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- 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
I am reading through the patch notes, but no download is yet available? I hope it is live soon :)
And thanks for the many new features!
Greetings,
Alligator