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>>> Beta 1.09 Feedback (Released)<<<


Nick Thomadis

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20 hours ago, SpardaSon21 said:

Doesn't really matter IMO.  Fuel is far too expensive compared to the base cost of the ship.  Again, filling up an Iowa costs $6 million USD in today's dollars, but in 1936 that would have been roughly $291k, or 0.291% of the total build cost of $100 million dollars.

A quick check of prices suggests that $3707 is roughly how much it would have cost to refuel in 1936.

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I have noticed  a handful of bugs in the latest beta patch. Two extremely annoying ones that stick out are a bug against an early Austro-Hungarian hull (I don't know which one typically later 1890s or early to mid 1900s) and American fleets likes to rematerialize after attempting to scrap them leading to the USA having 90 some battleships and collapsing their economy peacetime. Is there anyway to fix these that anybody knows of? Also keep up the great work even with the negativity. People seem to forget these are early public beta patches, designed to be tested by the community. Not played as it were the full update. I have copies of the American save if you would like to track down this bug specifically devs?

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Please restart Steam to receive the following update!

Beta Update 3 (19/10/2022)

- Fixed multiple pathfinding problems at the map edges and in Gibraltar region. Please report if you have any more map movement issues.
- Fixed the remainder of the turret rotation bug. Turrets should now also follow the hull's listing.
- Fixed some issues with mission mechanics, that could cause inactivity.
- Technology speed up as per feedback.
- Flaws can be overcome with more consistency after multiple refits.
- Balances in Fuel/Ammo replenishment costs.
- Balanced the map movement speed further.
- Fixed problems that could cause auto-design delays and campaign turn delays (It is advised to start a new campaign if turns become awfully slow).
- Fixed operational range slider bug which made it to jitter.

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10 minutes ago, Nick Thomadis said:

Please restart Steam to receive the following update!

Beta Update 3 (19/10/2022)

- Fixed multiple pathfinding problems at the map edges and in Gibraltar region. Please report if you have any more map movement issues.
- Fixed the remainder of the turret rotation bug. Turrets should now also follow the hull's listing.
- Fixed some issues with mission mechanics, that could cause inactivity.
- Technology speed up as per feedback.
- Flaws can be overcome with more consistency after multiple refits.
- Balances in Fuel/Ammo replenishment costs.
- Balanced the map movement speed further.
- Fixed problems that could cause auto-design delays and campaign turn delays (It is advised to start a new campaign if turns become awfully slow).
- Fixed operational range slider bug which made it to jitter.

Appreciate your efforts.  Don't get down by the few people hammering you.  We do appreciate you.

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It looks like fuel availability is calculated by distance to home port, rather than distance to nearest friendly port, causing ships to have "low fuel" with more than half of their fuel reserve remaining.

Also I have to believe in a naval battle captains would be using whatever fuel is needed to survive the attack and/or kill the enemy, rather than reducing speed to 5km to have an easier ride home.

 

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9 hours ago, Nagato said:

 

As i mentioned before submarine combat is automated, its not fun at all. Its nice that they are in game but whats the point if you cant design your own, or control like you control surface ships.

Minelayers - minehunters should be separate ships instead putting all into destroyer. As well introduction of frigates, escort frigates, etc. Starting in 1920 enemy fleets are far larger then mine, playing with Japan, my starting fleet was some 20 ships, every AI nation had over 70. I don't mind other nations having more, but increasing more funds would be nice. Heck my starting fleet was some two battleships, and five battlecruisers (one which i lost early), i did manage to hold my own because despite been in war with Russia, US, France and Spain, i was only attacked by Russian navy, which most was in Vladivostok, hell, Russian pacfic fleet in this game was twice the size of my own fleet. But biggest issue is the wait between turns. Algoritms are to slow. It should go faster.

Please no. Answer to useless and funless feature bloat is not making even more but taking a step back.

This game really did not gained anything meaningful with mines and subs, features like fuel and flaws are actively hampering not only fun but also further development for basically no gain, and things like barrel lenght are so problematic to balance after months of active tries they should be toned down (also note months of developing this one feature without much success while guns bigger than 380 mm are still basically unusable which was not adressed at all).

Edited by Vanhal
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Ran into an issue where my turrets are locked to one side or where all turrets (Main Guns and Secondaries) are pointing in different directions and won't traverse to the direction of the target to fire, same thing happens to the casemates as well. 

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Completely unplayable after that update. 10 battles were I never even saw an enemy ship because auto retreat is now hard coded into the AI worse than it ever has been. finally got a doom stack battle were they actually didn't run, and none of my turrets would rotate at all after they aimed an fired once. These are ships that are undamaged and on a strait forward heading. ~1910 spanish campaign.

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There are a lot of problems, but I'll probably highlight one for now.

Inconsistent repair of ships. After receiving damage on mines and in battles, I return the task force to my port. There are some undamaged ships in the group. They also get up for repair(?), repair progress is zero for several turns. The fact is that there is nothing to fix in these ships. They remain in perpetual repair and have to be scrapped, nothing more can be done with them.

On the other hand, damaged ships are being repaired. However, some of them are not completely repaired. They don't want to get up for repairs, although they have 80% hull strength. They can be fully repaired, but only if they receive more damage in battle and return to port themselves.

It seems that AI is subject to the same problem, I see a huge number of damaged ships in battles.

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Can confirm, i'm having issues with guns refusing to turn. I built a simple 1910 battlecruiser 3 with 2 twin superfiring turrets fore and same aft, but during the first battle only the forward turrets turned while the aft turrets were stuck at an angle. Same thing happened to the AI BB that i was facing and to my light cruiser, which was a simple light cruiser 3 with a bunch of 4.9" single turrets all over the place.

Both of these kinds of ships worked fine before the update as they've been my go-to ever since patch 1.08.

Also there seems to be something weird with movement speed across the map: as japan i declared war on the russians hoping to kill their pacific fleet during the first turns before they could reinforce, but apparently their entire fleet made it from the baltic to vladivostok in a single turn and started blockading me. While i'm no 20th century navigator, i feel that it takes longer than a single month to do a journey that long with half a dozen of battleships and with dozens of smaller ships (including torpedo boats!). And i also feel that it would be rather hard to keep up a blockade with such a big amount of warships that are at least double what their supply port can support. 
 

On a brighter side, on update 2 i had an issue with divisions not correctly respecting the division speed and bumping into each other, but that appears to be fixed.

Edit: i've attached an image of one of my light cruisers in another battle with a russian CL. As you can see it has a 10x 4.9" broadside, but only 2 guns (in green) are firing and tracking while the other 8 (in red) decided to get stuck at weird angles and aren't contributing.CL.thumb.jpg.bbc8d61ae9b363b82e4168b9f70aa526.jpg

Edited by Aurora
attached image of stuck turrets bug
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3 hours ago, spinaker said:

After the update, there were many cases when guns do not fire while in the eternal "angle". Rearranging the artillery at the shipyard does not help.image.thumb.jpeg.5b81c643f83c80038d7efe968563f195.jpeg

Agree, there is lots of problems with angling, in one game, my battlecruiser shows full broadside only four turrets were engaged fifth turned in opposite direction and do not do nothing, on smaller cruisers especially, only one main gun working rest decide to go on strike. This didnt happen before, it started with this update.

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3 hours ago, spinaker said:

After the update, there were many cases when guns do not fire while in the eternal "angle". Rearranging the artillery at the shipyard does not help.image.thumb.jpeg.5b81c643f83c80038d7efe968563f195.jpeg

YES !!!

VIDEO

Research rates for engines and guns are still very low.

Edited by Max Sin
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I have also encountered the turret not rotating bug. It seams to be very common and effect the majority of guns in battle. It also happens fast as all turrets could rotate when fhighting one enemy ship and 75% of all guns could stop working when fhighting the next enemy. I have also notice that casemate guns do not rotate at all in battle making pre-dreadnought era even harder as most secendary guns are casemates which no longer works. I would say the gun rotationtion bug is a gamebreaking bug and should be fixed quickly.

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8 minutes ago, ZorinW said:

Btw, can anyone think of a single new feature that has been introduced in 1.09 that has anything to do with the formation keeping ability? 

I can't and that has me very worried about the state of the overall coding of this game. 

There were a problem fix in beta uppdate 2 which hade to do with formations.

On 10/14/2022 at 9:43 PM, Nick Thomadis said:

Beta Update 2 (18/10/2022)

 

- Fixed problem in ship evasion which caused ships in line formation to stall often.

The problem it was trying to fix was that certain ship in formations hade their speed dropped to 0 and then regain its speed breaking formations. it is possable this that has caused the ship from behined in formation to try to overtake the ship in front in the formation which aslo breaks formations.

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I think it has already been reported, but there is a very weird bug concerning collateral damage.

Say a ship A is fighting two ships, B and C. At a given range, A aims at B with a 2% hit probability. Shells behave accordingly. However, should B (at the very same range) get between A and C, and A's aim change to C, A will suddenly snipe B and land every other shot. Suddenly B, which previously had a 2% hit chance, now becomes a shell magnet and will be destroyed very quickly. Note that this doesn't happen if A aims directly at B; it has to aim at the furthermost ship.

Very weird bug, but impacts large battles too much to be ignored.

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Devs should definitly take a look at problem with turns. Once it came to "building ships" it freeze and dont move at all. usually either it crash or must go to main menu and then re-enter again. Its quite annoying because it happens all the time. Before it was less but still present (since this problem was never fully fixed) but now is terrible. It take to long for ai to sort trough ai countries and then when it came to ship building it stops. Most of the times.

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4 hours ago, Eirchirfir said:

I have also encountered the turret not rotating bug.

As have I. 360° turrets seem immune but all others are susceptible and the smaller the fire arc the more likely it is. I’ve also seen the AI experience the same issue. If I had to guess when turrets traverse to their limit the game tells the turret to stop rotating but never tells it that it’s allowed to rotate again.

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