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Ultimate Admiral: Dreadnoughts News

Beta Update v1.5

Admirals,

We are glad to announce the next upgrade of Ultimate Admiral: Dreadnoughts in beta state. The main content of the patch is considered finished and should be not having any critical bugs. You may test the Beta v1.5 for as long as we keep it in beta state. If all is ok, we will fully release, probably within the next week.

You may easily switch to the beta mode by following those instructions:
https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/

Please read below what the new update includes:

[h2]***WARNING***[/h2]
[h3]*Old campaign saves and old ship designs are incompatible. It is mandatory to clean up shared designs manually.. You will anticipate loading delays or bugs, if you choose to use Shared Designs of previous game versions*[/h3]

[h2]Beta Major Update v1.5[/h2]

31x NEW HULLS
  • USA “Modern Light Cruiser II”' which is a very close recreation of the Brooklyn-class, as a special new detailed hull. It can be found in the light cruiser hulls from 1925 and has a displacement between 9,900 and 13,900 tons.
  • USA “Modern Light Cruiser III”' is a hull offering cruisers quite similar to the Cleveland-class. It can be found in the light cruiser hulls from 1939 and has a displacement between 11,250 and 15,200 tons.
  • USA “Modern Heavy Cruiser II”' occupies the previous place of Modern Heavy Cruiser II and the previous hull is renamed to “Modern Heavy Cruiser III”. The new hull offers cruisers quite similar to the Whichita-class. It can be found in the heavy cruiser hulls from 1935 and has a displacement between 11,500 and 15,900 tons.
  • Austro-Hungarian “Advanced Compact Cruiser”' which is a very close recreation of the HNLMS De Ruyter. This Dutch cruiser, which was made on a tight budget is speculatively offered as an alternative hull for Austria-Hungary, producing cruisers which could fit their ship arsenal if the nation had survived World War I. It can be found in the light cruiser hulls from 1925 and has a displacement between 6,900 and 8,900 tons.
  • Austro-Hungarian “Advanced Armored Cruiser”' is a speculative hull of a wide and robust construction that can be something between a small battleship and a cruiser. It can be found in the heavy cruiser hulls from 1926 and has a displacement between 12,000 and 19,000 tons.
  • Austro-Hungarian “Large Armored Cruiser”' is another speculative hull of a wide and robust construction that produces very durable warships but not very fast. It can be found in the battlecruiser hulls from 1929 and has a displacement between 22,000 and 29,000 tons.
  • Austro-Hungarian “Advanced Small Battleship”' is another speculative hull of a wide and robust construction that produces very durable battleships but rather slow. It can be found in the battleship hulls from 1929 and has a displacement between 32,000 and 39,000 tons.
  • Austro-Hungarian “Modernized Dreadnought I”' is a strong hull for battleships that focus more on resilience than on speed. It can be found in the battleship hulls from 1927 and has a displacement between 44,000 and 60,500 tons.
  • Italian “Advanced Fast Cruiser”' producing cruisers very similar to the Montecuccoli-class. It can be found in the light cruiser hulls from 1935 and has a displacement between 8,500 and 10,900 tons.
  • Italian “Large Fast Cruiser”' producing cruisers very similar to the larger ships of the Condottieri-class. It can be found in the light cruiser hulls from 1939 and has a displacement between 10,350 and 12,900 tons.
  • Italian “Small Modernized Dreadnought”' is a hull which produces modernized battleships similar to the Giulio Cesare battleship. It can be found in the battleship hulls from 1929 and has a displacement between 24,000 and 29,000 tons.
  • Italian “Hybrid Destroyer II”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,050 and 6,250 tons.
  • Spanish “Advanced Compact Cruiser”' producing cost-effective cruisers. It can be found in the light cruiser hulls from 1925 and has a displacement between 5,900 and 8,200 tons.
  • Spanish “Advanced Small Cruiser”' producing cruisers similar to the size of the Navarra-class cruiser. It can be found in the light cruiser hulls from 1925 and has a displacement between 4,500 and 6,300 tons.
  • Spanish and Chinese “Large Cruiser I”' is a speculative hull that produces cost-effective large warships. It can be found in the battlecruiser hulls (the previous hull was renamed to “Large Cruiser II) from 1929 and has a displacement between 22,500 and 28,000 tons.
  • Spanish and Chinese “Advanced Small Battleship”' is another speculative hull that produces cost-effective battleships. It can be found in the battleship hulls from 1929 and has a displacement between 23,500 and 32,000 tons.
  • Spanish and Chinese “Hybrid Destroyer”' is a hull that is very big for a destroyer and small for a cruiser but can be useful for nations with a tight budget. It can be found in the destroyer hulls from 1935 and has a displacement between 4,750 and 5,950 tons.
  • Chinese “Large Torpedo Warship”'can offer experimental large ships which can fulfill a role that have never existed, to cover the sea with swarms of torpedoes against the enemy at the expense of smaller protection and gun firepower. It can be found in the battleship hulls from 1936 and has a displacement between 31,000 and 43,000 tons.
  • Japanese “Experimental Torpedo Cruiser II”' producing fast cruisers with the ability to host many side torpedoes. It can be found in the light cruiser hulls from 1930 and has a displacement between 7,100 and 12,000 tons.
  • Japanese “Modern Light Cruiser III”' producing capable all-around cruisers. It can be found in the light cruiser hulls from 1935 and has a displacement between 10,900 and 14,900 tons.
  • Japanese “Modern Heavy Cruiser V”' producing cruisers with advantages and disadvantages similar to the Atago-class. It can be found in the heavy cruiser hulls from 1939 and has a displacement between 14,400 and 18,900 tons.
  • Japanese “Modernized Battlecruiser”' offers not the fastest hulls for a battlecruiser but focuses more on resilience and number of secondary guns. It can be found in the battlecruiser hulls from 1929 and has a displacement between 42,500 and 57,500 tons.
  • Japanese “Modernized Dreadnought IV”' is another battleship alternative for the nation which is very resilient and a stabile gun platform but rather slow. It can be found in the battleship hulls from 1927 and has a displacement between 42,000 and 69,500 tons.
  • Japanese “Modern Battlecruiser II”' offers designs of versatile, very fast and powerful battlecruisers which though have not much resilience. It can be found in the battlecruiser hulls from 1935 and has a displacement between 38,500 and 54,000 tons.
  • French “Modern Light Cruiser II”' is a speculative hull that can produce fast and reliable cruisers which though are expensive. It can be found in the light cruiser hulls from 1935 and has a displacement between 9,500 and 12,500 tons.
  • French “Modern Heavy Cruiser III”' is a speculative hull that produces powerful and expensive cruisers. It can be found in the heavy cruiser hulls from 1937 and has a displacement between 15,500 and 18,500 tons.
  • French “Advanced Modernized Battleship”' offers a good compromise for producing a battleship that is powerful but not overly expensive that uses superior fire control. It can be found in the battleship hulls from 1929 and has a displacement between 30,000 and 54,000 tons.
  • French “Flotilla Leader”' is basically the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,250 and 6,550 tons.
  • Russian “Modernized Dreadnought I”' is a new hull which offers cost effective battleships. The previous hull took the name “Modernized Dreadnought II” and was enhanced with new parts and different scaling. The new hull can be found in the battleship hulls from 1919 and has a displacement between 27,500 and 35,000 tons.
  • Russian “Flotilla Leader”' is the largest destroyer that the nation can build, at the size of a small cruiser. It can be found in the destroyer hulls from 1935 and has a displacement between 5,350 and 6,650 tons.
  • British “G3 Battlecruiser”' offers the possibility to create similar gun and tower layout as the historical British design of the G3-Battlecruiser (the previous N3/G3 Battleship, has been renamed to “N3 Battleship and received some new towers).. It can be found in the battleship hulls from 1923 and has a displacement between 42,500 and 55,500 tons.
  • New parts and improvements for various other older hulls.


NEW GUNS
  • New Mark 3 USA guns for calibers 16-inch guns.
  • New Mark 4 USA guns for calibers 6-inch up to 16-inch guns.
  • New Mark 5 USA guns for calibers 6-inch up to 9-inch guns.
  • New Mark 4, 5 quad USA guns for calibers 6-inch up to 20-inch guns.
  • New Mark 4 and Mark 5 British guns for calibers 4-inch up to 7-inch guns. (offering the more realistic style of guns of that time for the British).
  • New Mark 4 and Mark 5 Austro-Hungarian guns for calibers 3-inch up to 12-inch guns.
  • Changes in the late tech Japanese gun models of calibers 8-inch up to 13-inch.
  • Full Update of almost all Italian guns for all Mark tech levels.
  • 3D model improvements for various other guns.


BALANCES AND GAMEPLAY IMPROVEMENTS
  • Faster and even more effective Auto-Design procedures.
  • Balances on ship weights and maneuverability properties.
  • Battle AI adjustments.
  • Accuracy balances and optimizations of the logic, increasing fps. Note for modders: The parameters “acc_mod_vs_tiny_ship” and “acc_mod_vs_huge_ship” are no longer in use, as the system uses different internal formulas.
  • Slight penetration adjustment. The average amount of penetration power needed to actually penetrate a specific armor width has been decreased (coefficient reduced from 0.25 to 0.2). This results in more impactful shell hits and an overall even more realistic damage model, not having an overpowered effect of armor.
  • Research has been balanced according to the latest feedback.
  • Rebalanced base accuracy of big guns and improved the mechanics so that the final applied accuracy does not reach insanely high numbers when range is found but is closer to the inherited base accuracy of the gun. These changes also fix the issue of having overpowered medium guns of caliber 15-inch or lower and very underpowered larger guns due their previous very inconsistent accuracy and low fire rate.
  • The Screen Mechanics have been reworked to function similarly as the Scout mechanics. Ships will no longer be separated from their divisions but will operate within their division. This change should fix cases where the ships often had to move to many different directions and sometimes cause chaos in formations, when players gave many movement orders.
  • Added a new button which allows the player to disable the automatic change of Division leader due to being damaged and slowed down. By default this function is enabled but players can set it as they want for their divisions. This was a feature widely requested by players.
  • Some improvements on the UI functionality of the campaign, for example. showing the sum of ports of a nation, the occupied port tonnage when selecting a port to send your ship etc.
  • Average initial distance of enemy ships in campaign battles have been increased so that the AI which wants to fight at effective high ranges does not seem that it wants to retreat.
  • Added tooltip for the campaign political action “Cancel Alliance" that explains why it can be disabled.


FIXES
  • Fixed an alliance condition which could wrongly create tension at sea regions where there were no enemies of the alliance.
  • Fixed some issues which could cause formation inconsistencies.
  • Fixed issue on campaign which caused the evaluation of Minor/Major Defeat/Victory text messages to be inconsistent.
  • Fixed accidental torpedo launches towards friendlies when the enemy was far away in the direction of the friendlies.


SPECIAL
  • Added mini-map window on the campaign world map so that browsing the map is easier and faster, especially when you want to send ships from one side of the map to the other one.


LANGUAGE SUPPORT
  • Greek language localization support.
  • Korean language localization support.


*==============================*

You may share your feedback here:

Steam Forum:
https://steamcommunity.com/app/1069660/discussions/3/4299319719339285740/

Official Forum:
https://forum.game-labs.net/topic/43855-beta-v15-feedback/

v1.5 Short Teaser

Hello everyone,

We would like to share brief information about the next major update, which is scheduled to arrive by the end of February 2024.

Several new hulls
We are going to add a lot of new hulls for all ship types and for all nations, mainly for the technology years after 1920. We will offer a very close recreation of the Brooklyn-class and many of its variations that will be available for the USA. We will also provide a hull that can recreate the historical Dutch cruiser HNLMS De Ruyter. This ship was made on a tight budget and is speculatively offered as an alternative hull for Austria-Hungary, producing cruisers which could fit their ship arsenal if the nation had survived World War I. Many new battleships, cruisers, destroyers will be added to the list of new hulls.

Work in progress hull variation

New gun models
Up to now the following are added into the game and are in the testing phase.
- New Mark 3 USA guns for calibers 16-inch guns.
- New Mark 4 USA guns for calibers 6-inch up to 16-inch guns.
- New Mark 5 USA guns for calibers 6-inch up to 9-inch guns.
- New Mark 4 and Mark 5 British guns for calibers 4-inch up to 7-inch guns. (offering the more realistic style of guns of that time for the British).
- New Mark 4 and Mark 5 Austro-Hungarian guns for calibers 3-inch up to 12-inch guns.
We will also add more Italian gun variations and some extra new 3d models for some older guns.

Work in progress hull variation

Balances, fixes & gameplay improvements
- Faster and even more effective Auto-Design procedures.
- Fixed an alliance condition which could wrongly create tension at sea regions where there were no enemies of the alliance.
- (Work in Progress) Other things that will, according to feedback of players, need improvements or fixes.

Language support
- Greek language localization support.
- Korean language localization support.

Thank you for reading!

The Game-Labs Team

Optimization Update v1.4.1.1 Optx2

Hello Admirals,

We just deployed a new patch which fixes some old issues of the campaign and improves the AI. Please read:

*Optimization Update v1.4.1.1 R*
- Fixed old issue of the campaign related to the final recurring technologies. There was a bug in the saving process that could result in ships including at least one type of such technology to become overweight when you loaded the campaign save. This fix cannot repair existing overweight ships but addresses the problem so that it does not happen again for new ship designs or new campaigns.
- Fixed ID issue of the refit procedures which players could create on their games when they used the same names for already made ships. We are unaware if this fix may cause bugs to players that exploited the naming errors to refit ships of other minor nations, but on new campaigns the previous corrupted data which could bug the game in various ways, should not happen again.
- Further Battle AI improvements to fight on a more effective distance and utilize better the Scout/Screen formations.
- Improved further the torpedo friendly fire mechanics, addressing cases of unwanted torpedo fire through large ship formations.
- Other minor fixes.

This patch is probably the last prior to the next major update. The next major update will mainly include several new hulls, the localization of Greek and Korean languages and maybe some new features.

Enjoy!
The Game-Labs Team

Uploaded repaired version including the following
- Reverted the Refit ID fix because it prevented building a refit based on a previous refit design. This was an unwanted error of the new system so we had to take back the feature until it works properly.
- Fixed bug that could make a player accidentally delete all ammo of a selected ship when making a bug report with a shortcut.
Please restart Steam to get this update properly. Users should not allow downloading of updates during gameplay because it may corrupt their installation. This is an advice not only for our game but any game.

Uploaded optimized version including the following
- Brought back the Refit ID fix, which now should work properly. It should also speed up saving procedures and turn times.
- Aiming fine tuning: Gun aiming is sharper, making the rate of fire more significant and the accuracy more realistically balanced.
*Economy balance:*
- Oil resources become even more significant in growth, income and fuel consumption
- Nation growth is normalized in values. There is a more balanced growth during war, revolution and peacetime period, plus growth is shaped up according to GDP, so it distinguishes developed nations of very high GDP from developing nations with too low GDP.
Please restart Steam to get this update properly. Users should not allow downloading of updates during gameplay because it may corrupt their installation. This is an advice not only for our game but any game.

Uploaded optimized x2 version including the following
- Fixed some issues that were reported, causing ships to not be eligible to be constructed into a new refit version although they were available.
Please restart Steam to get this update properly. Users should not allow downloading of updates during gameplay because it may corrupt their installation. This is an advice not only for our game but any game.

Optimization Update v1.4.1.0 Optx2

Hello all admirals and fellow supporters of our game,

We hope you are having happy holidays with your family and friends. We present another optimization update that offers improvements and fixes based on your recent feedback. Here is what it includes:

*Optimization Update v1.4.1.0*
- Some further optimizations on the auto-design processes to speed up campaign generation and campaign turns.
- Difficulty level of campaign now impacts the research and AI income bonuses have been re-balanced. The goal is to offer a more comfortable gameplay experience according to the difficulty rate of the game.
- Improved the Campaign AI scrap logic so that it does not mass-scrap its fleet.
- Improved the Campaign AI delete design logic so that it is less often to have many nations delete and design new ships at the same turn.
- Auto-Resolve balanced to be more consistent. Sometimes a single DD can do some unwanted damage, but this can happen in live combat too.
- Fixed an old rare issue causing shells to pass through hulls without registering a hit.
- Fixed some old issues with the gun weights, for example 7 inch guns being heavier than 8 inch guns on some techs. This change may affect your saved designs to make them either overweight or gain some extra weight space.
- Fixed various minor issues on hulls and gun models that were reported.
- Minor other optimizations affecting various aspects of the game.

Due to the necessary changes in the weights of the guns that was mentioned in the list, your saved designs will be affected and some of them may become overweight and they will need a refit. The AI will also attempt to refit those designs in your campaigns, resulting in some of the beginning turns of your saved games to be slower.

If you do not want to update, then you can switch to the older version v1.4.0.9 Optx5 using the new Steam's branch "Previous stable version" as shown in the image:



We wish to everyone a happy new year with health and happiness,

The Game-Labs Team

Uploaded Optimized version including the following:
- Further optimization in the auto-design process making it faster and more effective than never before. Campaign generation in 1890 should take less than 2 minutes in fast machines.
- Further battle optimizations for a faster fps performance during combat.
- Some fixes for minor issues that were reported recently.
You need to restart Steam to get this update with no problems

Uploaded Optimized x2 version including the following:
- Further optimization in the Battle AI logic affecting fps performance and, also, addressing issues where the AI could desire to fight too far away, even beyond its main guns' firing range.
- Fixed issue of the torpedo friendly fire mechanics, making torpedoes unreliable in shooting, in several cases.
- Fixed a tower issue which could result in some ships not having available a tower to design the ship, if they haven't progressed in the tower technology. This problem could cause random turn delays as ships could not be auto-designed in several tries.
- A few other minor issues solved, in UI and localization.
You need to restart Steam to get this update with no problems