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  3. Upcoming Alpha 2 Update

Upcoming Alpha 2 Update

Hello Admirals,

We deeply thank you for all the support and feedback you are providing. We would like to inform you about our work for the next patch, which is scheduled to arrive next week. First of all, some balances:

Balances/Fixes
  • Penetration rebalance (Not so high drop-off of penetration strength, better shell shatter threshold for not so frequent partial-pens of HE). With the new settings however, angling will be even more important in order to inflict critical hits to heavily armored ships.
  • HE penetration strength reduced slightly for compensation, making HE shells not so powerful compared to AP as before.
  • AI choses shell ammunition more efficiently. It should switch to HE as a human player would do.
  • Main Guns/ Sec Gun fire rate rebalance (+15% Big guns, -10% Small guns)
  • Increased slightly the impact of flooding, making AP and torpedoes potentially more hazardous, as their hits can cause flooding with more probability.
  • Targeting became slightly sharper (fixes issues of very low accuracy at close range, due to very rapid change of bearing).
  • Cost rebalance of the Yamato type hull, so that in mission "Modern Battleship" it is less possible to build many weaker battleships. It is still possible to do so, but they should be so weak that they will be worthless (especially with new penetration balances).
  • Increased the accuracy of electric torpedoes further, but now they cost +12.5% more.
  • Reload Mechanism now affects range, turret traverse speed and aiming, instead of accuracy. Together with some weight/cost rebalances it is added an extra reloading tech component with no range drawbacks but is much more expensive.
  • Improved Auto-Designer to build ships favoring stronger main armament (and be more competitive against the player).
  • Fixed an issue with ship stats that affected torpedo detection range for towers (causing them to be too large and battleships to respond too early without the need of escort ships.).
  • Fixed issue that caused surface visibility to not be at realistic levels, according to ship size. Now big ships should be visible at reasonable distances. Late missions have been rebalanced in initial distance and duration to compensate for the new improvement.
  • Fixed stats issues not updating properly several components in late techs, for example, citadel bonuses on resistance.
  • 1st Mission has -2 minutes duration to be not a pushover.
  • Increased +1km of average initial distance of opponent CL (2nd Mission) to reduce chance of an early lucky shot that can destroy the cruiser too soon.
  • "Destroy Full Fleet" mission is rebalanced and moved higher in the mission list, to reflect better its difficulty.
The second part of improvements


The second part of the patch will be mostly dedicated to several crash fixes and fps optimizations. Two more missions and some other improvements are also scheduled for the next patch. We will provide more information in our final patch notes.

Have a good weekend everybody, and enjoy the game!

The Game-Labs Team

PS: For those players anticipating problems in purchasing the game, we will soon offer alternative payment methods to suit their needs.