and need to lie in the bed for some time before returning to duty.
- (Preview 12, 30.01.2020 22:15) Officers could sometimes advance above max level, causing some small errors.
- (Preview 13, 01.02.2020 15:45) Fuel/energy savings from having additional sailors with the officer at the engines weren't applied after switching engines until engineer was reassigned to the new engine.
- (Preview 13, 01.02.2020 15:45) Errors appearing, if player started vacation when one of the crew members was smoking on the conning tower and then player upgraded conning tower during a vacation.
- (Preview 13, 01.02.2020 15:45) Countries added by mods are now added to the world for loaded game states.
- (Preview 13, 01.02.2020 15:45) Fixes to automatically reported errors.
- (Preview 13, 01.02.2020 15:45) Crew was sometimes carrying to safety sailors that were already in a bed without any danger nearby, soon after they were taken there by somebody else.
- (Preview 13, 01.02.2020 15:45) Sailors who are unconscious now cannot be promoted to officers until their recovery.
- (Preview 13, 01.02.2020 15:45) Reworked add/remove sailor buttons tooltip.
- (Preview 14, 05.02.2020 14:05) Dragging torpedo setting sliders no longer moves map around.
- (Preview 14, 05.02.2020 14:05) Assigned sailors count in the action tooltip wasn't correctly highlighted, if player added more sailors than could work at the current station.
- (Preview 14, 05.02.2020 14:05) Added tooltips to actions listed in the action queue.
- (Preview 14, 05.02.2020 14:05) It's now possible to open map using a keyboard shortcut when looking through the periscope in fullscreen mode. Also going back by pressing a keyboard shortcut again opens directly manual mode.
- (Preview 14, 05.02.2020 14:05) Probable fix for "coordinates spotted" intel being added to the journal.
- (Preview 14, 05.02.2020 14:05) Control room collider improvements that should decrease cases of character ragdolls being stuck there in unusual poses.
- (Preview 14, 05.02.2020 14:05) Port weren't alarmed by exploding torpedo after reloading a game state with that port nearby.
- (Preview 14, 05.02.2020 14:05) Changing target wasn't possible in manual periscope mode when torpedo launchers UI was open.
- (Preview 14, 05.02.2020 14:05) Torpedoes are now much less detectable to sonars.
- (Preview 14, 05.02.2020 14:05) Escort ships AI could sometimes chase torpedoes for a bit.
- (Preview 14, 05.02.2020 14:05) Skill tree is no longer accessible for regular sailors on the character screen.
- (Preview 14, 05.02.2020 14:05) Hydrophone volume could be adjusted above 100%.
- (Preview 14, 05.02.2020 14:05) Decreased memory allocations.
- (Preview 14, 05.02.2020 14:05) Improvements to water physics performance for large convoys. May introduce new bugs.
- (Preview 14, 05.02.2020 14:05) Increased aircraft spawn rates.
- (Preview 14, 05.02.2020 14:05) U-boat could be moved a large distance on the world map after meeting certain groups.
- (Preview 14, 05.02.2020 14:05) Officer could have accomplishments with 0 point value in the summary for decoration.
- (Preview 14, 05.02.2020 14:05) In the recruitment list, next character is automatically selected after recruiting to allow for bulk recruitment.
- (Preview 14, 05.02.2020 14:05) Nelson-class battleships should be a bit easier to sink.
- (Preview 14, 05.02.2020 14:05) Added new audio setting: "Play music in FPP". It's now enabled by default, which is a different behaviour than before.
- (Preview 15, 06.02.2020 14:20) Bug reports sent by F11 tool should now be always sent successfully, as long as Unity servers are online.
- (Preview 15, 06.02.2020 14:20) Button for resetting periscope orientation now zeroes on the target, if periscope is locked on something.
- (Preview 15, 06.02.2020 14:20) State tooltip on the galley was wrong, if it was checked right after starting a new game.
- (Preview 15, 06.02.2020 14:20) Added draught to the ship identification book.
- (Preview 15, 06.02.2020 14:20) Position estimation quality by navigator is now displayed on the map view at the upper right corner of the screen.
- (Preview 15, 06.02.2020 14:20) Radio stations were stopping to work, if they belonged to a group that changed ownership.
- (Preview 15, 06.02.2020 14:20) Added new animations to the navigator's station. Second sailor can now join the officer at the station.
- (Preview 15, 06.02.2020 14:20) Food in the control room is now hanged a bit higher to clear up some space in a busy area.
- (Preview 15, 06.02.2020 14:20) Chief boatswain is now more likely to work at the navigator's station instead of socializing with the crew.
- (Preview 15, 06.02.2020 14:20) Probable fix: boxes hanging on the hooks at the stern torpedo room were behaving odd after reloading a game state.
- (Preview 16, 07.02.2020 17:20) Improved tooltip for the navigation quality in the upper right part of the screen in map view.
- (Preview 16, 07.02.2020 17:20) Anti-aircraft guns in ports didn't had a checked flag to actually attack aircraft and were targetting only surface vessels.
- (Preview 16, 07.02.2020 17:20) Ship's hull could duplicate during cracking, if game states with that ship nearby were saved and reloaded a few times.
- (Preview 17, 10.02.2020 15:05) Fix to a very old bug in Screen Space Reflections effect that was causing ghosting in the interior of the u-boat. It was most intensively visible on meters and labels.
- (Preview 17, 10.02.2020 15:05) Ports could not load, if there was more than 20 enemy groups nearby.
- (Preview 17, 10.02.2020 15:05) Changed camera position for the navigator's station, because officer was often wandering out of frame due to the new animations.
- (Preview 17, 10.02.2020 15:05) Gun rotations are being reset upon docking.
- (Preview 17, 10.02.2020 15:05) Gauges on a diesel compressor were black due to a shadow cast by the railing.
- (Preview 17, 10.02.2020 15:05) Drawn map markers were carried over between loaded game states.
- (Preview 18, 11.02.2020 13:30) It's no longer possible to travel to a checkpoint when u-boat's position isn't known.
- (Preview 18, 11.02.2020 13:30) Improved collider for Kirov and Nelson stern.
- (Preview 18, 11.02.2020 13:30) Sea could disappear completely, if wind speed was extremely low, below 1 knots.
- (Preview 18, 11.02.2020 13:30) Fuel cost in the warehouse was displayed as "500" until slider was moved for the first time.
- (Preview 18, 11.02.2020 13:30) Using mouse wheel or panning in the journal no longer affects camera in the background.
- (Preview 18, 11.02.2020 13:30) Unescorted transports (but not escorted convoys) that were attacked by NPC u-boat were slowing down to 1-2 km/h instead of following their path with full speed.
- (Preview 18, 11.02.2020 13:30) After clicking with a right mouse button on a mission ship with selected officer on the map view to open actions list, course was also changing to that ship in addition to opening the list.
- (Preview 18, 11.02.2020 13:30) Switching devices on/off is now always possible, even if the compartment has a toxic air or is flooded (doing so may damage the device in the second case).
- (Preview 19, 12.02.2020 00:20) Officer could be wrongly positioned in a dinghy, if his travel was initiated from a crowded area in the interior.
- (Preview 19, 12.02.2020 00:20) Officer could be sent to other ships, even if u-boat was submerged.
- (Preview 19, 12.02.2020 00:20) Ship upgrades were appearing in the budget summary with both signs together e.g. "+-4000".
- (Preview 19, 12.02.2020 00:20) Camera can be now zoomed in closer on the torpedoes in the orbiting view.
- (Preview 19, 12.02.2020 00:20) Slightly decreased probability for investigating a lost ship mission.
- (Preview 19, 12.02.2020 00:20) Some operations in the budget tooltip didn't had a specified cost.
- (Preview 20, 12.02.2020 13:30) Newly promoted skipper was counting double towards the officer limit on board.
- (Preview 20, 12.02.2020 13:30) Skipper promotion description was wrong on the character screen.
- (Preview 20, 12.02.2020 13:30) Textual warnings weren't presented for the action that involved officer leaving u-boat to other unit.
- (Preview 20, 12.02.2020 13:30) Launched torpedoes and dinghies were disappearing from the scene, if "Teleport" command was used in the development console.
- (Preview 21, 13.02.2020 11:20) Leaving area before enemy ship sinked completely would disallow cleaning its individual group from the world.
- (Preview 21, 13.02.2020 11:20) Engineer was staying at the diving planes station even after ship surfaced, until player manually ordered him to stop.
- (Preview 21, 13.02.2020 11:20) Multiple memory leak fixes that were increasing game states size for long campaigns.
- (Preview 21, 13.02.2020 11:20) Added text wrapping to the decoration screen.
- (Preview 21, 13.02.2020 11:20) Hydrophone targeting action didn't had a progress bar on the portrait.
- (Preview 21, 13.02.2020 11:20) Patrol distance wasn't expressed with units selected in the settings, but kilometers.
- (Preview 22, 13.02.2020 16:50) Added bearing display in the hydrophone manual mode view.
- (Preview 22, 13.02.2020 16:50) "Next" button on the decoration screen didn't had a sound feedback.
- (Preview 22, 13.02.2020 16:50) T5 torpedoes homing improvements.
- (Preview 22, 13.02.2020 16:50) Nearby groups can now continue their journey when time is skipped during crew vacation and ship maintenance to avoid occasional "traffic jam" in a port after staying there for a few days.
- (Preview 23, 14.02.2020 11:20) Game wasn't allowing to fire a gun with incompatible ammunition type, but it still would be displayed in the gun UI as available.
- (Preview 23, 14.02.2020 11:20) Fixes to automatically reported errors.
- (Preview 23, 14.02.2020 11:20) Order labels in the TAB menu had a second line cut off, if the first line ended with ellipsis ("...").
- (Preview 23, 14.02.2020 11:20) Torpedo maintenance action had a missing indication of the launcher number in the TAB menu.
- (Hotfix 1, 18.02.2020 11:10) Torpedo solutions weren't updated for the selected G7a (T1) torpedo speed.
- (Hotfix 1, 18.02.2020 11:10) Light color wasn't possible to change after loading a game state saved during a light color transition.
- (Hotfix 1, 18.02.2020 11:10) Officers could stop to regenerate energy in a bed due to an error.
- (Hotfix 1, 18.02.2020 11:10) Label stating name of the officer that received the decoration was cut off at lower resolutions.
- (Hotfix 1, 18.02.2020 11:10) Characters could become stuck during carrying ally action.
- (Hotfix 1, 18.02.2020 11:10) Various buttons were stopping to work after cancelling a bug report form.
- (Hotfix 1, 18.02.2020 11:10) Fire button on the torpedo launchers UI could remain blocked after performing certain steps.
- (Hotfix 1, 18.02.2020 11:10) Fixes to automatically reported errors.
- (Hotfix 2, 20.02.2020 22:50) "Scroll view modes" setting was disallowing to zoom camera in and out in the orbit view. It wasn't intended.
- (Hotfix 2, 20.02.2020 22:50) Fix for a square artifact that was appearing around the hatch on the conning tower under water.
- (Hotfix 2, 20.02.2020 22:50) Convoys with escort carriers could expand their area radius indefinitely in some cases.
- (Hotfix 2, 20.02.2020 22:50) Water could turn pink for some time, if many torpedoes exploded and multiple ships started to burn simultaneously.
- (Hotfix 2, 20.02.2020 22:50) Sunk ships weren't listed in the assignment summary after ending a free roam.
- (Hotfix 3, 23.02.2020 13:55) Railing mesh on the starboard was missing on Turm I, Turm II and Turm IV.
- (Hotfix 3, 23.02.2020 13:55) Subtitles position was wrong, if certain steps were performed that involved opening launchers UI in a manual periscope mode.
- (Hotfix 3, 23.02.2020 13:55) Outline around target sector wasn't fading out after zooming in map camera and was very blurry.
- (Hotfix 3, 23.02.2020 13:55) UI was in a wrong state after leaving character screen, if player entered it from FPP or TPP view.
- (Hotfix 3, 23.02.2020 13:55) Music could stop to play for a few minutes after leaving the character screen.
- (Hotfix 3, 23.02.2020 13:55) Cargo transfer during time skipping in port could become stuck due to a numeric accuracy problem in the code.
- (Hotfix 3, 23.02.2020 13:55) Game could in rare cases remain paused after loading certain game states without possibility to unpause them.
- (Hotfix 3, 23.02.2020 13:55) Periscope zoom level was in some cases incosistent with the UI after leaving and entering the manual mode back again.
- (Hotfix 3, 23.02.2020 13:55) Fixes to automatically reported problems in the code.
- (Hotfix 3, 23.02.2020 13:55) Escort carriers could instantly disappear from the scene during sinking, if they were in a rare convoy that had 28 or more units.

Modding notices:
- It's now possible to add parameter "Unlimited=1" to ship production task in Sandbox.xlsx/Tasks. It ensures that a count of ships in reserve for this class will never fall below 1, so they still may become rare, but they will never run out completely. It can be used to ensure that, for example, a country will never run out of freighters and other baseline units.
- New parameter: "General.xlsx / Settings / World / Max Groups Per Battle". There is a note in the sheet that explains the usage.
- (Preview 6, 22.01.2020 15:05) "Sandbox.xlsx / Settings" sheet should now follow normal modding rules.
- (Preview 7, 23.01.2020 21:00) Exposed officer decoration textures.
- (Preview 8, 28.01.2020 14:05) Additional fixes to modding "Sandbox.xlsx / Settings" data sheet. It should be completely functional now.
- (Preview 10, 29.01.2020 15:10) Improved error reporting for encountered data sheet problems.
- (Preview 10, 29.01.2020 15:10) Data sheet loading logging can be enabled in "General.xlsx / Settings / Logging / Data Sheet Logging". Having this setting enabled impacts loading time and log file disk usage.
- (Preview 11, 29.01.2020 23:05) Locales.xlsx sheet should now follow normal modding rules.
- (Preview 11, 29.01.2020 23:05) Vacation image is now resized to the size of the provided bitmap.
- (Preview 12, 30.01.2020 22:15) Improved logging for spawner coordinate parsing errors.
- (Preview 13, 01.02.2020 15:45) Fixes to Locales.xlsx modding. It wasn't completely functional.

Fixes to issues introduced in B126:
- (Preview 3, 17.01.2020 11:55) Recently added settings in the menu weren't translated.
- (Preview 3, 17.01.2020 11:55) Vignette effect wasn't being disabled properly when ticked off in the settings.
- (Preview 3, 17.01.2020 11:55) Mouse rotation sensitivity slider now also affects periscopes.
- (Preview 4, 17.01.2020 18:15) Badges were disappearing from the conning towers and large randomly generated freighters could sometimes load without a texture due to a mistake in Preview 3.
- (Preview 5, 20.01.2020 12:15) Fixes to a few minor game state related issues introduced by optimizations from Preview 4, like a pause overlay not working correctly after loading a game state.
- (Preview 9, 28.01.2020 20:10) Added compatibility with mods that edit Sandbox.xlsx / Spawners without the new columns.
- (Preview 10, 29.01.2020 15:10) Aircraft AI could sometimes encounter errors when attempting to return to the base. This also fixes a custom user mod mentioned in a bug report that was adding USA patrol aircraft.
- (Preview 14, 05.02.2020 14:05) Switching from electric to diesel engine wasn't carrying over all modifiers properly, only inverse scenario was fixed in Preview 13.
- (Preview 15, 06.02.2020 14:20) Setting that enables music in FPP now also works for periscope and guns views.
- (Preview 16, 07.02.2020 17:20) "Coordinates spotted" message could still appear in the journal under some circumstances.
- (Preview 16, 07.02.2020 17:20) Decoration animation was becoming stuck, if the game was running with French language, due to a format error in one of the translations.
- (Preview 16, 07.02.2020 17:20) Periscope was being horizontally rotated when changing zoom levels.
- (Preview 17, 10.02.2020 15:05) Music wasn't playing in the map view and free camera mode, if player entered them from FPP view and had FPP music setting enabled.
- (Preview 17, 10.02.2020 15:05) Zero-valued accomplishments were still appearing on the decoration list.
- (Preview 18, 11.02.2020 13:30) Binocular view wasn't being open in the direction faced by the player.
- (Preview 18, 11.02.2020 13:30) T5 torpedoes now can move to the surface to hit the target.
- (Preview 18, 11.02.2020 13:30) There were still strange numerical values appearing in the kitchen state tooltip right after starting a new career, if there was a cook there right at the start.
- (Preview 21, 13.02.2020 11:20) MTB torpedoes were fired at a too shallow depth since the introduction of torpedo depth settings.
- (Preview 22, 13.02.2020 16:50) Important multithreading fix for physics optimization from Preview 14.
- (Preview 22, 13.02.2020 16:50) Increased aircraft spawn rates further to compensate for patrols coming back home for night and their limited range.
- (Preview 23, 14.02.2020 11:20) Fix to one more physics issue which had unknown consequences.
- (Preview 23, 14.02.2020 11:20) Wrong report name was appearing in UI for sending reports after completing a patrol assignment.

Best regards,
DWS
Last edited by nihilcat; Feb 23, 2020 @ 4:54am
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Showing 1-15 of 1,594 comments
Menace Jan 14, 2020 @ 8:41am 
Awesome!! Downloading the update now. :steamhappy:
AoD_lexandro Jan 14, 2020 @ 8:46am 
Ermagudwtfroflcopterbbqsauce!

Ahem sorry. Got over excited there.
76561198991535062 Jan 14, 2020 @ 8:46am 
Originally posted by Menace:
Awesome!! Downloading the update now. :steamhappy:

Hey, have fun! :)
Urfisch Jan 14, 2020 @ 8:50am 
Great work! Hope in this patch for a solution for the animated game objects vanishing in runtime from nazaire mod ;)
tr0mp Jan 14, 2020 @ 8:56am 
Nice update again, I checked the datasheet Sandbox/tasks
This is the value for the F-class: Entity=F-Class;Initial=90;Production=0;Unlimited=1

What I don't understand is why the production value for this entity is zero - can you explain?
In this case, the initial value is 90, but without production, how is this not going to reach zero and still be available? I mean, why isn't 1 the new 0 in this case?
AoD_lexandro Jan 14, 2020 @ 8:57am 
Because its now "unlimited" meaning it will never run out. Rather than mass produce them, it should just replace lost ones afaik.
ronde77 Jan 14, 2020 @ 9:06am 
must i restart new game?
tr0mp Jan 14, 2020 @ 9:07am 
Alexandro - I think you interpret unlimited as value for initial number value, but is that so? In the B126 description:

It ensures that a count of ships in reserve for this class will never fall below 1, so they still may become rare, but they will never run out completely. It can be used to ensure that, for example, a country will never run out of freighters and other baseline units.

Why should unlimited get a value then?
It will never run out completely and I interpret the value 1 as one entity will remain at least. But if the initial value drops to 1 because 89 Destroyers have been assigned, then what?
- Will there still be at least one destroyer in any convoy?
- What if convoy destroyer count is higher then one (Destroyer (0, 0, 1))?

This should ensure there are a country will not run out of freighters (GB before US joins war) and as I see it will ensure at least one GB freighter "possible" for every convoy. There might still be convoys with only neutral freighters, but this would be less common and no longer a necesity.

My question is about the production value.
tr0mp Jan 14, 2020 @ 9:09am 
Originally posted by ronde77:
must i restart new game?

Yes, for testing purposes this is best.
No, it not a necesity but it might continue some bugs or even introduce new ones :-)

Your choice Kaleun!
Menace Jan 14, 2020 @ 9:14am 
Any chance of allowing us modders more control over the following..?

1. Emitter effect settings?
2. Weather effects. In particular, rain and cloud settings/textures?
nihilcat  [developer] Jan 14, 2020 @ 9:37am 
Originally posted by tr0mp:
Nice update again, I checked the datasheet Sandbox/tasks
This is the value for the F-class: Entity=F-Class;Initial=90;Production=0;Unlimited=1

What I don't understand is why the production value for this entity is zero - can you explain?
In this case, the initial value is 90, but without production, how is this not going to reach zero and still be available? I mean, why isn't 1 the new 0 in this case?

They don't need to be produced with Unlimited=1. Their internal count never drops to zero with this flag set to 1.
orcbuster Jan 14, 2020 @ 9:48am 
I don't really know where else to put this, but I've had a recurring issue with the lists of recruitable crew literally never refreshing no matter how much time I spend at sea before returning to port. Is it possible to get some kind of insight on how they are supposed to be refreshing currently?
Jabrwock Jan 14, 2020 @ 9:57am 
- It's now possible to disband crew members to clean up the list.
Woot!
nihilcat  [developer] Jan 14, 2020 @ 10:02am 
Originally posted by orcbuster:
I don't really know where else to put this, but I've had a recurring issue with the lists of recruitable crew literally never refreshing no matter how much time I spend at sea before returning to port. Is it possible to get some kind of insight on how they are supposed to be refreshing currently?

We are aware of this problem and working on a fix. It should be fixed in the next version hopefully.

Originally posted by Menace:
Any chance of allowing us modders more control over the following..?

1. Emitter effect settings?
2. Weather effects. In particular, rain and cloud settings/textures?

1. Emitters can be replaced with custom prefabs.
2. I will expose more weather parameters soon to the data sheets.

Both things can be altered with scripts. I'm planning to provide some better scripting examples in the near future.
Urfisch Jan 14, 2020 @ 10:15am 
Originally posted by nihilcat:
Originally posted by orcbuster:
I don't really know where else to put this, but I've had a recurring issue with the lists of recruitable crew literally never refreshing no matter how much time I spend at sea before returning to port. Is it possible to get some kind of insight on how they are supposed to be refreshing currently?

We are aware of this problem and working on a fix. It should be fixed in the next version hopefully.

Originally posted by Menace:
Any chance of allowing us modders more control over the following..?

1. Emitter effect settings?
2. Weather effects. In particular, rain and cloud settings/textures?

1. Emitters can be replaced with custom prefabs.
2. I will expose more weather parameters soon to the data sheets.

Both things can be altered with scripts. I'm planning to provide some better scripting examples in the near future.

Hey nihilcat. Great work from you and your team!

I am stuck in the Nazaire mod. Everything works fine so far now, except: Objects which are not tagged "static" or similar. They are visible in the Editor, but dont show up in runtime (applies to prefabs and objects from fbx files). The game loads them, i can see them in the Inspector, but they are not rendered.

And for animated objects i need non static ones ;) This means no NPCs, nor locks, nor moving bridges. Do you have a quick idea what could be wrong? I guessed its something with the newer build.

Last edited by Urfisch; Jan 17, 2020 @ 3:13am
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Date Posted: Jan 14, 2020 @ 8:31am
Posts: 1,594