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Ultimate Admiral: Dreadnoughts News

v1.08.7 Update which speeds up the campaign turns

Hello Admirals,
Please be informed that another important update has just become available to improve the gameplay and fix some longstanding issues with the long campaign turns or slow Campaign generation time.

*v1.08.7 Hotfix*

  • Fixed bugs that created too long Campaign turns while designing ships. Auto-Design in general should be faster now and not “freeze” as it did before on some occasions.
  • Fixed bugs that created errors in Transport Capacity output for AI nations and impossibility to increase their GDP.
  • Fixed bug that made AI nations lose free crew from pool and have not enough to send to operational ships.
  • GDP growth penalty during war increased. It should better balance the money availability for all nations during war.
  • Various adjustments on penetration and penetration estimations. Fixed issues related with the impact of shell velocity on penetration values.
  • Shell dispersion fixes.
  • Battle AI fine tuning to keep a more effective distance for itself.
  • The game now can run on the background (by disabling “Full Screen” mode from the settings), so you can Alt+Tab and work with other applications while the game loads or does a lengthy procedure.


Enjoy!

The Game-Labs Team

v1.08.6 Quick Fix

Hello all,
We have just deployed a necessary set of changes as per your recent feedback, which should surely improve your gameplay experience.

*v1.08.6 Quick Fix*

- Armor weight exponentially increases better, allowing more design freedom.
- Auto-Design effectiveness and speed increased (fixed also problem that could cause overarmoring of a ship section).
- Citadel armor offers more consistent protection (Tooltips updated to show the minimum amount of penetration power loss before hitting the layer)
- Maximum Ship maintenance penalty when exceeding the port's capacity limit increased from +25% to +50%.
- Fixed some small UI issues (Gun sorting in Ship Design could become unstable, Fixed zero port capacity appearing as -1).
- Adjustments to the ship physics to lessen the pitch motion.
- Increased the TR capacity output, so that nations can overcome the losses of transports quicker according to the money invested.

Enjoy!

The Game-Labs Team

v1.08.5 Update

Hello Admirals,

We have repaired a major problem that caused lag and crashes, especially in the campaign. Furthermore, we offer fixes and improvements that you recently requested. Please take a look at the changelog.

*v1.08.5 Hotfix*

FIXES
  • *Repaired the memory leak issue:* The memory consumption increased while you held a part and hovered on the mount. When you spent a lot of time designing ships by hand, this memory leak could accumulate to very high values, affecting game performance and even crashing the game.
  • Repaired problems of the auto-design which could cause too long campaign turns when building ships.
  • Fixed issue of the not updated flag for ships you gained with war reparations.
  • Fixed problem of no dissipation for the income loss due to sunk transports, causing incurable financial collapse, especially to the AI.
  • Fixed problem that caused ships in a formation to not avoid other obstacles and prefer to move straight.
  • Fixed bug that prevented adding armor in some 5-inch barbettes.
  • Fixed bug that highlighted all the ship cards when entering the ship design interface.
  • Fixed bug that could cause torpedoes or guns to be fired on the opposite side of the ship, when the target was too near.


BALANCES/IMPROVEMENTS
  • Improved Refit mechanics and UI so now you can copy a refit to create a new design. Additionally, more information is given in the “Refit” button on why some ships can or cannot be refitted.
  • Improved penetration mechanics so that the shell terminal velocity is more accurately affecting the penetration and angle of hit.
  • Improved ship physics and their motion at sea.
  • Reduced the weight of Radio/Hydrophone/Sonar and increased their cost respectively.
  • Increased the cost of Radar.
  • AI targeting fine tuning.
  • Shell dispersion improvements.
  • Slight adjustment to citadel weight modifiers.
  • Armor weight adjustments to rise exponentially and prevent the creation of unrealistic ships with too much unnatural armor for the size of the ship.


Enjoy!
The Game-Labs Team

v1.08.4 Hotfix

Dear Admirals,

We just deployed a small update which includes significant fixes and improvements. Please read below:

v1.08.4 Hotfix

  • Fixed further some issues which could cause large time delays in building/auto-designing ships.
  • Fixed problem which caused too large weight offset for ships with very long citadel.
  • Optimizations in the penetration mechanics, so that full penetrations are distinctly devastating when they happen.
  • Fixed bug of collision detection which caused fast ships to penetrate right through each other when colliding (this fix will also affect positively the avoid detection).
  • Fixed bug which created infinite loop lag in the ship dockyard when adding components or when the ship became overweight.
  • Battle AI optimizations.
  • Campaign AI fleet management/building improvement.


Enjoy!
The Game-Labs Team

v1.08.3 Small Update

Dear Admirals,

We offer another important update which addresses several of your recent requests. More importantly, we have repaired a major portion of the old memory leaks issues, which became more apparent when the campaign became expanded with more features and nations. You should notice a significant improvement in fps performance and much better game stability. There are many other fixes, balances and enhancements which you can read below.

v1.08.3 Small Update

FIXES
  • Important repairs in the memory allocation system. Textures and meshes that were not cleared by memory would previously create a very large memory consumption and potential crashes, according to circumstances and time played. Now most of those issues are resolved.
  • Fixed bug that caused training from combat to not be applied and thus training was clamped to “trained” level.
  • Fixed bug which could corrupt saved designs with false message “Too far from previous place”, which was caused when a previous auto-refit was interrupted.
  • Fixed minor issue causing the main menu music to not fade out when we opened custom battle saves.
  • Fixed some casemate gun errors found in early Italian Dreadnoughts and other hulls (guns could be placed but had zero fire arc).
  • Fixed UI problem which could cause some research with long text to hide the window close button.
  • Fixed UI problem which could show false aiming progress numbers below -100%.
  • Fixed old bug which caused at close range impossible shell hits in parts that were obstructed by the superstructure or were at the other hidden side of the hull.
IMPROVEMENTS/BALANCES
  • Slight formation and ship evasion improvements. Large formations should be controlled a bit more easily, if you create a main battle line and order small ships to scout/screen this formation. Ship acceleration/deceleration are slightly adjusted, aiding the formations and keeping the realism.
  • Improved the penetration mechanics further, so that the shell’s angle of fall affects in a more realistic manner the side hits. Statistical data will show the effective armor that was penetrated including the angle calculations.\
  • Battle AI & Targeting adjustments. The AI should create more effective firing lines.
  • Further Auto-Design enhancements for producing even more competitive AI ships.
  • Now any old design can be deleted at the player's will (be aware that you cannot undo this action).
  • Turret maximum armor is now more prohibited according to the size of the turret. Overarmoring unrealistically the turrets will no longer be possible.
  • Ship maintenance further increased as an action to balance the economy for both player and AI.
  • Shell Dispersion improvements.

Enjoy!

The Game Labs Team

PS. If the game, much more rarely than before, seems to stall while generating ships or a windows message appears which says the application is not responding, just choose to wait, and the game will progress. We will repair the remaining issues in a next update.