Cold Waters

Cold Waters

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Killerfish Games  [developer] Jun 17, 2017 @ 11:00pm
Version 1.03 Beta Available
A beta of version 1.03 is now available.

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 1.03.

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 1.03 Beta
18 Jun 17

General
Full in-game unit reference linked to Signature tab.
Soviet mast textures fixed
Kotlin now uses the newly added wp_sm2_shell naval guns.

Changes to Default File Structure and Contents
Several changes to the default folder file structure were made which will impact mods and localisations which have edited these files.

default/weapons.txt - removed weapon names and weapon description fields. Added wp_sm2_shell for Kotlin class.

language_en/dictionary/dictionary_interface.txt - added new variables
ReferenceSonar=Sonar ReferenceRadar=Radar ReferenceActive=Active ReferencePassive=Passive ReferenceTowed=Towed ReferenceVeryQuiet=Very Quiet ReferenceSemiQuiet=Semi-Quiet ReferenceQuiet=Quiet ReferenceSemiNoisy=Semi-Noisy ReferenceNoisy=Noisy ReferenceVeryNoisy=Very Noisy FrequencyAbbreviated=F

language_en/sensors/sensors.txt - restructured the entire file to:
sensor_reference=sensor_display_name=sensor_description

language_en/weapon/depth_weapon_display_names.txt - this is a new file for other weapons using the format:
weapon_reference=weapon_display_name=weapon_description

hud/default.txt - added new variables
[Other Panels] SignatureIconColor=65,173,77,255 SignatureIconNext=hud/default/arrow_next.png SignatureIconPrev=hud/default/arrow_prev.png SignatureIconSelect=hud/default/checkbox_filled.png [Recognition Manual] UnitReferenceMain=hud/default/unit_ref_main.png UnitReferenceSecondary=hud/default/unit_ref_info_window.png UnitReferenceTab=hud/default/unit_ref_tab.png UnitReferenceTextColor=0,0,0,255 UnitReferenceTextHighlightColor=maroon UnitReferenceIconColor=100,100,100,255 UnitReferenceIconNext=hud/default/arrow_next.png UnitReferenceIconPrev=hud/default/arrow_prev.png UnitReferenceIconSelect=hud/default/checkbox_filled.png UnitReferenceIconHighlightMarker=hud/default/arrow_next.png [HUD LAYOUT] RightRecognitionManual=0,0

default/vessels/profile - new folder containing all ship profile images
Last edited by Killerfish Games; Jun 18, 2017 @ 6:11pm
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Showing 1-15 of 26 comments
Jace Jun 18, 2017 @ 4:14am 
Can you have a look at Oscar and Alfa class behaviour please. I have a recurring issue with these when they are evading my torpedos, they nose straight down into the sea bed at flank and get stuck. I notice their crush depths are much better than most other subs, and because of the bathymetry map, which doesnt go deeper than these values (the map is inaccurate in the max depth btw) they just nose down and get stuck if I fire first.
h3rb Jun 18, 2017 @ 5:06am 
Thank you guys for adding this necessary feature! :) Keep up the great work! We all appreciate the hard work.

"Full in-game unit reference linked to Signature tab"
Last edited by h3rb; Jun 18, 2017 @ 5:07am
Thanks for the constant effort and deliveries guys. I will check this out later.
SkyCaptainITA Jun 18, 2017 @ 6:24am 
Originally posted by Jace:
Can you have a look at Oscar and Alfa class behaviour please. I have a recurring issue with these when they are evading my torpedos, they nose straight down into the sea bed at flank and get stuck. I notice their crush depths are much better than most other subs, and because of the bathymetry map, which doesnt go deeper than these values (the map is inaccurate in the max depth btw) they just nose down and get stuck if I fire first.

This.
edgeshark Jun 18, 2017 @ 6:42am 
It is this kind of support from KFG that allowed me to buy Cold Waters without hesitation as soon as it was available! Thank you for the quality entertainment!
hoggler Jun 18, 2017 @ 6:49am 
If you can't see the new Ship Recognition Manual icon/button
try adjusting your HUD size setting back down to x1
AKD Jun 18, 2017 @ 7:44am 
Still seeing enemy subs "evade" by surfacing and staying on surface.

http://steamcommunity.com/sharedfiles/filedetails/?id=949751075
RushTheBus Jun 18, 2017 @ 7:56am 
This patch doesn't address those AI issues. I believe that they are looking to start an AI overhaul next along with additional bug fixes.
Burki Jun 18, 2017 @ 8:57am 
Dont know why, but this latest patch broke the campaign for me. Weird text glitch when I go into the campaign menu, broke my latest campaign. Theres no 60s campaign for me only 84. I'm only using the mod thats adds in the Los Angeles Fleet II and III
Last edited by Burki; Jun 18, 2017 @ 9:00am
see the notes about new file structure which will break mods, including vessel classes.
Burki Jun 18, 2017 @ 9:06am 
NVM might be a problem with the mod.
Burki Jun 18, 2017 @ 9:06am 
Oh ok thanks
apudzuf Jun 18, 2017 @ 10:04am 
FYI: another troubleshooting step if your game is broken with this patch is to right-click the game title in your library list, select Properties, then the Local Files tab, and select Verify Integrity of Game Files.
This fixed a problem where the game froze at mission start. I had no mods installed.
McNally Jun 18, 2017 @ 1:23pm 
I'm still getting the bug where reactor damage causes me to go in reverse.

I think what happened was I slowed to a stop when I was damaged, then when I came out of ultra quiet to repair the damage, I started moving backwards.
CiosInflacji Jun 18, 2017 @ 1:32pm 
Finally completed Beating All Odds, which wasn't that difficult since the Bear kept releasing its torpedos above land.
Last edited by CiosInflacji; Jun 18, 2017 @ 1:32pm
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Date Posted: Jun 17, 2017 @ 11:00pm
Posts: 26