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Ultimate Admiral: Dreadnoughts News

[Update] Forthcoming patch information: Alpha 6

Hello Admirals,

We would like to share information about the upcoming major update of Ultimate Admiral: Dreadnoughts. Here is what is included:

[h2]Ultimate Admiral: Dreadnoughts Alpha-6[/h2]
[h3]SPECIAL NEW FEATURES[/h3]
  • Flash Fires: If the main guns (or the sections below them containing the magazines) are penetrated then uncontrollable flash fires may swiftly spread, ignite the propellant containers and cause catastrophic explosions, blowing away one or more turrets of the ship with a spectacular new visual effect.

    So, now detonations will not only occur after a direct penetrating hit reaching to the ammo storage but also due to the impact of flash fires, just as it happened for the British Battlecruisers in the Battle of Jutland.

    In consequence, you must now be extra careful when you design your ships, especially your battleships and battlecruisers which carry heavy armament, because if they lack the necessary armor protection or other safety measures, they will be very vulnerable to flash fires that can blow them apart.

  • Detailed Combat Statistics: Now you can evaluate with precision the combat effectiveness of your ships by monitoring their hit percentage, damage and penetration power against the enemy ships. By selecting your own ships you have access to their detailed logs of damage, either in summary or per gun type.

    When your targets are identified, you can also select them to view their combat stats, while the fleet damage statistics are accessible as previously at the top right corner with increased information when you hover on each icon.

  • Epic Combat Music: Many new music soundtracks enrich the combat experience during or after a battle. Immerse yourself by hearing the new atmospheric music that switches according to the tension of combat.

    Note: YouTubers must read the terms of using the game’s music in their videos. If you have any issue, please turn off the music while recording.

  • 33x New Destroyers: Complete revamp of the Destroyer hulls. OId models have been optimized. Many new models have been added for all nations. Here is the list of changes:
    • 4x Japanese special looking Destroyer models, available till the 1920s, making the Destroyers of Japan unique compared to other nations, having lighter, longer hulls that make them stealthier, faster, deadlier.
    • 4x Modern Japanese Destroyer models available after the 1920s, following the unique design concepts of Japan, favouring speed and torpedo armament. These models are based on the detailed hull of the “Akizuki” Destroyer and several variants that can reproduce faithfully all late Destroyers of the Japanese Fleet, including the experimental design of “Shimakaze”.
    • 13x Modern Destroyer models distributed to all nations with a selection of “Standard” and “Leader” type of destroyers. These destroyers are rather unique for each nation. For example, you are able to design and build very fast and powerful Destroyers similar to the French “Le Fantasque” and “Mogador” classes with role to overwhelm enemy Destroyers.
    • 12x hull variants of Destroyers distributed for all nations from the 1900s till the 1920s. Most of those early ships are slight modifications with different hull size ratios, guns, funnels etc.
    "French Destroyer Leader of almost 4000 tons"

  • 4x Modern Cruisers: Some special cruisers have been added for Spain and Japan. These are:
    • 1x Japanese Light Cruiser, inspired by the “Kuma-class” cruiser, a typical type of cruiser that serviced Japan from the 1920s till the 2nd World War.
    • 1x Japanese Light Cruiser, inspired by the “Yubari-class” cruiser, a unique hybrid design that featured aspects of a Destroyer and a Cruiser.
    • 2x Spanish Cruisers, inspired by the “Navarra” and “Canarias” classes, ships of the 1920s with a long active service till the Spanish Civil War.

    All the existing, hundreds of hull variants accompanied by the new destroyers should be more than enough to cover the needs of the upcoming first campaign version, but we will continue to add more models in our next updates.

[h3]NEW MISSIONS[/h3]
  • Near Jutland: The British and Germans are concentrating their forces in the vicinity of Jutland and prepare for a major battle. Your task force led by two British battlecruisers has spotted three German capital ships heading to the location and plans to ambush them using the destroyers as spearhead of the attack.
  • Modern vs Old Destroyers: Design modern destroyers and combat versus numerous, less advanced rivals. The enemy force is commanded by an advanced ship, a type of “Destroyer Leader” which is particularly effective against smaller destroyers.
  • Torpedo Banzai: Feel the power of Japanese destroyers by leading an all-out torpedo attack against a large USA fleet. Your possible destroyer designs include a wide range of hull types and two specials: An experimental destroyer, which can achieve very high speeds and an experimental cruiser, which combines the benefits of a destroyer at a size of a cruiser.
  • Mission Impossible: A powerful Japanese battleship and its escorts attacks one of your convoys. The only defense are your destroyers. The most sensible action would be to escape while you can. But the High Command decided that you should stand and find an opportunity to sink the enemy battleship with your torpedoes. Only the best designed destroyers can succeed in such a mission.... with a bit of luck.
  • Battle of Destroyers: You will command a squadron of French destroyers against a Japanese destroyer squadron. The enemy force is led by a flotilla leader, a fast cruiser with many small guns and heavy torpedo armament that you should not try to confront at close range.
  • Contest in the Black Sea: The German naval forces in the Black Sea are scarce and do not include any battleships. The Russians possess more and heavier ships. Two of the remaining German cruisers need the support of your destroyers to attack and destroy the commanding Russian ships in the area, a refitted dreadnought and a modern battlecruiser.

[h3]COMBAT BALANCES[/h3]
  • Further improvements in ballistic trajectories. Shells follow a steeper, more realistic curve. Additionally, wave motion now affects the distribution of hits between deck and belt.
  • Horizontal penetration over very long distances is reduced. Previously, in certain circumstances, it could become overpowered against any deck armor, especially when using 18-inch Lyddite shells.
  • Lyddite and Cordite shells cause slightly more damage. Due to the new Flash Fire mechanics, these shells are even more risky to use but if your ship has adequate protection they will offer a distinct advantage.
  • Torpedoes will not cause so frequent ammo detonations, as previously, versus well protected ships. However, Flash fires may be ignited by an underwater fire caused by a torpedo hit.
  • AI is much more effective in aiming and keeping distance against its targets.
  • Maneuvering is now playing more dynamic role in targeting. You cannot make swift turns without significant loss of aim. Ships that make zig zags are more effective in avoiding shots. Ranging shots is easier against static or very slow targets.

[h3]SHIP DESIGN[/h3]
  • Weight limitations of all ship types rebalanced, so that ship speeds are more realistic according to technology era. You may still make an overly fast ship but it would be very weak in protection and armament. All ship saves are affected due to this change.
  • Turbine engine horse power is more pronounced according to type, so that early dreadnoughts and battlecruisers are not so fast compared to more advanced ships.
  • Diesel engines rebalanced to reflect better their bonuses. Diesel engines will be more important in campaign, but now can be useful in missions too, offering more reliable and cost-effective power plants.
  • New Hull Variant that can replicate accurately the HMS Invincible. It is a British Battlecruiser found in Custom battles between 1907-1917.
  • Optimized a Battlecruiser variant that is available for Britain, USA, France, in the period of 1912-1919.
  • Various hull fixes/improvements based on player reports.
  • Light Cruisers’ maximum belt armor is now 6 inches.
  • New visuals for the Japanese 3'', 4'', 5'' inch Mark 4/5 guns, found on their Destroyers and Light Cruisers.
  • New visuals for the USA/British 3'', 4'', 5'' inch Mark 4/5 guns, found on their Destroyers.

[h3]SOUND EFFECTS[/h3]
  • Major improvement in sound mechanics. Issues of sound interruptions when there were many guns firing should not occur at all or can happen very rarely.
  • Various combat sound enhancements. Impacts should be heard louder and clearer. Partial penetration sounds improved, trails better synchronized and many other.

[h3]BUG FIXES[/h3]
  • Fixed an error of calculating Course Change Time, showing opposite effect (for example when you added auxiliary engines, the Rudder could steer more slowly). Now ships will steer even more realistically.
  • Fixed serious errors with gun rotations and overlapping of ship objects, that created unbuildable ships with the known error “Some parts are badly placed” or made guns not rotating during battle.
  • Fixed bug that -sometimes- stopped torpedo tubes from firing, although they were fully reloaded.
  • Fixed issue that caused torpedoes to hit your own ship.
  • Fixed bug that made -sometimes- Radar Generation 2 to not function during battle.
  • Fixed bug that did not update UI information about accuracy when we selected different rangefinders and other related components.
  • Fixed bug that made the secondary tower of a modern French Battleship to hang in the air, behind the stern.

[h3]OTHER[/h3]
  • Memory optimizations: The error “Too many threads” should now be fixed or happen very rarely.
  • You are now able to observe the penetration power of enemies vs your ship. Select an identified enemy ship and hover the cursor over one of your own ships to open up the penetration tooltip.
  • Subtle new visual effect for over penetrations: The shell passes through the ship from the other side.
  • Battle UI improved by providing more information for the selected ship in a more compact window. When you hover on the respective icons you can see useful ship details, such as the armor zone protection scheme, components installed and various other.
  • Now you can click on any recent battle log report (bottom left corner) to zoom in to the affected ship.

1st April Update: "Battle of the Ironclads"

We have just updated the game offering various small hotfixes for the main game, and in addition we present two special missions that include two of the earliest and most famous ironclads, the "USS Monitor" and "CSS Virginia".

Designing the CSS Virginia

USS Monitor in action

[h2]Ultimate Admiral: Dreadnoughts "1st April Update v71"[/h2]
  • Two extra missions featuring two of the world's first ironclads: "USS Monitor" and "CSS Virginia".
    • USS Monitor was an innovative ship of the Union Army produced in January 1862. It was the first ship of its kind, having its guns in a rotating turret instead of a fixed broadside arrangement. Monitor's technology was later adopted and expanded in future warships, while its name "Monitor" was used to describe a special class of ships with disproportionately large guns that were used for bombarding shores during both World Wars. In the included mission you may design an ironclad similar to USS Monitor and fight versus a ship larger and more powerful than CSS Virginia, its historical rival in the famous "Battle of Hampton Roads".

    • CSS Virginia was the first ironclad of the Confederate army and was completed in March 1862. CSS Virginia represented the basis of similar "Casemate-Ironclads" that were widely used in the American Civil War. Having its armament in fixed gunports instead of armored turrets, the "Casemate-Ironclad" is considered the intermediate stage between the traditional broadside frigate and the modern warships. In the included mission, you can design a similar ship and fight versus two Monitor-class ironclads, that are considerably smaller but are armed with heavy gun turrets.
  • Penetration slight improvement (You will notice more partial penetrations).
  • 8-inch guns sound improvement.
  • Various small bug fixes.
Duel of the ironclads

We hope you will enjoy this small update and will be glad to see you in our forums:
Official Forum Steam Forum

Alpha-5: HotFix v70

We just deployed a hotfix including the following.

[h2]Hotfix notes[/h2]
  • Fixed problems with (Mark 5) 7-inch guns of USA/Britain ships.
  • Fixed a german funnel that had no name text.
  • Fixed hull issue of new Italian Battleship that did not had enough space for some secondary towers.
  • Repaired hull issues of Italian Heavy Cruiser III.
  • Battlecruisers hull limitations tuned so that they cannot exceed easily the 40 knots speed.
  • Minor costs rebalance (fixes some issues in several missions of too few funds, making auto-design to not find enough funds to add necessary guns or speed).
  • Resize of some early small guns to fit better on battleship hulls (according to feedback).
  • Auto-Design should build more powerful ships often, with multiple and heavier guns.
  • Fixed bug when choosing to start custom battle only with transports.
Restart your launchers to download and enjoy!

Alpha-5 offers 30+ ships and revamped ballistics

Dear Admirals,

We present our latest game update that will surely enhance your gameplay experience. First of all, we have upgraded the damage model with improved ballistics and damage probability calculations that reflect more realistically the various aspects of naval combat.

We added multiple gun visualizations that will make your designs special-looking according to which nation your ship belongs. Many different hulls enriched the data base of the ship design system, including new modern cruisers, modern battleships and some older cruisers of the dreadnought era. All these hulls are distributed to the various nations, making the custom battle editor more complete in every time period you wish to play.

The British gain a special hull "N3/G3 class" that offers much design freedom

We also implemented ramming damage when hitting enemy ships (we will add for friendlies too, when we optimize the evasion mechanics). Several balances and many other improvements are included in this update which you can read about them below.

[h2]Ultimate Admiral: Dreadnoughts Alpha-5[/h2]
[h3]SPECIAL NEW FEATURES[/h3]
  • Major improvements in ballistics: Repaired issues that made shells to travel at unusual wide arcs or at inconsistent speeds. Shells now can hit other vessels except the ship you target, making cluttered ship formations more vulnerable to shell fire. Friendly fire can happen if ships fire too close to each other.

    Previous ballistic system had some omissions that were needed to save game performance. After latest game optimizations we added more calculations into the model addressing the following:
    • Shells fly-through other ships: Completely fixed. Please report inconsistencies if you face them in battle.
    • Unusual wide arcs from guns of the same turret: Not completely fixed, but it should be barely noticeable now and very rare.
    • Shells that seem to follow targets during evasive maneuvers: It should be completely fixed and more improvements will follow to address any related issue.
    • Even more detailed calculations for effective armor thickness, based on heel/trim motions, hull sections, belt wideness etc: Improved but still work in progress.
    The new Italian Battleship in action

  • Improved damage system: Damage is now using a more natural probabilistic model, causing less random and more consistent damage to ships according to the damage power of shells and torpedoes. This new system will simulate better the rare critical hits that happened in history.
  • Gun visual variance: Guns differ in appearance,depending on gun technology, nation and class of the ships. Britain, USA, Germany, Austria, Italy and Japan have currently the more diverse visualization. As we add more 3D model assets, more special visual characteristics for each nation will become available. (Note: All previously saved designs will be incompatible due to this new feature and it is advised to clean them up. Nation flag will be saved for any newly created design in Naval Academy.)
  • Ramming damage: Finally, ships receive damage when they collide with each other. There is not a special visual effect yet but you will hear a distinctive sound effect after the collision. Known issues of inconsistent ramming damage will be addressed in a next update. (Note: Damage will happen against hostile ships only).

    German light cruiser based on "SMS Emden"

  • Influx of new ship models: Many new ship types are now available in the custom battle system and Naval Academy, covering a wide range of cruisers of the World War I and later era, as well as several new modern battleships and battlecruisers. In particular the following are added:
    • Detailed model of the Italian Heavy cruiser “Trento” of the 1920s.
    • Detailed model of the British Armored cruiser “Warrior”.
    • 2 new light cruisers of the dreadnought era, special for Germany, based on the Light Cruiser “Emden”.
    • 7 new heavy cruisers distributed for all nations.
    • 5 new modern light cruisers distributed for all nations.
    • 1 French super battleship.
    • 1 French modern battleship.
    • 1 new USA Battleship hull type: a smaller version of modern BB that can represent South Carolina and South Dakota battleships.
    • 1 new Italian Modern Battleship hull type.
    • 1 new UK Battleship hull type: It can represent a variant of HMS Nelson and generally the N3/G3 class.
    • 6 new Battlecruisers designated as "Large Cruisers" distributed for all nations except Britain.
    • Improved a late UK Battleship with modern towers (The model that appears in mission “German Pride”).
    • 1 new Russian modernized Battleship.
    • 1 new generic modernized Battleship.
British Armored cruiser using the base of the "HMS Warrior" class

[h3]NEW NAVAL ACADEMY MISSIONS[/h3]
  • German Raiding Squadron: Your light cruisers must sink several cargo ships defended by a British armored cruiser. An enemy Battlecruiser approaches so you need to act fast.
  • Dreadnought vs Modern Cruisers: Powerful modern cruisers with state of the art fire control and devastating torpedoes should have no problem sinking a dreadnought of older technology. You can prove the opposite, either by enhancing your battleships with equipment of advanced technology, or investing more money for building more ships.
  • Wounded Beast: Your German battleship is damaged from a previous engagement and is hunted by the British fleet. Reinforcements are on their way to help you out.
  • Cruisers needed: An Italian Battleship is chased by a French Super-Battleship and your cruisers must rescue it.
The new French Super-Battleship found in mission "Cruisers needed"

[h3]SHIP DESIGNER IMPROVEMENTS[/h3]
  • Operational Range is locked in “Medium” for Naval Academy (it will work fully in campaign). The player will no longer exploit the system by setting it at minimum range and create overpowered ships versus the AI.
  • Several improvements/fixes in weights/costs of ship assets.
  • AI will design more effectively the ships allocating weights for guns and speed in a more balanced manner. AI will increase Turret armor over technology era and this will be a necessity for player too, for reducing the chance of ammo detonations and main gun destruction. (Note: in late era battles, the maximum armor setting will usually correspond to the turret armor now. We will improve UI to be more specific).

    French Battleship with all-guns forward

  • Auto-Design (for player and AI) is now smarter, since it realizes which technologies are better to use according to year. For example, you will no longer see ships auto-designed with full coal engines in the 1920s or with weak torpedoes. PS.The initial technologies will be set up according to tech era, so that player designs the ship from scratch with less micromanagement.
  • Various improvements/fixes to hulls according to player reports.
  • Deceleration of ship is now properly affected from various ship design decisions. (Previously it was only affected by ship’s size and weight).
  • Turbo Electric Drive auxiliary engines now offer a significant boost to acceleration/deceleration, making them really effective for initiating sharp maneuvers and dodging torpedoes. One more upgrade (Turbo Electric Drive II) is available with stronger effects.
  • Light Cruisers’ maximum gun size is now 7-inches (from 8-inches) so that we reflect better the class distinction between Light and Heavy Cruisers.
An Italian Heavy Cruiser derived from the "Trento-class"

[h3]BALANCES/COMBAT IMPROVEMENT[/h3]
  • Damage fine tuning according to the new ballistics/damage model.
  • Smoke from funnels obstructs directionally the gun aiming. Accuracy penalty is received if the smoke emitted from the ship’s funnels interferes with the target at some angle.
  • Reduced target signature of guns. It is now more balanced the effect of ship size and targeting, while player should no longer be able to exploit Naval Academy battles by over-reducing the target signature with less secondary guns.
  • Torpedoes can now cause ammo detonation, if they penetrate the hull. Torpedoes of large diameter will be extremely dangerous, even to large and well protected battleships.
  • White powder shells rebalanced (removed shell weight loss, because it made shells too ineffective with bad ballistics at medium range).
  • Lyddite I shells penetration penalty reduced (They could become too weak).
A new "Large Cruiser" type for Japan with special-looking guns

[h3]BUG FIXES[/h3]
  • Fixed a rare crash issue after exiting battle.
  • Fixed a sound bug (it caused only a console report during battle).
  • Fixed bug not allowing to set up target for individual ship of a division.
  • Fixed an issue that could cause lag after exiting a custom battle.
  • Fixed bug that could desync damage of gun & barbette, making them become destroyed independently.

[h3]OTHER[/h3]
  • Transport ships became available in custom battles. You can now set up convoy missions as you please (Note: Transports will still be uncontrollable).
  • Improved ship floatation motions. Ships should not pitch/roll so much as before, especially the heavier ships.

[Update] Forthcoming patch information: Alpha 5

Hello Admirals,

We would like to share information about the upcoming major update of Ultimate Admiral: Dreadnoughts. Here is what is included:

[h2]Ultimate Admiral: Dreadnoughts Alpha-5[/h2]
[h3]SPECIAL NEW FEATURES[/h3]
  • Major improvements in ballistics: Repaired issues that made shells to travel at unusual wide arcs or at inconsistent speeds. Shells now can hit other vessels except the ship you target, making cluttered ship formations more vulnerable to shell fire. Friendly fire can happen if ships fire too close to each other.

    Previous ballistic system had some omissions that were needed to save game performance. After latest game optimizations we added more calculations into the model addressing the following:
    • Shells fly-through other ships: Completely fixed. Please report inconsistencies if you face them in battle.
    • Unusual wide arcs from guns of the same turret: Not completely fixed, but it should be barely noticeable now and very rare.
    • Shells that seem to follow targets during evasive maneuvers: It should be completely fixed and more improvements will follow to address any related issue.
    • Even more detailed calculations for effective armor thickness, based on heel/trim motions, hull sections, belt wideness etc: Improved but still work in progress.

  • Improved damage system: Damage is now using a more natural probabilistic model, causing less random and more consistent damage to ships according to the damage power of shells and torpedoes. This new system will simulate better the rare critical hits that happened in history.
  • Gun visual variance: Guns differ in appearance,depending on gun technology, nation and class of the ships. Britain, USA, Germany, Austria, Italy and Japan have currently the more diverse visualization. As we add more 3D model assets, more special visual characteristics for each nation will become available. (Note: All previously saved designs will be incompatible due to this new feature and it is advised to clean them up. Nation flag will be saved for any newly created design in Naval Academy.)
  • Ramming damage: Finally, ships receive damage when they collide with each other. There is not a special visual effect yet but you will hear a distinctive sound effect after the collision. Known issues of inconsistent ramming damage will be addressed in a next update. (Note: Damage will happen against hostile ships only).
  • Influx of new ship models: Many new ship types are now available in the custom battle system and Naval Academy, covering a wide range of cruisers of the World War I and later era, as well as several new modern battleships and battlecruisers. In particular the following are added:
    • Detailed model of the Italian Heavy cruiser “Trento” of the 1920s.
    • Detailed model of the British Armored cruiser “Warrior”.
    • 2 new light cruisers of the dreadnought era, special for Germany, based on the Light Cruiser “Emden”.
    • 7 new heavy cruisers distributed for all nations.
    • 5 new modern light cruisers distributed for all nations.
    • 1 French super battleship.
    • 1 French modern battleship.
    • 1 new USA Battleship hull type: a smaller version of modern BB that can represent South Carolina and South Dakota battleships.
    • 1 new Italian Modern Battleship hull type.
    • 1 new UK Battleship hull type: It can represent a variant of HMS Nelson and generally the N3/G3 class.
    • 6 new Battlecruisers designated as "Large Cruisers" distributed for all nations except Britain.
    • Improved a late UK Battleship with modern towers (The model that appears in mission “German Pride”).
    • 1 new Russian modernized Battleship.
    • 1 new generic modernized Battleship.
Italian Heavy Cruiser belonging to "Trento-class"

[h3]NEW NAVAL ACADEMY MISSIONS[/h3]
  • German Raiding Squadron: Your light cruisers must sink several cargo ships defended by a British armored cruiser. An enemy Battlecruiser approaches so you need to act fast.
  • Dreadnought vs Modern Cruisers: Powerful modern cruisers with state of the art fire control and devastating torpedoes should have no problem sinking a dreadnought of older technology. You can prove the opposite, either by enhancing your battleships with equipment of advanced technology, or investing more money for building more ships.
  • Wounded Beast: Your German battleship is damaged from a previous engagement and is hunted by the British fleet. Reinforcements are on their way to help you out.
  • Cruisers needed: An Italian Battleship is chased by a French Super-Battleship and your cruisers must rescue it.

[h3]SHIP DESIGNER IMPROVEMENTS[/h3]
  • Operational Range is locked in “Medium” for Naval Academy (it will work fully in campaign). The player will no longer exploit the system by setting it at minimum range and create overpowered ships versus the AI.
  • Several improvements/fixes in weights/costs of ship assets.
  • AI will design more effectively the ships allocating weights for guns and speed in a more balanced manner. AI will increase Turret armor over technology era and this will be a necessity for player too, for reducing the chance of ammo detonations and main gun destruction. (Note: in late era battles, the maximum armor setting will usually correspond to the turret armor now. We will improve UI to be more specific).
  • Auto-Design (for player and AI) is now smarter, since it realizes which technologies are better to use according to year. For example, you will no longer see ships auto-designed with full coal engines in the 1920s or with weak torpedoes. PS.The initial technologies will be set up according to tech era, so that player designs the ship from scratch with less micromanagement.
  • Various improvements/fixes to hulls according to player reports.
  • Deceleration of ship is now properly affected from various ship design decisions. (Previously it was only affected by ship’s size and weight).
  • Turbo Electric Drive auxiliary engines now offer a significant boost to acceleration/deceleration, making them really effective for initiating sharp maneuvers and dodging torpedoes. One more upgrade (Turbo Electric Drive II) is available with stronger effects.
  • Light Cruisers’ maximum gun size is now 7-inches (from 8-inches) so that we reflect better the class distinction between Light and Heavy Cruisers.

[h3]BALANCES/COMBAT IMPROVEMENT[/h3]
  • Damage fine tuning according to the new ballistics/damage model.
  • Smoke from funnels obstructs directionally the gun aiming. Accuracy penalty is received if the smoke emitted from the ship’s funnels interferes with the target at some angle.
  • Reduced target signature of guns. It is now more balanced the effect of ship size and targeting, while player should no longer be able to exploit Naval Academy battles by over-reducing the target signature with less secondary guns.
  • Torpedoes can now cause ammo detonation, if they penetrate the hull. Torpedoes of large diameter will be extremely dangerous, even to large and well protected battleships.
  • White powder shells rebalanced (removed shell weight loss, because it made shells too ineffective with bad ballistics at medium range).
  • Lyddite I shells penetration penalty reduced (They could become too weak).

[h3]BUG FIXES[/h3]
  • Fixed a rare crash issue after exiting battle.
  • Fixed a sound bug (it caused only a console report during battle).
  • Fixed bug not allowing to set up target for individual ship of a division.
  • Fixed an issue that could cause lag after exiting a custom battle.
  • Fixed bug that could desync damage of gun & barbette, making them become destroyed independently.

[h3]OTHER[/h3]
  • Transport ships became available in custom battles. You can now set up convoy missions as you please (Note: Transports will still be uncontrollable).
  • Improved ship floatation motions. Ships should not pitch/roll so much as before, especially the heavier ships.


Today, we will make the internal test version, and if all is fine, we will release on Monday. We shall keep you updated!