Alpha-8 HotFix Patch
Hello admirals,
Today we release a small update that aims to address some of your recently reported issues. More of those issues are going to be fixed in the coming weeks as new programmers are added into our development team. We decided to not include yet a richer set of our planned features and improvements, since they were still risky and might have caused problems in your otherwise positive gameplay experience.
[h2]Ultimate Admiral: Dreadnoughts Alpha-8 v76[/h2]

[h3]BALANCES[/h3]
[h3]AI[/h3]
[h3]FIXES[/h3]
[h3]Warning:[/h3]
Mission difficulty setting is a work in progress and currently has no effect.
Share your feedback in our forums:
Today we release a small update that aims to address some of your recently reported issues. More of those issues are going to be fixed in the coming weeks as new programmers are added into our development team. We decided to not include yet a richer set of our planned features and improvements, since they were still risky and might have caused problems in your otherwise positive gameplay experience.
[h2]Ultimate Admiral: Dreadnoughts Alpha-8 v76[/h2]

[h3]BALANCES[/h3]
- Gun rebalance: The smaller guns from 9-inches and lower are now reloading slightly slower and with more desynchronization. Their damage became accordingly higher. Damage now will be more meaningful per caliber and guns below 7-inch will clearly be more useful against Destroyers.
- Targeting rebalance: The “Targeting penalty due to speed” has been reduced significantly but the dynamic targeting that utilizes target bearing and range rate became intensified. As a result, ships moving fast at a straight line will no longer be so hard to aim at. Maneuvers, though, became more impactful to targeting. In any case, when ships are at close distance, the hitting rate will be more consistent.
- Base deceleration of ships slightly decreased, addressing cases where some ships could turn too sharp. The base “rudder shift time” is slightly increased to compensate for this change.
- CSS Virginia’s guns became slightly stronger, as it was too weak compared to the Monitor.
- Triple and Multiple expansion steam engines have slightly increased weight, so that older pre-dreadnoughts cannot easily exceed the 20 knots speed.
[h3]AI[/h3]
- AI will maneuver more often according to enemy strength and battle situation. You will notice AI ships to approach or retreat at sharper angles, while keeping an effective broadside. Issue of torpedo boats not approaching close enough to launch short-range torpedoes should be resolved.
- AI targeting improved, affecting AI opponent and friendly ships. You will notice guns to be more effective in switching to the nearest threat or distributing gun groups against multiple targets.
- AI screening behaviour improved. The main fleet and the screen ships will operate closer to each other and keep a more effective formation. There are known issues of formations, which are still evident, especially when AI has to handle a large formation of different ship types. We will address all formation issues gradually on next updates.
[h3]FIXES[/h3]
- Fixed potential bug that sometimes made transport ships to be auto-designed without any funnel.
- Fixed issues with ramming. Previously, the smaller ship caused more damage. Now when ships ram each other, the damage will be more consistent and flooding should occur with more probability. There are remaining problems on ramming that we will address in a next update.
- Fixed a problem with ship evasion logic which previously made ships to react at a shorter distance, and thus collide with a friendly or enemy ship with more probability. As a result, ships will be harder to ram at. We will later further improve the evasion system and ramming might become a tactical choice for the player, if he wishes, with a special control option.
[h3]Warning:[/h3]
Mission difficulty setting is a work in progress and currently has no effect.
Share your feedback in our forums:
Often the "AI Auto-Design" will build ships balanced in protection and firepower, such as this Japanese Large Cruiser
Even when the new Auto-Design exaggerates with the main armament, the designed ships should be well protected
Battleships without quick-firing secondaries will have serious trouble to defend against torpedo boats
Hover your cursor on the new icons to show overall damage info for your fleet...
... and the enemy fleet.
The previous damage icons are showing detailed info when you hover on them.
You can also view detailed statistics about the damage received and inflicted for each of your ships....
... even for each of your weapons, and understand which are more effective.
The same level of information is available for the fully identified enemy targets, when you select them.
Additional ship details are revealed in new icons about protection, engine and installed components.
A Japanese modern destroyer based on the hull of "Akizuki".
A German Destroyer of post WWI with the characteristic "break" in the bow, that was later adopted by the Japanese.
French Destroyer Leader of almost 4,000 tons.
German Destroyer Leader in action, launching torpedoes.