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Hello Admirals,

We would like to share the latest information about the upcoming “Core Patch 1: Mission Mechanics Test” which will include the first playable version of the Campaign, in a very limited state. 

Among the various improvements you have requested, there is also a whole new Hull line for the Italian Navy, while all playable nations receive the capability to build their own super battleships (Britain, Austro-Hungary, China and Spain now have a special super battleship hull). 

Please read what is going to be added in the confirmed changelog below. More features can be added in the meantime.

*==============================*
*Core Patch 1*
*==============================*

CAMPAIGN MECHANICS TEST
This very first version of the campaign will be provided as a stable test version for you, while we continue to develop it. You will play as Britain or Germany in an instant war brawl for domination on the North Sea. The campaign is available for starting in the years 1890, 1900, 1910, 1920, 1930, and 1940 with an auto-generated fleet or a fleet you will choose to design and build. The map is limited in scope and in content but this is done on purpose so that we can test, together with you, the new Mission Generation System as it provides battles around the map, and notice how your victories, defeats, the naval blockades have an impact on your Nation’s fleet power and economy. More info for the campaign will become available on its release. 

NEW FEATURES

  • Ship Design Saves: Finally, you can now save your favourite designs in Custom Battles! The system works similarly as for the Naval Academy. You will be able to save and reuse your designs depending on the technology year and the ship types used for the battle.
  • Battles Saves: You can now save your custom battles or Naval Academy missions at any time during battle gameplay! Load them at your next play session from the special “Load” button found in Custom Battles and Naval Academy.
  • Design Custom Battle AI: Now you can design not only one type but all the participating ship types for your fleet in Custom Battles. A new interface helps you to browse all available ship types that you want to design prior to the battle. 
  • New “Propellant/Shell Charge” components: The old “Explosives” component which included, temporarily, options both for Propellant and Shell Charge has become split into two new categories named “Propellant” and “Shell Charge”. The new vital characteristics for the shells used in your ship will play a very important role for your designs. 
  • New “Rudder Type” component: Rudders are categorized in three generic settings, “Balanced”, “Semi-Balanced”, “Unbalanced” affecting the maneuverability of your ships.
  • New Operational Range functionality: Operational Range is now properly measured in Km and is affected by ship design.
  • New Conning Tower armor: Now the Conning Tower armor is properly depended according to the weight of the main tower. Previously it was only a crude multiplier of weight and thus it was very light in large warships causing excessive free tonnage.
  • New Superstructure armor: The new armor zone is properly protecting the Towers and Funnels and its weight is included in ship design evaluations (previously the armor for Towers and Funnels was much simpler).

13x NEW HULLS

  • The Italian “Littorio-class Battleship” can now be recreated in a hull base between 45,000 and 75,000 tons for Italy after 1936.
  • New Italian “Super Battleship” available after 1936 with a displacement between 76,500 and 92,500 tons.
  • New Italian “Modern Battlecruiser II” available after 1935 with a displacement between 39,500 and 54,500 tons.
  • New Italian “Large Cruiser II” available after 1929 with a displacement between 32,500 and 42,500 tons.
  • New Italian “Heavy Cruiser ΙΙ” available after 1934 with a displacement between 16,500 and 19,500 tons.
  • New Italian “Modern Light Cruiser II” available after 1930 with a displacement between 8,000 and 11,000 tons.
  • New Italian “Compact Light Cruiser” available after 1930 with a displacement between 6,700 and 8,000 tons.
  • New Italian “Hybrid Destroyer” available after 1936 with a displacement between 3,500 and 4,500 tons.
  • New Chinese “Super Battleship” available after 1936 with a displacement between 74,500 and 82,500 tons.
  • New Spanish “Super Battleship” available after 1936 with a displacement between 75,500 and 87,500 tons.
  • New British “Super Battleship” available after 1936 with a displacement between 80,500 and 92,500 tons.
  • New Austro-Hungarian “Super Battleship” available after 1936 with a displacement between 89,500 and 101,500 tons.
  • New Small Dreadnought available between 1906 and 1918 for Germany and Austro-Hungary with a displacement spanning from 18,000 to 20,500 tons.

NEW GUNS

  • New Special Italian Guns for 3-inch up to 8 inch caliber ranging from Mark 3 to Mark 5.
  • New Special Italian Guns for 12-inch up to 20 inch ranging from Mark 1 to Mark 5.

BALANCES

  • Shell Ballistics/Weights/Costs have been rebalanced to support the new Propellant/Shell Charge components.
  • Belt Armor weight has been increased by about 10% (it could become rather light in the late technology era).
  • Torpedo Protection now contributes slightly to the Hull Resistance, making it useful not only against torpedoes.
  • Overpenetration mechanics improved. You should not get excessive overpens against torpedo boats, destroyers and generally unarmored ships.
  • Fires are extinguished less easily, so they can have more impact on ships. 
  • Various others minor.

AI

  • Friendly AI division commander has been reworked.
  • Improved further the AI design system.
  • Improved further the opponent AI.

BUGS & OTHER FIXES

  • Fixed guns that could not rotate during battle. The problem was caused by errors in colliders which allowed guns to be placed very near to the superstructure which blocked their rotation.
  • Fixed rotation of guns that were mounted on turrets.
  • Fixed bug that was related with Attach/Detach of divisions.
  • Repairs in the LOD of the new torpedo models. They could cause, very rarely, the “Too many threads'' error in low-end systems.
  • Fixed bug that could make early torpedo boats to have 12 inches belt armor in Custom Battles.
  • Fixes on the availability of German/Italian/Austro-Hungarian cruisers of the 1900s.
  • Fixed bugs that could cause great delays during the Auto-Design processes.
  • Fixed a Battle UI issue that showed inactive components still active on the list.
  • Fixed issue with 17-inch guns of mark 3 that could be researched slower than they should.
  • Various hull and gun fixes as per feedback.

Thank you for reading! We will soon let you know when the patch will become available.


 

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Hello Admirals, We would like to share the latest information about the upcoming “Core Patch 1: Mission Mechanics Test” which will include the first playable version of the Campaign, in a very li

I understand games development can be fickle or run into problems unexpectedly. However, even a few screenshots wouldn't hurt now and then. I know i'm repeating myself, but i seriously dislike th

Ok, I have been a silent reader now since 2019, when I first bought the game. Seriously devs, what the hello kitty is going on. Where the hell is the patch/infos about it or the general state of the g

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@Marshall99 @Tousansons @HusariuS @IronKaputt @Bluishdoor76 @Airzerg @Skeksis @Jatzi @Fishyfish @CapnAvont1015 @Danvanthevacuumman @1MajorKoenig @SodaBit @roachbeef It be here lads.

Yay finally a break from the silence, i do hope we get too see more content for this patch if possible (Tactical map, and maybe some improvements to sounds and visuals).

But this looks noice anyways. 

EDIT: Oh and we still need some early light cruisers too (and moar cruisers in-general super, heavy and light).

EDIT 2: @Stormnet

Edited by Cptbarney
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4 minutes ago, Nick Thomadis said:

 

  • The Italian “Littorio-class Battleship” can now be recreated in a hull base between 45,000 and 75,000 tons for Italy after 1936.

Fratelli d'Italia is blasting in the background.

While the usual lack of image is still disappointing, I'm glad the dev team is still alive and working.

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Thank you very much for giving us some news on the campaign!

I am really excited to get my hands on it!

I guess we can respect it in the nearish future if you guys don't run into any major issues/bugs ?

(I guess 1-4 weeks ?)

Edited by Yuubari_
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I dont want to be super negative when you finally decide to give us some info but I am concerned about the preponderance of super battleships that you guys keep pumping out. They're cool, big and flashy and fun to fight but I would hope in the campaign theyd be just as unrealistic to build as in real life. If you're rich and winning then sure but I'd imagine most countries, like Italy for example, wouldnt really want to build a few huge expensive super battleships. As someone else said we need more early cruisers. Cruisers in general. And predreadnoughts. 

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I will anxiously look forward to this!
 

Specially all the new ship design features and improvements, ship and battle saves and the new hulls, specially that Spanish Super Battleship... YAY!

Edited by SPANISH_AVENGER
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Remaining post-Washington Naval Treaty battleships we don't have yet:

Nelson

Vanguard

Scharnhorst

North Carolina

South Dakota

I think that's it. And these can all be approximated with other hulls and towers. Should probably focus on WW1 ships and cruisers now.

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Thank you very much for the informations. I can't wait to try and test everything. 

But! On the other hand, I read about the new super battleships. In my opinion this game need more earlier hulls. Especially pre-dreadnought hulls (cruiser, battleship, etc...hulls). I feel that you are focusing on the endgame, but I think the early game is very important. Money has a key role, and this is why we need more earlier hulls, so we can choose the most compact one, so we can spare some money for later designs or other ship class. 

We have very few early cruiser hulls. There were some posts about this issue, and this need to be solved.

Keep up the good work!

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6 hours ago, Nick Thomadis said:

Hello Admirals,

We would like to share the latest information about the upcoming “Core Patch 1: Mission Mechanics Test” which will include the first playable version of the Campaign, in a very limited state. 

Among the various improvements you have requested, there is also a whole new Hull line for the Italian Navy, while all playable nations receive the capability to build their own super battleships (Britain, Austro-Hungary, China and Spain now have a special super battleship hull). 

Please read what is going to be added in the confirmed changelog below. More features can be added in the meantime.

*==============================*
*Core Patch 1*
*==============================*

CAMPAIGN MECHANICS TEST
This very first version of the campaign will be provided as a stable test version for you, while we continue to develop it. You will play as Britain or Germany in an instant war brawl for domination on the North Sea. The campaign is available for starting in the years 1890, 1900, 1910, 1920, 1930, and 1940 with an auto-generated fleet or a fleet you will choose to design and build. The map is limited in scope and in content but this is done on purpose so that we can test, together with you, the new Mission Generation System as it provides battles around the map, and notice how your victories, defeats, the naval blockades have an impact on your Nation’s fleet power and economy. More info for the campaign will become available on its release. 

NEW FEATURES

  • Ship Design Saves: Finally, you can now save your favourite designs in Custom Battles! The system works similarly as for the Naval Academy. You will be able to save and reuse your designs depending on the technology year and the ship types used for the battle.
  • Battles Saves: You can now save your custom battles or Naval Academy missions at any time during battle gameplay! Load them at your next play session from the special “Load” button found in Custom Battles and Naval Academy.
  • Design Custom Battle AI: Now you can design not only one type but all the participating ship types for your fleet in Custom Battles. A new interface helps you to browse all available ship types that you want to design prior to the battle. 
  • New “Propellant/Shell Charge” components: The old “Explosives” component which included, temporarily, options both for Propellant and Shell Charge has become split into two new categories named “Propellant” and “Shell Charge”. The new vital characteristics for the shells used in your ship will play a very important role for your designs. 
  • New “Rudder Type” component: Rudders are categorized in three generic settings, “Balanced”, “Semi-Balanced”, “Unbalanced” affecting the maneuverability of your ships.
  • New Operational Range functionality: Operational Range is now properly measured in Km and is affected by ship design.
  • New Conning Tower armor: Now the Conning Tower armor is properly depended according to the weight of the main tower. Previously it was only a crude multiplier of weight and thus it was very light in large warships causing excessive free tonnage.
  • New Superstructure armor: The new armor zone is properly protecting the Towers and Funnels and its weight is included in ship design evaluations (previously the armor for Towers and Funnels was much simpler).

13x NEW HULLS

  • The Italian “Littorio-class Battleship” can now be recreated in a hull base between 45,000 and 75,000 tons for Italy after 1936.
  • New Italian “Super Battleship” available after 1936 with a displacement between 76,500 and 92,500 tons.
  • New Italian “Modern Battlecruiser II” available after 1935 with a displacement between 39,500 and 54,500 tons.
  • New Italian “Large Cruiser II” available after 1929 with a displacement between 32,500 and 42,500 tons.
  • New Italian “Heavy Cruiser ΙΙ” available after 1934 with a displacement between 16,500 and 19,500 tons.
  • New Italian “Modern Light Cruiser II” available after 1930 with a displacement between 8,000 and 11,000 tons.
  • New Italian “Compact Light Cruiser” available after 1930 with a displacement between 6,700 and 8,000 tons.
  • New Italian “Hybrid Destroyer” available after 1936 with a displacement between 3,500 and 4,500 tons.
  • New Chinese “Super Battleship” available after 1936 with a displacement between 74,500 and 82,500 tons.
  • New Spanish “Super Battleship” available after 1936 with a displacement between 75,500 and 87,500 tons.
  • New British “Super Battleship” available after 1936 with a displacement between 80,500 and 92,500 tons.
  • New Austro-Hungarian “Super Battleship” available after 1936 with a displacement between 89,500 and 101,500 tons.
  • New Small Dreadnought available between 1906 and 1918 for Germany and Austro-Hungary with a displacement spanning from 18,000 to 20,500 tons.

NEW GUNS

  • New Special Italian Guns for 3-inch up to 8 inch caliber ranging from Mark 3 to Mark 5.
  • New Special Italian Guns for 12-inch up to 20 inch ranging from Mark 1 to Mark 5.

BALANCES

  • Shell Ballistics/Weights/Costs have been rebalanced to support the new Propellant/Shell Charge components.
  • Belt Armor weight has been increased by about 10% (it could become rather light in the late technology era).
  • Torpedo Protection now contributes slightly to the Hull Resistance, making it useful not only against torpedoes.
  • Overpenetration mechanics improved. You should not get excessive overpens against torpedo boats, destroyers and generally unarmored ships.
  • Fires are extinguished less easily, so they can have more impact on ships. 
  • Various others minor.

AI

  • Friendly AI division commander has been reworked.
  • Improved further the AI design system.
  • Improved further the opponent AI.

BUGS & OTHER FIXES

  • Fixed guns that could not rotate during battle. The problem was caused by errors in colliders which allowed guns to be placed very near to the superstructure which blocked their rotation.
  • Fixed rotation of guns that were mounted on turrets.
  • Fixed bug that was related with Attach/Detach of divisions.
  • Repairs in the LOD of the new torpedo models. They could cause, very rarely, the “Too many threads'' error in low-end systems.
  • Fixed bug that could make early torpedo boats to have 12 inches belt armor in Custom Battles.
  • Fixes on the availability of German/Italian/Austro-Hungarian cruisers of the 1900s.
  • Fixed bugs that could cause great delays during the Auto-Design processes.
  • Fixed a Battle UI issue that showed inactive components still active on the list.
  • Fixed issue with 17-inch guns of mark 3 that could be researched slower than they should.
  • Various hull and gun fixes as per feedback.

Thank you for reading! We will soon let you know when the patch will become available.


 

 

Best Doctor Lalve GIFs | Gfycat

FINALLY!!!!! Unfortunately @Marshall99 Were going to have to cancel the riot and burn the wooden cannon.

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8 hours ago, Cptbarney said:

@Marshall99 @Tousansons @HusariuS @IronKaputt @Bluishdoor76 @Airzerg @Skeksis @Jatzi @Fishyfish @CapnAvont1015 @Danvanthevacuumman @1MajorKoenig @SodaBit @roachbeef It be here lads.

Yay finally a break from the silence, i do hope we get too see more content for this patch if possible (Tactical map, and maybe some improvements to sounds and visuals).

But this looks noice anyways. 

EDIT: Oh and we still need some early light cruisers too (and moar cruisers in-general super, heavy and light).

EDIT 2: @Stormnet

Thanks for pinging Captain!

 

Great news - I am especially curious to get a first look to the campaign !

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9 hours ago, Nick Thomadis said:

Hello Admirals,

We would like to share the latest information about the upcoming “Core Patch 1: Mission Mechanics Test” which will include the first playable version of the Campaign, in a very limited state. 

Among the various improvements you have requested, there is also a whole new Hull line for the Italian Navy, while all playable nations receive the capability to build their own super battleships (Britain, Austro-Hungary, China and Spain now have a special super battleship hull). 

Please read what is going to be added in the confirmed changelog below. More features can be added in the meantime.

*==============================*
*Core Patch 1*
*==============================*

CAMPAIGN MECHANICS TEST
This very first version of the campaign will be provided as a stable test version for you, while we continue to develop it. You will play as Britain or Germany in an instant war brawl for domination on the North Sea. The campaign is available for starting in the years 1890, 1900, 1910, 1920, 1930, and 1940 with an auto-generated fleet or a fleet you will choose to design and build. The map is limited in scope and in content but this is done on purpose so that we can test, together with you, the new Mission Generation System as it provides battles around the map, and notice how your victories, defeats, the naval blockades have an impact on your Nation’s fleet power and economy. More info for the campaign will become available on its release. 

NEW FEATURES

  • Ship Design Saves: Finally, you can now save your favourite designs in Custom Battles! The system works similarly as for the Naval Academy. You will be able to save and reuse your designs depending on the technology year and the ship types used for the battle.
  • Battles Saves: You can now save your custom battles or Naval Academy missions at any time during battle gameplay! Load them at your next play session from the special “Load” button found in Custom Battles and Naval Academy.
  • Design Custom Battle AI: Now you can design not only one type but all the participating ship types for your fleet in Custom Battles. A new interface helps you to browse all available ship types that you want to design prior to the battle. 
  • New “Propellant/Shell Charge” components: The old “Explosives” component which included, temporarily, options both for Propellant and Shell Charge has become split into two new categories named “Propellant” and “Shell Charge”. The new vital characteristics for the shells used in your ship will play a very important role for your designs. 
  • New “Rudder Type” component: Rudders are categorized in three generic settings, “Balanced”, “Semi-Balanced”, “Unbalanced” affecting the maneuverability of your ships.
  • New Operational Range functionality: Operational Range is now properly measured in Km and is affected by ship design.
  • New Conning Tower armor: Now the Conning Tower armor is properly depended according to the weight of the main tower. Previously it was only a crude multiplier of weight and thus it was very light in large warships causing excessive free tonnage.
  • New Superstructure armor: The new armor zone is properly protecting the Towers and Funnels and its weight is included in ship design evaluations (previously the armor for Towers and Funnels was much simpler).

13x NEW HULLS

  • The Italian “Littorio-class Battleship” can now be recreated in a hull base between 45,000 and 75,000 tons for Italy after 1936.
  • New Italian “Super Battleship” available after 1936 with a displacement between 76,500 and 92,500 tons.
  • New Italian “Modern Battlecruiser II” available after 1935 with a displacement between 39,500 and 54,500 tons.
  • New Italian “Large Cruiser II” available after 1929 with a displacement between 32,500 and 42,500 tons.
  • New Italian “Heavy Cruiser ΙΙ” available after 1934 with a displacement between 16,500 and 19,500 tons.
  • New Italian “Modern Light Cruiser II” available after 1930 with a displacement between 8,000 and 11,000 tons.
  • New Italian “Compact Light Cruiser” available after 1930 with a displacement between 6,700 and 8,000 tons.
  • New Italian “Hybrid Destroyer” available after 1936 with a displacement between 3,500 and 4,500 tons.
  • New Chinese “Super Battleship” available after 1936 with a displacement between 74,500 and 82,500 tons.
  • New Spanish “Super Battleship” available after 1936 with a displacement between 75,500 and 87,500 tons.
  • New British “Super Battleship” available after 1936 with a displacement between 80,500 and 92,500 tons.
  • New Austro-Hungarian “Super Battleship” available after 1936 with a displacement between 89,500 and 101,500 tons.
  • New Small Dreadnought available between 1906 and 1918 for Germany and Austro-Hungary with a displacement spanning from 18,000 to 20,500 tons.

NEW GUNS

  • New Special Italian Guns for 3-inch up to 8 inch caliber ranging from Mark 3 to Mark 5.
  • New Special Italian Guns for 12-inch up to 20 inch ranging from Mark 1 to Mark 5.

BALANCES

  • Shell Ballistics/Weights/Costs have been rebalanced to support the new Propellant/Shell Charge components.
  • Belt Armor weight has been increased by about 10% (it could become rather light in the late technology era).
  • Torpedo Protection now contributes slightly to the Hull Resistance, making it useful not only against torpedoes.
  • Overpenetration mechanics improved. You should not get excessive overpens against torpedo boats, destroyers and generally unarmored ships.
  • Fires are extinguished less easily, so they can have more impact on ships. 
  • Various others minor.

AI

  • Friendly AI division commander has been reworked.
  • Improved further the AI design system.
  • Improved further the opponent AI.

BUGS & OTHER FIXES

  • Fixed guns that could not rotate during battle. The problem was caused by errors in colliders which allowed guns to be placed very near to the superstructure which blocked their rotation.
  • Fixed rotation of guns that were mounted on turrets.
  • Fixed bug that was related with Attach/Detach of divisions.
  • Repairs in the LOD of the new torpedo models. They could cause, very rarely, the “Too many threads'' error in low-end systems.
  • Fixed bug that could make early torpedo boats to have 12 inches belt armor in Custom Battles.
  • Fixes on the availability of German/Italian/Austro-Hungarian cruisers of the 1900s.
  • Fixed bugs that could cause great delays during the Auto-Design processes.
  • Fixed a Battle UI issue that showed inactive components still active on the list.
  • Fixed issue with 17-inch guns of mark 3 that could be researched slower than they should.
  • Various hull and gun fixes as per feedback.

Thank you for reading! We will soon let you know when the patch will become available.


 

nice

there are some things that I am a bit concerned with though:

  • new modules shouldn't affect the weight of the ship that much i.e. split shaft weight between shaft and rudder, same thing with propellent and charge as well as superstructure and conning tower
  • belt armor weight should remain the same and not have the 10 percent weight increase, if not this then reduce other armor weights to compensate (really don't want to go back to alpha 11 level of weight)

and a few suggestions for future additions:

  • double superfiring barbettes...maybe???
  • more cruisers, pre-dreadnoughts, modernized dreadnoughts, just more ship hulls/parts(the fast battleship hull could use some more modern towers)
  • potential Tillman style "super-dreadnoughts" with advanced cage masts
  • hoi4 style focus trees for special research projects(for stuff like Two Ocean Navy act, Z-plan, etc.), declare wars, form alliances, change government type, etc.
  • different government types with associated buffs and debuffs

also it'd be nice if we got a place on these forums to share and download in game ship bluieprints.

Edited by Werwaz
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On 8/16/2021 at 6:18 AM, Nick Thomadis said:
  • Belt Armor weight has been increased by about 10% (it could become rather light in the late technology era)

 

Seriously? This is probably the worst idea the devs could have possible come up with so far. Its already difficult trying to replicate ship designs that can easily end up being 10k tons or more over the real life counterpart so I don't know what you devs are thinking but y'all need to drop the 10% added weight to belt armor.

Edited by Noobito
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  • New Conning Tower armor: Now the Conning Tower armor is properly depended according to the weight of the main tower. Previously it was only a crude multiplier of weight and thus it was very light in large warships causing excessive free tonnage.
  • New Superstructure armor: The new armor zone is properly protecting the Towers and Funnels and its weight is included in ship design evaluations (previously the armor for Towers and Funnels was much simpler).

I was hoping for a system where the player could determine where to apply the belt armor. But anyway thx for the update. In overall this is great news :)

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