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Ultimate Admiral: Dreadnoughts News

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.

v1.08.2 Hotfix

Hello Admirals,

Another update probably finalizes the necessary fixes of the last major update:

*v1.08.2 Hotfix*
  • Fixed remaining crew training bug (Now also the crew on ships has maximum “trained” level if they do not combat). Previously only the “Crew Pool” was working as intended.
  • Fixed fully the bug that could cause zero crew ships or ships under repair to enter combat in the campaign.
  • Fixed probably the last bugs of alliances. Any current issue in your play session should become resolved with an internal validity check on the next turn.
  • Fixed bugs in campaign events which did not deduct the funds from the player (although the respective amounts were sent).
  • Fixed problem in the Refit interface which allowed you to browse normal designs and click “New Design” which eventually could cause bugs.
  • Removed the “Copy” button from refit as it was never meant to work for refit and it was buggy.
  • Fixed bug which did not allow you to switch to “Sea Control” role.
  • Fixed issues in citadel weight mechanics that could cause over-weight on one side too much.
  • Adjusted better the auto-design so that the system is more efficient, speeding up the process and making campaign turns faster.


Enjoy!
The Game-Labs Team

v1.08.1 Important Hotfix

A very important hotfix has just been deployed, including numerous fixes and improvements as per your recent feedback.

*v1.08.1 Hotfix*
  • Fixed major bug of the new citadel mechanics which affected the penetration calculations and damage. For example, you could notice impossible deck penetrations at very close range. Now the system should provide consistent penetration calculations utilizing properly the angle of hit.
  • Fixed major old issues causing campaign turn delays and freezes due to auto-design processes.
  • Fixed major bug in the campaign which caused wars between nations that have signed a peace treaty.
  • Fixed major bug which caused the crew pool of AI to stall and eventually the AI to have no active ships left because it could not convert mothballed ships to active, even when they became fully crewed.
  • Fixed old bug which caused ships without crew to participate in Task Force battles.
  • Fixed campaign bug which caused AI inactivity.
  • Fixed minor problems with the Cruiser Tech progress, causing sometimes late cruisers to be researched sooner than early cruisers.
  • Definite fix of crew pool to not provide higher training than "trained". Maximum training will be achieved only in combat.
  • Improvements in "Speed Basics" missions: Changed hull from CL to DD in the first mission. Removed speed limit of opponent.
  • Battle AI improvements in all aspects.
  • Fixed British "Battlecruiser VI" which did not have non-researchable sec towers.
  • Reduced Port Capacity growth.
  • Tension slight rebalance to allow Nations that start in neutral relations to cause negative relations more easily.
  • Rebalances on the events that affect the Naval Budget.
  • Further increase in ship maintenance.
  • Ships in Task Forces with “Low Crew” status will be automatically sent for repairs.
  • Other minor.


Enjoy!
The Game Labs Team

v1.08 Hotfix

Hello Admirals,
A new hotfix has become available. We are aware of some bugs you report to us regarding alliances. We will fix them on the next week.

*v1.08 Hotfix*
- Fixed issue with war reparations that made the old owner of a province to still use its ports.
- Fixed a memory allocation problem when exiting the Ship Design in campaign (might significantly reduce the chance of a crash).
- Task Force adjustments (Merging/Engage Distances improved).
- Fleet withdraw chance relation from speed intensified.
- Task Forces in defense now always have a “Withdraw” ability (except in Port Strike battles).
- Increased the ship maintenance by +30%, to balance out the potential size of fleets.
- Increased slightly the exponential engine weight according to speed to disallow unrealistic speed abuse in old hulls.
- Some propellant availability adjustments to have less obsolete propellants in a specific time period
- Dual Secondary guns for capital ships / Secondary guns for cruisers can be researched sooner.

Note: It is advised to start a new campaign because multiple things can break, saved ships can become overweight and their refit can take longer, making turns to lag.

Have a good weekend!
The Game-Labs Team

9/7/2022 QuickFix of v1.08
- FIxed bug that caused designs to not be saved in campaign.
Please restart Steam to receive the update. Version nbr. remains the same.