Cold Waters

Cold Waters

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Killerfish Games  [developer] 11 Dec, 2017 @ 5:37pm
Version 1.09b Beta Now Available
This is a significant update which adds neutral shipping along with other fixes and improvements to the base game. Note that it will likely break most mods, so be sure to disable any mods or custom content before enabling 1.09 beta.

To opt in to the beta:
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 1.09.

1.09b fixes a nasty bug where the player sub was flagged as sunk when sinking a currently undetected contact as well as improves tactical map display of neutrals and removes them from the ENEMY ENGAGED list of the Action Report.

Version 1.09b Beta
12 Dec 2017

General
"Default Commander Name" now uses language dictionary value
Fixed typo in sensor_display_names.txt and sensors.txt "Spin Trough"
config.txt added ForceCampaignMissionNumber=FALSE for debugging specific mission instance of ForceCampaignMissionType
PeriscopeDepthInFeet=45 variable now supported in vessel files, default value if omitted is 45
Added Mail and Haze to Strike from the Sea and Narvik Caper Single Missions
Added support for vessels at anchor near ports
Missiles cannot target anchored ships in close proximity to docks
Added support for multiple rudders on vessels
Seaweed patches added in shallow waters
Fixed prop location on Kilo
default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt to handle court martial ending
Added SHIPDOCK positions to all ports
Removed red TLAM circle from Strike from the Sea Single Mission as TLAMs auto home added as of version 1.08c
OtherVessels removed from Single mission files and added to default/campaign/maps/norwegian_sea_traffic.txt
VesselsAndTraffic=campaign/maps/norwegian_sea_traffic added to all Single Missions and campaign_data.txt files to reference neutral traffic and lists of ships available for Signature Analysis
Oil rig positions added to default/campaign/maps/norwegian_sea_world_objects
Added new text files default/campaign/maps/norwegian_sea_world_objects_68.txt and default/campaign/maps/norwegian_sea_traffic_68.txt

New vessels and oil rigs added:
civ_fv_trawler
civ_ms_freighter_a
civ_ms_freighter_b
civ_ms_super_p
civ_ms_encounter
civ_ms_sl7
civ_oilrig
civ_spar_rig

Combat
Recognition manual displays correct sonar frequencies
Helmsman now calls correct speed if entering Silent Running above 5 knots
Sonarman now calls out faded contact bearing at mission start if initial contact is lost
AI take snapshots toward incoming torpedoes with torpedo and/or ASW missile spreads
Snapshots with missiles, range spread
Snapshots with torpedoes, bearing spread
Snapshot probability tied to game difficulty (40%, 70%, 100%, 100%)
Torpedo snapshot number fired tied to quality of enemy solution against player
AI surface vessels now more aggressive with using torpedoes
Decreased radius of depth charge, depth bomb and naval shell blast zones by 50%
Fixed a bug where sinking a contact not currently detected threw a script error
Fixed some physics issues with depth bomb trajectories
Fixed an error with ship fires burning script
Despawn ships that cannot be assigned a valid start position (due to terrain)
Damage decals updated
Ships docked at ports randomised and can be sunk

Campaign
Whales now correctly spawn in campaign missions
Improved campaign mission generation for more mission variety
campaign_data.txt added DefaultMissionTypes=SSN_WOLFPACK,SS_WOLFPACK to fall back to these types when a valid mission cannot be found
Fixed ASUW_STRIKE and RESUPPLY_CONVOY missions which were not being generated correctly
Enemy occupied locations now correctly calculated for mission types requiring them
Fixed SS_WOLFPACK_2 missions (84, 68 campaigns) which lacked waypoint data
Removed non-player CONVOY missions from 68 and 84 campaign_data.txt as they broke mission generation
Event texts use correct file values for headers: "THE SECRETARY OF THE NAVY<n>WASHINGTON" and "ACHIEVEMENTS TO DATE"
Events new variable: ForwardDate=7,14 sets date forward by range for all intro and conclusion events to simulate passage of time
Added Mail to INSERTION and LAND_STRIKE missions
Fixed bad mission files for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim
Added air patrols for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim
New player mission checks if location based and too close to current player position to prevent auto-failing mission
campaign_data.txt added CivilianTraffic=campaign/maps/norwegian_sea_traffic
default/campaign/maps added norwegian_sea_traffic.txt files for 84 and 68 campaign
default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt added for court martial ending of campaign
Last edited by Killerfish Games; 11 Dec, 2017 @ 10:33pm
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Showing 1-15 of 132 comments
Prolands 11 Dec, 2017 @ 5:53pm 
Fantastic changelog and thanks for the continued development!
TW-打劫貓~ 11 Dec, 2017 @ 5:56pm 
WOW!! Perfect good!
McFlurrYs93 11 Dec, 2017 @ 6:26pm 
Nice!
r4y30n 11 Dec, 2017 @ 6:28pm 
Loving the new AI. Are the new freighters supposed to be enemy or neutral?
Karl Franz 11 Dec, 2017 @ 6:29pm 
just played the patch. sunk 1 enemy foxtrox then the hud went away but i took no hits from anything
McFlurrYs93 11 Dec, 2017 @ 6:51pm 
Originally posted by r4y30n:
Loving the new AI. Are the new freighters supposed to be enemy or neutral?
Both the addition of natural vessels is to encourage us all to be more cautious and firmly identifie before going trigger happy
Tordo 11 Dec, 2017 @ 7:01pm 
Originally posted by WSMRxGNARxOWNAGEx:
just played the patch. sunk 1 enemy foxtrox then the hud went away but i took no hits from anything

Yes, I have the same situation. In my case, the debriefing show "Colission". But I never hit the bottom. (?)
Last edited by Tordo; 11 Dec, 2017 @ 7:02pm
hmm... Half way through a mission to stop amphibs and keyboard froze for the game. though i could tavb out and it worked fine. memory leak? or just bad luck?
Killerfish Games  [developer] 11 Dec, 2017 @ 7:23pm 
Originally posted by SCAguy:
hmm... Half way through a mission to stop amphibs and keyboard froze for the game. though i could tavb out and it worked fine. memory leak? or just bad luck?
Hard to say, might be a bug related to neutrals in the area??
Killerfish Games  [developer] 11 Dec, 2017 @ 7:23pm 
Originally posted by WSMRxGNARxOWNAGEx:
just played the patch. sunk 1 enemy foxtrox then the hud went away but i took no hits from anything
This is a new one... keep the reports coming in.
bigbadvuk 11 Dec, 2017 @ 7:28pm 
I can confirm this bug, happened to me as well during 1984 campaign. I attacked some surface forces, there was a whale nearby as well, and when all shooting started at 1 moment first my HUD was gone, then my keyboard simply wasnt responding.. ESC meny was working and that was that.
Last edited by bigbadvuk; 11 Dec, 2017 @ 7:29pm
Killerfish Games  [developer] 11 Dec, 2017 @ 7:32pm 
Originally posted by bigbadvuk:
I can confirm this bug, happened to me as well during 1984 campaign. I attacked some surface forces, there was a whale nearby as well, and when all shooting started at 1 moment first my HUD was gone, then my keyboard simply wasnt responding.. ESC meny was working and that was that.
In the ESC menu, did it state you were sunk? Was it by a collision or something else?
bigbadvuk 11 Dec, 2017 @ 7:34pm 
as far as i remember, it was normal, i even had listed red and green conditions what i can do and why i cant leave combat. And option to abandon ship.
Pugachev 11 Dec, 2017 @ 7:47pm 
I get super excited every time this game updates
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Date Posted: 11 Dec, 2017 @ 5:37pm
Posts: 132