UBOAT
Ruby Jun 1, 2021 @ 11:50am
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B129 Hotfix 4 - Discussion [11.10.2021]
Hello Skippers,

B129 - Public stable branch is READY!
https://steamcommunity.com/games/494840/announcements/detail/3010085268424102954
Good hunting!


B129 - Hotfix 4

Localization:
- French localization update by FvJ and Placebo.
- Italian localization update by BeeTLe BeTHLeHeM.
- Russian localization update by Hard.
- Korean localization update by Zaswedx.
- Turkish localization update by tokyo.
- Chinese localization update by SparrowSHEN (Q:173678441).
- Spanish localization update by Tordo.
- German localization update by Ruby.

Graphics:
- Fix: Damages on the conning tower weren't restored after loading a game state.
- Fix: Improved alignment of various elements on Illustrious-class and Bogue-class aircraft carriers.
- Fix: Highlight that appears after moving a cursor over a distant ship was appearing noticeably above the ship, if realistic Earth curvature rendering was enabled in the settings.
- Fix: C3 merchant ships contained a white element without a texture after being damaged.
- Fix: After loading a game state with a smoker on the conning tower from the main menu and then again in-game, the cigarette would turn pink.

Physics:
- Improved physics behaviour consistency between time compression scales. This change fixes the issue with u-boat's velocity changing considerably after enabling a time compression.

Simulation:
- Fix: G7a torpedoes range now depends on the selected speed setting (5 km for the fastest, 7.5 km for the medium and 12 km for the slow).

World:
- Fix: A small fraction of the merchant ships was trying to trade goods from source to target port that didn't match the export list of the source port and their cargo holds were empty as a result. Example: a food transport from GB to CA.

User interface:
- Added possibility to assign the same outfit to all sailors.
- After entering customization screen from the crew list and then leaving that screen, the game is now returning back to the crew list instead of closing all views.
- Fix: Added explanation to the tooltips that appear after moving a cursor over orders present in the queue that right-clicking removes them from the queue.
- Fix: Improved consistency of the selected gun mode after leaving the gun and assigning the officer back again to it.
- Fix: Wounded and panicking sailor notifications were not present after loading a game state with wounded or panicking crew members.
- Fix: Fixed problem with displaying additional panels (management, journal) when opening them while camera was centered on an npc ship.
- Fix: After opening the task management view with officers for the first time, there was a "new shift" button present, but it shouldn't be there.
- Fix: After creating a new shift, a tooltip associated with it was wrong until the interface was closed and opened back again.
- Fix: If the entire fuel was bought from a port the fuel tank bar of the u-boat was showing zero fuel, until this interface was re-opened.
- Fix: Ensured that the game is going back to the same view that was active before certain fullscreen views were opened after they are closed. For example: entering and leaving the HQ or the radio manual mode.
- Fix: Manual mode button was missing after using the radio from the FPP view unless player switched to another officer and then back to the radioman.
- Fix: After a game state with a changed color filter in the periscope was loaded, the button in the UI was incorrectly displaying the default filter as the active one.
- Fix: Device manual mode was stopping to function correctly, if player pressed ALT while using it, then entered the Management view, entered a customization screen of any crew member and then went back.
- Fix: GRT indication was missing on the ship selection panel (as opposed to the panel that appears in the periscope's manual mode).
- Fix: GRT abbreviation in the periscope's manual mode panel wasn't translated to the local language.
- Fix: Portraits were appearing in the periscope's manual mode view, if player pressed ALT, entered HQ and went back.
- Fix: Ship's buoyancy bar wasn't updated in the periscope UI when any of the tools was open.
- Fix: Notification about resupply ship being sunk by the enemy, was not appearing in the majority of the cases.
- Fix: Course estimation tool in the periscope's manual mode was disabled, if player selected the target outside of the periscope UI and then entered the manual mode.
- Fix: After selecting a target for computing a torpedo course, saving the game state, quitting the game, starting the game, loading back the game state and changing the target, the target mark would remain on the previous target icon on the map in addition to the new one.
- Fix: Sailor status wasn't updated on the list after adding/removing him from the crew until the list was re-opened.
- Fix: Units of measurement weren't translated to the local language.
- Regression fix: Tooltips in the main menu weren't working since Hotfix 3.

Crew:
- Fix: Officers with a first aid in their schedule were not helping some of the wounded sailors.
- Fix: Officers having the "Medical Coordinator" skill, at least one helper and first aid in the schedule, could sometimes swap between two wounded characters in a loop.
- Fix: Medic moving towards a wounded sailor wasn't able to open doors on his way, if there was an order to keep them closed after passing.

AI:
- Fix: Resupply ships (milk cows) no longer try to fight nearby ships in any circumstances and prefer to escape whenever possible.

Missions:
- Fix: It was possible in rare cases to get punished by the command for sinking a ship that was a target in the side mission.
- Fix: Enigma and gold recovery missions now require from the player to free space for the diving suit in the storage before leaving the port, if it's missing.
- Fix: Map contact in the lost u-boat mission was sometimes moving in circles, if visibility was very low due to the weather.
- Fix: It wasn't possible to complete tutorial #1, if player bought the entire fuel from the port before starting it.
- Fix: If a game state was saved during tutorial #4 right after the friendly sub was sunk by the plane and then reloaded, the tutorial wouldn't progress correctly.

General:
- Steam Rich presence statuses are now localized into the end user's language. This change may take some time to propagate to all language versions of the game.
- Ship representations are now loaded into scene at a larger distance to make the experience more coherent.
- Fix: It's no longer possible to start a tutorial mission when there are survivors on board.
- Fix: Turm II and Turm IV description was slightly wrong. This change may take some time to propagate to all language versions of the game.
- Fix: LST ships were not being loaded and convoys with such ships were sometimes stopping in place (this class of ships starts to appear late in 1944).
- Fix: "Milk cow" supply ships were sometimes not able to reach the selected destination, if the path to it was complicated and were becoming stuck near the coast.
- Fix: Units were loosing an ability to drop depth charges and bombs, if they dropped them at least once and then a game state was saved and reloaded.
- Fix: Empire ships were not correctly identified by the crew. This problem wasn't affecting their torpedo solutions, but could be problematic, if player used their identification as a base for making a custom solution.
- Fix: After moving torpedo from one launcher to another, it wasn't possible to launch it.
- Fix: Time compression was sometimes stopped without a clear need during storms or if there was a friendly u-boat nearby.
- Fix: Increased precision of computing a total passed distance that is displayed during the mission summary.
- Regression fix: Fuel wasn't consumed in real-time, but only if the time compression was enabled (this problem wasn't affecting other resources).


B129 - Hotfix 3

User interface:
- Fix: There was a slight offset in the bearing displayed in the periscopes and UZO.
- Fix: Launch toggles near torpedo launchers in the UI didn't had their state preserved after closing and opening the launchers UI back again.
- Fix: Tooltips that describe port were appearing after hovering mouse over the port officers.
- Fix: It was possible to purchase reputation upgrades that were marked as inaccessible.
- Fix: Lock tip in the periscope could appear above some of the periscope tools.

Missions:
- Fix: Enigma recovery mission wasn't progressing correctly in some cases.
- Fix: After pulling the diver back during the Enigma recovery mission at the last stage, it's now possible to resume the story (after sending the diver again) at the stage where it was left.
- Fix: In the side-mission with an ally calling for help, player was sometimes receiving supplies from the ally instead of sharing his own supplies.
- Fix: After being damaged by the plane in the tutorial #4 and leaving the game on its own for long time, the leak was eventually repaired automatically by another engineer and it wasn't possible to continue with the tutorial.

Technical:
- Major memory usage optimizations - largest gains are at the lowest settings.
- Updated Unity again from version 2019.4.29f1 to 2019.4.30f1.

Crew:
- Fix: All officers could silently knock out a panicking sailor, while only leaders with an appropriate skill should be able to do it.
- Fix: Permanent assignment of a sailor to officer in the management view was sometimes stopping to work.

Localization:
- Major Korean localization update by Zaswedx.
- Chinese localization update by SparrowSHEN (Q:173678441).
- Czech localization by Spid3rCZ.
- German localization update by Ruby.
- Italian localization update by BeeTLe BeTHLeHeM.
- Spanish localization update by Tordo.

Physics:
- Ship wrecks are now becoming slightly buried in the seabed after sinking and become much more immobile at such point. This change fixes various physics issues on high TC due to interaction with the seabed.

General:
- Fix: Fixed a second CTD on launch issue related to multi-screen setups.
- Fix: After destroying the tanks in Aruba, leaving the area and coming back, the tanks were there again.
- Fix: Game states saved right after completing the tutorial #2, #3 or #4 could in some cases not load.
- Regression fix: NPC ships weren't anchoring correctly since Hotfix 2.


B129 - Hotfix 2

Optimizations:
- Optimizations focused on improving performance when a high time compression is in use on the map.
- Improved performance when there are many contacts present on the map, for example after using "Detect" command in the console.

Graphics:
- Periscope bearing now looks better on screen resolutions above 1080p.

World simulation:
- Fix: Ships could at some point disappear, without a clear explanation, if the convoy to which they belonged to had spread out over a very large area.
- Fix: When a large group of ships was divided into a few smaller ones, all ships were disappearing and appearing again after a short while.
- Regression fix: While moving away from a group of ships, it could at some point change a position without explanation since Hotfix 1.

Technical:
- Rolled back Unity from version 2019.4.30f1 to 2019.4.29f1.

Physics:
- Fix: When sailors were going into a ragdoll state, they were instantly moving into a lying pose. This behaviour was increasing chances of unusual ragdoll behaviour, like getting stuck inside the walls.
- Fix: Added a collider to the external hatch, to ensure that ragdolled characters won't ignore it.

User interface:
- Fix: "Unlock" tip was appearing in the periscope's view after rotating it 180 degrees from the locked target.

Localization:
- Italian localization update by BeeTLe BeTHLeHeM.

General:
- Selling prices are now by default lower than the buying prices. Only officers with the Merchant skill may buy and sell everything at the equal price. This fixes an exploit, where it was possible to buy items with an officer having the Merchant skill at a reduced price and then sell them at a full price with another officer.
- Fix: Game was instantly crashing at startup on certain systems. It was linked to multi-monitor setups.


B129 - Hotfix 1

Technical:
- Updated Unity from 2019.4.29f1 to the latest Long Term Support release 2019.4.30f1.

Missions:
- Fix: Mission with recovering gold from a merchant ship wasn't stating how much gold needs to be loaded. Note: this change may take time to propagate to all language versions of the game.

Localization:
- French localization update by FvJ and Placebo.

World simulation:
- Fix: Convoys were sometimes shifting away on the map after approaching them.

User interface:
- Fix: It was possible to add a single sailor to the same shift multiple times.
- Fix: Order of targeting a ship by the officer was sometimes not working and it was necessary to click a few times.

General:
- Added possibility to throw overboard items from the main storage.
- Adjustments to the bearing present in periscope views to ensure that it remains visible in all view modes.
- Fix: Game was becoming stuck right after launch on some systems, if game couldn't connect with Steam for any reason (antivirus could be one possibility).
- Fix: Fix to an issue with some game states not loading correctly. They will load fine after this update.



B129

Graphics:
- Optimizations to the memory usage of the game.
- Fix: Crews on the generic NPC merchant ships were in some cases misaligned with the floor.
- Fix: U-boat interior was sometimes visible through water for a second while zooming out to the max zoom level.

Missions:
- Fix: In tutorial #3 when tutorial is asking to flood three launchers, stern launcher wasn't being accounted into that number.
- Fix: In tutorial #3 sometimes aiming was progressing slower than intended.
- Fix: In tutorial #3 sometimes it was possible to not cross paths with the second merchant ship that is a target for a deck gun attack.

User interface:
- Fix: Fuel slider could be in a wrong initial state after opening the shop tab, moving slider, switching to another tab and returning back.

General:
- Fix: NPC groups sometimes weren't appearing in the scene and were repeatedly pushed back on the map whenever player approached them.
- Fix: It's no longer possible to save a game state on HQ screen, during vacation selection and during mission selection.



B129 - Preview 31

Graphics:
- Major optimizations to the memory usage of the game.
- Fix: If game was running at the lowest settings, shadows were missing on the skipper customization screen.
- Fix: Tweaks to camera placement for a dialogue with the recruitment officer at La Spezia, Kiel and Bergen.
- Fix: Improved alignment of the enemy ports to match the new terrain in B129.
- Fix: Brightness mismatch between segments of certain large ports like Bergen.

Modding:
- Fix: Modding tools were exporting mod manifests in a deprecated format.

Localization:
- Spanish localization update by Tordo.


B129 - Preview 30

Graphics:
- Map skin now defaults to paper-like after updating from an older version of the game.
- Fix: Some map elements were slightly blurring in the direction of movement when the camera was in motion and the temporal anti-aliasing was enabled in the settings.
- Fix: Objects that fade out under various conditions, including certain bunks and chests placed by sailors to access damage located at a high elevation, were sometimes loaded in a wrong visibility state from the game state.

Missions:
- Fix: In tutorial #4 the sailor that panicked was sometimes calming down on his own without requiring player's intervention (continuation).

Localization:
- German localization update by Ruby.
- Turkish localization update by tokyo.

General:
- Regression fix: Dialogue with the leading officer was sometimes becoming stuck since the previous preview version.
- Fixes to the most common errors appearing in the logs.



B129 - Preview 29

Graphics:
- Fix: Officers were clipping through the antenna on Turm I during the award ceremonies.
- Fix: Warehouse worker in Wilhelmshaven was slightly clipping through an ashtray on the table.
- Regression fix: Captives were not rendered completely after moving the camera at a certain distance from them since Preview 28.

Localization:
- Spanish localization update by Tordo.
- Chinese localization update by SparrowSHEN (Q:173678441).
- Italian localization update by BeeTLe BeTHLeHeM.
- Russian localization update by Hard.


B129 - Preview 28


Optimizations:
- Major performance and memory optimizations.

Graphics:
- New clothes for sailors on NPC ships.
- Changed naming convention of the temporal anti-aliasing settings and also changed its default settings.

Missions:
- Tutorial missions, aside from the tutorials #3 and #4, and free roams no longer count toward War Badge decoration progress.
- Added more Operation Drumbeat patrol targets to La Rochelle.
- Tweaks to the difficulty displayed in the UI for the campaign missions.
- Regression fix: In tutorial #4 the sailor that panicked was sometimes calming down on his own without requiring player's intervention.
- Regression fix: It wasn't possible to plot a path towards the tutorial target in tutorial #3, if officer was selected.
- Fix: If a game state was being saved and reloaded repeatedly at the certain stages of certain missions, it was possible to receive War Badge progress multiple times for completing them.

Crew:
- Fix: Crew members were sometimes standing in one place opening and closing nearby bulkhead in a loop.
- Fix: Officers that are ordered to take some functional item into the backpack will now restrain from performing orders that would require dropping that item, like bailing the water or carrying the ammunition. It was sometimes making it impossible to for example launch a sonar decoy, because the officer was quickly putting away the decoy right after taking it.

Localization:
- Russian localization update by Hard.
- French localization update by FvJ and Placebo.
- Chinese localization update by SparrowSHEN (Q:173678441).
- Italian localization update by BeeTLe BeTHLeHeM.
- German localization update by Ruby.

User interface:
- Regression fix: Activator icons were appearing at wrong locations after pressing ALT in the map view.

General:
- Game is now making a copy of the previous log file after each start.
- Fix: View mode was sometimes becoming stuck after leaving the hydrophone view.


B129 - Preview 27

- Regression fix: Mission summary was sometimes becoming stuck, while displaying events from the patrol on the map.



[h1B129 - ]Preview 26[/h1]

Graphics:
- Fix: Bunks in the bow torpedo room were sometimes rendered in both states, open and closed, at the same time.
- Fix: Indirect lighting in the u-boat's interior was wrong for the duration of certain interactions.

Crew:
- Fix: Order to keep the bulkheads closed was sometimes stopping to work reliably after reloading a game state.
- Fix: Sometimes the countdown above injured characters was missing and it wasn't possible to treat them.
- Fix: Random animation issues of the crews on NPC ships and lifeboats (continuation).

User interface:
- All UI views can be now closed by pressing an escape key.
- Fix: Lines drawn on the map during the assignment summary were sometimes out of sync with the actually presented events in the UI.
- Fix: Progress bar below the campaign objective photography on the map was disappearing after reaching 100%.
- Fix: It was possible to attempt selecting a target square for the milk cow moving operation that was already pending.

Localization:
- German localization update by Ruby.
- Turkish localization update by tokyo.

General:
- Fix: Rewards and penalties assigned for events that were described in a newspaper were assigned twice.



B129 - Preview 25


Graphics:
- Fix: Improvements to alignment of sailor animations on bunks.
- Fix: Torpedo could be displayed at a wrong position (outside the launcher), if torpedo was being loaded or maintenance was performed on it at a high time compression and the order was aborted for any reason.

Optimizations:
- Improved performance when a high time compression is in use.

Interactions:
- Fix: Aircraft crews were having duplicated names.
- Fix: Sailors sent on external interactions were sometimes selected for a new shift on the ship, but since they weren't there, vital stations could be unmanned.

Localization:
- English localization fixes by Steve.

User interface:
- It's now possible to leave a dialogue by pressing escape.
- Fix: The outer pointer on the UI telegraph wasn't moving when keyboard shortcuts were used to set a gear.

General:
- Added a suggestion in the main menu to contact us, if game previously crashed due to the issue that we are trying to fix.


B129 - Preview 24

Graphics:
- Fix: Aircraft stationing on the carrier were having duplicated propellers and windows.
- Fix: Map was blinking with a black colour when player's ship was receiving damage.
- Fix: Newspapers were not aligned correctly to the sailors reading them on the starboard bunks in the bow torpedo room.

Interactions:
- Fix: Taking survivors from a lifeboat was sometimes not working correctly - the character wasn't actually moved to the player's ship and after leaving the area a notification was popping up that he was released.

Crew:
- Fix: It was possible to perform first aid on torpedoes after making a few steps.

User interface:
- Fix: XP bar in the character selection panel wasn't full after reaching the maximum level in the game (5th).
- Fix: Tooltips were incorrect for the time compression buttons, if dynamic travel system was being used.

Missions:
- Fix: Southern Routes campaign objective was often stopping to progress.
- Fix: Supply ships (milk cows) were sometimes selected as a target for the ally calling for help and lost ship missions. It wasn't intended and could cause some issues.

World simulation:
- Fix: Some merchant ships weren't carrying any cargo.

Localization:
- Italian localization update by BeeTLe BeTHLeHeM.
- German localization update by Ruby.
- Portuguese localization update by Roliçonho.

General:
- Fix: After damaging a ship and forcing the crew to evacuate, leaving the area and then coming back, the crew was back on the ship and the buoyancy (HP) bar was full.


B129 - Preview 23

Modding:
- Updated Unity modding template to work with the latest B129 releases. The project in the template now requires Unity 2019.4.29.
- Fix: After opening the Unity modding template, it was possible for the welcome window to be opened in a few copies.

Graphics:
- Fix: A fog-like effect was appearing on the screen after zooming in the map view to the closest possible zoom level, while being away from the coast.
- Fix: Added ship name on Dale-class and War-class tanker hulls.
- Fix: Turm IV quadruple gun wasn't resetting correctly to a forward looking position.
- Regression fix: Rain was rendered under the water.

User interface:
- Fix: Campaign setup preset buttons were slightly vibrating, if temporal anti-aliasing was enabled in the settings.
- Fix: Portraits could remain on the screen after moving to HQ view in rare circumstances.

Crew:
- Crew returning from an external interaction now appears at varied positions on the deck rather than everyone at the same spot.
- Fix: Returning crew now appears in the control room rather than on the submerged deck, if u-boat dived.
- Fix: Unusual issue with crew members moving at the u-boat's bow and refusing to go anywhere else until La Rochelle was left.

Missions:
- Added missing descriptions for a few remaining campaign missions.
- Fix: Patrols appearing during the campaign assignments could spawn directly near the player's ship, if console was used to skip some time.
- Fix: "Unknown object" and "Empty" objects were reported in a few places in UI during the weather station placement missions.
- Fix: The radio transmission from the weather station was transmitted for only 6 minutes. If player didn't receive it in that time, it wasn't possible to complete the mission.
- Fix: Journal entry after completing the Royal Oak sinking assignment wasn't correct.

Localization:
- French localization update by FvJ and Placebo.
- German localization update by Ruby.

Optimizations:
- Performance improvements for longer playthroughs.

Map:
- Regression fix: If player ordered to plot a route to port, while moving and having enabled a time compression, the path could be plotted to some other location near the port instead.


B129 - Preview 22

Graphics:
- Fix: Trees were rendered slightly above the terrain, if they were being observed from a large distance.
- Fix: Temporal antialiasing wasn't rendering correctly in the u-boat interiors.
- Fix: Highlight effect that appears after moving the cursor over a ship was sometimes visible through the water in certain views.

Game launcher:
- Fix: Added scroll support for mod descriptions.
- Fix: Fixed slightly overlapping elements when there was more than 6 installed mods.

Optimizations:
- Fix: Performance issue that was getting worse during long playthroughs. The performance should improve in the existing game states, but a new playthrough may be needed for the full effect.

Ports:
- Fix: Alexandria is now better aligned to the coast. This change may cause temporary problems after loading a game state that was saved near Alexandria. Please leave the area and enter it back to avoid them.
- Fix: After docking in a different port than the current flotilla port / home port it wasn't possible to walk through the area that was usually occupied by the leading officer's car.
- Regression fix: Leading officer had his legs partially in the ground in Kiel and La Spezia.

User interface:
- Added a warning that stadimeter cannot be used to measure a distance to the selected ship without identifying it first.
- Added a notification that appears after pressing the bug reporting shortcut on the keyboard that informs that data is being collected before the actual bug reporting UI appears.
- Added a notification on the torpedo launchers UI, if a launcher is broken. It's no longer possible to try to flood such launchers.
- Fix: Incoming radio messages notification was sometimes displaying a wrong number of the incoming transmissions after loading a game state. In certain cases it could display zero, but still remain visible on the screen.
- Fix: After identifying a ship's class, the interface in the periscope view was spoiling a ship's true nationality instead of displaying the nationality visible on the flags.
- Fix: Added a degrees symbol to the numeric value displayed in the course estimation UI.
- Fix: After loading a game state and selecting an officer that was ordered to rest, the rest toggle wasn't displayed as toggled.
- Fix: During ongoing interactions, often a progress bar was displayed on the participating character portraits, even if there was no work being done.
- Fix: After selecting an officer working at the UZO when there was an ongoing interaction, there was sometimes an "Unknown object" visible on the contacts list that shouldn't be there.
- Fix: If a list of incoming transmissions has changed, while the radio interface was already open, the UI could behave erratically after choosing one of them.

AI:
- Fix: Tankers were sometimes searching the area for submarines after being attacked instead of evading a hostile.

Missions:
- If a convoy that is the target of a wolf pack attack is forced to change its course or speed as a result of player's actions or external factors and is no longer going to arrive at the planned attack location, the wolf pack is now being disbanded and a radio message is sent by the high command that explains the reason.
- Fix: Wolf pack attack mission wasn't progressing, if player was the first to arrive at the attack location.
- Fix: The u-boat that appears in the lost u-boat side mission was having a gray / neutral flag displayed in UI.

World simulation:
- Fix: Due to certain optimizations, encounters with NPC groups weren't always working reliably and in rare cases it was possible to, for example, spot behind the u-boat a group of ships that was travelling in an opposite direction.
- Fix: At high time compression, it was sometimes possible to move past an undetected enemy group before it was loaded and appeared in the scene (the end results overlap with the issue above).
- Fix: After encountering a convoy with an aircraft carrier, it was in rare cases possible for the aircraft to spawn first and be spotted by the player's crew before it was placed on the carrier.

U-boat:
- Tweaks to the audio sources intensity when hydrophone is being used from the sea surface.

Crew:
- Fix: Crew members duplicating after saving and reloading a game state.
- Fix: After pressing the button to recruit a random sailor to help the officer, sometimes a captive was being added instead.
- Fix: Random animation issues of the crews on NPC ships (continuation).

Map:
- Improvements to pathfinding on the map.
- Wind speed on the map is now displayed in the units selected by the player.
- Fix: If player pressed shift and clicked on a port icon, the entire route was erased and computed from the scratch rather than appended to the existing route.
- Fix: Contacts on the map for ships that appear during certain campaign assignments were sometimes called "Special" rather than "Ships".

Localization:
- Turkish localization update by tokyo.
- Italian localization update by BeeTLe BeTHLeHeM.
- German localization update by Ruby.

General:
- Fix: Torpedoes launched from the aft launcher by NPC u-boats were usually sinking right after being launched.
- Fix: After placing an order to neutralize the buoyancy by blowing the ballast, then pumping the water out of the compartments and surfacing this way, the crew wasn't automatically flooding the ballast tanks after receiving the next dive order - it was necessary to do it manually.
- Fix: It's no longer possible to save a game on the character customization screen.
- Fix: Weather state could sometimes become stuck after certain missions.
- Fix: It was possible to toggle the flashlight for the selected officer after pressing the keyboard shortcut, even if there was a fullscreen user interface or a development console on the screen.


B129 - Preview 21

Graphics:
- Added NPC crew on Dale-class and War-class tankers - these were the last ships without a visible crew.
- Fix: Hatch at the conning tower was blurring in random directions when it was observed from the conning tower's interior at the open sea.
- Fix: Shadows were flickering on the lowest shadow settings in certain scenes appearing during a merchant ship inspection.
- Regression fix: Tracer projectiles were casting striped shadows onto nearby ships, since memory usage optimizations a few versions back.

Crew management:
- Fix: Crew members could in some cases get stuck and don't move to their destinations.
- Fix: Injured characters are automatically treated after moving them from the ship to land.
- Fix: It's no longer possible to move dead characters from the ship to land just before they disappear.
- Regression fix: Captain and the first engineer have stopped to evacuate from the NPC ships since the previous update.

Interactions:
- Fix: If player encountered a group of two or more merchant ships, sent a crew to inspect one of them, ordered an evacuation, followed certain steps and then ordered moving some cargo to the u-boat, the crew sent onto that ship was gone after skipping time.
- Fix: Crew members were duplicating after each save and reload, after sending them to another ship, entering interior scene, sinking the ship that was the target of the interaction and quickly returning back to the u-boat.
- Fix: If player loaded any cargo from the interaction target two times, sailors sent onto a delegation were returning with a wrong initial animation and some of them could become duplicated, if a game state was reloaded.
- Fix: Crew that was returning from an interaction could in some cases don't appear on the player's u-boat, but get stuck somewhere on the open sea instead.

U-boat:
- Fix: One of the telegraphs inside the conning tower wasn't working.

World simulation:
- Fix: If player experienced a major lag, while having enabled a high time compression and entering a port area, it was possible to move a very large distance during that lag and appear inside the land afterwards.
- Fix: Merchant ships are now much less likely to travel in groups, when they don't have any escort.

User interface:
- Fix: Missing icons on decision buttons during evacuated merchant ship inspection story.
- Regression fix: One of the clocks in the UI was having the seconds hand displayed at a wrong position.

Localization:
- Italian localization update by BeeTLe BeTHLeHeM.
- German localization update by Ruby.

General:
- Fix: Ongoing research was sometimes not being completed and it wasn't possible to claim a reward for some additional time despite having the progress at 100%.
- Fix: Path plotting was having various issues after loading a game state where skipper was on the lost u-boat, until he came back to the player's u-boat.
- Fix: Steam rich presence integration was stopping to work after starting the mission to sink Royal Oak.
- Fix: After meeting an aircraft carrier, saving the game state, reloading and shooting down one of the aircraft that started from the aircraft carrier, the carrier would loose the ability to detect the enemy.
- Fix: Officer working at the hydrophone was reporting sonar decoy above the u-boat as ship propellers above the ship.
- Fix: Fixes to some of the most common game errors that we managed to identify in the player logs.


B129 - Preview 20

Graphics:
- Added "Coming soon" picture to all ports that will be added in the next version.
- Reworked textures on Dale-class, Ol-class, War-class and Wave-class tankers for a better quality and more optimal memory usage.
- Regression fix: Sailors on lifeboats weren't fully aligned to the seats after recent model updates.

Optimizations:
- Memory usage optimizations.

Crew management:
- Fix: After promoting a sailor that was a member of the initial crew to be an officer, he wasn't present in the TAB menu until the game state was reloaded or he was removed from the ship and added back again.
- Fix: After loading a game state with a character saved in a certain animation transition the character was staying freezed in this transition forever.

General:
- Regression fix: Improved compatibility with game states saved before Preview 19. There was one change that was making some game states to not load.
- Fix: Fixes to some of the most common game errors that we managed to identify in the player logs.


B129 - Preview 19

Graphics:
- Fix: Crew working at the navigator's station or the depth steers station could become invisible and appear in T-pose after hovering a mouse over them. This problem was happening after following certain steps that involved loading a game state from a specific situation in the game.
- Fix: Highlight effect that appears after hovering ships was much larger than the model in the periscope and UZO views.
- Fix: A problem in character batching algorithm that could result in wrong textures being displayed on a character when he was observed from a certain distance.
- Regression fix: After loading certain game states, the screen was black for a few seconds.
- Regression fix: The Blitz wasn't disappearing from the map since a few versions back.

User interface:
- Fix: Port defences notification was persisting on the screen after loading another game state.
- Fix: Journal was sometimes empty or with some messages missing after opening it and having selected a language that had a formatting error in any of the messages.
- Fix: Blank portraits were appearing for the sailors recruited in the port after instantly entering the crew list.

Crew management:
- Fix: After promoting a crewman to become an officer or skipper, he was equpping a new cap matching his rank, but in the UI "None" was displayed as the cap.
- Fix: Chests that are used by the crew to perform repairs at higher elevation could continue to block movement after disappearing, if a game state was saved when they were disappearing and loaded back again.

Localization:
- Turkish localization update by tokyo.
- Chinese localization update by SparrowSHEN (Q:173678441).

General:
- Fix: Crash issue that occurred randomly in the main menu.
- Fix: If officer became tired, when he was on his way to flood or blow the ballast tanks, he could sometimes enter a permanent idle state.
- Fix: Error that was causing performance problems near merchant ships, if game was deployed with mods that had an outdated Crew.xlsx / Generation data sheet structure.
- Fix: Auto-save on leaving was saving the game also at forbidden times.
- Fix: Steam rich presence integration was stopping to work after performing a merchant ship inspection.
- Fix: Repaired problem in the save system that could make certain game states to be not loadable.
- Fix: Random animation issues of crews on NPC ships (continuation).
- Fix: Fixes to the the most common game errors that we managed to identify in the player logs.


B129 - Preview 18

Ships:
- Added Bogue-class aircraft carriers used by U.S. Navy and Royal Navy.

Simulation:
- LUT torpedo pattern improvements.

User interface:
- Campaign setup UI improvements.
- Count of survivors taken on board is now updating in realtime, while making a selection.
- Fix: It wasn't possible to plot a course to target in some cases, by clicking with a right mouse button on the green mission dot.
- Regression fix: Sometimes white squares were appearing instead of icons during a mission selection.

Missions:
- Fix: Portraits of some officers were temporarily disappearing during tutorial missions #3 and #4.
- Fix: Weather station placement mission could break and stop progressing after building the station.

Interactions:
- Fix: Diver sent to a wreck was sometimes taking a break to read newspaper with the recent events.

Graphics:
- Improvements to the highlight/outline effect that appears after moving a cursor over objects.
- Fix: Characters wearing Jacket 04 variants had missing body geometry after equipping at least once a rain coat.
- Fix: Echosounder wasn't being highlighted after looking at it or hovering a cursor over it.
- Fix: After moving a cursor over a generic merchant ship, only the hull was highlighted, superstructure wasn't included.

Crew management:
- Fix: Sailors were sometimes not working at important stations like the diving station after sending some of them onto an external mission.

Optimizations:
- Further disk and memory usage optimizations.

Localization:
- Italian localization update by BeeTLe BeTHLeHeM.
- Portuguese localization update by Roliçonho.

General:
- Pontoon with the departing crew is now always visible, even if there is nobody at the conning tower to observe it (since there is player's crew on it).
- Fix: Convoy names appearing in Steam Rich Presence statuses were unintentionally localized in the player's local language, while the rest of the text was in English.
- Fix: Map couldn't be moved after loading certain game states.
- Fix: A very distant visual contacts (40+ km) were sometimes being detected with no apparent reason, if high time compression was in use. This issue was also sometimes leading to sub-optimal target selection for side missions.
- Fix: If the limit of officers that may stay on board was exceeded and player increased this limit through a reputation purchase, it was still not possible to leave the port until any officer was removed from the ship and added back.
- Fix: Neutral merchant ships from Sweden weren't having cargo upon inspection.
- Regression fix: Random animation issues of crews on NPC ships.


We need your help!

We are looking for players affected by crashes that happen a few minutes after starting a new game or loading a game state. We are hunting for this specific crash issue for a few weeks and need a helpful hand from somebody to test a few repair attempts for us. Since it happens only on 3-4% of computers, we hadn't much success at reproducing this in our studio.

Please contact me, if you have this problem and would like to volunteer. Thank you!



B129 - Preview 17

Technical & optimizations:
- Unity engine update from 2019.4.20f1 to 2019.4.29f1.
- Continued work from Preview 15 that further decreases the size of the game on disk and results in a smaller memory usage, although not by much this time.
- Faster startup time, counting from launching the game to seeing the first logo.

Graphics:
- Fix: A missing texture on rudders and propellers of some generic merchant ship variants.
- Fix: After moving a mouse over a crew member that was panicking, there was a square outline displayed around the pulsating circle below him.

Simulation:
- Improvements to LUT torpedo behaviour.

User interface:
- Further work on the campaign setup user interface.
- Fix: Telegraph and other tools in the user interface could be wrongly positioned after loading a game state saved on the map and leaving the map mode.
- Fix: Number of contacts detected by an officer could be duplicated on his portrait for some time, after he participated in a story sequence like a merchant ship inspection.
- Fix: After changing sailor's name, the banner above his head wasn't immediately resized to fit it and there could be an overflow.
- Fix: Map interface was remaining on the screen and in some cases was overlapping with other UI elements, after initiating an interaction with shot down aircraft, while having an open map.
- Fix: Blank portraits could sometimes appear in various views after continuing certain game states. The most common reproduction was to send a full team (3 officers + sailors) to a neutral merchant ship, save the game state, load it back and open the crew list.
- Regression fix: After visiting the skipper customization screen during the new campaign setup, then going back and going forward again, the customization was no longer opening at this point until buttons were clicked a few times.

Crew management:
- Fix: After promoting an sailor to be an officer, he was still occupying the station on which he was working before the promotion. He could also make the station inaccessible for the rest of the crew in some cases.
- Fix: It was possible to initiate climbing the ladder down from the bottom (and climbing up, from the top), in the case of a ladder at the side of the conning tower.
- Fix: Only one crew member of shot down aircraft was marked as an airman, the rest was appearing as sailors.
- Regression fix: NPC crews were duplicating in some cases after loading a game state with their ship being present in the scene.
- Regression fix: NPC crews weren't initially visible after loading a game state saved very close to their ship.
- Regression fix: It wasn't possible to transport ammunition from the main storage to any of the ammunition storages at the deck since Preview 15.

AI:
- MTBs and other ships lighter than the u-boat will no longer try to ram it, but instead they will circle around the submarine and fire at it as long as it's surfaced.
- Fix: Convoys were stopping after sinking an aircraft carrier inside them.
- Fix: NPC ships now compute a more accurate course for the torpedoes.

Interactions:
- Fix: After ordering an evacuation of a merchant ship, leaving it and initiating an interaction with it again, there were many problems after that point.

Missions:
- Fix: It's no longer possible to send crew to land again after building the weather station.
- Fix: It was possible to move through destination in tutorial #4, if a high time compression was used and FPS was low enough.

Localization:
- French localization update by FvJ and Placebo.
- German localization update by Ruby.
- Turkish localization update by tokyo.
- Italian localization update by BeeTLe BeTHLeHeM.
- Chinese localization update by SparrowSHEN.
- Portuguese localization update by Roliçonho.
- Czech localization update.

General:
- Fixes to the most common errors appearing in the logs. Most of them were harmless, but it will still make the logs cleaner.


B129 - Preview 16

Graphics:
- Regression fix: Search light shadows were looking worse than before.
- Regression fix: Certain elements in Aruba were looking off.
- Regression fix: Cook didn't had an apron.
- Regression fix: Character body was disappearing after trying to change his complexion on the customization screen.

Localization:
- Chinese localization update by SparrowSHEN (Q:173678441).

General:
- Fix: Steam rich presence text was worded incorrectly in the case of weather station placement mission.
- Regression fix: Keyboard settings weren't having any effect since Preview 15.
- Regression fix: NPC crews were levitating above the decks of NPC ships.
- Regression fix: Music volume settings weren't applied in all cases.
- Regression fix: Attempt at fixing random crash issue in the main menu when any of the animated buttons appears.
- Regression fix: "Explosives" command in the console has stopped to work.


[h1B129 - ]Preview 15[/h1]

Graphics:
- Added volumetric lighting support for point lights. This effect is most noticeable inside the u-boat.
- Improvements to the water shader & calibration pass for the overall water look.
- Further improvements to the generic merchant ships models and textures.
- Small improvements to u-boat interior models and textures.
- New hair shader that is faster and works more consistently with post-processing effects like the ambient occlusion and contact shadows (known issue: due to this change, the NPC ship captain's beard is sometimes blurring during merchant ship inspections - we are investigating this issue).
- Added outlines for the crewmen after hovering them with a mouse.
- Improvements to the fog effect, especially near the horizon.
- Fix: Fixed a very old bug related to the texture streaming feature, that was making certain textures to appear very blurry and never be loaded in a better quality, even if the camera was very close.
- Fix: If contact shadows were enabled for all lights in the settings, there were various shadow artifacts present around light bulbs.
- Fix: Main menu lighting was different (subjetively: worse) after leaving an ongoing game to menu when compared to the state of it after visiting the menu for the first time.
- Fix: Water wasn't being lit by some components of the ambient lighting.
- Fix: Map skins weren't correctly loaded in some cases, if the skin was changed during a gameplay. It was loaded correctly after reseting the game.
- Fix: Improved lens flares occlusion by geometry in the scene.
- Fix: Generic merchant ships no longer appear completely white for a short time after spawning in the scene.
- Regression fix: Flashing lights in the weather station reconnaissance scene.

Optimizations:
- Optimized game files structure for smaller disk space, less memory usage and faster loading times. Game is now smaller by 6 GB on the disk after installation. Memory usage and loading time decreases due to this change depend on the used quality settings.

- Main shader performance optimizations.

- Major memory usage optimizations. Some of the most substantial changes:
  • Shadowmaps now occupy 2x less space in the graphics card memory.
  • 24k world map texture is loaded only, if the texture quality setting is set to maximum - otherwise a 12k texture is used.
  • Optimized quality of certain less important sound effects.
Campaign setup:
- The campaign setup in the main menu was reworked with animated preset buttons for the realism and crew management. The old slider for selecting one dimensional complexity was removed and replaced with a static realism bar.
- Added a possibility to disable food management from the game during the campaign setup.

User interface:
- Changed "Paper-like" map skin name to "Paper-like (Default)" and changed the old "Default" skin to "Colourful".
- Added explanation what happened after enabling a free camera mode with the instruction on how to disable it.
- Added an alternative sound effect that is played in the main menu after clicking various UI elements.
- Added a warning when player is trying to load a game state that was saved with a different mod setup than the current one.
- Added a dedicated icon for the third time compression button in the dynamic travel system. Tweaked the tooltips for all time compression buttons in the dynamic travel system.
- Fix: After researching T5 torpedoes the summary text in the HQ was missing.
- Fix: UI issues after opening HQ screen from the device manual use mode.
- Fix: Sea name in the upper left part of the UI was often not updating after entering a different sea.
- Fix: The scenario selection screen was empty for a short period of time after clicking the "New game" button in the main menu. There is now "Loading..." notification instead.
- Fix: Scene sound effects were played at their normal volume levels instead of being quiet after entering the "Management" view and switching to any tab aside from the "Crew".
- Fix: It's no longer possible to have "Any" fields in the schedule of sailor shifts. It's allowed only for the officers.
- Fix: After finishing a phase of multi-phase campaign objective (like "Battle of the Atlantic") the progress bar was disappearing under the campaign objective's photography on the map.
- Fix: Hardcore aiming mode wasn't counted into the final realism value.

Simulation:
- Fix: Improvements to FAT and LUT torpedo programs.

AI:
- Fix: NPC ships were remaining in the alarmed state, if they were having any enemy wreck site in the sight range.

Missions:
- Collision damage is now disabled during tutorial missions.
- There is now a dedicated notification for events that make the current mission impossible to complete, for example if a friendly u-boat that called for help was sunk by the enemy.
- Fix: There was a missing arrow during tutorial mission #2 that should point the map button.
- Fix: Errors appearing in the log in large numbers after loading a game state saved during certain tutorial missions.
- Fix: Gold recovery campaign assignment wasn't available for taking at La Spezia, but at quite distant ports like Bergen and Wilhelmshaven.

Localization:
- Major Chinese localization update by SparrowSHEN.
- Russian localization update by Hard.
- Spanish localization update by Tordo.
- German localization update by Ruby.
- Italian localization update by BeeTLe BeTHLeHeM.
- Turkish localization update by tokyo.
- French localization update by FvJ and Placebo.
- Fix: Improvements to the Chinese font.

Crew management:
- Fix: After preparing an extensive crew schedule that had most sailors assigned by name to shifts or to the officers, the shift changes were sometimes not working.
- Fix: Officers could become duplicated in some cases involving story sequences. One reproduction was to send them on an inspection, leave the area without closing the story view and select an option to go back to the u-boat.

General:
- Added integration with the rich presence feature in Steam.
- Fix: The port officers were not returning to their old spots after a port was attacked by the planes, if they hidden inside the warehouse.
- Fix: It's no longer possible to send a diver to a ship that is still sinking.
- Fix: Music was becoming quieter by 50% after each load of a game state saved on a map.
- Fix: Errors appearing in the log and slightly affecting performance, after leaving the game to the main menu, when there was an active story sequence (for example a merchant ship inspection).
- Fix: Undetected units weren't receiving damage from most damage sources.
- Fix: It's no longer possible for the auto-save to be made during the mission summary sequence or when a free camera is enabled.


B129 - Preview 14

Graphics:
- Fix: After loading a game state, map was usually becoming slightly darker than intended on the maximum view distance.

Missions:
- There is now a mission objective to get back to the port at the end of the third tutorial.
- Fix: Officer which is supposed to create a target solution is now selected automatically during the third tutorial mission, if he was deselected by a mistake.

Localization:
- Spanish localization update by Tordo.

General:
- Time compression blockade is no longer being set after pausing the game.
- Fix: After sending the crew to certain generic merchant ship variants, sent sailors could appear in the air near the u-boat's bow.
- Fix: After starting certain story sequences with more than 3 characters, saving the game, loading the game and leaving the nearby area completely, sailors would stop to work on their automated schedules and there would be performance issues.
- Fix: Infinite vacation issue.
- Fix: Ammunition transports were usually empty.
- Regression fix: Deck gun could become duplicated after loading a game state.
- Regression fix: Food management was being disabled in the existing game state


B129 - Preview 13

Torpedo pistols:
- Added "torpedo flaws" realism setting to the campaign setup. It has three presets:
  • Realistic: Torpedo pistols have flaws that match the historic records.
  • Semi-realistic: Optimal impact angle is rewarded with an almost guaranteed detonation of a torpedo, although sub-optimal hits usually end up in a detonation too - especially if a torpedo is properly maintained by an engineer.
  • Basic: Torpedo impact angle is ignored and torpedo duds are determined using a flat chance. This chance is very close to zero, if torpedo is properly maintained by a trained officer.
- When playing with the Realistic or Semi-realistic torpedo pistol realism setting, there is now a small chance of torpedo being faulty, even if the impact angle is in a sweet spot.
- If playing with the Basic torpedo pistol realism setting, the duds are no longer predetermined as in the earlier versions, to allow for reloading the game state for another result.

User interface:
- Distance measurements are now displayed with 1 decimal place when kilometers are used up to a distance of 10 km.
- Fix: It's no longer possible to open a character customization screen for guests on board.
- Fix: There was a wrong officer role displayed on the character screen, if it was an unsaved role. In some cases, the role would revert to "Unassigned" after opening the character screen.
- Fix: Auto-save settings were applied correctly only from the in-game menu, but not from the main menu.
- Fix: After launching a torpedo, it was appearing for one instant in a wrong spot on the map and was displayed as neutral.
- Fix: After opening the promotion view, the initial description was missing in some cases or could refer to a not pickable option.
- Fix: Pressing an escape twice on a screen where a progress towards a decoration is presented was resulting in a white square being displayed on the screen.
- Fix: Ship selection panel was appearing over the periscope UI, if a periscope view was started when torpedo launchers UI was also open.

Crew management:
- Regression fix: Navigator was never leaving his station to do other work, even after the position was fixed in 100%.
- Fix: "Navigator" skill was considerably increasing a performance of fixing the position at the navigator's station (it was not intended).

Animation:
- Fix: Officers could freeze in an animation of pointing something with a finger.
- Fix: Map zooming animations weren't smooth and were sometimes ending at a slightly incorrect position.
- Fix: Crew that was manning guns on NPC ships was sometimes not rotating with the gun.

Graphics:
- Improved shadow settings during the decoration cutscene.
- Improved texture quality of certain F-class destroyer variants.
- Regression fix: Some of the oil tanks in Aruba were missing.
- Regression fix: Corrected wrong textures on the trucks that are sometimes carried by the merchant ships.
- Regression fix: Ports weren't affecting the nearby sea state since the graphics engine update and the waves were sometimes appearing above the port.
- Regression fix: There was a large blob of smoke visible, if player paused the game, enabled the free camera mode and moved the camera to a direct vicinity of a ship that was at a distance of at least few kilometers from the initial camera position.
- Regression fix: There was a lighting artifact visible on the main menu u-boat since B129 Preview 12.
- Regression fix: An intense specular was visible at the bottom of the u-boat's hull in the section view. It was introduced by mistake in B129 Preview 12.
- Regression fix: Missing textures on the merchant ship figurines that appear during Battle of the Atlantic map cutscene.

Missions:
- Fix: If player uninstalled the deck gun before departing in the third tutorial mission, it wasn't possible to continue at a certain stage of the mission.
- Fix: Changed the first merchant ship's course in the third tutorial for a more convenient attack.
- Fix: Ship that needs to be attacked with the torpedoes during the third tutorial is now selected back automatically, in case of unselecting it by mistake.
- Fix: Mission wasn't counted towards a medal progress in some cases, if a game state was loaded with this mission already started.
- Regression fix: Crew was having a very hard time to spot the lost u-boat in the side-mission with a lost ship.

AI:
- Fix: Ships in a convoy were sometimes stopping to move forward.

Optimizations:
- Provided compatibility of all major shaders in the game with an engine feature called SRP Batcher. We noticed that it stopped to work after one of the recent updates of the engine. It should give a substantial boost to the performance.
- Removed a few redundant memory allocations in the code.

Localization:
- Removed all references to "pre-heating" and "warming" torpedoes and changed them to "performing a maintenance".
- Russian localization update by Hard.
- German localization update by Ruby.
- Italian localization update by BeeTLe BeTHLeHeM.
- French localization update by FvJ and Placebo.

General:
- Improvements to the capture course computations.
- Improved the way in which names are picked for the NPC ships to better avoid repetitions during long playthroughs, if all historic names from the pool run out.
- Fix: It's no longer possible to meet another u-boat with the same name as the player's u-boat.
- Fix: Periscope's field of view was sometimes inconsistent with the stadimeter measurements after reloading a game state and opening the periscope view, until the right mouse button was clicked at least once.
- Fix: It was possible to encounter a situation when there wasn't enough water in the compartment to remove it by using a bucket, but it was still enough to cause the splashing sound, while moving inside that compartment.
- Fix: Added a notification that explains the situation when saving a game state couldn't be completed, because there was no free disk space.
- Fix: If player attempted to save a game state, when there wasn't enough space on the disk, in some cases the "Saving..." label would remain on the screen.
- Fix: Ships were starting their engines from zero after spawning in the scene, which was enough for the hydrophone operator to loose contact for a moment.
- Fix: Wreck sites could still appear as a far visual contact in one remaining case, that involved spotting the sinking ship upclose and quickly moving away from it to a distance of a few kilometers.


B129 - Preview 12

Crew management:
- It's no longer possible to leave the port with more officers than the allowed limit. It was possible to go above this limit, after receiving a new officer during Enigma recovery mission.
- Fix: Sailors were working at the radio, even if it was damaged or there was no electricity in the compartment.
- Fix: In some cases, only a captain and the first engineer were on a lifeboat from a sunk ship, the rest of the crew was missing.

User interface:
- Added a notification that informs about a milk cow being sunk by the enemy.
- Clicking on a new radio transmission notification now opens the radio view instead of selecting a radioman.
- Fix: Campaign photographs were missing on the map after the mission summary animation until player opened the assignment selection view.
- Fix: Reward icons were missing near the buttons for freeing the survivors in a port.
- Fix: Torpedo UI and unit selection panel are now closed when an interaction is triggered.
- Fix: Campaign photographs were permanently disappearing from the map after closing them, without leaving an icon behind, if that was done on a loaded game state.

Missions:
- Decreased a number of AA guns needed to find in the espionage assignments from 5 to 4.
- Fix: Friendly u-boats no longer call for supplies when they are in very dangerous areas, for example near the British coast.
- Fix: There was no milk cow being assigned as a reward for completing the bronze stage of multi-stage campaign objectives.
- Fix: The wreck in the gold recovery campaign mission wasn't appearing at the marked spot until terrain generation was triggered.
- Fix: Wind speed stated in the weather station message wasn't correct.

Graphics:
- New, more detailed UZO model and textures.
- Reworked deck textures, increased variety and fixed minor model issues of the generic merchant ships (ones that are being referred to as "Similar to..."). This work will be continued in the next update.
- Flag rendering improvements. There was an issue with incorrectly rendered lighting on one side of the flag. Added subsurface scattering effect to all flags.
- Improvements to the quality of sun light shadows. Technically, the shadow cascades are now usually being fit better to the specific camera demands.
- Fix: Flat areas were appearing on the sea, if the seabed below was at around 400 - 600 meters.
- Fix: Crew on NPC ships is better aligned to the deck during walking.
- Fix: Fixed issues with a wrong specular being rendered by shaders used to render some of the large objects, like certain ports and merchant ships.
- Fix: After a game state saved near a generic merchant ship was re-loaded, some of the textures on that merchant ship could change after each re-load.
- Fix: Dynamically spawned waves at the ship bows and after torpedo explosions were noticeably lacking vertices, if they were observed from a large distance.
- Fix: Shadow-like lines were appearing on objects when they were viewed from a very close distance in exterior areas and ambient occlusion was enabled in the settings.
- Fix: Lifeboats were disappearing too fast when camera was moved away from them.
- Fix: If camera moved close to a warship, some of the crews of the other ships viewed later would stand in an unusual position.

Interactions:
- Regression fix: Interaction was stopping right after the welcome, if the merchant ship was carrying tea in the cargo hold.

Damage system:
- Fix: One of the possible leaks in the engine room was adding water to the control room instead of the engine room.

Physics:
- Regression fix: Implemented frequency-dependent wave fading in coastal areas for the physics engine. This feature was implemented only on the side of graphics in the initial B129 releases, which was causing the physics to be sometimes out of sync in the coastal areas.

Localization:
- Russian localization update by Hard.
- German localization update by Ruby.
- Turkish localization update by tokyo.
- Italian localization update by BeeTLe BeTHLeHeM.
- French localization update by FvJ and Placebo.

Optimizations:
- Improved physics performance of Dale-class, Ol-class War-class and Wave-class tankers.
- Memory usage optimizations related to the merchant ships and tankers.

General:
- It's no longer possible to permanently move under the terrain, for example by diving deeply using a high time compression before the terrain is generated and appears in the scene.
- Fatigue penalty starts to count after undocking from the port rather than right after the vacation ends. It prevents the crew from becoming fatigued by waiting for the ongoing resupply operations after the vacation.
- Having pressed left CTRL in the free camera mode, makes the camera move more slowly than usual.
- Ship groups are split into smaller ones more aggressively to avoid various practical issues from having too spread out groups.
- Regression fix: It wasn't possible to leave the port after taking the survivors on board in certain cases.
- Regression fix: It was possible for the u-boat to permanently stop detecting any ships, even if they were very close. This issue should be corrected also in the existing game states.
- Regression fix: Some ship classes were docking at a wrong elevation since Preview 11.
- Regression fix: Sound of rotating periscope could be heard for a while after stopping to rotate the periscope.
- Fix: Sunk ships were detectable from afar as masts over the horizon.
- Fix: Various fixes to errors that we spotted in the log files from the user reports.


B129 - Preview 11

Periscope:
- Update of the ship measurements presented in the identification book to better match the actual dimensions of the ships.

Crew management:
- Food stored on the u-boat is no longer consumed when the u-boat is stationing at a port.
- Improvements to crew pathfinding, that should result in less traffic jams on the u-boat, for example when a sailor sits on the bunk and blocks the passage.
- Fix: Crew members were becoming stuck in the toilet, if they tried to block a leak inside.
- Fix: It was possible to move in FPP to the u-boat's deck, order a dive and stay there.
- Fix: After loading certain game states, there was a permanent alarm enabled on the u-boat.

Graphics:
- Improved lighting in the skipper customization scene.
- Fix: After initiating an interaction with a lifeboat, camera was sometimes appearing inside a nearby ship's hull.
- Regression fix: One of the haircuts was having gaps when viewed from a distance.
- Regression fix: NPC crew on C3 ships was moving outside the ship.

Optimizations:
- Optimizations to crew pathfinding, that should slightly improve the performance, when a high time compression is being used.
- Removed a per-frame memory allocation, that was affecting performance.
- During loading, there is now an increased time budget for various background tasks, that should result in a slightly faster loading time and a decreased need to continue some of these tasks after the loading is complete, which usually affects the performance.
- Increased the memory buffer used for uploading textures to the graphics card. It should slightly decrease the time it takes to load the game from the main menu, decrease framerate drops caused by background loading and possibly fix a related crash to desktop issue. This change costed an additional 40 MB of VRAM.
- Various other optimizations.

User interface:
- Improvements to how survivors are released. A list of survivors present on the ship is now opened along with specified rewards, to claim the rewards from there.
- There is now a warning on the screen that suggests to dive deeper, when player tries to use the hydrophone from the surface.
- It's now possible to manually enter a number of items to move between the storages instead of using a slider.
- Fix: Gun UI was sometimes displaying a fractional ammunition count.
- Fix: Survivors could be moved off the ship in a port without actually releasing them for a reward.
- Fix: After a milk cow was sunk by the enemy, it was still being displayed in the HQ. Note: We are going to add a notification that will inform about supply ships sunk by the enemy soon.
- Fix: Pulsating glow around mission markers was behaving erratically, if a high time compression was being used and there was an active mission with a time limit.
- Fix: There is now a scroll present near the officer portraits when a torpedo launchers UI is open and it takes some of the portraits space.
- Fix: It was possible to select survivors from sunk ships for various interactions and for HQ tasks.
- Fix: Improved positioning of various tooltips to make them appear near the hovered UI controls, instead of appearing on top of them.
- Fix: Auto-save settings were changing after loading another game state.
- Fix: Recently added button for changing the depth steers mode was sometimes not present in the TAB menu.

World simulation:
- Fix: During the patrol summary, penalties were assigned for sinking neutral ships in the enemy convoys - it wasn't intended.
- Fix: Swiss rubber transports had empty cargo holds.
- Regression fix: Path to the docking point at Bergen couldn't be plotted.
- Regression fix: Wrecks of ships were not spawning, if they were sunk at deep water.

Balance:
- Decreased ventilation capacity from 50 kg to 40 kg to match the weight of a full stack of potassium absorbers.
- Potassium absorbers are now consumed more slowly, but they are also less efficient at refreshing the air inside the u-boat.
- Fix: Decreased oxygen consumption on the dynamic travel system.

Localization:
- Complete Russian localization provided by Hard, based on his Workshop mod "RU advanced".
- French localization update by FvJ.
- Turkish localization update by tokyo.
- Italian localization update by BeeTLe BeTHLeHeM.

Map:
- Fix: After performing an air reconnaissance and reloading the game state, one of the icons that mark each of the port defences would reappear in a slightly different location.

Interactions:
- There is now a different description displayed after searching the cargo hold, if the ship carries a military cargo.
- Fix: Items selected for the team after initiating an interaction were disappearing later, if they were manually equipped before starting the interaction.
- Fix: It was possible to start an interaction with a shot down aircraft for only one time. The button was stopping to respond later on.
- Fix: If a ship turns out to carry tea, but documents stated something else, there is now a different flow of the story that doesn't ignore this fact.
- Fix: After searching an abandoned ship, there was a mention of a sailor from the crew being present during the search.

AI:
- Warships behaviour is now improved when they attack non-submarine targets.

Physics:
- Fix: Probable fix for the issue where damage was inflicted to the conning tower, while the u-boat was travelling at the periscope depth in a shallow area and 140x time compression was being used. More testing is needed to confirm this fix.

Modding notices:
- There is now a logging added during story sequences / interactions, that should make potential modding of them easier to debug.

General:
- It's no longer possible to undock from a port with survivors on board.
- Added a new auto-save setting for saving the game state before leaving the game.
- Fix: Depth displayed on the map was sometimes positive for the sea, if it was beyond the sight range.
- Fix: Various fixes to errors that we spotted in the log files from the user reports.


B129 - Preview 10

Missions:
- Added Enigma machine as an actual item carried by the rescued radioman in the Enigma recovery campaign mission.
- Fix: The u-boat's wreck and the German merchant ship's wreck could disappear, if they were left alone for long enough with the warships nearby.
- Fix: Ships that were marked on the map during the lost ship and ally calling for help side missions and the side mission with sinking a specific merchant ship inside the convoy were being tracked on the map after mission has ended without any means for the player to have up to date information on them.
- Fix: If an encounter with the warships during the gold recovery mission was lasting for a long time, certain errors would start to be written to the log at periodic intervals.

Crew management:
- Fix: Crew members that were either blocking the leaks or making repairs near the torpedo loading hatch, were blocking the entrance to the bow torpedo room for the other characters.
- Fix: If crewman was manually equipped with a diving suit (not through the group selection and equipping UI) and sent onto a mission, he would later stop reacting to any orders until the game was reloaded.

Graphics:
- Increased allowed vertical looking range in FPP.
- Fix: Funnel smoke effect was sometimes restarting with no apparent reason on certain ship types.
- Fix: Lifeboats should no longer capsize with the crew inside.
- Fix: If player initiates an interaction with the lifeboat, camera now switches to it like in the other interactions.
- Fix: The blurring effect that is visible at the edge of the sight range, where it fades into the fog of war, was being performed only vertically rather than in both directions. This effect was also affecting the map performance a bit more than intended.
- Fix: When map was being zoomed out, the scene visible inside the sight range was sharply changing the brightness at some thresholds.
- Fix: When map was being zoomed out, the terrain was disappearing at a much higher threshold than it was re-appearing when zooming in.
- Fix: Crew members that were in a ragdoll state had most of their body invisible, if player saved the game state at this moment and reloaded it, until another crew member would help them.
- Fix: Boxes under crew members involved in the leak repairs were not visible after re-loading the game state.

Interactions:
- Fix: The interaction that allowed to send a diver to the wreck remaining at the seabed was fully functional only, if it was a part of the campaign mission with recovering gold from the sunk merchant ship.
- Fix: Ships from which cargo was being loaded onto the player's ship, could sometimes unspawn during the time skip and the transport operation would be interrupted.
- Fix: It wasn't possible to send a crew on an already evacuated merchant ship.
- Fix: In some cases, after selecting a radioman for the outgoing group, the whole interface would close and the selected radioman would salute in a loop.
- Fix: C3, N-A1 and Liberty ships weren't fully supporting the inspections. It wasn't possible to see their cargo in the cargo hold and there would be no scene with the crew standing on the deck.

Balance:
- Searchlight balance adjustments. The sight range increase in the darkness is weaker than before, while the sight range increase in the fog is much weaker.
- Fix: Searchlight sight range increase was affecting only the "Clear sight" range, but not the "Max sight" range.

User interface:
- Added icons for the campaign missions. They are displayed in various user interfaces.
- Rescued sailors and officers from NPC ships are now listed in the crew list.
- Removed the helmet button from the unit selection panel.
- Added a button to the TAB menu to switch between the electric and the manual mode of the vertical steers (known issue: this button may be sometimes missing - we are going to fix this in Preview 11).
- Fix: Tooltip was missing for the "Tutorial" campaign setting.
- Fix: If player pressed an escape, while selecting the target square for a milk cow, some UI elements would remain on the screen and it was hard to leave the HQ scene.
- Fix: After closing the HQ map, sea ambience was audible inside the HQ scene.
- Fix: Highlight and tooltip weren't disappearing from the icons displayed in the scene, if player haven't moved the mouse, but moved the camera in such a way that the icon would no longer be under the cursor.
- Fix: After performing certain steps involving loading another game state, the background under launcher index could be displayed blue as if the launcher was flooded, while it wasn't.
- Regression fix: Certain campaign missions had their descriptions missing since a few updates.

Periscope:
- Fix: Periscope was sometimes instantly rotating in a different direction during measurements. It could be interpreted as if the ship would disappear.
- Regression fix: Errors were written to the log, if stadimeter was used without identifying the ship first since Preview 9.
- Fix: Chronometer UI was using the actual ship's length to estimate the speed, rather than the length of the ship's class selected in the identification book by the player.

Localization:
- Major Italian localization update by BeeTLe BeTHLeHeM.
- Spanish localization update by Tordo.
- Turkish localization update by tokyo.

World simulation:
- When units present in a convoy move away at a considerable distance, they are now separated from the convoy. They are treated as a separate contact moving forward and will act individually. This fixes various issues and makes many things more practical.
- Fix: Wrecks spawned in the scene, could in some cases fall below the terrain, if the location was shallow.

General:
- Fix: Various fixes to errors that we spotted in the log files from the user reports.
- Fix: Game states from a play-through could become not loadable after a rare occurrence of technical nature.


B129 - Preview 9

Crew management:
- Fix: Guns installed on Turm I couldn't be repaired.
- Fix: It wasn't possible to move ammunition from the storage to the AA guns ammunition storage.
- Regression fix: It wasn't possible to move ammunition from the storage to the deck gun ammunition storage since Preview 7.

Graphics:
- Regression fix: After opening the map and loading another game state that was saved in FPP at an exterior area, the sea was no longer displayed until the map was opened and closed again. It was also having some effect on the performance.

User interface:
- When there are few interactions available near the player, the button to initiate the interactions changes into a dropdown that allows for selecting one of them. This change fixes a related issue in the Enigma recovery mission.
- Fix: The selected auto-save setting was wrong after the interface was re-opened, if player selected 1 auto save to be kept at a time.
- Fix: The survivors taken on board were treated like officers in some user interfaces, specifically the Management tabs: Squads, Tasks and Schedule.
- Fix: Newspaper about Operation Barbarossa had missing contents.
- Fix: Compressed air notification wasn't disappearing in some cases after reaching 100% due to rounding.
- Fix: After submerging, the arrow near the player's u-boat icon wasn't becoming semi-transparent along with the ship icon.
- Regression fix: If the time compression was enabled, then after returning to the main menu the time compression was continued and the animation was much faster.

AI:
- Fix: NPC u-boats were attacking all neutral ships.

Missions:
- Regression fix: If player waited for the investigation on the lost u-boat mission to end, while having open the story user interface, the investigation would repeat each time and the mission wouldn't progress.

Headquarters:
- Fix: After researching the upgraded pistols, the torpedoes with the old pistol are now no longer produced. They may still appear in the warehouse for some time, until they are all used up by the player and the other u-boats.
- Regression fix: It was possible to research LUT torpedoes before researching the T3 torpedoes. It was not intended.

Modding:
- Scripting mods are now recompiled after each game update.

Naval simulation:
- Fix: The impact detonation setting on torpedoes, due to an error, had noticeably increased dud rates in situations where it wasn't intended.
- Fix: The stadimeter was using the actual mast height of the ship being targeted rather than to use the data from the page selected by the player in the identification book.

Localization:
- French localization update by FvJ.
- Spanish localization update by Tordo.
- Turkish localization update by tokyo.
- Fix: Missing characters in certain languages.

General:
- Fix: Fixed a reported case of infinite loading screen.
- Fix: Officers were receiving XP for premature detonations of torpedoes with the magnetic setting.
- Fix: The camera could swap to a wrong ship after torpedo detonation, if the hit ship was different than the one which was initialy targeted.
- Fix: The camera wasn't swapping to the hit ship, if the torpedo was launched manually.
- Fix: Various fixes to errors that we spotted in the user reports.
- Regression fix: Button to wait for the approaching convoy in the upper right corner wasn't appearing since initial B129 releases.
- Regression fix: A tooltip wasn't appearing after hovering the deck gun and errors were writted to the log.


B129 - Preview 8

Crew management:
- Regression fix: Crew could become stuck at the conning tower after participating in certain story sequences. This fix was designed to remove that issue also in the existing game states.
- Regression fix: Sailors weren't joining the officer at the deck gun, after performing a few steps.

Graphics:
- Fix: Character textures could be atlassed in a wrong way in some cases after loading a game state. This was making the character look very unusual after moving the camera at a certain distance from him.
- Fix: Diesel exhaust was visible after loading a game state that was saved when the u-boat was docked at the port, but there was nobody working at the engines.

Localization:
- Turkish localization update by tokyo.
- Fix: New torpedo names weren't translated in some parts of the UI.

User interface:
- Added notification that informs that the currently received radio message was stopped to be transmitted at the source (for example after sinking it).

General:
- Added auto-save feature.
- Fix: Restored partial compatibility with B128 version of TDC mod.
- Fix: Upgraded torpedo pistols are now researched at the start in all scenarios. They were intended to lack only in the future 1939 - 1940 scenarios.
- Regression fix: Torpedo wasn't disappearing after explosion, if player launched it manually without choosing a target.
- Fix: Various fixes to errors that we spotted in the user reports.


B129 - Preview 7

Torpedo overhaul:
- There are now quite realistic and hopefully more interesting pistol designs in the game: Pi1, Pi1 revised, Pi2, Pi3 and Pi4. Some torpedo types exist in a few variants depending on the installed pistol.
- Torpedoes can be now switched between the impact and magnetic pistol setting, each with its own advantages and drawbacks.
- Added FAT and LUT torpedo control programs that make the torpedo follow a certain pattern after a potential miss. Such control mechanisms are being installed on T1 and T3 torpedoes once these programs are researched.
- Impact pistol trigger chance now depends on the impact angle rather than being a flat chance.
- Magnetic pistol flaws include detonation on its own before reaching the target or not exploding when reaching the target.
- Added checkboxes in the torpedo UI that allow the player to specify which of the flooded torpedoes he wants to launch.
- T2 torpedoes are now free, while T1 require additional payment. Historically T2 were 2x cheaper in production and balance-wise are often also worse in overall.

Graphics:
- Added scenes that visualize the story when player meets with the ally in the mission where friendly u-boat calls for the help.
- Fix: Terrain often had missing segments inside the sight range that weren't generated.
- Fix: Sight range had graphic artifacts near the border when a map skin different than the paper-like was used.
- Fix: Officers were loosing their hair after performing inspection, if they had equipped headphones before going out.
- Fix: Corrected crew positions on the pontoons.
- Fix: Light bulbs were constantly flickering for some time, if player reloaded an older game state from the current playthrough.
- Fix: If player disabled lighting inside the compartment, saved the game state, enabled the lighting inside the compartment and reloaded a game state, it was no longer possible to change the lighting state inside that compartment.
- Fix: Some textures were glowing after visiting Aruba.
- Regression fix: Black screen flickering, if the main menu was in the animated mode.
- Regression fix: U-boat in the main menu had a few missing elements.
- Regression fix: During moonless nights and heavy storms a very intense reflections were appearing on the sea.

Equipment:
- Added a possibility to uninstall the deck gun for less drag under the water.

Balance:
- Ventilation system and breathable air balance pass.
- Fix: County-class cruisers were too resistant to damage.

Missions:
- Fix: Rewards for completing the campaign objectives weren't assigned.
- Fix: Weather station is now removed from the storage and character backpacks when it's being built on the land.
- Fix: U-boat's wreck in the Enigma recovery mission and merchant ship's wreck in the gold recovery mission were missing, if player entered and then left the area.
- Fix: Weather station mission had a missing objective for testing the weather station's signal.

World simulation:
- Removed all fast travel points from the game.
- Fix: NPC u-boats were often gathering into large fleets near friendly ports.
- Fix: Probable fix for ships spawning below the land in Scapa Flow when there was more ships on the anchor than expected. More testing is required to confirm this.
- Fix: After ordering the milk cow to move to a different square, it was always moving to BB square instead.
- Fix: Milk cows could be moved only once, because the icon was disappearing from the map.
- Fix: Sunk ships are now being cleaned from the world after some time, instead of instantly once the player leaves their direct vincinity.

User interface:
- New loading backgrounds.
- New torpedo icons.
- "Sight" range circle was renamed to "Clear sight" to make the intentions behind it more understandable.
- Added a special icon for the pilot NPCs.
- Ship names in various parts of the interface are now consistent. Lifeboats are no longer being called pontoons.
- Fix: After clicking with the right mouse button on a port icon, when the port was loaded in the scene, the click was ignored and path to it wasn't computed.
- Fix: Port icons sometimes had question marks on them.
- Fix: Progress bars below campaign photographies on the map, were not being updated after loading a different game state during a playthrough, rather than from the main menu.
- Fix: Mission type icon wasn't appearing on the mission objective notifications during campaign missions.
- Fix: Progress bar on the research notification was often missing.
- Fix: Long names in the unit selection panel could expand outside the panel.
- Fix: After loading a game state saved in the zoomed map view at location where a campaign objective photography is usually displayed, clicking anywhere would open the campaign details view.

Crew management:
- Fix: Officer could occassionally enter an infinite loop of rest and work changing every a few seconds.
- Fix: Removed the old way of diving to the wrecks at the bottom of the sea. All features of the old system will be gradually implemented into the new one.
- Fix: Sailors were trying to block leaks in evacuated compartments.
- Fix: If player entered the periscope or UZO manual mode and sent the officer working here somewhere else, using the TAB menu, the view was acting strangely and it wasn't possible to leave it.
- Fix: Possible fix for officer duplication. More testing is required to confirm this.
- Fix: Special characters like the captain and first engineer were appearing in more than one instance, if player performed specific steps that involved starting an inspection and reloading the game state at specific stages.
- Fix: Propeller recognition skill was causing some issues with the radioman's AI.
- Fix: After player took all survivors from the lifeboat it was still possible to interact with it.
- Fix: It was possible to send a crew onto a delegation when the u-boat was in the decks awash mode and it was causing various issues.
- Fix: "Navigator" skill was missing in the leader's skill tree.
- Fix: After saving a game state during a story scene with more characters sent that can be displayed in the scene and reloading that game state, there were many issues encountered later that included depending on the story: performance degradation, not being able to assign sailors to officers and not being able to end the story sequence.

Optimization:
- Regression fix: Fixed an error that could lead to performance degradation.

AI:
- Ships that use a false flag now don't try to run away when they spot the enemy to make the deception more convincing.

Localization:
- French localization update by FvJ.
- Turkish localization update by tokyo.
- Spanish localization update by Tordo.

General:
- Fix: Various fixes to errors that we spotted in the user reports.
- Fix: Resource amounts are now represented on more bits of precision inside the memory to avoid some numeric issues, for example it was possible to travel large distances without loosing fuel, if time compression wasn't used.
- Fix: An issue in the save system that could make certain game states not loadable, if they were loaded three times in succession.


B129 - Preview 6
World simulation:
- Merchant ship captains, chief engineers and pilots from the shot down aircraft are now special characters and there are higher rewards for delivering them to the port.

Optimizations:
- Rendering optimizations related to lighting.
- Fix: Performance problem that was appearing some time after using the radio. This fix requires starting a new game to have an effect.

Crew management:
- Increased overwork discipline penalty that is appearing when many sailors are assigned to work.
- Fix: Tasks like torpedo loading and other actions performed on the stored items weren't having a glow that usually indicates direct player orders and the officers were often interrupting these tasks to follow their schedules instead.
- Fix: Crew members could sometimes stop to respond to any orders and were moving in circles. The reproduction steps aren't exactly known, but they involved ordering an evacuation in a compartment.
- Regression fix: The feature that recovers the discipline wasn't present in B129 Preview 5 despite being in the changelog.

Graphics:
- Fix: Fixed an issue in the particle effects shader that was making such effects look very bright during dark nights with no moon. The brightness was also changing depending on the camera's view angle.
- Fix: Lifeboats could disappear when something exploded nearby, while the survivors that occupied the lifeboat were remaining in place in such cases.
- Fix: Sea water is now correctly cut out from the lifeboat's interior.
- Fix: Various graphical fixes & improvements related to newspapers. Newspapers and letters can no longer be rotated backwards.
- Fix: The screenshot tool that by default is assigned to F10 was upgraded. Screenshot resolution may be now specified by editing General.xlsx / Graphics / Screenshot Resolution property in the game's data. The screenshot quality was improved and screenshots are no longer blurry, if motion blur is enabled in the settings.

Missions:
- Regression fix: It wasn't possible to send the crew to land at the weather station deployment area since B129 Preview 4.
- Fix: It's no longer possible to cancel a tutorial missing in progress.
- Fix: Port officer was sometimes offering to start an already completed campaign missions.

Map:
- All ships in enemy convoys now appear red on the map to indicate that they are valid targets.

User interface:
- Removed some small spoilers and made the data that appears in the ship's selection panel be in line with that in the tooltip.
- Removed the "nearby missions" notification since it was duplicating the functionality of the button that appears among mission objectives.
- Changed a few names that describe distant contacts. In English "Chimney smoke" was changed to "Funnel smoke". "Masts over horizon" were changed to simply "Ship masts".
- Fix: Icon on the portrait that indicates that the character is walking was appearing under the yellow glow that appears around direct player orders.
- Fix: The air consumption of the crew wasn't displayed in the air quality tooltip.

Dynamic travel system:
- Fix: Performance was substantially degraded on the highest time compression level that was introduced in B129.
- Fix: Free camera was moving very fast in the direction opposite to the direction of u-boat's movement when u-boat was on the open sea.

General:
- Fix: Camera was moving to the open sea and player's officers were disappearing from the portraits, if player ordered the merchant ship's captain to evacuate the ship, while talking with him in his office or in the deck house.
- Fix: Added support for saving a game state when the story sequences are running in the background.
- Fix: Penalties were assigned in the mission summary for sinking neutral ships in the armed convoys. It was not intended.
- Fix: Milk cows were waiting for the players only a few minutes or seconds, if he requested resupply at them, while being very close.
- Fix: An issue in the save system that could make certain game states to be not loaded correctly.


B129 - Preview 5
Crew management:
- Vacations now completely recover the crew's discipline.
- Fix: Incoming radio message notification was not re-appering when officer replaced a sailor at the radio station.

Naval simulation:
- Regression fix: Depth charges weren't dealing any damage since B129 Preview 1.

User interface:
- Added notification that warns the player about potential anti-submarine measures near enemy ports like mines and nets.
- Regression fix: One of the ladders inside the conning tower had an arrow in a wrong direction on the icon.
- Fix: The battery resource bar wasn't updating in some cases.
- Fix: Tooltips that appear after hovering the mouse cursor over an NPC ship were spoiling the ship's true nationality when the ship was using a false flag.

Graphics:
- Fix: Many graphical fixes for Aruba port.

AI:
- Fix: Tweaks that further improve NPC u-boats ability to hold the torpedo launches at a target until the firing angle is more favorable.
- Fix: NPC u-boats were knowing upfront which ships are neutral and which just pretend to be neutral and were firing torpedoes at such ships, even if player sent a team to inspect them.

Missions:
- Regression fix: Player was receiving enormous reputation after helping any friendly u-boat.
- Fix: Journal was becoming empty after player collected any intel during some campaign assignments.
- Fix: It was possible to send a diver many times to the u-boat's wreck in Enigma recovery campaign mission and collect the reward many times.
- Fix: U-boat's wreck could become missing in Enigma recovery campaign mission after re-loading a game state that was saved near the destination area.

Localization:
- German localization updates.

General:
- Fix: It wasn't possible to call for a resupply anymore, if player used the "Leave station" button earlier at some point.
- Fix: Time was running in the background for at least a few seconds in the loaded game instead of being paused when there was still a loading screen visible on the monitor.
- Fix: Game was crashing, if player pressed the escape key two times while receiving a message at the radio and then clicked "Cancel" button.
- Fix: Progress of receiving a message was stopping to count further, if player pressed an escape on the keyboard.


B129 - Preview 4
Crew management:
- Fatigue from not giving the crew a break now grows more slowly than it used to.
- Discipline changes are slower over time.
- Fix: Game was sometimes disallowing the player to undock, claiming that there is no skipper among the crew, while there was a skipper.
- Fix: When skipper was unconscious, he was still issuing certain verbal orders like the order to fire the torpedoes or raise the alarm. He was also appearing at the decoration cutscene and was reading the newspapers and letters.

Graphics:
- Fix: When the map view was opened on the open sea, there was sometimes appearing the fog effect that suggests that the land is being loaded when there was none.
- Fix: Diesel exhaust effect was appearing as a very long smoke line behind the u-boat, if dynamic travel system was in use and player was at the open sea.
- Fix: Diesel exhaust smoke could sometimes stop to render until the game was restarted.

AI:
- Fix: NPC u-boats were attempting to dock at disabled ports that weren't yet included in the game like Lorient.

Localization:
- Turkish localization update.
- German localization update.

General:
- Small optimizations.
- Fix: Audio volume sliders weren't having effect after restarting the game, until the sliders were moved again.
- Fix: Game was sometimes moving the player's u-boat a few kilometers back near the coasts.
- Fix: Pathfinding improvements that should result in less twisted paths when the destination is near the coast.
- Fix: When player was moving towards the land at a full speed, it was possible, if the framerate was very low, to get below the terrain.
- Fix: Crash to desktop in the FPP view at the end of animation where officer uses the valves to blow the tanks.



B129 - Preview 3
Localization:
- Turkish localization update by tokyo.
- Portuguese localization update by Roliçonho.

User interface:
- Added an icon near the campaign descriptions in the assignment selection UI.
- Added a warning to the video settings that explains that FPS limit cannot be set, when v-sync is enabled.
- A new icon for the engineer's Pyrotechnic skill.

Missions:
- Fix: Green square highlight was often not disappearing after cancelling or completing the patrol.
- Regression fix: Mission that involves helping an ally and mission about finding the lost u-boat weren't working correctly since B129 Preview 1. They were now rewritten from the ground for the new/moddable story system that was introduced in B129.
- Regression fix: War correspondent now works correctly.
- Regression fix: Spy in Espionage assignments also works correctly now.

General:
- Regression fix: It wasn't possible to initiate most actions in FPP since B129 Preview 1.
- Regression fix: Right-clicking on a dot that pointed mission target was sometimes plotting a route to some other point, a few kilometers away.
- Regression fix: It wasn't possible to climb down the ladder from the conning tower to the control room in FPP.
- Regression fix: Duplicating officers bug.


B129 - Preview 2
- Fix: Fixed the issue with terrain being flat and displayed at the water level on some graphic cards.


B129 - Preview 1
Quality of Life:
- Eliminated paused loading screens after entering areas. Lands and other assets are now generated in the background instead.
- Added a new time compression level in the realistic travel system: 140x. This time compression level is forbidden in the close vincinity of port structures and other collidables.

Optimizations:
- Optimized various background processes to keep a steady framerate on most machines.
- Many game code optimizations all around.
- Fix: A few memory leaks.

Graphics:
- All NPC ships and aircraft now have displayed NPC crews. They now walk around and perform various actions on the ship. They also look much better than they used to in the previous versions.
- New effect: screen-space subsurface scattering. This effect makes people more lifelike.
- Eye rendering improvements.
- Torpedo explosion effect was redone from a scratch.
- T1 torpedoes have more intense effect than the electric ones.
- Camera now switches to the damaged ship, if camera was following a torpedo and a hit was scored.
- Changed default sailors appearance to make them less stand out comparing to the officers. This change also saves some VRAM and improves performance.
- Water subsurface scattering, reflection and wave rendering improvements. Decreased sea patterns repeats visibility on the map.
- Temporal anti-aliasing effect upgrade that should both improve the aliasing removal and decrease smearing of moving objects.
- Ambient occlusion improvements.
- Shallow water wave and reflection improvements.
- Periscope/UZO/binocular view now uses consistent postprocessing with regular cameras, without oversaturation etc.
- Reworked bubbles and foam effect emitted by the torpedo propellers.
- Added visible exhaust smoke from the diesel engines. It affects the chance of detection by the enemy.
- Mattresses now move under sailors weight.
- New lifeboats models.
- There are now pilots and gunners visible inside some of the aircraft (currently: Short Sunderland).
- Added occassional flickering effect to the bulbs on the ship.
- It's now possible to set a maximum desired FPS in the video settings.
- Fix: Freighter cargo objects were blurring during movement in some cases.
- Fix: Fixed color banding in binocular and periscope views.
- Fix: Attack periscope was slightly pixelating during movement.
- Fix: Considerably decreased vibration of the camera and nearby objects that was happening at random times, usually in external FPP and periscope views, that was being caused by numeric accuracy issues.
- Fix: There was a visible screen flicker for one frame once in a while when u-boat was moving.
- Fix: Screen-space reflections and SSAO were interfering with each other and were producing unwanted look at spots where they both were intensively applied.
- Fix: GI lights are now more intensively affected by AO.
- Fix: Free camera and periscope rotations are now smoothed to avoid choppy movement.
- Fix: Periscope view was vibrating slightly, if temporal antialiasing was used.
- Fix: Interior UIs were vibratin slightly, if temporal antialiasing was used.
- Fix: Bubbles effect behind the propeller now stops when torpedo turns out to be a dud.
- Fix: A small error in the shader that was causing pixelating at some surfaces and slightly lowered the performance.
- Fix: In rare random cases, character could have his hair and eyes displayed about 1 meter behind the head, if camera was at some distance from him.
- Fix: If the character was being carried to safety by another sailor, only beard would appear on the portrait.
- Fix: The Blitz drawing on the map was pixelating.
- Fix: Guns on C3 were having various issues with firing effects.
- Fix: Characters without a head.
- Fix: Generic merchant ships model fixes.

Crew:
- Reworked the discipline system to stress & discipline that works a bit differently than it used to. High stress causes the reveal of sailor weakness, while discipline indicated the current crew resilience to stress in combat. There are also new factors considered that affect either the stress or discipline to make this system more immersive.
- Sailors now automatically try to slow down the leaks.
- Characters that do the repairs or block the leaks now use boxes to reach the damage, if it's unreachable.
- It's no longer possible to block a leak and repair it at the same time in tight spots, where only one person should fit.
- Crew now automatically close hatches behind them, if they were intentionally closed by the player.
- It's now possible to click on hatches to order closing it by nearby character.
- Officers now stop shooting at downed units unless order to do so is renewed by the player.
- Added task for sailors to work in the radio room, when there is no officer at the station. They notify player of incoming transmissions, but they can't receive them.
- Newspaper reading animation on the bunk was improved.
- Added action to pull up the diver using a winch at the bow. It's done automatically by the crew whenever diver needs help.
- Fix: Sailors no longer have legs suspended in the air, while sitting on the bunks in the bow torpedo room.
- Fix: Officers were becoming tired 3x faster after each crash dive performed during one alarm. It was reverting back to normal only after alarm was over.
- Fix: Radioman animation at the second seat was changed to a better animation.
- Fix: Sailors without officers couldn't spot a smoke from convoy nor a contrail.
- Fix: Officers weren't leveling up correctly a few levels at a time, if they received a lot of XP in one shot.
- Fix: Officers were still accumulating XP after reaching the maximum level.

Map:
- New map skin: Paper-like.
- New ship and aircraft markers on the map that avoid spoiling information.
- Map is now shaded to make a realistic impression, like it would be lit by nearby lamps.
- Newfoundland and Labrador added on the map.
- Path lines color is now skinned along with the rest of the map.
- Unit markers transparency on map now changes according to their depth.
- Map markers are now displayed at a closer distance to make the situation more clear in the bad weather conditions or at night.
- Fix: Camera was shaking during transitions on map, for example, while switching assignments suggested by the port officer.
- Fix: Grid on map was missing after map skin was changed during gameplay.
- Fix: Graphic artifacts on map that were taking a form of lines and patterns at the edge of the fog of war.
- Fix: Group contact markers now diseappear when there is at least one unit from that group visible and the marker would appear withing the sight range as that was usually confusing and unnecessary.
- Fix: Main island in the Scilly archipelago (St Mary's) was bugged, on map there was only its outline visible and it wasn't appearing in the scene.
- Fix: Capture course plotted for a group was stopping to calculate after that group spawned in the scene and the u-boat would instead start to travel directly at the group.
- Fix: Group contact marker no longer considers aircraft and escort ships that are on the hunt when computing position.
- Fix: Group contact markers now disappear when they are inside the sight range.
- Fix: After clicking right mouse button on a mission target, the plotted path would be straight to the target and would ignore the lands etc.

Localization:
- Portuguese localization by Roliçonho.
- Czech localization by Spid3rCZ.

User interface:
- Added tooltips to ports, air bases and ships that list various useful information.
- Added campaign summary screen with a list of all campaign objectives in the game.
- Tutorial is now more exposed than it used to be: it's now possible to enable the tutorial introduction during campaign startup (previously it was playing only after the first launch of the game), also it's no longer possible to leave that sequence by for example not clicking the dialogue option that was highlighted by it.
- Crew lists now contain character portraits for easier recognition.
- Added notification about shallow waters. Removed notification about travel mode in the realistic travel system.
- Added notification that warns about low navigation accuracy. Added color coding for the navigation quality percentages.
- Banners above character heads now contain only surname.
- Added a skill list to the crew list for each character. Glow on the skill icon in HQ explains which skill allows the officer to participate in the task. Currently it's especially useful, if officer has the "Connections" skill, because earlier it wasn't clear why leader can do for example radioman's job.
- New loading screens.
- New icons for missions.
- New skills view interface.
- Removed all spoilers about encountered groups from all places in the user interface.
- There is now a level up arrow present on the portraits, to make it easier to remember about promotions.
- Notifications about new objectives now slide to the area where objectives are normally displayed, before disappearing to give a visual clue where to look for the objective after the notification is gone.
- Total path length is now displayed in the fuel tooltip.
- All sound effects, aside from music and UI, now become much quieter when there is any fullscreen interface open with the exception of the storage.
- Fix: Sailor slots near the portrait no longer disappear or pixelate on some user interface scales and maintain a constant pixel width of the border.
- Fix: "Manual mode" button is no longer displayed when character didn't reach the destination.
- Fix: After leaving hydrophone manual mode camera was clipping through a character geometry for a fraction of a second.
- Fix: Label on the bar in the upper left edge of the screen no longer spoils any information about encountered groups.
- Fix: Time compression UI at the bottom wasn't aligned to the edge of the screen.
- Fix: If escape was pressed when there was mission notification on the screen, it would later re-appear with a white square instead of the icon.
- Fix: When character is bleeding out, the remaining time is now displayed on his portrait rather than only in the scene.
- Fix: There was an error spam in the log that somewhat affected performance, whenever there was a status icon behind the camera.
- Fix: There is no longer walk icon and energy arrows flickering on the character portrait working at the engines on high time compression.
- Fix: When device details view is open, it's no longer possible to zoom or slide the view in the background.
- Fix: If torpedo UI was closed and re-opened during flooding, the torpedo launcher would appear as being open and flooded.
- Fix: After selecting an officer and removing him from the crew, the selection panel would remain on the screen indefinitely.
- Fix: When tutorial mission is being selected, the header in UI now states "Tutorial" instead of "Assignments".
- Fix: Sleep action executed after clicking the rest button in the character selection panel now has a yellow outline, as it should.
- Fix: If player would try to move items that cost 0 between slots in his storage, while being in the warehouse view, there would be an error logged and the operation wouldn't work.
- Fix: It wasn't possible to select a number of items to sell at the warehouse and all items in the stack were being sold. It was possible only in the case of buying.
- Fix: When player was trying to buy or sell things at the warehouse, popup window would have a button called "Transfer", but "Buy" or "Sell" match much better in such case.
- Fix: The third number with medal icon in the crew list UI was removed along with all references to it in the tutorial. It was no longer used. There is now an indicator with the number of rescued survivors from other ships and aircraft that are currently on the ship.
- Fix: Selected lighting in the TAB menu wasn't updating after loading a game state.
- Fix: It was possible to buy a single torpedo to many storage slots on the ship.
- Fix: Convoys could occassionally appear on the map as "aircraft" contact.

Character generation:
- Increased variance for generated characters like recruits, war correspondents and starting with this version - NPC characters on other ships. Previously they never had a beard, accessories and some faces weren't used in the generation.

World simulation:
- Added Spanish, Portugal, Argentinian and Swiss ships to the world.
- Added new airbases: Kindley Air Force Base and RCAF Yarmouth.
- Added new ports: Port of Aruba, Port of Rotterdam, Port of Lisbon, Port of Vigo and Port of Buenos Aires. Some of them use placeholders for the time being.
- Added new merchant ship routes.
- Added Type XIV supply ships to the game. They wander inside specified square and perform their duties. They can be moved in HQ.
- Added historical messages from the high command that are sent by radio, if player is on the sea or by letter, if he is at the port.
- Added newspaper stories about historical events in the world.
- Added a few hundred names for British merchant ships.
- Added a few hundred names for American merchant ships. Previously there weren't any defined.
- Enemy merchants that travel alone now often fly a false flag for deception. This can be uncovered by inspecting their ship or figuring this out from the position and course. Note: convoyed merchant ships escorted by Allied warships never fly a false flag and can be always sunk, regardless of the country of origin (even neutral).
- Coastal patrols now spawn also near Canadian and American coasts.
- All ports present in the game now have defined imports and exports.
- Fix: Ships in Scapa Flow could sometimes spawn on land.

Campaign missions:
- Sinking Royal Oak at Scapa Flow.
- Attack at oil installations in Aruba.
- Enigma machine recovery from a sunk u-boat.
- Weather station deployment at Labrador.
- Weather station deployment at Bear Island.
- Search for sunk German gold transport from Africa.
- Gibraltar passage.
- Join French Flotillas.
- Join Battle of Arctic.
- The Black Pit campaign objective.
- The Last Stand campaign objective.
- Arctic Convoys campaign objective.
- Operation Drumbeat campaign objective.
- Southern Routes campaign objective.
- Battle of the Mediterranean campaign objective.

-- PAGE 2 --
https://steamcommunity.com/app/494840/discussions/0/3088885996493591123/#c3088885996493577169
Last edited by Ruby; Oct 11, 2021 @ 5:25am
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Showing 1-15 of 2,171 comments
Ruby Jun 1, 2021 @ 11:50am 
2
Skill system overhaul:
- Added Leader skill: Navigator.
- Added Leader skill: Gunner.
- Added Leader skill: Personal skills.
- Added Leader skill: Supporter.
- Added Engineer skill: Pyrotechnic.
- Added Engineer skill: Engine specialist.
- Added Engineer skill: Handyman.
- Added Engineer skill: Torpedo Mechanic.
- Reworked Engineer skill: Salvager.
- Added Radioman skill: Propeller recognition.
- Added Radioman skill: Radio usage practice.
- Reworked Radioman skill: Sensitive Hearing.
- Added language proficiency personal skills: English speaker, French speaker, Spanish speaker, Portuguese speaker and Linguist.
- Added personal skills: Merchant.
- Added personal skill: Thrifty.
- Added personal skill: Runner.
- Added personal skill: Thorough.
- Added personal skill: Tough.

Interaction with the world:
- Player can now inspect neutral merchant ships.
- It's possible to send crew to evacuated merchant ships.
- It's now possible to save aircraft crew after the aircraft splashes on the water.
- It's possible to rescue survivors on the lifeboats. They can be released at the port for a small reward by talking with the recruitment officer.
- Radio is now used in a different, more immersive way, using the story system that was introduced for the campaign and various interactions in the world.

Missions:
- Reworked the mission summary. The user interface and postprocessing was changed. There is now a patrol summary with simplified patrol path displayed on the map that summarizes the accomplishments done during the patrol. If player achieved something especially remarkable there are newspaper stories presented about that. The same happens, if player has done something controversial like sinking a neutral vessel that wasn't a valid target.
- There is now an additional advice in tutorial nr 3 that explains the player that searching for contact by hydrophone may take a few minutes and that time compression may be used to make it faster.
- Change flotilla assignments now don't appear until a related region is unlocked in campaign.
- Fix: 4th tutorial mission was permanently changing the weather.
- Fix: Arrows that pointed various objects during tutorials were often displayed behind the popup with tutorial text.
- Fix: U-boat were often moving through the mission target in tutorial nr 2 and 3, instead of stopping there.
- Fix: Officer helpers are now cleared automatically during tutorial nr 3, to make the tutorial text match the situation.
- Fix: Weather is now calmer during tutorial missions that require leaving the port.
- Fix: If player went shopping before or after starting tutorials that required player to undock from the port, it wasn't later possible to comply with the tutorial directions, because ship was off duty. All transport orders are now automatically completed to prevent this from happening.
- Fix: Fourth tutorial was reworked to explain the newly added stress mechanic instead of the discipline.
- Fix: Fourth tutorial now explains how to receive radio messages considering all the changes made to the radio in this version.
- Fix: It was possible to be attacked by enemy planes during tutorial nr 2.
- Fix: Tutorials 2, 3 and 4 now automatically add food to the kitchen, if food rans out.
- Fix: Time of day now instantly changes to morning, if player would arrive at the destination at night in tutorial nr 2. This is meant to avoid confusion, since nights may be quite dark.
- Fix: Arrows that should point at observation and attack periscope weren't present in tutorial nr 2.
- Fix: It's no longer possible to select a wrong dialogue option in tutorials which involve a dialogue with port officers.
- Fix: Maximum time compression buttons were initially blocked for a while after completing the tutorial nr 2.
- Fix: It was possible to break introduction to tutorials, if dialogue options were clicked quickly, before tutorial would explain what to click.

Game launcher:
- Launcher now displays a large warning each time the player tries to start the game with a mod that wasn't updated to the current version of the game.
- Mods that weren't updated to the current version of the game are marked accordingly in the launcher. If you are mod author, please read the modding noticed at the bottom of the changelog.

Naval simulation:
- Hydrophone rework. It's now possible to hear ships that weren't spawned in the scene and are tens of kilometers away.
- Torpedo launcher shutters are now animated during torpedo launches.
- Torpedo behaviour was improved right after launching.
- Torpedo launches now consume compressed air. It's no longer possible to fire torpedoes below a certain threshold of compressed air reserves.
- Torpedoes now have a historically accurate turning limit. Added warning in the user interface whenever a launcher is turned in a wrong direction and a hit is not possible.
- Hydrophones used by the AI crews now have a dead zone behind them. This includes the hydrophone on the player's ship when it's used by the officer. Note: such zone was already present in the manual mode.
- NPC u-boats are now harder to detect. They were much more noisy than the player on average.
- Projectiles move slower than before under water and deal less damage.
- From now on, officers can no longer guess ship's class nor estimate its velocity using a hydrophone without having the Propeller Recognition skill. The reasoning here is that it's extremely hard to do it and only the most experienced officers should be able to do that.
- Since now, distant contacts have a smaller angular error, but the distance error remains the same, since distance is usually harder to estimate than the angle.
- Ships now spawn in the scene at a greater distance in the realistic travel system.
- Added "Max sight" and "Max hydrophone" range circles.
- Gyrocompass is now quieter.
- Fix: Torpedoes were travelling at a wrong depth, not equal to the depth set by the player.
- Fix: Fading out of the sounds at the hydrophone was happening too fast at the ends of the audible range.
- Fix: Enemy ships were receiving far too much damage from collisions with the player's u-boat.
- Fix: Red lighting was improving the sight range in fog.
- Fix: Decreased mine detonation radius, mines appear at a greated distance and optimizations related to mines.
- Fix: Spawned wrecks often surfaced after a few minutes.
- Fix: C3 ships were too immune to damage unless they were hit at the bottom of the hull.

AI:
- NPC u-boats are now more stealthy and try to adapt their speed to lower the chance of being detected by the enemy.
- Fix: Large warships and aircraft carriers no longer search for submarines.
- Fix: NPC u-boats were neglecting player orders after some time.
- Fix: NPC u-boats no longer fire torpedoes, if their target is located at a bad angle.
- Fix: When aircraft wanted to turn 180 degrees, it was sometimes starting to rotate chaotically in all directions instead for a few seconds.
- Fix: Escort carrier gun stations could hit its own planes when they were starting. For this reason, escort carriers now stop firing for a few seconds to let the aircraft start normally.
- Fix: Coastal patrols often headed back to the port after spawning due to running out of fuel.

Terrain generation:
- Major rework of terrain generation algorithm, terrain shaders and textures. New terrain should on average look better and be free from the previously present generation artifacts.
- Subsurface scattering on trees no longer affects trunk.
- Fix: Shadows casted by impostor trees were projected in a wrong way.
- Fix: Enabled terrain instancing in the settings no longer causes the terrain to be black. It's now enabled by default to improve performance.
- Regression fix: Tree ambient occlusion on terrain wasn't correctly rendered since a few versions back due to an error in one of the optimizations.

Sound effects:
- Added new sound effects and ambient sound occlusion effect on NPC ships.
- Added sound effects for: eating, turning newspaper pages, moving / turning on the bunk.
- Fix: Speech slider now correctly affects voices.
- Fix: Thunder audio effects are no longer very audible in circumstances where they should be quieter like deep under the water.
- Fix: Torpedo launch and launcher flooding effects were too loud.

New items:
- Iron ore.
- Coal.
- Tea.
- Tobacco.
- Grains.
- Rubber.
- Tire.
- Gold.
- Valuables.
- Lumber.
- Money.
- Karabiner 98k.

Modding notices:
- Mods should now optimally contain a "supportedGameVersions" property in the manifests instead of min and max version. This can be defined for example like this - "supportedGameVersions": ["B129 Preview 1"].
- Added "Story.xlsx" data sheet that can be used to edit the existing stories in the game or add new ones (they must be initiated by a script).
- Graphics.xlsx columns underwent changes. New modding options were added in this sheet.
- Sandbox.xlsx / Spawners data sheet underwent changes. There are new modding options in this sheet.
- Added JavaScript support for writing small and isolated scripts per data entry in the data sheets. Currently they are used in the "Story.xlsx" data sheet.

General:
- There are now short cutscenes and notifications that inform about new campaign objectives after talking with the port officer.
- Realistic travel system is now the default on all realism presets. There were many ease of life improvements, compared to the dynamic travel system that make us confident that it's a better choice now for most kinds of players, even new to the genre.
- Radiotelegraphist now also wears headphones during work.
- Tweaks to the time it takes to transfer goods between port and the ship.
- Fix: Player's ship could appear under land, if the area was entered when framerate was low.
- Fix: Time compression is no longer disabled whenever NPC ships are spawned in the scene. This fixes the issue with TC often being disabled on the way out of La Rochelle and also contributes a bit to avoiding technical spoilers during the gameplay.
- Fix: It was possible that player would receive less goods than he paid for in the warehouse, because transported goods could be bought by other NPCs in the meantime and there wouldn't be enough goods left anymore in the warehouse.
- Fix: Labels appearing after hovering an activatable object with mouse no longer vibrate when temporal antialiasing is used.
- Fix: When player was skipping off duty time in the port, it was possible that the time skipping would ignore ongoing research and skip time further without giving a chance to accept the results and switch officer's task.
- Fix: Ordered goods at the warehouse were being loaded in a shorter time than stated (but still the time skipped was the initially declared time).
- Fix: Time compression shortcut (by default: middle mouse button) was sometimes not reacting.
- Fix: It was possible that player would receive less goods than he paid for in the warehouse, because transported goods could be bought by other NPCs in the meantime and there wouldn't be enough goods left anymore in the warehouse.
- Fix: Periscope sight range was too susceptible for temporary sight occlusion by waves on high time compression and the range circle was pulsating too much.
- Fix: Logs often contained many "No Cap" errors. While they were harmless, they sometimes made reading logs harder.
- Fix: Freeze for a few seconds and error spam after switching to the periscope view in some cases.
- Fix: Aircraft stationing on an escort carrier could spawn away from the carrier in a random spot.
- Fix: Guns now reset to the default position once manning crew leaves.
- Fix: Ordered goods at the warehouse were being loaded in a shorter time than stated (but still the time skipped was the initially declared time).
- Fix: It was possible to set a route at a port during mission selection.
- Fix: Lifeboats were spawning one on another.
- Fix: When player was skipping off duty time in the port, it was possible that the time skipping would ignore ongoing research and skip time further without giving a chance to accept the results and switch officer's task.
- Fix: Free camera was sometimes jumping to a random location when u-boat was moving.
- Fix: Max sight range wasn't affected by red lighting and periscope occlusion by waves just like the direct sight range.
- Fix: Logs often contained many "No Cap" errors. While they were harmless, they sometimes made reading logs harder.
- Fix: Wreckage sites were described as "Ships" from the distance.
- Fix: "M" hotkey was working only for a few times in a row when it was used to switch between the device's manual mode and the map.
- Fix: Officer at UZO or periscope now starts to look at his selected target right away, without any delay after receiving the order.
- Fix: If aircraft started from the escort carrier, returned later and started again, it would start a very strong rotating motion on the escort carrier that wouldn't stop.
- Fix: Time skipping was sometimes stopping without a clear reason and had to be toggled again.
- Fix: It was usually possible to enable time compression using keyboard shortcuts, even if the associated time compression level was blocked in the UI.
- Fix: It's no longer possible to send & receive messages with the same radioman at the same time.
- Fix: AI was reporting various errors when long periods of time were skipped at once.
- Fix: Management interface wouldn't open after performing certain steps that usually involved creating a new sailor shift, clicking any slot and then editing priorities using SHIFT + mouse scroll.
- Fix: Pathfinding was working very unreliably when ship was placed in the direct vincinity of the coast, often ignoring port structures in the process.
- Fix: Characters weren't stopping actions initiated from the global queue (like carrying the water) to work on the new orders from player. This was making them quite unresponsive.
- Fix: When camera was following a torpedo, the pivot point around which the camera was rotating, was not aligned vertically with the torpedo.


Kind regards,
Deep Water Studio
Last edited by Ruby; Jun 1, 2021 @ 11:55am
abel.graficos Jun 1, 2021 @ 11:57am 
genial
Hendrick Jun 1, 2021 @ 11:57am 
YES!!!!
emperorSbraz Jun 1, 2021 @ 11:58am 
nice.
Coco jambo Jun 1, 2021 @ 11:58am 
Thanks Devs Lets GO
Karl Martel Jun 1, 2021 @ 11:58am 
Thank you for THE update!

I am reading through the patch notes, but no download is yet available? I hope it is live soon :)
bartz Jun 1, 2021 @ 11:59am 
Thank you Ruby, and the whole team! <3
ProsPex Jun 1, 2021 @ 11:59am 
Thank you! Fun time tonight :-)
abel.graficos Jun 1, 2021 @ 12:00pm 
I've also looked and it doesn't come out beta b129
Alligator Jun 1, 2021 @ 12:00pm 
Very good - congratulations
And thanks for the many new features!

Greetings,
Alligator
Top, aber wo ist der Download? Update: Steam Neustart wurde benötigt
Last edited by -=[Sesa]=-Graf Zahl; Jun 1, 2021 @ 12:01pm
JAWOLL JUNGS WIR HABEN IHN, WIR HABEN IHN!
bartz Jun 1, 2021 @ 12:01pm 
And thank you guys for outstanding work, giving us feedback and staying up late till 9 PM to deliver as you promised! You have no idea how inspiring that is, meeting people who care to deliver :) Cheers Bajilion!
dawnpatrolss Jun 1, 2021 @ 12:02pm 
Uhh wait what?! Finally.. bring the action! :D
jusepe131 Jun 1, 2021 @ 12:02pm 
ueeee!!!!
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Date Posted: Jun 1, 2021 @ 11:50am
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