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Upcoming v1.10 news (Update: 20/12/2022)


Nick Thomadis

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Hello Admirals,

We are now finalizing the content of the next major update of Ultimate Admiral: Dreadnoughts. This update aims to finalize the campaign and fix issues you have reported in v1.09. Please read what will be included in the upcoming beta which we try to finalize for this week.

–== Ultimate Admiral: Dreadnoughts v1.1 Major Update ==--

MAJOR NEW FEATURES

  • Shared Designs: This is a feature we wanted to make from the start, but because it would break many times during the development process, we decided to postpone it until now. You can now design ships in the special “Shared Designs” interface which you can find in the main menu. Those designs are then available for the AI auto-design in campaigns or as shareable ships  in Custom Battles.

    With this new system you can create very effective ship designs that the AI opponents may use randomly or always and this can greatly speed up the campaign fleet  generation. The default option is “Selective” which makes the AI use those designs when it fails to produce a valid ship within a few tries. “Always” makes the AI choose those designs in priority. You can also select to not use at all those designs. 

    This new feature also allows you to share the designs you make with your friends as each ship is stored in a separate file which you can copy/paste in the “Shared Designs” folder.
     
  • Improved Fire Control: Now the ships can effectively target multiple targets from both sides of the ship with the same weapon group. Previously each weapon group, for example secondary guns of 3-inch caliber, could only lock into one target and so if another target was approaching from the other side, the 3-inch guns would switch to this target and stop firing at the previous one, creating a very abusive situation against battleships which could not utilize fully their multiple secondary guns against destroyers that surrounded them. With this new feature, which was one of the oldest and most requested from the players, the fire control should be much more effective and realistic.
     
  • Task Force limit: The Task Forces can now have a specific number of ships depending on the commanding level that is researched in campaign. The commanding level increases the maximum crew that can be commanded in a Task Force and is researchable in “Naval Communications”. Basically this new feature does what it was requested for several months, it brings a realistic balance on the amount of ships that can consist of a fleet, preventing the AI and player to mass all ships into a single task force. Additionally it does not allow to create a group of dozens of large battleships and win every AI fleet that comes near. The new limit simulates a realistic aspect of naval warfare that makes a naval task force able to cover a specific area with a limit of ships and the nearby area with another group.

MAJOR CAMPAIGN FEATURES

  • New Provinces and different initial settings: The map has been enriched with several new provinces. Additionally, the initial controllers of those provinces are different according to the year you start the campaign, based on historical facts. Austria-Hungary remains as a major nation after 1920 supposing that it was not dissolved fully but it functioned as a buffer state against Italy which was very dissatisfied from her World War I gains. Unrest levels and economy are also varying according to the starting year of the campaign as well as the government.
     
  • Government mechanics: Now each nation has a different government depending on historical facts. The base governments are “Absolute Monarchy”, “Constitutional Monarchy” and “Democracy”. Constitutional Monarchy and Democracy have a parliament, elections and five different parties: Nationalists, Right Wing, Center, Left Wing, Communists.

    According to the government that rules the nation, different modifiers apply affecting the GDP growth, province income, naval funds, land army power and unrest.  The flags of the Major Nations change depending on their governments, for example, when Nationalists win the elections in Germany, the Nazi flag is used. 

    Constitutional Monarchy is a special type of government which filters out the effects of the different parties that win the election every 4 years. Both types of Monarchy are abolished when there is a revolution and democracy becomes established.
     
  • New diplomacy options: The player can now interact with the other major nations more by using five different options: Improve Relations, Increase Tension, Cancel Alliance, Peace Treaty, Naval Invasion. Each option becomes available according to the situation. “Improve Relations” and “Increase Tension” appear  for a nation that is not at war with you. “Cancel Alliance” may appear when the nation is allied for more than a year and the alliance is not involved in a war. “Peace Treaty” appears when during war a peace treaty event triggers but negotiations fail. The “Naval Invasion” appears when you place a fleet of more than 100,000 tons in a sea region of an enemy major nation..

    All those options except “Naval Invasion” have a chance to succeed as you do not take the decision  but try to influence the government for the respective action and the AI can also use them against you or other nations.
     
  • Land Conquering: When a war starts then if the enemies border each other, there is a chance that the strongest nation in the military (According to the size of army, naval force and economy) chooses to initiate a major offensive. You see on the map the attack direction towards the neighboring province and each turn battles occur which may increase the advance for the attacker by a proportion. If the attacker advances 100% towards the defender’s province, the province is immediately conquered. If the advance stalls below 25% for many turns, the defender repels the attacker and the offensive stops. If a peace treaty is signed the value of the province is reduced according to the advance of the attacker and so it can be gained as a war reparation more easily.
     
  • Naval Invasions against major nations: As mentioned above, players can fully control when they want to make a naval invasion against a major enemy. All they have to do is mass a large number of Naval Task Forces in the sea region and choose the action “Naval Invasion” in the Politics. In the next turn a “Naval Invasion” mission instance is created where you must place ships inside in order to support the naval invasion. The naval invasion triggers land battles each turn if you have some ships to transfer troops. Eventually, after some turns, the invasion may end in a failure or succeed and the province becomes yours. Naval Invasion can be ordered similarly by AI opponents.
     
  • Land Battles and Logistics: Land battles generate losses for any involved side which are reducing the home population. Allied nations (Major or small) will participate in the battles depending on their distance from the battle and their naval power. As battles happen in the defender’s province, the economy of this province becomes damaged accordingly. The Logistics factor greatly affects the efficiency of the armies and is dependent on the transport capacity and naval power of the nation. When a nation loses its naval power, then its land armies become significantly weaker.
     
  • Conquering of smaller nations: During peacetime, special events can trigger missions against other smaller nations where your land armies attack automatically or you have to send a fleet to begin a naval invasion with the mechanics described above.
     
  • Rebellions: When unrest rises a lot for a major nation then provinces may revolt especially the distant colonies. Your fleet may support the defense in special missions where you must send a fleet in the highlighted radius. Similar rebellions happen for the non-playable nations, for example the Ottoman Empire may lose a lot of her provinces due to rebellions.
     
  • Alliance & Ship trade with smaller nations: The smaller nations may sign a special alliance agreement with Major nations which positively affects the economy of the major nation, and allows the trade of warships. The major nation can sell warships to the smaller nations upon their requests. When you accept a sales order then the requested ships are automatically added to the building queue with a payment in advance and the rest of the profit is received when they are completed. 

    The sold ships can be ceased if needed during their construction but this can negatively affect the relations with the small nation which may result in the alliance ending. The sold ships are added to the fleet of the small nation and during war they can aid their allies in their vicinity. For example, you or the AI can sell ships to Greece and Greece’s ships will participate in naval battles for her allies.
     
  • Shipbuilding capacity: The port capacity of the home provinces affects the size of domestic shipyards and their capability to support the construction of warships. The larger the home port capacity the larger is the shipbuilding capacity of a nation. When the shipbuilding capacity becomes exceeded due to simultaneous building of many ships, then the construction rate decreases resulting in severe production delays and increased construction costs. 

    In that case, it is advised to at least suspend the construction of some ships to speed up the building of the rest of the warships.

    In a few words, you will no longer be able to build infinite ships of a certain limited tonnage but the production capability will be dependent on the port capacity of your home provinces in a given maximum tonnage. If the port capacity becomes damaged during a war, then you will notice a major deterioration in the shipbuilding capability for your nation for the following years.
     
  • Oil resources: The game now simulates the importance of oil resources as they gradually become discovered in the 20th century based on historical facts and random situations. Oil resources boost the economy of the nation that has them in various ways and also affect the fuel dependency of the fleets. If a nation has not a direct access to oil resources then ships with oil fuel are significantly more expensive to maintain and the fuel takes longer to replenish. On the contrary, nations with oil resources that are at a high level depending on the population needs, will notice a significant boost in fuel replenishment rate and the ability of their fleets to operate in distant waters becomes increased.

    Oil discovery events notify where oil is found and on the map there is a special icon which highlights the oil production provinces. Barren provinces of the middle east will become very rich and important when oil becomes discovered in their soil. 
     
  • (WIP) Canals/Channels finalization: In the previous update we introduced the Kiel canal and its limited functionality. Now all the  major canals and strategic straits are available and will allow passage only to allies. For example, the Dardanelles and Bosporus straits belonging to the Ottoman Empire will not allow trespassing of enemies of a major nation that is allied with. Other major nations may order a naval invasion simulating the Gallipoli campaign in order to seize those straits.

16x NEW HULLS
The famous American Ship “USS Maine” whose destruction was one of the major reasons that caused the Spanish-American war of 1898 is now offered as a detailed model in the game. It is available for the USA as a “Coastal Defense Ship”  from 1890 till 1898 with a displacement between 6,100 and 8,500 tons. In addition, the following new variant hulls of early technology are now available:

  • “Turret Ship” for China from 1890 till 1905 with a displacement between 5,500 and 7,500 tons, a ship which resembles the ironclad battleships of the Beiyang Fleet.
  • “Experimental Turret Ship” for China from 1890 till 1905 with a displacement between 5,750 and 8,200 tons, a ship which supports many turret guns but is very vulnerable and slow.
  • “Coastal Defense Ship” for China from 1890 till 1894 with a displacement between 3,200 and 4,200 tons.
  • “Coastal Defense Ship” for Germany and Austria from 1890 till 1894 with a displacement between 3,500 and 4,500 tons.
  • “Armored Cruiser II” for Austria from 1890 till 1907 with a displacement between 3,500 and 10,500 tons.
  • Armored Cruiser III” for Austria from 1890 till 1897 with a displacement between 5,000 and 7,500 tons.
  • “Turret Cruiser” for Russia and Spain from 1890 till 1907 with a displacement between 5,000 and 7,500 tons.
  • “Armored Cruiser II” for Spain from 1890 till 1907 with a displacement between 7,500 and 11,000 tons.
  • “Medium Cruiser” for China  from 1896 till 1921 with a displacement between 7,500 and 9,500 tons.
  • “Small Torpedo Cruiser” for France and Russia  from 1890 till 1893 with a displacement between 850 and 1,500 tons.
  • “Torpedo Cruiser” for Germany, France and Russia  from 1890 till 1893 with a displacement between 1,000 and 2,000 tons.
  • “Torpedo Cruiser” for the USA, Britain, Japan, Spain, China and Italy from 1890 till 1893 with a displacement between 1,000 and 2,000 tons.
  • Gunboat” for the USA, Russia and Spain from 1890 till 1893 with a displacement between 1,000 and 2,000 tons.
  • “Small Semi-Dreadnought” for China and Spain from 1905 till 1916 with a displacement between 9,500 and 11,500 tons.
  • “Small Semi-Dreadnought” for Italy from 1899 till 1908 with a displacement between 12,500 and 15,500 tons.

NEW GUNS
The following different looking guns are added:

  • New Mark-1 guns for calibers 2-inch up to 13-inch for the USA.
  • New Mark-2 and Mark-3 guns for calibers 2-inch up to 9-inch for the USA.
  • New Mark-1 guns for calibers 2-inch up to 13-inch for China.
  • New Mark-2 guns for calibers 2-inch up to 9-inch for China.

NEW NAVAL ACADEMY MISSION

  • A different fate”: Design a ship similar to USS Maine and defend against a force of more modern Spanish warships.

*FIXES, BALANCES & MINOR ADDITIONS*

  • Fixed several issues which could cause turn lags or crashes in the campaign.
  • Fixed problems that could cause too much depletion of ammo / fuel in battles involving submarines.
  • Fixed supply of ships being too scarce in large voyages away from ports.
  • Fixed minefield damage being too much on some occasions. 
  • Reworked tension mechanics to work more subtly.
  • Fixed some ship targeting issues (mainly with the new Fire Control improvements).
  • Overall improvement on Battle AI and Campaign AI.
  •  Fixed ship stalling caused by problems of evasion and formation logic.
  • Minor fixes on some hulls.
  • Added more new parts: funnels/towers for several early tech ships.
  • Various other minor fixes, improvements and optimizations.

============================== 

The update will be offered first in the beta branch, with the known process, so that you are able to enjoy it while we find and fix its remaining bugs. We will let you know soon when it becomes available. Thank you for reading!

The Game Labs Team

 

======

UPDATE: 19/12/2022

Hello all, there is an update on our current progress.

The changelog has been finalized with the following additions:

NEW NAVAL ACADEMY MISSION

- “A different fate”: Design a ship similar to USS Maine and defend against a force of more modern Spanish warships.

FIXES, BALANCES & MINOR ADDITIONS

- Fixed several issues which could cause turn lags or crashes in the campaign.
- Fixed problems that could cause too much depletion of ammo / fuel in battles involving submarines.
- Fixed supply of ships being too scarce in large voyages away from ports.
- Fixed minefield damage being too much on some occasions. 
- Reworked tension mechanics to work more subtly.
- Fixed some ship targeting issues (mainly with the new Fire Control improvements).
- Overall improvement on Battle AI and Campaign AI.
- Fixed ship stalling caused by problems of evasion and formation logic.
- Minor fixes on some hulls.
- Added more new parts: funnels/towers for several early tech ships.
- Various other minor fixes, improvements and optimizations.

=======

Update 20/12/2022

Hello again all,

There has been a great effort to make available the beta today, but there is a persistent critical bug of the campaign that must be fixed first, before providing the beta build. We are sorry for this short delay, but it seems we will only be able to fix tomorrow. 

Thank you for your patience.

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It all sounds really cool, however...I think you already know A LOT about bugs, so I'll tell you about another important thing that I didn't see here.

Clashes of TF. I have already written many times about how I cannot catch an opponent in the Suez Canal for ten turns. At the same time, we are moving towards each other. Every turn we find ourselves at the opposite end of the channel, but we can't engage in battle. This is just the most stupid example.

Now I'm playing a new campaign for SPain. I have a second war going on with the US. In the first war they had a doomfleet and I was able to catch it on the seventh turn, we both ran out of fuel before battle (1890) and it was a long battle. So, in this second war, the US has 48 TF and 200+ ships. It is the sixth turn of the war,  and there has not been a single battle so far. Yes, this time we have the Suez and Panama Canals, Gibraltar and a dozen other places where my TF are trying to catch the enemy. I also have ships in ports. My TF are trying to move behind the enemy, towards them, just standing there. Not a single battle in six turns.

It really spoils the game for me. I just can't fight. It's wasting time. At the same time, collisions with submarines work flawlessly (yes, there are other problems here, but the battles shooting at sea may begin at least). This problem will not go away with the introduction of the channel system. I just want to be able to fight. Thanks to the mines, all my TF now include DDs (3-4 per capital ship), so this is not a reconnaissance problem.

If TF collisions work fine, it will be much easier for me to perceive all the other bugs. Besides, if the enemy is a threat to me (since they now have Shared Designs), I want it to work. Strategy will be important now, I won't be able to attack the ships I built with weak forces.

P.S. It would be great to have more hulls for the US (standards).

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Player controlled diplomacy is very nice to hear about. 

Shared Designs: This is a feature we wanted to make from the start, but because it would break many times during the development process, we decided to postpone it until now. You can now design ships in the special “Shared Designs” interface which you can find in the main menu. Those designs are then available for the AI auto-design in campaigns or as shareable ships  in Custom Battles.

What does this mean in terms of the prospect for changes to ship design going forward? i.e. should we assume that the ship designs will all be backwards compatible [and the ship designer is feature-locked? 


_____________________

Naval Invasions against major nations: As mentioned above, players can fully control when they want to make a naval invasion against a major enemy. All they have to do is mass a large number of Naval Task Forces in the sea region and choose the action “Naval Invasion” in the Politics. In the next turn a “Naval Invasion” mission instance is created where you must place ships inside in order to support the naval invasion. The naval invasion triggers land battles each turn if you have some ships to transfer troops. Eventually, after some turns, the invasion may end in a failure or succeed and the province becomes yours. Naval Invasion can be ordered similarly by AI opponents.

___________________

Mission instance? What do you mean by this? Is it like a ring on the campaign map that you need to move your task forces into in the turn after naval invasion is selected, or do you mean that a naval battle will spawn which involves you moving ships towards a physical coastline? Can you or an enemy fleet move into the same sea zone and intercept the ships to foil the invasion?

If you're putting a ring on the campaign map for initiating a naval invasion I and a bunch of other people would probably love it if a similar thing was made available for other missions such as intercepting enemy fleets on the sea or convoys. Any RNG should be known to the player at least as long as the game is in beta. I've had mixed and frustrating success trying to consistently initiate battles with enemy fleets. Like If I am china or japan trying to force a battle with a french or british fleet coming from suez, I camp the straights of java with a fleet and they sail right through my zone and into their port, and I waste a ton of fuel. Is it bugged? Did I do it wrong? Are my ships too slow? I have no way of knowing. 

I don't want to be the one who hurls abuse at the developers, but t
he last two updates were characterized by the addition of campaign mechanics that were buggy and/or opaque from the perspective of the player. 

Something being opaque and working oddly is the worst combination because you're never sure if 1. you're doing it wrong 2. it's working as designed but is poorly designed 3. it's not working as intended [bug] 

When it comes to naval invasions, I am not super fond of the idea of whether an invasion fails or succeeds being dictated by chance. But, if it is probabilistic, I absolutely positively insist that the player be told 1. What the factors that affect probabilities are 2. The actual probability of the invasions they are interacting with at any given moment.

The ship builder has real time, very good tooltips showing what the impact of your design choices are on the performance of the ship. The campaign now has fuel, and blockades from juiced up AI fleets.  The player *really* needs to know whether it's wasting its fleets or not. More campaign mechanics with zero transparency makes for maximum frustration. 

I am hoping that as many campaign features from 1.9 have been made more transparent to the player in addition to being bug free than have been added. We'll wait on bugfix report before commenting on that. 
 

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There is one important question though

Will all of the existing bugs, namely:

  • Gun ballistics in battles (heavy guns can't shoot to full stated range, gun angles do not match ballistic trajectory, abnormally low muzzle velocities, etc.)
  • ships taking damage when going across the pacific (mostly affects USA and Japan)
  • ships unfit for combat being sent anyways (Ships with either very low health or crew compliment being sent to fight rather than returning to port to repair)
  • mines and submarines being way too effective at area denial over a conventional fleet

among other more minor ones, be fixed?

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These new features sound awesome, but I hope that the existing bugs will be fixed as well. I also hope that 1.10 stays in beta long enough for bugs to be resolved rather than being rushed like 1.09. I think that, given the current borderline unplayable state of the game, bugfixes should be the priority. I hope the most crucial bugfixes can even be backported to 1.09.

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   What most game designers mean by an "early access" game, is to throw out the occasional minor update or new feature just to keep people from accusing them of not finishing the game. You guys however are pouring yourself into this game and we greatly appreciate it! This game is an example of how "early access" should be done! I am so excited for the next update. 

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14 hours ago, Nick Thomadis said:

The flags of the Major Nations change depending on their governments

So to play as USSR i need to start in 1920?

Also, many good features in and for the first time no nerf for accuracy? Also please finally buff guns 406mm+

Edited by Vanhal
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I really liked the introduction of oil as a resource. Are there plans to expand resources on the world map? For example, coal (the famous "Cardiff")? Can there still be steel, chrome, food (affects the number of available population), fabrics (affects the tailoring of uniforms, which means the number of armies for war and indirectly the population), luxury goods (affects discontent)? It would be great to see at least 5-8 types of resources on the map, for which there will be a struggle, including in colonies. And this could be linked to a separate tab in the game menu called "trade routes". Where the player himself can form convoys from the pool of available transports, allocate escort ships to them (if there are warships in the port of departure) and give routes (at least just indicate the regions along which the convoy will go).

I think this will give a very interesting gameplay for intercepting and protecting convoys. And most importantly, the meaning of all this! We have a lot of fans of cruising war!

Do you think (dear developers) this is possible in the future?

Edited by Grizli60rus
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4 hours ago, Darth Khyron said:

Uh, Sounds really good, but I really hope there are no swastikas on late German flags.

For WWII Germany, it was used in almost all flags during the time of the Nazi Party for national, naval ensign, air force and general authority (like police) flags.  So if they are going for accuracy based on history, the swastika will be on the flags. 

However, it could be a simple thing to have a toggle in the settings to have an alternate set of flags for those that would like that option I think.

Edited by Suribachi
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Это одна из самых лучших и интересных новостей от вас за последний год! То, что вы перечислили, просто супер! Особенно корпус дизайнера из самых ранних анонсов.

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1 hour ago, Suribachi said:

For WWII Germany, it was used in almost all flags during the time of the Nazi Party for national, naval ensign, air force and general authority (like police) flags.  So if they are going for accuracy based on history, the swastika will be on the flags. 

However, it could be a simple thing to have a toggle in the settings to have an alternate set of flags for those that would like that option I think.

They have to or Germany would block the game being sold in Germany 

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7 hours ago, Grizli60rus said:

I really liked the introduction of oil as a resource. Are there plans to expand resources on the world map? For example, coal (the famous "Cardiff")? Can there still be steel, chrome, food (affects the number of available population), fabrics (affects the tailoring of uniforms, which means the number of armies for war and indirectly the population), luxury goods (affects discontent)? It would be great to see at least 5-8 types of resources on the map, for which there will be a struggle, including in colonies. And this could be linked to a separate tab in the game menu called "trade routes". Where the player himself can form convoys from the pool of available transports, allocate escort ships to them (if there are warships in the port of departure) and give routes (at least just indicate the regions along which the convoy will go).

I think this will give a very interesting gameplay for intercepting and protecting convoys. And most importantly, the meaning of all this! We have a lot of fans of cruising war!

Do you think (dear developers) this is possible in the future?

I can see why having so many resources to manage would add some more depth into the game however I don’t think that feature fits. The game has you serving as an admiral so the only real control you have is over the navy, then yes, you do have some influence in politics and other military operations. Managing trade and resources seems more 4x strategy than limited like this game. Now having trade routes to protect because your government chooses to expand or trade I see as a good mechanic. 

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