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Ultimate Admiral: Dreadnoughts News

Repair Patch

Hello Admirals,
We offer a small but important update including the following necessary fixes:

*v1.08.9 (REPAIRED x2)*
- Fixed campaign bug that caused zero structure ships to enter battle (the fix can be noticed in new campaigns or in a couple of next turns in ongoing campaigns)
- Fixed oversensitive angle factor which caused the turrets to not fire (more adjustments will make the turrets to behave much less realistic)
- Fixed some ballistics/penetration issues which caused long barreled guns overpowered.
- Fixed problem of campaign which caused CL/CA/DD classes to have less raiding power against transports than they should have.
- Fixed bug that caused mothballed ships to refit much faster.
- Battle AI fixes.

Enjoy!
The Game-Labs Team

*v1.08.9 Small Update*

Hello Admirals,

We offer another small update with needed fixes and improvements according to your latest feedback. Please read below:

*v1.08.9 Small Update*
  • Various repairs in the code of penetration estimations. The shell speed estimations are now properly working and showing accurate data info in the gun tables and ship stats. These changes will also affect the battle as the penetrations are calculated with improved consistency.
  • Fixed old issue of shell hits to, sometimes, appear inconsistent. A hit could appear landing on the bow but it was physically and visually evaluated as a citadel hit in the sections eventually causing inconsistent damage. The hit mapping repairs fixes various issues reported by players regarding penetration, damage and hit rates, as deck hits would be very inconsistent.
  • Fixed wrong damage information of ships in the campaign, causing confusion to players, and sometimes wrong evaluation of ships to get into repairs or not.
  • Fixed old issue of wrongly allowing Task Forces to be auto-replenished with crew at sea (while adding crew is impossible from the fleet management). The ships should now properly return to port for repairs if the crew losses become high. This fix also addresses the exploit of players parking huge battleship task forces in AI waters and progressively destroying them because the ships would not be damaged (Due to previous damage repair wrong info) nor have any crew losses on the next turns, so eventually the Task Forces dominated the area. AI overpowered fleets will also become less effective in an equal way.
  • Fixed “Saved Crew” indication not appearing in consecutive battles.
  • Weight adjustments for deck, turrets, barbettes. Deck armor is slightly lighter, with a more profound effect in large ships. Turret and Barbette armor limits are now more historically correct.
  • Fixed "saved" battles bug, which caused ammo values to be corrupted if you loaded the same battle more than one time.
  • Definite fix of turret rotation bugs. Now the turrets will not fire at impossible angles and will follow the ship listing left or right. If the turrets are not able to fire due to horizontal/vertical angle then this will appear on the respective gun info.


When guns cannot fire due to their horizontal or vertical angle, a new indication appears. More similar indications to help players understand the combat situation will become available on the next major update.

The game should be now fully playable and enjoyable without critical bugs. We prepare for the next major update which will include the full global map, all nations, full technology tree and many other improvements. More info will be available for the next update in September.

Enjoy the game!

The Game-Labs Team

Uploaded Repair x1: Fixed minor issues with Deck Hit Ratio on tall ships.
Please Restart Steam to get the minor fix.

*v1.08.8 Small Update*

Hello Admirals,

We offer an update which aims to be the last before the next major update. It includes important fixes and improvements that you can read below.

*v1.08.8 Small Update*

*FIXES*
  • Fixed a bug of alliances which could cause a nation to be in an alliance and not follow the war against its enemies.
  • Fixed UI bug which caused the citadel sections to not show up in ships of very large displacement.
  • Fixed turret rotation bug which could freeze the turret movement when a ship was maneuvering heavily. This bug affected the AI a lot, when executing evasive maneuvers and severely reduced its effectiveness.
  • Fixed a bug that affected the power projection calculations making transport losses too few.
  • Fixed campaign bug that caused zero crew ships to be used in combat.
*BALANCES/IMPROVEMENTS*
Improved campaign AI to build ships only of the latest design.
  • Improved campaign AI to more effectively scrap ships, and so to create a more advanced fleet.
  • New feature which was planned for the next major update: Crew Heal/Salvage techs. Researching survivability allows options to improve the amount of crew casualties that become restored after combat. This feature is not yet fully working, please note.
  • Crew pool growth decreased (it would become inflated due to the latest changes).
  • Ship maintenance increased further.
  • Slight armor weight adjustments (Affecting mainly ships of small displacement which could become over-armored easily).
  • Improved penetration mechanics/estimations. You will also notice more accurate penetration estimations when hovering on a target.
  • Various Battle AI improvements.
  • Increased funds in the Naval Academy to compensate for the latest armor weight adjustments which affect costs.
  • Improved further the Auto-Design in its speed and effectiveness of its designs.


Enjoy!
The Game-Labs Team

EDIT: Uploaded fix for targeting. Please restart Steam to receive the update. EDIT 2: Uploaded small repair for fixing a potential issue of AI overscrapping ships. Additionally fixed some old issues which allowed ships under repair to be used in campaign missions in some rare occasions.

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