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>>>Beta 1.05 Available!<<< (Update: 18, PRE-RELEASE)


Nick Thomadis

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Hello admirals,

After a long anticipation the latest beta update is now available. There are too many changes, improvements, fixes to mention, in comparison to the previous beta you were playing. This version is considered a released candidate (a few remaining issues will be resolved soon). So if no critical bug is found from you, we are going to release to public in the few coming days. We hope you will like what you'll see. Restart the Steam client to receive the update fast.

 

INSTALLATION INSTRUCTIONS:

- Find the game on your Steam Game Library and right click on it:

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- Click on properties...

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- ... and on the opened window, select from the list the "BETAS" option. On the appearing list, select the "beta branch" to switch to the latest beta version of the game.

- If you want to switch back to the stable live version, repeat the procedure and select from the Beta list "None".

===============================================================

==v1.05 Update==

CAMPAIGN

  • Map Expansion: Expanded the map to include the Mediterranean Sea and a larger portion of Europe.
  • New Nations: Italy, France and Austria-Hungary are added to the major nations. The nations form two rival alliances and fight with each other for total victory (this is temporary functionality until we offer the prolonged campaign system).
  • Task Forces: Previously you were able to move ships only between ports. You can now also form Task Forces, by grouping ships and sending them to any sea point on the map. In this way you block strategic passages and generate missions according to the ships in the vicinity.
  • Refit Mode: Now you can refit your ships, from changing a few components to radically replacing weapons, funnels, towers with modern variations. This new and essential feature will allow you to utilize all the latest technology advancements for your current ships without the need to scrap them and build new ones.
  • New Sea Roles: New sea roles added to the previous “In Being” and “Sea Control”, special for the Task Forces, offer more options for controlling strategically your ships.
  • Interface improvements: There is a new tab “Politics” where you will later manage some diplomacy aspects. Now you are able to overview the relations and power of all nations. Additionally we added an “ Economy Growth” to the GDP which will be dependent later from various conditions. You will be warned when you want to end the turn with danger of going bankrupt. When you hover at a sea region a tooltip shows statistical information for the included fleets. Many other minor changes to support the new functionalities.
  • Balances: Maintenance cost is balanced so that it is not so high now that ships will spend more time at sea with all the various and expensive sea roles. Tech research is balanced to be overall faster and tech priorities will give a more distinctive advantage when chosen. Various other balances were made to support the new campaign expansion.

NEW GUNS

  • Germany and Austria-Hungary receive new visuals for:  4-inch up to 16-inch Mark 2 guns and 9-inch up to 14-inch Mark 3 guns.
  • New casemate gun models for late tech years.

58 NEW HULLS

A new base model for one of the most famous German Battlecruisers of World War I is added along with many new variants. Many new towers and parts are added or improved for previous hulls and the technology tree has changed to include the following new ships:

  • The “Battlecruiser SMS Von der Tann” can now be faithfully recreated in the game. You can find it in the new German Hull “Battlecruiser I” with a displacement between 19,200 and 24,200 tons in the years 1907-1919.
  • New German “Large Armored Cruiser” variant  with a displacement between 13,500 and 17,500 tons that is available in the years 1907-1920.
  • New Japanese/Spanish/Chinese “Large Cruiser” variant  with a displacement between 14,500 and 18,500 tons that is available in the years 1907-1919.
  • New “Large Armored Cruiser” variant for Spain, China, Italy, Austria-Hungary, Japan with a displacement between 13,000 and 16,500 tons that is available in the years 1907-1920.
  • New Russian “Large Armored Cruiser” variant with a displacement between 13,500 and 16,800 tons that is available in the years 1907-1920.
  • New Italian “Armored Cruiser V” variant with a displacement between 11,000 and 12,800 tons that is available in the years 1907-1920.
  • New French “Armored Cruiser IV” variant with a displacement between 11,800 and 15,500 tons that is available in the years 1900-1920.
  • New “Light Cruiser III” variant for Britain, Spain, China, Austria-Hungary, Italy, USA with a displacement between 3,500 and 8,500 tons that is available in the years 1905-1920.
  • New British “Light Cruiser IV” variant with a displacement between 5,500 and 9,500 tons that is available in the years 1915-1930.
  • New “Japanese Light Cruiser III” variant with a displacement between 3,500 and 8,500 tons that is available in the years 1905-1920.
  • New “Russian Light Cruiser III” variant with a displacement between 3,300 and 8,300 tons that is available in the years 1905-1920.
  • New “French Scout Cruiser” variant with a displacement between 4,500 and 9,500 tons that is available in the years 1905-1920.
  • New Russian “Scout Cruiser” variant with a displacement between 4,300 and 9,300 tons that is available in the years 1909-1920.
  • New Italian “Scout Cruiser” variant with a displacement between 4,500 and 9,500 tons that is available in the years 1910-1920.
  • New US “Scout Cruiser I” variant with a displacement between 8,500 and 10,500 tons that is available in the years 1915-1930.
  • New US “Scout Cruiser II” variant with a displacement between 9,500 and 12,500 tons that is available in the years 1919-1930.
  • New US “Heavy Cruiser I” variant with a displacement between 10,500 and 12,750 tons that is available after the year 1919.
  • New French “Light Cruiser V” variant with a displacement between 7,500 and 9,750 tons that is available after the year 1921.
  • New German “Light Cruiser V” variant with a displacement between 7,700 and 10,250 tons that is available after the year 1921.
  • New German “Battlecruiser II” variant with a displacement between 23,000 and 28,000 tons that is available in the years 1907-1920.
  • New German “Battlecruiser III” variant with a displacement between 26,000 and 31,000 tons that is available in the years 1913-1928.
  • New Russian “Battlecruiser III” variant with a displacement between 29,500 and 37,000 tons that is available in the years 1913-1928.
  • New Russian “Battlecruiser IV” variant with a displacement between 33,500 and 41,000 tons that is available in the years 1916-1935.
  • New Japanese “Battlecruiser IV” variant with a displacement between 27,500 and 36,500 tons that is available in the years 1916-1928.
  • New German “Battlecruiser IV” variant  with a displacement between 27,400 and 34,000 tons that is available in the years 1913-1928.
  • New German “Battlecruiser V” variant with a displacement between 35,500 and 44,500 tons that is available in the years 1916-1928.
  • New British “Battlecruiser IV” variant  with a displacement between 29,500 and 34,000 tons that is available in the years 1916-1928.
  • New British “Battlecruiser V” variant  with a displacement between 23,500 and 37,500 tons that is available in the years 1919-1928.
  • New Japanese “Battlecruiser V” variant with a displacement between 36,500 and 43,500 tons that is available after the year 1919.
  • New Austro-Hungarian “Battleship I” variant  with a displacement between 8,000 and 11,500 tons that is available in the years 1890-1905.
  • New Austro-Hungarian “Small Dreadnought I” variant  with a displacement between 14,500 and 18,500 tons that is available in the years 1905-1915.
  • New Spanish/Chinese “Small Dreadnought I” variant  with a displacement between 15,500 and 17,700 tons that is available in the years 1905-1915.
  • New Austro-Hungarian “Experimental Dreadnought I” variant  with a displacement between 21,000 and 25,000 tons that is available in the years 1908-1919.
  • New Austro-Hungarian “Experimental Dreadnought II” variant  with a displacement between 23,000 and 27,000 tons that is available in the years 1910-1919.
  • New Russian “Dreadnought I” variant  with a displacement between 20,500 and 26,000 tons that is available in the years 1905-1915
  • New Russian “Dreadnought II” variant  with a displacement between 30,500 and 36,000 tons that is available in the years 1910-1927
  • New German “Dreadnought I” variant  with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
  • New German “Dreadnought I” variant  with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
  • New Japanese “Dreadnought I” variant  with a displacement between 18,500 and 25,000 tons that is available in the years 1905-1915.
  • New British “Dreadnought II” variant  with a displacement between 19,500 and 27,500 tons that is available in the years 1908-1915.
  • New French “Dreadnought II” variant  with a displacement between 20,800 and 29,500 tons that is available in the years 1908-1915.
  • New Italian “Dreadnought II” variant  with a displacement between 20,500 and 25,000 tons that is available in the years 1908-1915.
  • New German “Dreadnought II” variant  with a displacement between 23,500 and 27,500 tons that is available in the years 1908-1915.
  • New French “Dreadnought III” variant  with a displacement between 22,500 and 28,000 tons that is available in the years 1908-1915.
  • New British “Dreadnought III” variant  with a displacement between 21,000 and 29,500 tons that is available in the years 1910-1915.
  • New German “Dreadnought III” variant  with a displacement between 27,000 and 34,000 tons that is available in the years 1910-1926.
  • New British “Dreadnought IV” variant  with a displacement between 23,600 and 32,500 tons that is available in the years 1912-1915.
  • New Italian “Dreadnought IV” variant  with a displacement between 29,000 and 35,000 tons that is available in the years 1914-1926.
  • New French “Dreadnought IV” variant  with a displacement between 24,000 and 31,000 tons that is available in the years 1914-1926.
  • New French “Dreadnought V” variant  with a displacement between 32,000 and 39,500 tons that is available in the years 1916-1926.
  • - New *USA “Dreadnought III”* variant  with a displacement between 35,500 and 42,500 tons that is available in the years 1919-1927.
  • New British “Dreadnought V” variant  with a displacement between 25,500 and 35,500 tons that is available in the years 1914-1926.
  • New Russian/Spanish/Chinese “Experimental Dreadnought” variant  with a displacement between 25,500 and 30,500 tons that is available in the years 1914-1926.
  • New British “Dreadnought VI” variant  with a displacement between 33,000 and 45,000 tons that is available in the years 1916-1926.
  • New German “Dreadnought IV” variant  with a displacement between 44,000 and 57,000 tons that is available in the years 1919-1926.
  • New German “Dreadnought V” variant  with a displacement between 47,000 and 61,000 tons that is available in the years 1919-1926.
  • New French “Dreadnought VI” variant  with a displacement between 44,000 and 66,000 tons that is available in the years 1916-1926
  • New Italian “Dreadnought V” variant  with a displacement between 38,000 and 56,000 tons that is available in the years 1919-1926.

The game now includes over 318 Hull Variants of which 33 are highly detailed base models. All the ships of the game use over 1381 different ship parts and thousands of different weapons in various sizes and tech levels.

MAJOR NEW FEATURES

  • Customization of Beam / Draught: You can now adjust the width and height of the hull in the design options. These adjustments will greatly affect the hull characteristics and the performance of your designed ships.
  • New Components for AP/HE rounds ratio: Choose the distribution of AP and HE rounds between different settings for your main and secondary guns. You will no longer have indefinitely any type of AP or HE round but both will have their separate limit. 
  • New Components for AP/HE shell types: The type of the HE or AP shell can be now customized depending on technology. 

    The different HE shells span between the options: 
    HEI - High Explosive Incendiary Shell
    HCHE - High Capacity High Explosive Shell
    CNF - Nose Fuze Shell
    CP - Base Fuze Shell
    CPC - Common Pointed Capped
    CPBC - Common Pointed Ballistic Capped

    The varying AP shells are: 
    SAP - Semi Armor Piercing Shell
    SAPBC - Semi Armor Piercing Ballistic Cap Shell
    AP - Armor Piercing Shell
    APC - Armor Piercing Capped Shell
    APBC - Armor Piercing Ballistic Capped Shell
    Improved APBC - Armor Piercing Ballistic Capped Shell
     
  • New Battle Control Option “Avoid Ship”: By default it is enabled and allows the ships to automatically avoid other ships to prevent collision. You can now override this behavior individually for any of your ships, either for improving your swift maneuvers or for ramming the enemy…
  • New Battle Control Option “Ammo for Secondary Guns": You can now choose what type of ammo is used for your Secondary Guns, Auto, AP or HE.
  • Improved Shell Ballistics and Gun Aiming Mechanics: Following the various new options for AP and HE shells the shell ballistics now follow a much more characteristic trajectory depending on all their different physics variables. Additionally, the guns aim in a more realistic manner, firing salvoes depending on the target’s speed and angular velocity. For example, previously you would see shell salvoes to be mostly random in relation to the center of the target, but now salvoes are en mass fired forward, aft, in front or behind the target until the range is found and hits start to be achieved. This automatic procedure affects the base accuracy and now makes the firing more natural and expected depending on target distance.
  • Improved Ship Motion at Sea: Ship buoyancy mechanics are enriched to support the new Beam/Draught options. The interaction of ships with waves is now more characteristic depending on the weight offset, pitch/roll, beam/draught options chosen for their design.
  • Exponential speed limit for hulls: As ships reach a maximum speed barrier depending on the hull technology, then the engine weight needed to achieve a higher speed increases exponentially. Thus it will be much harder to design unrealistically fast ships with old hulls, something that a lot of players abused to make much faster ships than the AI to overwhelm it.

OTHER IMPROVEMENTS

  • Over penetration mechanics improvement: Overpenetration will now happen with more accurate conditions. Previously the unarmored ships would mostly overpenetrate, or the heavily armored almost never became overpenetrated.
  • Flooding mechanics improvement: Flooding from direct hits will now spread not only to adjacent sections but further beyond, depending on the height of water inside the flooded sections. This new feature addresses the previous unnatural survivability for smaller ships (especially the torpedo boats) which would become unsinkable until more sections were flooded from a direct hit. With this new feature, the torpedo and flooding protection schemes in the design options will be more than essential.
  • AP/HE different stats: When you hover on guns to see their info tooltip you will now see detailed and different statistics for AP/HE shell weights, damage, range, muzzle velocity, penetration and accuracy tables.
  • Crew scales with hull size and displacement: As you change displacement, beam/ draught the hull crew number will change accordingly. Previously the “Control Station” crew was not scaling.
  • Added instability/beam/draught values in battle UI: These are important design aspects, useful to know for any ship that participates in a battle.
  • Save file system improved: When a new game version requires it, obsolete save files will be discarded and new will be generated automatically. This will stop the confusion of players when the game would become broken due to incompatible saves (invalid designs, exceptions, floating guns etc.)
  • Ship weight/cost balances: Balanced the weight and cost for various parts and components, as it was needed for all the latest new features. 
  • Other balances: The “Dunnite” explosive charge is available in late tech years, new Radar Rangefinder III is now available and other minor improvements or balances for the ship design options.
  • Minor Visual Effects Improvement: You will notice a little better visual effects overall.
  • Graphical Interface Improvement: We have changed the graphical interface in various aspects of the game, in the campaign, battle stats, shipyard, menu etc. to be more pleasing to the eye. 
  • Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
     

BATTLE AI

  • The Battle AI is further improved to make decisions more promptly and effectively by using more algorithms. The result is an AI that will know better when to attack and defend and at which distance, always depending on the nation's personality.
  • Auto Targeting is influenced by the new AI algorithms and is more effective. Some older issues should become resolved, for example the over-prioritization of Transports.
  • Improved the AI decision making on switching shell type. You will notice that the ships will more successfully switch ammo depending on the armor and angle of the target.
  • AI auto-design algorithms enriched to support all the new features for Beam/Draught, new components. The ships created will be balanced in protection and firepower and thus more potent adversaries.

BUG FIXES

  • Several division movement bugs were fixed: Ships will not confuse so much as before in dense formations. Further fixes will come after feedback.
  • Fixed issue that caused the division ship leader to instantly switch position when receiving little damage, causing confusion to the formation.
  • Fixed bug that would cause ships of screen formation to immediately try to switch position at the start of battle, creating big confusion in the formation.
  • Fixed bugs that would cause the showing of inaccurate statistical data after battle.
  • Fixed some issues with barbettes that were not available in mount positions, while they should. This bug would cause issues in the auto-design which made it very difficult to find a proper barbette to place a gun.
  • Fixed old issue of inconsistent reverse engine damage.
  • Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
  • Minor text fixes.

*==============================* 

The war in Ukraine has affected our development team, but the majority is able to continue to work on the game. Some of our teammates cannot participate at the moment and we wish they will be strong and safe, to continue later when the situation allows it. 

Thank you for reading,

The Game-Labs Team

 

=============

Update: 7 (24/3/2022)

- Fixed, possibly fully, the notorious opposite VP bug.
- Fixed battles that did not load in some occasions when allied ships participated.
- Now Allied ships are fully controllable and will not cause formation errors.
- Fixed other campaign bugs.
- Fixed hulls issues that you reported. In particular, some texture errors due to bad sectioning of some models, and other minors.
- Improved further the part collider mechanics, for more accurate part placements.
- Improved further the Auto-Design.
- Fixed Campaign UI issues (text overflow).
- Improved the Ship Plan view (in shipyard mode).

 

=============

Update: 8 (26/3/2022)

- General bug fixing in campaign. Not all issues are solved. Please continue to report. Saves have been reset to prevent extra bugs.
- Further collider fine tuning. Saves of designs have been reset (they would cause bugs of floating guns, clipping guns etc.)
- Battle AI/Campaign AI improvements.
- Some hull fixes for issues that were reported.
- Further Auto design improvements.
- Some new armored cruiser variants for Russia/Germany/Austria replacing the previous.

=============

Update: 9 (26/3/2022)

- Fine tuning of auto-design for BC. AI Battlecruisers should focus more on speed, on average
- Fine tuning of targeting & shell dispersion.
- Penetration mechanics slight adjustments (you should more often see hits overriding ricochet/blocks to cause at least a partial pen).
- Campaign Auto-Resolve became more decisive for the victor.
- Some hull repairs (South Carolina towers/mounts fixes, Improved Von der Tann Crane Funnel to allow cross-fire via the boats etc.)

=============

Update: 10 (28/3/2022)

- Fixes/Improvements on various hulls. Save version was reset to prevent bugs on ongoing campaigns or previous saves.
- Fine tuning of targeting & shell dispersion.
- Fine tuning of Battle AI.
- 4x New Hulls.

 

=============

Update: 11 (30/3/2022)

- Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
- Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
- Fixed enemy ship models disappearing  in shipyard mode when re-starting a custom battle.
- Fixed some bugs of the UI in campaign and in Battle Stats.
- Fixed battles not ending after time expiration in campaign.
- Fixed Task Forces splitting ships when fighting against enemy ships coming from ports.
- Fixed Opposite VP bug of the campaign (definite fix).
- Fixed other issues of the campaign.
- Some small fixes in some hulls.
- Further auto-design improvement.
- Further Battle AI/Targeting improvement.
- Further Shell Dispersion improvement.

=============

Update: 12 (31/3/2022) 

- Fixed bugs of AI Task Forces which made them to be inactive vs other AI task forces. Now you will see a general more activity of fleets on the map.
- Auto-Design became even faster and more effective.
- Fixed issues of Targeting and shell dispersion.
- Other minor issues resolved.

=============

Update: 13 (1/4/2022) 

- Optimized Task Force logic and fixed all related bugs. Now Task Forces will be properly active across the map as you have never tested before
- Auto-Design further optimizations.
- Targeting/ Shell Dispersion optimizations.
- Fixed bug that caused torpedoes to pass beneath ships.
- Other minor issues resolved.

=============

Update: 14 (6/4/2022) 

- Fixed collision problems in battles of campaign (Torpedoes, ramming, hitbox offsets etc.). There is a known issue still, which can cause offset of shell splashes in campaign only. We will investigate and fix that too. 
- Fixed Torpedo warnings that could not appear in battles where allies participated. If warnings still can not appear, it may be due to an UI offset bug, that we must know if it happens to fix it.
- Fixed formation stalling due to division leader slow speed.
- Fixed remaining opposite VP bug in campaign.
- Improvements in fleet generation. Starting a new campaign will now require much less waiting time. More improvements will follow to create more designs.
- Improved Targeting & Aiming. You will notice a very sharp auto-target switch to nearby targets and an overall more effective aiming of guns.
- Various auto-design optimizations, making AI ships focusing on survivability as needed.
- Other minor fixes/improvements.

=============

Update: 15 (8/4/2022) 

- Fixed remaining UI offset issues in campaign. Please report if you anticipate them again.
- Fixed wave motion of ships, which temporarily were not working properly (pitch, roll, list due to flooding etc.)
- Fixes in Auto-Design. It should be much faster now overall.
- Other minor bug fixes.

=============

Update: 16 (9/4/2022) 

- Improved ship motion at sea.
- Fixed bug that could cause port strike missions to damage the port even if the defender has won.
- Other minor fixes/improvements.

=============

Update: 17 (9/4/2022) Available

- Further improvement of Ship motion at sea.
- Acceleration now has an extra dependency from ship speed, that realistically makes it to increase proportionally. This helps ships from becoming stalled after decelerating to very small speeds.
- Further shell dispersion improvement.
- Damage model improved so that full penetrations have a much more distinct impact when achieved. This change will balance out the role of AP/HE rounds.

=============

Update: 18 (12/4/2022) Pre-Release

- Increased Starting funds in campaign when you build your own fleet (They were too low, as many players said).
- Increased the money of AI for the harder difficulty levels.
- Fixed the too accurate 9-inch gun as per feedback.
- Improved further the ship motion at sea.
- AI auto-design further improvements.
- Battle AI became more capable in holding an effective firing line while moving.
- The Damage model received more improvements as a balance for the new AP/HE options. The difference of penetration and damage  between all the different shell types will be more distinct. HE will do more cumulative damage (before the HE shells more often caused zero damage and ignited fires) but the AP full penetrations will have a distinct larger effect.
- Other minor fixes.

 

Please note that the release must delay for the following:
- We need to fix an occasional freeze issue which happens during the process of Auto-Design. This freeze usually happens at the first gameplay session and is not causing crash unless the player keeps pressing buttons during the waiting.

- Additionally, we need to fix a reported issue with aiming which can interrupt shooting in very rare cases.

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Just now, Nick Thomadis said:

There is no such name for a tower. Can you show or be more specific about the problem?

Hull: German Super Battleship II(the biggest one), Secondary tower: Advanced Tower with Funnel IV(the newest one)

There are several funnel spot from this tower, but none of the German Funnels (this hull only allows Uber funnel 5,6,7,8) could be mounted.

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3 minutes ago, MyTeitoku said:

Hull: German Super Battleship II(the biggest one), Secondary tower: Advanced Tower with Funnel IV(the newest one)

There are several funnel spot from this tower, but none of the German Funnels (this hull only allows Uber funnel 5,6,7,8) could be mounted.

Thank you, it will be fixed in a while.

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38 minutes ago, Nick Thomadis said:

Thank you, it will be fixed in a while.

Oh I see what's wrong here. Looks like none of the "Advanced Tower with Funnel 1,2,3,4,5" has tunnel positions on them. Let's say you use the Austrian "Super Battleship"(the biggest hull) and use secondary tower: "Advanced Tower with Funnel 4,5" and you will see none of the funnel could be mounted either. 

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None of the towers fit onto American Light Cruiser III, even on maximum beem. They all overhang.

This is because they are being forced to be placed onto the raised gun-deck. None of them can be placed onto the main deck.

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Nick, have you noticed my message from the previous thread topic? I was mentioned about the dockyard sizes, I was thinking if we could have a new dockyard model that's bigger than the rest of other dockyards in terms of ship sizes. If possible, I mentioned about giant battleships that has blueprint drawings in it but never produced, however I found two of them from Google, such as Japan's 500,000 ton battleship and Germany's H-45 battleship. If we build those giant warships in the game, for example if I build a giant battleship and I have a fleet, it must be protected and if the enemy builds giant battleship but I have a large fleet, it must be destroyed

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15 minutes ago, IsmaelMolina2021 said:

Nick, have you noticed my message from the previous thread topic? I was mentioned about the dockyard sizes, I was thinking if we could have a new dockyard model that's bigger than the rest of other dockyards in terms of ship sizes. If possible, I mentioned about giant battleships that has blueprint drawings in it but never produced, however I found two of them from Google, such as Japan's 500,000 ton battleship and Germany's H-45 battleship. If we build those giant warships in the game, for example if I build a giant battleship and I have a fleet, it must be protected and if the enemy builds giant battleship but I have a large fleet, it must be destroyed

It will be done, it is pending.

A hotfix has been uploaded which repairs the ship part collider system (which created funnel placement errors, auto-design delays etc. in various parts)

You need to restart Steam to get it.

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8 minutes ago, Nick Thomadis said:

It will be done, it is pending.

A hotfix has been uploaded which repairs the ship part collider system (which created funnel placement errors, auto-design delays etc. in various parts)

You need to restart Steam to get it.

Thank you Nick

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I would like to request that the barbets on all towers like pic related be raised so that 5" guns can shoot over eachother in tripple stacks.
As it stands, if using Sperfireing Barbet (very small), you can ALMOST make an Atlanta-class style Light Cruiser. Alternatively, please give us Atlanta-style superstructure options soon.

screen_1920x1080_2022-03-23_21-51-31.png

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2 hours ago, IsmaelMolina2021 said:

Nick, have you noticed my message from the previous thread topic? I was mentioned about the dockyard sizes, I was thinking if we could have a new dockyard model that's bigger than the rest of other dockyards in terms of ship sizes. If possible, I mentioned about giant battleships that has blueprint drawings in it but never produced, however I found two of them from Google, such as Japan's 500,000 ton battleship and Germany's H-45 battleship. If we build those giant warships in the game, for example if I build a giant battleship and I have a fleet, it must be protected and if the enemy builds giant battleship but I have a large fleet, it must be destroyed

The half a million ton Japanese BB was outright madness.  Any larger then we already can go would be simply beyond a historical.  Please, no.

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1 hour ago, slightlytreasonous said:

The half a million ton Japanese BB was outright madness.  Any larger then we already can go would be simply beyond a historical.  Please, no.

That ship probably sailed long ago. I just hope we get more realistic systems to make these ships only appear in custom battles.

Edited by ColonelHenry
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A lot of retread hulls, but thats fine, there are several new from whole cloth as well, though those particularly need some tweeking or fixing i'm finding. The dreadnought era is pretty nicely filled out now, with a few exceptions. Still nothing between south carolina up to and including the line of standard battleships for the US. here's a couple of designs Ive cooked up so far for some new brit and german hulls (1910)

?imw=5000&imh=5000&ima=fit&impolicy=Lett

one of the few towers that fits relatively well on that for bow area.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

like the new german gun models. The stats on the new german main towers seem very weak compared to other nations.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

right in the nose there are holes for casemates but you cant place any there. A streched version of this hull has holes in the model you can see through. The weak tower stats cause unavoidable smoke interference, even with the most conservative setup. A common problem on early battlecruisers in game actually.

 

The lowest i can get is an 8.8 flash fire chance on these ships though, and in practice its more like 88%. Facing these ships off against each other resulted in some of the shortest matches with the most abrupt ends, a single 12 inch shell hitting 12 inches of belt resulting in a 1 shot kill magazine detonation 4 out of 5 times. none of the above designs were sunk any other way out of about 15 matches I played with them, it didn't used to be like this. The non tube powder and non TNT explosives need major reductions to their volatility.

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As far as the new 1.0.5b patches:

In campaign mode, some battles get stuck loading now. (Only battles with allies so far.) I can quit, relaunch, and do the mission with auto-resolve to work around it. Anybody else see this?

Also, noticing the AI missing some shots because their torpedo launchers aren't rotating to point at their targets. Their target is me, so I don't mind, really, but it's not fair. 😉

Not specific to this patch:

In the UI nitpicking department, I can 't click on a port to access/move ships if somebody else's fleet is in the way. Also, I sometimes accidentally right click on a target ship while hovering over it, which causes my ships to go through the rangefinding/aiming process: would it be possible to ignore this if the new target is the same as the old one?

Edit: The new version fixes so many bugs from last weeks release I'm a little shocked. Thank you so much for all your work!

Edited by Dave P.
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3 hours ago, Dave P. said:

As far as the new 1.0.5b patches:

In campaign mode, some battles get stuck loading now. (Only battles with allies so far.) I can quit, relaunch, and do the mission with auto-resolve to work around it. Anybody else see this?

Also, noticing the AI missing some shots because their torpedo launchers aren't rotating to point at their targets. Their target is me, so I don't mind, really, but it's not fair. 😉

Not specific to this patch:

In the UI nitpicking department, I can 't click on a port to access/move ships if somebody else's fleet is in the way. Also, I sometimes accidentally right click on a target ship while hovering over it, which causes my ships to go through the rangefinding/aiming process: would it be possible to ignore this if the new target is the same as the old one?

Edit: The new version fixes so many bugs from last weeks release I'm a little shocked. Thank you so much for all your work!

Just wanted to second this.  Both myself and my friend are having this problem.  I have not been able to quit though, my friend has, and have had to Stop the game through Steam and relaunch it.  If it's helpful it seems to get stuck on the "loading Division of CA Spalato" (in my case the Spalato is a ship belonging to the enemy)

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6 hours ago, ColonelHenry said:

That ship probably sailed long ago. I just hope we get more realistic systems to make these ships only appear in custom battles.

I agree with you. Nick and I meant to make giant ships with realistic systems for custom battle mode only

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