Cold Waters

Cold Waters

Killerfish Games  [developer] Jun 14, 2017 @ 12:18am
Version 1.02 Beta Available
A beta of version 1.02b is now available.

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 1.02b.

Any assistance to verify these fixes are working will be appreciated.

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

Version 1.02b Beta
16 Jun 17

General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port
Reykjavik materials fixed
Terrain textures updated
Winter trees updated
Added "Apply" to resolution setting to refresh screen
Truncated Andizhan Mod display name


Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels
Fixed contact master contact names briefly displaying Los Angeles on master upgrade
AI subs must maintain contact to continue wire guiding torpedoes
Further optimised and improved missile pop-up
Heavily flooding submarines should no longer fire torpedoes
Merchants no longer considered a "nearby vessel" when leaving combat


Campaign
Fixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission
"Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port location larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on entering port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing
Destroyed torpedo tubes not destroyed in next combat (works for us)
Near deployment zone message in briefing displays only at actual combat misison (insertion or land strike)
Last edited by Killerfish Games; Jun 15, 2017 @ 9:36pm
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Showing 1-15 of 56 comments
drfoxy_612 Jun 14, 2017 @ 1:00am 
Don't know if it's the new beta but I'm getting horrible lag when the signature panel is open. Lots of frame drops and it almost locks up when time compression is running
McNally Jun 14, 2017 @ 1:06am 
This specific mission isn't one I encountered previously, but I intercepted a submarine that was going to land Spetznatz forces in Spitsbergen. Despite successfully completing the mission, the SOSUS net out of Spitsbergen is no longer working.
-=Sentor=- Jun 14, 2017 @ 1:08am 
thank you :) any change that in the future we maybe could get a map with 60% shallow water, and some deep canyons to navigate through ( i know you would need to adjust the AI and maybe camera angels) ? :)

Also very difficult Coop Missions ( Campaign) with a friend would be amazing too and i would gladly pay for a DLC :)
Killerfish Games  [developer] Jun 14, 2017 @ 1:24am 
Originally posted by drfoxy_612:
Don't know if it's the new beta but I'm getting horrible lag when the signature panel is open. Lots of frame drops and it almost locks up when time compression is running
Did you opt into the beta and it says version 1.02 in the bottom right of the main menu?
What you describe sounds like the previous versions.
drfoxy_612 Jun 14, 2017 @ 1:32am 
Originally posted by Killerfish Games:
Originally posted by drfoxy_612:
Don't know if it's the new beta but I'm getting horrible lag when the signature panel is open. Lots of frame drops and it almost locks up when time compression is running
Did you opt into the beta and it says version 1.02 in the bottom right of the main menu?
What you describe sounds like the previous versions.
It's version 1.02 but when I exited out and reloaded the problem went away. I'll just see if it pops up again
AbhChallenger Jun 14, 2017 @ 1:39am 
Originally posted by -=Sentor=-:
thank you :) any change that in the future we maybe could get a map with 60% shallow water, and some deep canyons to navigate through ( i know you would need to adjust the AI and maybe camera angels) ? :)

Also very difficult Coop Missions ( Campaign) with a friend would be amazing too and i would gladly pay for a DLC :)

But the game does not yet have a stopwatch and good charts!

As for multiplayer as DLC. Normally that is a bad idea PR wise. People are going to be upset that they have to pay for somthing that many consider an essential part of games these days. So If they do plan on adding multiplayer. It would be better to add it to the base game after sales of DLC gives them enough money to spend time developing it. Or maybe in a future Cold Waters 2
Killerfish Games  [developer] Jun 14, 2017 @ 1:42am 
If you leave port and end up in the middle of the Norwegian Sea, you likely have an override folder. Be sure to add:
PlayerPositionOnLeavePort=-242,-154
Just below CampaignStartPoints=150 at the bottom of the second section.
MosulVet Jun 14, 2017 @ 1:49am 
Originally posted by Killerfish Games:
If you leave port and end up in the middle of the Norwegian Sea, you likely have an override folder. Be sure to add:
PlayerPositionOnLeavePort=-242,-154
Just below CampaignStartPoints=150 at the bottom of the second section.

For modding purposes, I think it would be helfpul if this value was per-location. This way multiple player bases can be added, each with their own OnLeavePort cooridinates.

E.g:

//Trondheim 6
Alignment=FRIENDLY
Function=PLAYER_BASE,STRATEGIC_NODE,AIRBASE,NAVAL_BASE,INSERTION_TARGET
BaseMapPosition=67.2,-83.5
PlayerPositionOnLeavePort=-xx,yy
AircraftType=us_p3c_orion
AircraftTypeInvaded=wp_il-38_may
AircraftSearchRange=700
AircraftPrepTime=15
AircraftHeadings=315,45
AircraftSearchRange=700
LinksToWaypoint=NC3
LinksToRegionWaypoint=N5
Last edited by MosulVet; Jun 14, 2017 @ 1:51am
Killerfish Games  [developer] Jun 14, 2017 @ 1:50am 
Agree.
Wispy Jun 14, 2017 @ 2:08am 
Great work on the patchs. Game is really shaping up quick.
trias10 Jun 14, 2017 @ 7:37am 
Any chance at all you could please take a look at the bug where pressing Shift + S both enables silent running but also raises dive planes by 5 degrees? (i.e. the game executes the Shift + <key> action but also the <key> action as well)
gnolam Jun 14, 2017 @ 7:57am 
The -7 knots reactor bug is still there.
gnolam Jun 14, 2017 @ 8:15am 
I'm also getting radar pings from sunken vessels.

The disappearing wire icon bug is finally fixed though.
[HYST] Dizzy Jun 14, 2017 @ 8:35am 
I'm getting a massive performance drop with missles while they are in final attack. I go from a steady 60fps to 1-2 fps. This didn't happen before I entered the beta's.
Alex in Tokyo Jun 14, 2017 @ 9:19am 
Not sure if it's related to the beta, but every single torpedo I fire the wire breaks within about 20~30 seconds. Always straight and level at low speed, and doesn't seem to matter whether fine on the bow or broadside.
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Date Posted: Jun 14, 2017 @ 12:18am
Posts: 56