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Ultimate Admiral: Dreadnoughts News

Minor Update v1.3.9 Rx6

Hello Admirals,

Here is another update for you.. Please read:

Minor Update v1.3.9 Campaign AI improvement: The campaign AI has been improved to adapt better to the new more challenging economy. The AI will not overspend funds on building too many ships and will attempt to develop more.

Aiming progress changes: The aiming mechanics got fixes and adjustments in their logic, so that they work overall better and more realistic. You will notice that when you hit a target then subsequent hits will happen more consistently unless the target maneuvers. Maneuvers will also affect the overall aiming progress more against a target, making fast ships have more chances on avoiding incoming shells (The UI is set to update slower for performance reasons, so the accuracy changes when you hover on target will be displayed not fully synced).

Fixes and balances:
  • Fixed a problem with generated missions that prevented a multi-attack from land and sea against a province, creating empty events.
  • Fixed issue which made ships to be “in Battle’ status although the war was over and the battles got canceled.
  • Fixed issue that made ships under construction to participate in battles wrongly.
  • Fixed issue that made the Refit time to become miscalculated.
  • Fixed issues of the Custom Battle interface, which showed a false message of “Not having the required ship” in some rare cases.
  • Fixed some minor issues with the UI.
  • Performance optimization for the 3D battles.
  • Further Auto-Design optimization.
The Chinese Language is added to the localization support: You need to change the language settings, apply and restart the game to make them have effect.

Enjoy!
The Game-Labs Team

Uploaded Repaired Version including the following:
- Reduced income bonus for the Ai in Hard and Legendary mode (it seems that the game became much harder for the average player who used these settings).
- Fixed "Mount 2" error further. This false positive error should now appear much less often.
- Fixed required tonnage not updating properly for naval invasions. (The problem is addressed only for new invasion instances).
- Fixed some barbette errors appearing mainly in refit processes.
- Fixed an alliance check error which could result enemy ships to wrongly use enemy ports.
- Fixed an UI issue which created too large offset for tooltips.

Uploaded Repaired Version x2 including the following:
- Fixed required tonnage of Invasions not updating correctly (Definite fix).
- Fixed issue which could make camera to freeze in ship design environment of campaign.
- Aiming mechanics' refactoring, fixes of issues.
- Fixed allied ships staying for too much time in their allies' ports.
- Fixed minor allies not refueling and re-arming properly (So they could be very weak in late battles and retreat always).
- Fixed some tech issues (2x hull techs that did not have bonuses if no hull was available for a nation, a 1100 tonnage DD becoming obsolete in wrong year).
- Improved part placement snapping.

Uploaded Repaired Version x3 including the following:
- Further aiming repairs and optimizations. The aiming progress should now work as good as possible without too frequent maximization to 30x level. Furthermore, the battle fps should be better optimized due to the new code.
- Fixed issue which could cause guns or ships to freeze during battle due to a code exception.
- Fixed error that did not allow to reset aiming with Ctrl + Space.
- Fixed old issues of the Destroyer Tech tree in 1900-1910 era. (1100 ton Destroyers not becoming available for some nations in the correct techs and other).
- Various UI fixes and minor improvements.


Uploaded Repaired Version x4 including the following:
- Fixes on target switching and further aiming progress optimizations. It is advised for modders to use the current config base as new parameters for no bugs in targeting.
- Fixed some issues on the mechanics of returning to port for repairs.
- Fixed problem which could cause too large minelaying radius of submarines and too little area to navigate because of this.
- Fixed issue that caused a strait to not change owner after being conquered.
- Further minor improvements and repairs on UI.

Uploaded Repaired Version x5 including the following:
- Battle AI optimizations.
- Aiming optimizations (fix of too slow big gun aiming progress).
- Fix of bug that caused inefficient targeting from both sides of the ship.
- Fixed further some UI issues including large tooltip offsets for 4K monitors.
- Fixed bug that caused inconsistent "required tonnage" update in naval invasions.

Uploaded Repaired Version x6 including the following:
- Further aiming optimization. Works more consistently and costs much less in fps performance.
- Fixed 2 reasons that could cause a campaign turn to freeze. Bugs were related to pathfinding and minefield calcs but could show up freeze during "Relationships" or "Building" processes for the player.

Please Restart Steam to receive the Update
Please note that after this small update it is planned to offer the next major update v1.4 that will be finished in the coming weeks. Unless something important needs a fix, no more minor updates are scheduled.

Minor Update v1.3.8 R

Hello Admirals,

In the previous update we introduced a new and important upgrade to the Campaign System, which is the more realistic mechanics for the naval task forces. We continue the improvements with polishes on the mission mechanics system and an improved balance of the economy. Please read:

Minor Update v1.3.8
  • Economy update: The campaign finances and costs are balanced, increasing further the gains from provinces, increasing the growth impact of oil resources and at the same time, increasing slightly overall expenses, in all levels. The result should be a more rewarding economy for the players who do not overstretch the nation’s boundaries.
  • The “Suspend” of a ship constriction has now a cost, not only simulating some minimum costs of production and hull maintenance but also to not allow the exploitation of having many ships in “Suspend” mode, totally free of cost, and then to be ready to enable in a few months.
  • Fixed or made very rare a false-positive warning “Mount 2” error, which can cause a design to become invalid (exiting the game, or the constructor, could fix this error).
  • Fixed temporary issue that caused human player’s ships to auto-move to Invasion missions.
  • Fixed issue that allowed attacks against minors to happen multiple times or from many different nations.
  • Fixed major offensive arrow not expiring, some times, after conquest.
  • Battle AI became more aggressive. It should desire to keep a closer firing distance, without being suicidal.
  • Optimizations to aiming logic.
  • Some further Auto-Design, Ship collider logic optimizations, which should make the auto-design processes faster and more effective.

Enjoy!

The Game-Labs Team

Uploaded Repaired version including the following:
- Improved the mission generation system so that the decisions to invade lesser nations take into consideration the relations with major nations. An invasion will be decided only if the county has no major ally or if the relations with a major nation are near war or at war. This improvement addresses the temporary problem of too frequent wars, happening just because major nations invaded minor allies of other major nations, causing instant decrease of the relations to the minimum level. A campaign restart is necessary to notice these changes more evidently.
- Fine tunings to tension and relations adjustments between major nations, to balance the system further.
- Submarines have now even more effect in raiding transports (auto-attacks per month). Combat against submarines will utilize with more importance the ASW of ships and the stealth of submarines.
- Ship fuel replenishment is now more affected from nearby supply ports. Sending your fleets to unsupported sea regions should be suicidal.
- Power projection matters more in the generation of invasion missions against minors. By sending a large fleet in a sea zone, you will make it more probable an event to conquer a smaller nation.
- Fixed bug causing a dissolved nation to not disappear in the next turn, and still fight.
- Fixed decor parts not interacting with obstacles in some cases (for example, casemate doors to not disappear when we add a gun).
- Some UI minor fixes.
- Other minor improvements.
***Campaign AI adjustments*** Extra update
Please restart Steam to get this update fast

Hotfix Update v1.3.7 Rx3

Hi Admirals,

We have a new update with further fixes and polishes for the game. Some long standing issues of aiming should be now addressed and the temporary pathfinding errors caused by the Task Force zone mechanics should be now fixed, among other fixes and improvements of this update. Please read:

Hotfix Update v1.3.7
  • Fixed most if not all of the issues regarding map pathfinding and task force zones which could result in various bugs: Ships not moving, Ports not cleared up after being conquered etc.
  • Fixed the remaining issues of aiming mechanics, which were old, and lately became more evident due to ongoing work on fixing them. Now aiming progress will correctly reset when switching to a new target and aim progress will more smoothly and logically change according to bearing, range and maneuvers of the target.
  • Fined tuned the Battle AI after the latest fixes in aiming.
  • Improved the campaign AI to not spend too much money on building or refitting ships.
  • Auto-Design became even faster and more effective.
  • Fixed some minor UI issues.
  • Improved weather day cycle system to provide more daylight battles.

Enjoy!
The Game-Labs Team

Uploaded Repaired version:
- Fixed critical bug that caused fleets to not move on the map. We will check to fix what else is necessary tomorrow.

Uploaded Repaired version x2:
- Fixed, hopefully, all issues with Task Force movement in relation to their denial zones.
- Fixed Refit design interface not clearing up when exiting to main menu, and resulting to merge with custom battle interface causing invalid designs and various errors.
- Fixed an exception which could result in no funds gain after selling a used ship.
- Various other minor optimizations and fixes.

Uploaded Repaired version x3:
- Fixed, a few minor issues regarding task forces' movement and also improved the AI so that it can approach closer to enemies and trigger offensive missions more consistently.
- Fixed missions against minor nations not enabling properly. You will notice an increased activity involving the smaller nations.
- Improved the logic of Ungoverned territories so that major nations will try to capture them with much more probability and persistence, after a major nation dissolves.
- Fixed problems that made Ungoverned territories to be almost unbeatable in minor conflicts against them.
- Fixed a very rare exception which caused campaign generation to freeze or campaign turns to freeze during shipbuilding.
- Fixed some minor UI issues.

Please restart Steam to get this update

Hotfix Update v1.3.6

Hello Admirals,

We fixed some issues, improving further the game. Please read:

Hotfix Update v1.3.6
  • Fixed some old problems of aiming by code refactoring. You should notice now not so often happening a very fast growth of “Range Found” bonus, reaching a high limit which happened mostly to the AI but could also happen to the player. There are some other known issues, such as the UI not updating fast enough to show the target reset. We will fix those ASAP.
  • Fixed pathfinding issue not allowing fleets to move when they participated in battle on the same turn. It is also shown the denial zone of nearby enemy task forces to show viable paths to move.
  • Research Window UI issues and other smaller UI issues repaired.
  • Auto-design further optimizations in order to be faster.
  • Fleets will now move for repairs consistently to nearby ports in the campaign.
  • Various other small improvements / fixes.

Enjoy!

The Game-Labs Team

Minor Update v1.3.5

Hello all,

Another update became available with planned new functionalities on the campaign and other important fixes and improvements. Please read:

Minor Update v1.3.5
  • Improved the Campaign’s vital mechanics: The fleet’s control area now works as it was intended, as a denial zone that enemy ships must contest in order to pass through. You will now be able to guard narrow naval passages with your task forces and no enemy will slip through, and the enemy will do the same. Furthermore, the minefields now will function consistently and will check for every fleet that passes through or stands to trigger mine hits. The AI will consider those zones to not pass through or pass from the edges to clean them up with their mine sweeping radius. The player is advised to do the same. This change for minefields will stop creating many unnecessary random mine hits as it happened before and will make minefields work realistically as they were meant to.
  • Fixed weather randomization errors which made bad weather happen too frequently.
  • Fixed various UI flaws and improved visualization in various aspects of the UI.
  • Auto-Design further optimizations and fixes.
  • Battle AI will now function even more effectively in keeping an effective firing distance.
  • Improved aiming mechanics, so that gun number and their ROF matter more distinctively in increasing the aiming progress.
  • Fixed issue which made ships get stuck in minor allies’ ports.
  • Various minor fixes.


Enjoy!

The Game-Labs Team