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Ultimate Admiral: Dreadnoughts News

v1.07 Hotfix

Hello Admirals,
We just deployed the following small update.

*1.07 Hotfix*
- Fixed issues that could greatly delay the campaign turns ("Building Turns" Lag).
- Fixed bug that could cause crew training to become higher than "trained" without combat.
- Total Crew pool will now depend on population and will not increase infinitely.
- Adjusted Tension to be caused a little more easily.
- Fixed issue that caused Conning Tower armor limit to be very low.
- Campaign AI will scrap ships or delete old designs more efficiently (AI fleets should become stronger in the long term).

Enjoy!

The Game-Labs Team

Major Update v1.06

Hello Admirals,

The next major update v1.06 is finally available for all players! We deeply thank all beta testers who aided us with their valuable feedback to improve the game further and with their ideas to shape up the large content of this patch. After all, this game is for you -the players- and so when you actively help us you not only influence the development of Ultimate Admiral: Dreadnoughts to head in the direction you choose, but the game to become significantly improved, even beyond our own expectations.

In this update you get an expanded campaign version which makes it possible to start at peace, and progressively become prepared for the next inevitable wars between the major nations. A simple diplomacy system allows you to build your relations with other nations and form alliances. Winning a war may provide ships and provinces as war reparations that will make your nation stronger for the future.

The expanded campaign can be played for many years continuously until all enemy nations are destroyed

Two major features enrich the design process: The Citadel and the Custom Gun Calibers. The hull is now strengthened according to the placement of guns and funnels and becomes armored with detailed schemes which greatly affect the ship's protection system, as well as its stability on sea, since the weight measurements become more complex. Additionally, the guns can now be modified to the maximum extent, by choosing the diameter and length of the gun barrels, offering extreme customization options for your designs.

Many other improvements, including one of the most widely requested features, "The Dud Torpedoes" are offered in this patch. Please read the below changelog for more detailed information.

[h2]CONTINUOUS CAMPAIGN[/h2]
The campaign can now be started at the selected year with no immediate wars happening and will continue until 1950 or until one of the following circumstances are satisfied:
  • Low naval prestige: Player is replaced by the current government.
  • Revolution and naval prestige is not high: Player is replaced by the new government.
  • Total Nation Defeat: 50% or more of the Home Provinces are lost.
  • Total Domination: All non-allied enemies have been destroyed (temporary feature, until we add more nations and mechanics
The AI players will also lose with the same rules and their nations can be obliterated from the map if the home provinces are conquered by another nation.
During peacetime, the following new mechanics are introduced:
  • Random events: Events in which you must take a decision that will affect relations with other nations and other aspects of gameplay. This is a work in progress functionality that will expand further.
  • Tension: Tension will be produced mainly between nations with bad relations that have a stronger fleet than necessary in common waters. Tension affects bilateral relations and can slowly bring nations to war.
  • Alliances: If two nations have good relations up to +99, then special events can trigger alliance agreements. Nations in an alliance fight their enemies together as it happens in the update v1.05.
  • War: If two nations have bad relations up to -99 then special events can trigger a war between them. Other nations will immediately pick a side according to what were their previous relations and modify relations accordingly. This large modification of relations can immediately trigger new alliances and force other nations to enter the war.
  • Negotiations for Peace: When eventually a peace agreement is signed and war reparations are shared for the victors, money, ships and provinces are transferred accordingly to the nations (previously the game just ended). While there is no land conquering mechanic yet, the province exchange via war reparations will be somewhat exaggerated.
  • Economic Cycles: During prolonged wars the GDP will suffer greatly and the economic growth accordingly. After the war it will need much time to recover financially, especially if you were defeated and lost provinces.
Many new design functionalities became available

[h2]MAJOR NEW FEATURES[/h2]
A detailed Citadel functionality, new gun mechanics and Dud Torpedoes enrich the realism factors of the game.
  • New detailed Citadel: The damage model becomes upgraded with a far more detailed armoring system. The way you layout out your guns and funnels will affect the length of the citadel (the armored box covered by the main belt and deck) and you will be able to view it in the ship preview during the design process.

    So it will be now fully realistic to create Nelson type ships which save weight due to the shortening of the armored citadel. Moreover, the hull weight and strength in each section will be dependent from the way you choose to layout your main guns as well as the center of its mass. For example, the sections in the middle will be significantly stronger and more resistant against damage than the lighter sections at the edges of the ship. Finally, you will be able to add an extra multi-layered armor in the citadel and choose independently its values according to the components enabled "All or Nothing", "Turtleback" etc.

    Furthermore, the new calculations for the hull will affect everything about the ship stability and weight allocations. For example, you can enlarge the citadel to reduce the pitch/roll, because by adding weight in the central parts of the ship will significantly increase its stability (Currently this effect is not so strong, because all sections were weighted equally, so adding big guns on the ship would always increase pitch/roll with no way to reduce other than bringing guns closer to the center).
  • Engine Room sections become detailed: Following the new detailed citadel, the engine room is now automatically configured in size and position according to the placement of funnels. The sections where engines are added, affect ship stability and when they are damaged during battle the corresponding engines may become damaged and affect the ship speed accordingly (In a next update you will be able to choose how many engine shafts your ship may support, from 2 to 5. Now the engine shafts are by default from 2 to 3).
  • New Special Gun Calibers: A new design panel will allow you to edit the diameter and length of the gun barrels which will affect the gun statistics and their actual size on the ship. So, for example, you will be able to have calibers such as 13.5 inch for your guns before you research the next bigger 14 inch caliber. The variations of designs now will become extremely enriched, as each ship will look different also on the gun scales.

    The different guns on diameter and length-caliber will also vary according to the 3D model used for them. Guns of different nations that are large or have a shorter barrel than others of the same caliber and technology, will not be identical as now, but will have different stats accordingly.
  • Dud Torpedoes: Torpedoes will not be as successful as now but will detonate and damage ships according to their angle of impact and their technology. You may have torpedoes to not explode on impact or explode prematurely with new visual effects. Torpedoes can also deviate from course (extremely rarely in more than 90 degrees).




A variant of the new Danton hull in various angles

[h2]3x NEW HULLS[/h2]
  • “French Experimental Battleship” available from 1899 to 1916 with a displacement between 17,700 and 22.500 tons. This hull can recreate the Danton-class Battleship.
  • “French Experimental Dreadnought” available from 1905 to 1916 with a displacement between 19,750 and 24.500 tons.
  • “French Large Armored Cruiser” available from 1914 to 1921 with a displacement between 14,800 and 16.500 tons
[h2]NEW GUNS[/h2]
  • New late tech 8-inch and 9-inch guns for Japan.
  • New late tech 2-inch and 3-inch guns for the USA, Britain, Spain, China.
  • New generic Mark 3 Torpedo Tubes for all nations.
  • New Mark 1 French Guns from 9-inch to 16-inch caliber, replacing some older variants where applicable.
  • New Mark 2/Mark 3 French Guns from 6-inch to 16-inch caliber.
The new French hull in action, using the visualization mod of "The Baron"

"New Horizons" mod
Download links:
Steam Forum Game-Labs Forum

[h2]OTHER IMPROVEMENTS[/h2]
  • Improved ship motion at sea: Pitch/Roll and overall ship movement characteristics are updated to support the new hull weight adjustments. Ships will interact with waves more realistically, as a result.
  • Improved shell ballistics & mechanics: Following the new gun mechanics, the aiming/targeting/shell dispersion will be improved and will have extensive variability according to the virtually countless combinations of the different gun settings. When guns fully aim they will characteristically speed up their firing rate to destroy the target quicker.
  • Over penetration mechanics improvement: Overpenetration will now be depended further from the angle of impact, increasing the chance of striking full penetrations when firing through the bow of a ship. Moreover, overpenetration damage will be dependent greatly from the angle of the ship, significantly damaging the hull if a shell passes through the bow and along the length of the ship.
  • Torpedo tubes create special detonations: When Torpedo Tubes become hit and destroyed they can cause a special detonation, simulating the damage caused by the destroyed torpedoes (which are removed from ammo).
  • New Ship Components: “Advanced Electrical Turrets”, “Advanced Electro-Hydraulic Turrets”, and “Advanced Gun Reload System” are now included in the available list of ship components.
  • Many Ship weight/cost balances: Following up the new Citadel and Gun mechanics, the weight and cost of ship assets have been adjusted accordingly.
  • New weapon stats visible in the UI: In weapon stats you can now review the weapon’s rotation speed in deg/sec and what is the exact weight of ammo per turret.
  • Colored weapon availability: During battle, by hovering the mouse on a weapon type all the respective weapons become highlighted and colored according to their status. “Green” is fully operational, “Yellow” is seriously damaged, “Red” is destroyed or out of ammo. Previously you could just view the weapons highlighted yellow with no information if they were working or not.
  • All guns of the same caliber become grouped: Guns on the centerline, or side, or with different barrels will aim together in one fire control group, increasing their efficiency.. However, accuracy and reload penalties will apply when guns are not fully uniform (different calibers, barrels, not placed on the centerline etc.)
  • Conning Tower and Fire Control become damaged with a more accurate system: Damage caused to the Main Tower will properly utilize the armor of the Conning Tower and the Superstructure to protect the Conning Tower and Fire Control.
  • Further Auto-Design improvements: AI will design ships even better following the logic of the new mechanics for Citadel and Guns.
  • Further Battle AI improvements: Battle AI will operate overall in a more effective way vs the player.
  • Further Division logic improvements: There should be less errors in division auto-management.
  • Fixed Window Mode: You can now safely Alt+Tab or play in “Window Mode” and the game will continue to play, it will not be paused.
  • Beam/Draught Custom Edit: You can now type the needed values for Beam/Draught.
  • Crew can surrender sooner: Crew will now surrender at 45% casualties instead at 70%. When a ship has received so many casualties, the ship usually is at a very bad state to continue the fight in a realistic manner. As a compensation, the minimum crew to man ships in the campaign is 70% instead of the previous 50% (which would make a ship too bad in performance to send to sea).
Torpedoes became realistically unreliable, deviating from course, exploding prematurely or not detonating on impact

[h2]BUG FIXES[/h2]
  • Fixed bug that made HE penetration to be dependent from the penetration of AP shells. AP and HE shells penetration will now correctly work independently according to the chosen AP and HE shell types.
  • Fixed bug that made ship to freeze when executing reverse and “Avoid Ships” option was disabled.
  • Fixed various campaign bugs.

Thanks again to everyone who has helped with feedback during the beta procedure of update v1.06. We continue to monitor your reports and will provide a hotfix for everything needed in due time.

Please visit our forums to share your feedback about the new patch here:
The Game-Labs Team

Major Update v1.05

Hello Admirals,
We are very happy to announce the next major update of Ultimate Admiral: Dreadnoughts! The campaign has received not only a map expansion but a crucial new functionality which allows you to create Task Forces. With the Task Forces you can bring the battles close to the enemy waters in a detailed manner, but beware, the enemy will do the same to you. The AI will counter your movements or will try to find opportunities to reinforce weakened sea regions and gradually destroy your convoys.

58 new ship variants enrich the huge roster of ships you can design, including the detailed model of the German Battlecruiser SMS Von der Tann. The game's interface has received a total clean up and visual enhancement while many other gameplay fixes and improvements await you to explore them in the largest update, in terms of content, that has been released so far for the game. You can read the long list of improvements in the below text.

A variant of the Von Der Tann Battlecruiser in various camera angles.











v1.05 Update


[h2]CAMPAIGN[/h2]
  • Map Expansion: Expanded the map to include the Mediterranean Sea and a larger portion of Europe.
  • New Nations: Italy, France and Austria-Hungary are added to the major nations. The nations form two rival alliances and fight with each other for total victory (this is a temporary functionality until we offer the prolonged campaign system).
  • Task Forces: Previously you were able to move ships only between ports. You can now also form Task Forces, by grouping ships and sending them to any sea point on the map. In this way you block strategic passages and generate missions according to the ships in the vicinity.
  • Refit Mode: Now you can refit your ships, from changing a few components to radically replacing weapons, funnels, towers with modern variations. This new and essential feature will allow you to utilize all the latest technology advancements for your current ships without the need to scrap them and build new ones.
  • New Sea Roles: New sea roles added to the previous “In Being” and “Sea Control”, special for the Task Forces, offer more options for controlling strategically your ships.
  • Interface improvements: There is a new tab “Politics” where you will later manage some diplomacy aspects. Now you are able to overview the relations and power of all nations. Additionally we added an “ Economy Growth” to the GDP which will be dependent later from various conditions. You will be warned when you want to end the turn with danger of going bankrupt. When you hover at a sea region a tooltip shows statistical information for the included fleets. Many other minor changes to support the new functionalities.
  • Balances: Maintenance cost is balanced so that it is not so high now that ships will spend more time at sea with all the various and expensive sea roles. Tech research is balanced to be overall faster and tech priorities will give a more distinctive advantage when chosen. Various other balances were made to support the new campaign expansion
The new expanded map includes the Mediterranean Sea

[h2]NEW GUNS[/h2]
Germany and Austria-Hungary receive new visuals for the following:
  • Germany and Austria-Hungary receive new visuals for:  4-inch up to 16-inch Mark 2 guns and 9-inch up to 14-inch Mark 3 guns.
  • New casemate gun models for late tech years.

[h2]58 NEW HULLS[/h2]
A new base model for one of the most famous German Battlecruisers of World War I is added along with many new variants. Many new towers and parts are added or improved for previous hulls and the technology tree has changed to include the following new ships:
  • The “Battlecruiser SMS Von der Tann” can now be faithfully recreated in the game. You can find it in the new German Hull “Battlecruiser I” with a displacement between 19,200 and 24,200 tons in the years 1907-1919.
  • New German “Large Armored Cruiser” variant with a displacement between 13,500 and 17,500 tons that is available in the years 1907-1920.
  • New Japanese/Spanish/Chinese “Large Cruiser” variant with a displacement between 14,500 and 18,500 tons that is available in the years 1907-1919.
  • New “Large Armored Cruiser” variant for Spain, China, Italy, Austria-Hungary, Japan with a displacement between 13,000 and 16,500 tons that is available in the years 1907-1920.
  • New Russian “Large Armored Cruiser” variant with a displacement between 13,500 and 16,800 tons that is available in the years 1907-1920.
  • New Italian “Armored Cruiser V” variant with a displacement between 11,000 and 12,800 tons that is available in the years 1907-1920.
  • New French “Armored Cruiser IV” variant with a displacement between 11,800 and 15,500 tons that is available in the years 1900-1920.
  • New “Light Cruiser III” variant for Britain, Spain, China, Austria-Hungary, Italy, USA with a displacement between 3,500 and 8,500 tons that is available in the years 1905-1920.
  • New British “Light Cruiser IV” variant with a displacement between 5,500 and 9,500 tons that is available in the years 1915-1930.
  • New “Japanese Light Cruiser III” variant with a displacement between 3,500 and 8,500 tons that is available in the years 1905-1920.
  • New “Russian Light Cruiser III” variant with a displacement between 3,300 and 8,300 tons that is available in the years 1905-1920.
  • New “French Scout Cruiser” variant with a displacement between 4,500 and 9,500 tons that is available in the years 1905-1920.
  • New Russian “Scout Cruiser” variant with a displacement between 4,300 and 9,300 tons that is available in the years 1909-1920.
  • New Italian “Scout Cruiser” variant with a displacement between 4,500 and 9,500 tons that is available in the years 1910-1920.
  • New US “Scout Cruiser II” variant with a displacement between 8,500 and 10,500 tons that is available in the years 1915-1930.
  • New US “Scout Cruiser II” variant with a displacement between 9,500 and 12,500 tons that is available in the years 1919-1930.
  • New US “Heavy Cruiser I” variant with a displacement between 10,500 and 12,750 tons that is available after the year 1919.
  • New French “Light Cruiser V” variant with a displacement between 7,500 and 9,750 tons that is available after the year 1921.
  • New German “Light Cruiser V” variant with a displacement between 7,700 and 10,250 tons that is available after the year 1921.
  • New German “Battlecruiser II” variant with a displacement between 23,000 and 28,000 tons that is available in the years 1907-1920.
  • New German “Battlecruiser III” variant with a displacement between 26,000 and 31,000 tons that is available in the years 1913-1928.
  • New Russian “Battlecruiser III” variant with a displacement between 29,500 and 37,000 tons that is available in the years 1913-1928.
  • New Russian “Battlecruiser IV” variant with a displacement between 33,500 and 41,000 tons that is available in the years 1916-1935.
  • New Japanese “Battlecruiser IV” variant with a displacement between 27,500 and 36,500 tons that is available in the years 1916-1928.
  • New German “Battlecruiser IV” variant with a displacement between 27,400 and 34,000 tons that is available in the years 1913-1928.
  • New German “Battlecruiser V” variant with a displacement between 35,500 and 44,500 tons that is available in the years 1916-1928.
  • New British “Battlecruiser IV” variant with a displacement between 29,500 and 34,000 tons that is available in the years 1916-1928.
  • New British “Battlecruiser V” variant with a displacement between 23,500 and 37,500 tons that is available in the years 1919-1928.
  • New Japanese “Battlecruiser V” variant with a displacement between 36,500 and 43,500 tons that is available after the year 1919.
  • New Austro-Hungarian “Battleship I” variant with a displacement between 8,000 and 11,500 tons that is available in the years 1890-1905.
  • New Austro-Hungarian “Small Dreadnought I” variant with a displacement between 14,500 and 18,500 tons that is available in the years 1905-1915.
  • New Spanish/Chinese “Small Dreadnought I” variant with a displacement between 15,500 and 17,700 tons that is available in the years 1905-1915.
  • New Austro-Hungarian “Experimental Dreadnought I” variant with a displacement between 21,000 and 25,000 tons that is available in the years 1908-1919.
  • New Austro-Hungarian “Experimental Dreadnought II” variant with a displacement between 23,000 and 27,000 tons that is available in the years 1910-1919.
  • New Russian “Dreadnought I” variant with a displacement between 20,500 and 26,000 tons that is available in the years 1905-1915
  • New Russian “Dreadnought II” variant with a displacement between 30,500 and 36,000 tons that is available in the years 1910-1927
  • New German “Dreadnought I” variant with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
  • New German “Dreadnought I” variant with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
  • New Japanese “Dreadnought I” variant with a displacement between 18,500 and 25,000 tons that is available in the years 1905-1915.
  • New British “Dreadnought II” variant with a displacement between 19,500 and 27,500 tons that is available in the years 1908-1915.
  • New French “Dreadnought II” variant with a displacement between 20,800 and 29,500 tons that is available in the years 1908-1915.
  • New Italian “Dreadnought II” variant with a displacement between 20,500 and 25,000 tons that is available in the years 1908-1915.
  • New German “Dreadnought II” variant with a displacement between 23,500 and 27,500 tons that is available in the years 1908-1915.
  • New French “Dreadnought III” variant with a displacement between 22,500 and 28,000 tons that is available in the years 1908-1915.
  • New British “Dreadnought III” variant with a displacement between 21,000 and 29,500 tons that is available in the years 1910-1915.
  • New German “Dreadnought III” variant with a displacement between 27,000 and 34,000 tons that is available in the years 1910-1926.
  • New British “Dreadnought IV” variant with a displacement between 23,600 and 32,500 tons that is available in the years 1912-1915.
  • New Italian “Dreadnought IV” variant with a displacement between 29,000 and 35,000 tons that is available in the years 1914-1926.
  • New French “Dreadnought IV” variant with a displacement between 24,000 and 31,000 tons that is available in the years 1914-1926.
  • New French “Dreadnought V” variant with a displacement between 32,000 and 39,500 tons that is available in the years 1916-1926.
  • New USA “Dreadnought III” variant with a displacement between 35,500 and 42,500 tons that is available in the years 1919-1927.
  • New British “Dreadnought V” variant with a displacement between 25,500 and 35,500 tons that is available in the years 1914-1926.
  • New Russian/Spanish/Chinese “Experimental Dreadnought” variant with a displacement between 25,500 and 30,500 tons that is available in the years 1914-1926.
  • New British “Dreadnought VI” variant with a displacement between 33,000 and 45,000 tons that is available in the years 1916-1926.
  • New German “Dreadnought IV” variant with a displacement between 44,000 and 57,000 tons that is available in the years 1919-1926.
  • New German “Dreadnought V” variant with a displacement between 47,000 and 61,000 tons that is available in the years 1919-1926.
  • New French “Dreadnought VI” variant with a displacement between 44,000 and 66,000 tons that is available in the years 1916-1926
  • New Italian “Dreadnought V” variant with a displacement between 38,000 and 56,000 tons that is available in the years 1919-1926.

The game now includes over 327 Hull Variants of which 33 are highly detailed base models. All the ships of the game use over 1386 different ship parts and thousands of different weapons in various sizes and tech levels.

The new Task Force functionality allows to group ships into a moving fleet

[h2]MAJOR NEW FEATURES[/h2]
  • Customization of Beam / Draught: You can now adjust the width and height of the hull in the design options. These adjustments will greatly affect the hull characteristics and the performance of your designed ships.
  • New Components for AP/HE rounds ratio: Choose the distribution of AP and HE rounds between different settings for your main and secondary guns. You will no longer have indefinitely any type of AP or HE round but both will have their separate limit. 
  • New Components for AP/HE shell types: The type of the HE or AP shell can be now customized depending on technology. 

    The different HE shells span between the options: 
    HEI - High Explosive Incendiary Shell
    HCHE - High Capacity High Explosive Shell
    CNF - Nose Fuze Shell
    CP - Base Fuze Shell
    CPC - Common Pointed Capped
    CPBC - Common Pointed Ballistic Capped

    The varying AP shells are: 
    SAP - Semi Armor Piercing Shell
    SAPBC - Semi Armor Piercing Ballistic Cap Shell
    AP - Armor Piercing Shell
    APC - Armor Piercing Capped Shell
    APBC - Armor Piercing Ballistic Capped Shell
    Improved APBC - Armor Piercing Ballistic Capped Shell

    4x new ship components for shells

  • New Battle Control Option “Avoid Ship”: By default it is enabled and allows the ships to automatically avoid other ships to prevent collision. You can now override this behavior individually for any of your ships, either for improving your swift maneuvers or for ramming the enemy…
  • New Battle Control Option “Ammo for Secondary Guns”: You can now choose what type of ammo is used for your Secondary Guns, Auto, AP or HE.
  • Improved Shell Ballistics and Gun Aiming Mechanics: Following the various new options for AP and HE shells the shell ballistics now follow a much more characteristic trajectory depending on all their different physics variables. Additionally, the guns aim in a more realistic manner, firing salvoes depending on the target’s speed and angular velocity. For example, previously you would see shell salvoes to be mostly random in relation to the center of the target, but now salvoes are en mass fired forward, aft, in front or behind the target until the range is found and hits start to be achieved. This automatic procedure affects the base accuracy and now makes the firing more natural and expected depending on target distance.
  • Improved Ship Motion at Sea: Ship buoyancy mechanics are enriched to support the new Beam/Draught options. The interaction of ships with waves is now more characteristic depending on the weight offset, pitch/roll, beam/draught options chosen for their design.
  • Exponential speed limit for hulls: As ships reach a maximum speed barrier depending on the hull technology, then the engine weight needed to achieve a higher speed increases exponentially. Thus it will be much harder to design unrealistically fast ships with old hulls, something that a lot of players abused to make much faster ships than the AI to overwhelm it.
A New British Dreadnought in action

[h2]OTHER IMPROVEMENTS[/h2]
  • Over penetration mechanics improvement: Overpenetration will now happen with more accurate conditions. Previously the unarmored ships would mostly overpenetrate, or the heavily armored almost never became overpenetrated.
  • Flooding mechanics improvement: Flooding from direct hits will now spread not only to adjacent sections but further beyond, depending on the height of water inside the flooded sections. This new feature addresses the previous unnatural survivability for smaller ships (especially the torpedo boats) which would become unsinkable until more sections were flooded from a direct hit. With this new feature, the torpedo and flooding protection schemes in the design options will be more than essential.
  • AP/HE different stats: When you hover on guns to see their info tooltip you will now see detailed and different statistics for AP/HE shell weights, damage, range, muzzle velocity, penetration and accuracy tables.
  • Crew scales with hull size and displacement: As you change displacement, beam/ draught the hull crew number will change accordingly. Previously the “Control Station” crew was not scaling.
  • Added instability/beam/draught values in battle UI: These are important design aspects, useful to know for any ship that participates in a battle.
    Save file system improved: When a new game version requires it, obsolete save files will be discarded and new will be generated automatically. This will stop the confusion of players when the game would become broken due to incompatible saves (invalid designs, exceptions, floating guns etc.)
  • Ship weight/cost balances: Balanced the weight and cost for various parts and components, as it was needed for all the latest new features. 
    Other balances: The “Dunnite” explosive charge is available in late tech years, new Radar Rangefinder III is now available and other minor improvements or balances for the ship design options.
  • Minor Visual Effects Improvement: You will notice a little better visual effects overall.
  • Graphical Interface Improvement: We have changed the graphical interface in various aspects of the game, in the campaign, battle stats, shipyard, menu etc. to be more pleasing to the eye.
  • Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
The new Beam/Draught options provide more design flexibility

[h2]BATTLE AI[/h2]
  • The Battle AI is further improved to make decisions more promptly and effectively by using more algorithms. The result is an AI that will know better when to attack and defend and at which distance, always depending on the nation's personality.
  • Auto Targeting is influenced by the new AI algorithms and is more effective. Some older issues should become resolved, for example the over-prioritization of Transports.
  • Improved the AI decision making on switching shell type. You will notice that the ships will more successfully switch ammo depending on the armor and angle of the target.
  • AI auto-design algorithms enriched to support all the new features for Beam/Draught, new components. The ships created will be balanced in protection and firepower and thus more potent adversaries.
The Design interface has been cleaned up from redundant information

[h2]BUG FIXES[/h2]
  • Several division movement bugs were fixed: Ships will not confuse so much as before in dense formations. Further fixes will come after feedback.
  • Fixed issue that caused the division ship leader to instantly switch position when receiving little damage, causing confusion to the formation.
  • Fixed bug that would cause ships of screen formation to immediately try to switch position at the start of battle, creating big confusion in the formation.
  • Fixed bugs that would cause the showing of inaccurate statistical data after battle.
  • Fixed some issues with barbettes that were not available in mount positions, while they should. This bug would cause issues in the auto-design which made it very difficult to find a proper barbette to place a gun.
  • Fixed old issue of inconsistent reverse engine damage.
    Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
  • Minor text fixes.

We thank everyone who tested the beta version of this update while we were developing it. You helped us greatly and we hope all players will enjoy this final playable version.

Thank you for reading! Please share your valuable feedback in our forums:The Game-Labs Team
=======================================

Important information for early buyers


Please note that v1.05 will be the last update for the Standalone Launcher of the game. All future updates will be deployed on Steam Early Access. So if you have purchased the "Limited" or "Standard Edition", and you haven't used your Steam Key yet, please check your email and enable it so you can continue to play Ultimate Admiral: Dreadnoughts fully updated.

If you have trouble finding or enabling your Steam key, please head to our support forum and ask for help: https://forum.game-labs.net/forum/180-payment-issues/

HotFix v1.04

Hello Admirals,

We deployed a small hotfix that addresses the following:

HotFix v1.04
- Fixed bug in saved battles which caused them to not function or make the game to crash.
- Fine tuning to Auto-Targeting, Guns' aiming at close range.
- Fixed an occasional problem in mission "Sink the Raiders" in which the transports could spawn too close to the enemy.

Gameplay optimization & Fixes - Patch 1.03

Hello Admirals,
We are offering an intermediate patch which improves gameplay and fixes various issues, before our planned major update which will include a larger map, more nations, more ships and many other new features. Let's have a look at what this small but very important update has to offer.

The AI will create more coherent formations against the player

[h2]Improvements[/h2]
  • Improved the Battle AI in all aspects. It should be more aggressive when stronger, keep a more effective firing distance and maneuver more dynamically. The AI auto-targeting is also improved.
  • AI auto-design further improvement to build more balanced and effective ships.
  • Ship evasion slight improvement. Ships should more effectively try to keep distance from each other. Some remaining issues will be fixed in the next update.
  • Improved Acceleration/Deceleration of ships to be more natural and be affected more from flooding. Fixed also an old issue for ships that were not Division leaders, which made them speed up and turn unnaturally fast.
  • Now ports can be damaged in the campaign after successful “Port Strike” missions.
  • Ships now sink more gradually and lose speed slowly.
  • Secondary guns will now aim more effectively against fast moving targets.
  • Shell dispersion for missing shells should not happen so often close to the target.
  • AI will be able to auto-switch shell type more effectively, evaluating the angle of the target. Moreover, the penetration estimation info now uses a more accurate algorithm that estimates the penetration chance depending on the angle of the target ship.
  • Flash Fire and Detonations now properly reduce the exploding ammo. Moreover, the chance of receiving a Flash Fire or Detonation is directly dependent on current ammo storage, so if ammo is zero, the chance becomes zero.
  • Increased the cost of Bulkheads to proper levels according to its significance in battle. Missions and Campaign income have been balanced to compensate for this change.
When there is an ammo explosion the ammo depletes accordingly

[h2]Fixes[/h2]
  • Fixed issue with torpedo friendly fire calculations, causing the firing of torpedoes through friendly ships.
  • Fixed bug of Division Auto-Avoid option which could cause ships to stall and become non controllable.
  • Fixed bug in campaign that caused TR losses to not be displayed each turn.
  • Fixed bug that did not allow you to exit the Ship Design if you have previously interrupted an auto-design process.
  • Fixed bug that allowed you to interrupt auto-design when pressing the H key during battle load.
  • Fixed bug that allowed you to continue the campaign after a peace treaty when pressing ESC.
  • Fixed some inconsistencies in the Key-Binding options.
  • Some minor hull fixes.
  • Some text fixes.
Keeping formations will now be easier (Still work in progress)

We thank all the players who have helped us with their feedback to optimize the patch while it was in beta stage. Your continued feedback and suggestions in our forums will be much appreciated:The Game-Labs Team