Cold Waters

Cold Waters

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Killerfish Games  [developer] Jun 10, 2017 @ 7:23am
Version 1.01b Beta Available
A beta of version 1.01b is now available.

First for safety, backup your modded files from StreamingAssets folder if you have any mods there, Steam beta might overwrite those.

Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.01.

Any assistance to verify these fixes are working will be appreciated.
Would also like confirmation from Mac users that it is working fine.

Please use this thread to comment on the beta features, testing result, any issues you come across.

Version 1.01b Beta
11 Jun 17

Combat
Mini-map "zoomable" area now matches mini-map size
Abandon ship now always available to leave combat, but no chance for survival if below escape depth
Stores now correctly display number of weapons if open when firing
Fixed a bug (screechSound) where ships would not get flagged as sunk causing them to still attack/move
Fixed an internal error when empty tube got knocked out
Knocking out an already KO'ed tube no longer generates generic tube damaged message

Campaign
Insertion missions fixed
Sonobarriers removed from ports since undetectable and not fun

=================================================
Version 1.01 Beta
10 Jun 17

General
Unit Reference and Vessel Selection navigation arrows
Option: Hide Low Sol. Contacts, added "in 3D" to clarify
Soviet weapon sprites added
Updated Narwhal description
Fixed numerous typos

Combat
Camera movement deactivated when in full screen tactical map
Zoom out key no longer leaves periscope view
Decoys no longer count as weapons when leaving combat
Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale
Weapons.txt new variable: WireBreakOnLaunchProbability
Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec
AI subs suffer wire break on launch
AI weapon systems disabled on sunk
Expanded depth mask width for ultra-wide displays
Missile pop-up improved
Firing VLS no longer subtracts from internal stores
MADDetectionRangeInYards=1000 added to config.txt
Fixed min-map proportions for various HUD scale values
Weapon warhead sizes reduced
config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold
config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold
config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold

Campaign
Noisemakers replenished on entering port
Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier)
Added black mask behind map for non- 16:9 aspect ratios
Repairing Tubes in port restores tubes for use
Fixed a bug where noisemakers in play at end of combat break next mission/event flow
Fixed erroneous nautical mile range calculations for enemy recon planes and airbases
Might have fixed port/briefing buttons not responding (needs verifying)
Force task force de-activation immediately after Action Report to prevent possible re-engagement
Pressing Continue Key (space) pauses strategic map
Submarine only groups do not get escorting aircraft
Combat start depths changed to 50,150,600
Fixed general campaign missions with bad parameters
Last edited by Killerfish Games; Jun 11, 2017 @ 12:48am
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Showing 1-15 of 95 comments
Hellio_W Jun 10, 2017 @ 7:25am 
Wow. Downloading it now.
Cap'n Darwin Jun 10, 2017 @ 7:33am 
Great job guys! Looking forward to testing it out!!
Downloaded and running. I can see the Narwhal description has been fixed - thanks! So far so good, I will advise any (new) bugs or issues.
Luckschaden Jun 10, 2017 @ 7:42am 
Thanks a lot. Does this break campaign saves?
Killerfish Games  [developer] Jun 10, 2017 @ 7:45am 
Shouldn't break any saves.
Luckschaden Jun 10, 2017 @ 7:46am 
Yay! Thanks!
Easy Jun 10, 2017 @ 7:54am 
hi I have just been playing it and a capsised Udaloy was able to fire 2 torpedo carrying cruise missile at me. after being sunk by 1 torpedo.
Killerfish Games  [developer] Jun 10, 2017 @ 7:58am 
Ah, I think I know exactly what is causing that.
Easy Jun 10, 2017 @ 8:01am 
It actually emded up launching 4 in total and that eventually killed me. The new damage model is working quite well because I had to torpedo a crippled Krivak after hitting it with a harpoon.
I am going to raise a bug thread but I don't know if it relates to the 1.01 beta
Basically: immediate loss of contact at beginning of mission
MixedupJim Jun 10, 2017 @ 8:25am 
Not sure if it is directly linked to this BETA but when I set my MK 48s to high (surface) attack they sometimes fly above the waves.
Shadrach Jun 10, 2017 @ 8:30am 
> Fixed min-map proportions for various HUD scale values

Confirmed this is fixed. Thanks!

> Camera movement deactivated when in full screen tactical map

Also this, thanks a lot.

It would be great if also camera returns to the previous view (map/3D) after exiting the periscope view, and after exiting the action camera.
MekStark Jun 10, 2017 @ 8:41am 
Thank you guys for your incoming input!
Bar4uk Jun 10, 2017 @ 8:49am 
tnx:Khappy:
gnolam Jun 10, 2017 @ 9:04am 
First the good news: the 16:9 borders issue seems to be fixed! Satellites etc are still being drawn outside the map, but they're not leaving trails anymore:
http://steamcommunity.com/sharedfiles/filedetails/?id=943852451


Now on to the bugs. Got an INSERTION mission to Archangelsk as my first (1984) campaign mission:
http://steamcommunity.com/sharedfiles/filedetails/?id=943856709
I eventually reach Archangelsk, and... nothing:
http://steamcommunity.com/sharedfiles/filedetails/?id=943854935
The only thing that happens when I get near Archangelsk is that the global map grinds to a halt. I don't get to start the actual mission no matter what I do. Leave and enter again? Nothing. Draw some enemies near and start a fight? Nothing.

I have the save file saved - I'd attach it here, but it seems you can't upload arbitrary files to Steam...

(Relatedly: can we get a "try to avoid" option when encountering a contact in the campaign?)


The wire guidance torpedo tube icon bug is still there. Since it was marked "need steps to reproduce" in the bug list, here they are: fire a wire-guided torpedo (I'm using the top left tube in the screenshot). Assuming the wire doesn't break on launch, you'll get the important "this tube is in use for wire guidance" icon:
http://steamcommunity.com/sharedfiles/filedetails/?id=943862791
Reload any other tube - full or empty doesn't matter (using the bottom left tube in the screenshot). The icon in the first tube disappears:
http://steamcommunity.com/sharedfiles/filedetails/?id=943864007


And yet another issue: if you have more flooding than you can fix, you're stuck in the mission and have to force quit the game. There's no way to abandon ship.
This sub is stuck on the sea floor with a badly damaged hull at 660 ft - the compartment floods faster than than damage control can pump it out:
http://steamcommunity.com/sharedfiles/filedetails/?id=943853038
Hit ESC to abort, but as you can see, there's no "abandon ship" or any other kind of exit option in the menu:
http://steamcommunity.com/sharedfiles/filedetails/?id=943865961
Had to Alt+F4 the entire game.
Last edited by gnolam; Jun 10, 2017 @ 9:08am
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Date Posted: Jun 10, 2017 @ 7:23am
Posts: 95