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Update 0.19a. Smoke screens.

[p]Changelog:[/p]
  1. [p]Now all ships, except civilian ones, can lay smoke from their funnels to obscure visibility. In addition, high-tier destroyers can also lay chemical smokes.[/p][p][/p]
  2. [p]Significant changes has been made to the projectile dispersion mechanics:[/p]
    • [p]Now, when firing artillery, in addition to the dispersion in the direction of the projectile's flight, a variation in the muzzle velocity also applied. Guns accuracy formula has been updated to take this feature into account.[/p]
    • [p]The negative impact of sea roughness on projectile dispersion has been greatly reduced.[/p]
    • [p]Significantly reduced penalties for artillery projectile dispersion caused by poorly trained crews (the difference between the most experienced and least experienced crews).[/p]
    • [p]The sigma value for the Gaussian dispersion of artillery projectiles has been reduced from 3 to 2, making fall positions inside the dispersion ellipse less dense (more uniform).[/p]
  3. [p]Artillery turrets located on the roofs of main gun turrets are now temporary disabled for one turn if the corresponding main guns have fired. This was done to simulate the muzzle blast effect of large caliber guns on artillery crews.[/p]
  4. [p]"Longer start range" checkbox has been added to “Difficulty” tab of Settings screen in order to maximize initial battle range regardless of visibility conditions and artillery dispersion.[/p]
  5. [p]“Artillery fire history UI" dropdown list has been added to the “Difficulty” tab of Settings screen. This allows you to select an alternative mode of artillery fire history UI called "Fall of shot table", which disables the display of salvos on the map UI, but adds an additional column containing fall of shot pattern ("short", "over", "straddle" or "hit") to the salvos table.[/p]
  6. [p]"Reset settings" button has been added to the "Settings" screen.[/p]
  7. [p]Projectiles now have a small chance of bouncing off the water surface.[/p]
  8. [p]The condition for exiting combat now also require not to be hit during the last 5 turns and moving away from all enemies during that period.[/p]
  9. [p]Center of mass of Majestic class battleships has been lowered to make their stability less sensitive to flooding.[/p]
  10. [p]To make collisions more natural, friction between ships was increased.[/p]
  11. [p]Ship armor durability has been slightly increased.[/p]
  12. [p]All structural damage has been significantly reduced.[/p]
  13. [p]The damage log window has been redesigned to avoid performance issues.[/p][p][/p]
  14. [p]A couple of minor UI changed have been made.[/p]
  15. [p]Many bugs have been fixed.[/p]

Dev blog - Smoke screens.

[p][/p][h2]Historical context.[/h2][p]It is obvious that smoke screens were widely used in naval battles during World War I, but information about their technology and tactics in the internet is fragmented and incomplete. It appears that in addition to traditional funnel smokes produced by reducing the amount of air supplied to the boiler furnaces, chemical smokes, sometimes called artificial fog, also began to use in the late period of the war. They were more dense and wind-resistant. And unlike traditional funnel smokes, they also did not affect the propulsion system of the ship, allowing it to maintain speed during the smoke-laying maneuver.[/p][h2]Smoke screen game mechanics.[/h2][p]In the game, smoke screens are used to obscure visibility. They have two distinct phases of lifetime cycle: creation and dissipation.[/p][p]During the creation phase, when the ship is moving, the smoke behaves similarly to the normal funnel smoke effect:[/p][p][/p][p]But when the ship opens fire or performing damage control work, there is a little difference from normal funnel smokes. Because the ship can lay smoke over multiple turns in a row, the smoke screen shape can be complex, and particles that create the smoke screen effect must follow this shape when the ship is not physically moving in the scene:[/p][p][/p][p]At the creation phase, smoke screens are also retain their maximum density and, accordingly, their maximum ability to obscure visibility.[/p][p]When the creation is complete, the smoke screen separates from the ship that created it, and its particles become static. At the end of each turn, such smoke screens partially lose their opacity and slightly moves by the wind:[/p][p][/p][p]Of course, with stronger winds, smoke screens disperse faster.[/p][h2]Differences between smoke screen types in the game.[/h2][p]From the description of funnel created smoke screens it follows that technically any ship with coal/oil-fired boilers can create them.[/p][p]However, in the game there will be a limitation for civilian ships. They will not be able to create funnel smoke screens not because of technical reasons, but because their crews do not have the necessary qualification for this.[/p][p]When the ship has funnel smoke screen creation enabled, the performance of all its working boilers limited to 50% of their maximum, resulting in a corresponding reduction in propulsion system power. Additionally, funnel smokes can’t be created more than four turns in a row, and subsequent attempts require the cooldown equal to the number of creation turns. For example, if you laid smoke for 2 turns, you will need a 2-turn cooldown before you can enable smoke screen creation again.[/p][p]Chemical smoke screens also can’t be created for more than four turns in a row, but unlike funnel smokes, their creation can’t be interrupted until this interval has passed and they can be immediately activated again without any cooldown periods. Futhermore, they take twice as long to dissipate and, of course, they don’t relate to ship propulsion system. But this comes at a price: chemical smokes have a limited number of charges and they are only available on high tier destroyers.[/p][p]Thus, such destroyers can create smoke screens of both types, even simultaneously (even though it doesn't make much sense).[/p][p][/p][h2]Use of smoke screens by game AI.[/h2][p]This is probably the most complex part of the whole smoke screens story, which is still not complete at the time of writing this article. The basic idea is minimizing 2D shapes created by the enemy group on one side and expected positions of our own AI group on the other side. These shapes may be of different types and have different widths:[/p][p]If there are many ships in the AI group, the shape is created based on their expected positions, which are closer to the enemy:[/p][p][/p][p]When escaping from an enemy(being under heavy artillery fire, fleeing the battlefield and avoiding ‘Crossing the T’ situations in an artillery fight), the AI will first request a smoke screens coverage from other groups of allied ships. These ship groups make decisions whether to provide assistance or not based on the relative ships value (the column of dreadnoughts will refuse to create a smoke screen for a destroyers squadron) and their position relative to the 2D shape of the nearest dangerous threat to the ships group requesting assistance. An allied ships group may already be inside the 2D shape, and it is easy to provide assistance even if the wind is not very favorable:[/p][p][/p][p]Or it can be close enough the shape so that the smoke screen creation maneuver will take relatively few turns:[/p][p]If the assisting ship groups completely obscure all 2D threat shapes with their smoke screens, the AI will do nothing more. But in other cases, given that almost any ship in the game can create a smoke screen, the AI will try to lay its own smokes. And this task is more complicated because, unlike allied ship groups, the AI will try to maximize coverage of all 2D threat shapes. There is also more complicated logic of choosing the moment to start laying smoke. In some cases, motion simulation shows that it is better to start as early as possible:[/p][p][/p][p]In other cases, it is better to start later to minimize the visibility of the AI escaping route:[/p][p][/p][p]Since creating a funnel smoke screen reduces ship's speed, and chemical smoke screens have a limited number of charges, it is also advisable to optimize the number of ships laying the smoke screen. For example, when retreating from an enemy in a column formation, the creation of a smoke screen by the leader ship may be unnecessary if the 2D threat shape will be completely obscured by the smokes laid by ending ships.[/p][h2]Conclusion.[/h2][p]Implementing smoke screens into the game turned out to be a much more complex and time-consuming task than I expected. But it should have a significant impact on the gameplay, making it more fresh and varied. And I’m very sad that I couldn't finish it till the end of the year. Now debugging and polishing it will become my primary task as early as January 2026. Hope that the coming year will be less troublesome but more productive.[/p][p]Merry Christmas and Happy New Year! See you in 2026.[/p]

Update 0.174a. Manage damage control teams dialog at any phase of the turn.

[p]Changelog:[/p]
  1. [p]A new dialog box for managing damage control teams has been added for all turn phases. It can be opened by clicking the button in the “Crew” section of ship status panel in the upper right corner of the screen. It allows to disband, reassemble and replenish damage control teams.[/p]
  2. [p]The decrease in the efficiency of impaired damage control teams has been reduced.[/p]
  3. [p]A couple of bugs have been fixed.[/p]

Update 0.17a. Damage control rework.

[p]Changelog:[/p]
  1. [p]The damage control system has been reworked. I wrote a detailed article about this on Indie DB.[/p]
    • [p]Added Damage control teams that can be assigned to repair modules, firefighting and holes patching. Damage control teams replaced the old priorities assignment system.[/p]
    • [p]The maximum priority of module maintenance tasks has been reduced to 3.[/p]
    • [p]Damage log button has been added to UI screens of all ship parts that can be selected during the damage control phase.[/p][p][/p]
    • [p]Added the UI window allowing to select a specific Compartments group or deck area if there were multiple compartment groups/deck areas under the mouse pointer when the player clicked.[/p][p][/p]
    • [p]On every ship, except civilian ships, additional compartments in the bow and stern were designated as counterfloodable.[/p]
    • [p]Now, during the damage control phase, only those compartments that can be used in counterflooding are marked with color, and not the entire compartments group, as was the case previously.[/p]
    • [p]Water pumping performance has been significantly increased.[/p]
    • [p]The speed of module repair has been significantly reduced.[/p]
    • [p]The speed of patching holes has been significantly increased.[/p]
    • [p]The X-Ray view key command (default key "i") can now be used during the damage control phase to show the normal view of the ship.[/p][p][/p]
    • [p]Updated tooltips for module repairing, fire-fighting, holes patching and water pumping tasks.[/p]
    • [p]Updated the water pumping capacity tooltip on the upper resources panel of damage control phase.[/p]
  2. [p]Several changes have been made to the damage model:[/p]
    • [p]The resistance of armor plates to structural damage has been increased.[/p]
    • [p]Slightly increased armor weakening effect from continuous hits. Armor thickness is now ignored in case if the hit position falls into a hole from a previous hit.[/p]
    • [p]Slightly increased structural damage from projectile hits.[/p]
    • [p]Slightly reduced structural damage from fragments.[/p]
    • [p]Significantly increased structural damage from underwater explosions.[/p]
    • [p]Significantly increased the chance of magazine detonation from underwater explosions.[/p]
    • [p]Chance of detonation of artillery and torpedo turrets from direct hits and blast waves has been slightly reduced.[/p]
    • [p]The AP power of underwater explosions has been reduced, but the range of the blast wave has been increased.[/p]
  3. [p]Several visual effects updates have been made:[/p]
    • [p]The visual effect of the magazine detonation has been slightly changed.[/p]
    • [p]Added fire particle effect for compartments with large portholes.[/p][p][/p]
    • [p]Increased the maximum value of the “Smoke lifetime” slider in the Graphics tab of the Settings screen.[/p]
  4. [p]The critical trim angle has been reduced from 20 to 15 degrees.[/p]
  5. [p]The radius of the sun overbright effect has been greatly increased.[/p]
  6. [p]Removed support for 4:3 screen resolutions.[/p]
  7. [p]Projectile dispersion is now increased if the target is poorly visible.[/p]
  8. [p]The random distribution method for artillery projectiles dispersion has been changed from uniform to Gaussian.[/p]
  9. [p]The gong sound effect when firing artillery has been removed for all destroyers and light cruisers.[/p]
  10. [p]Added fog range tooltips to the handler and ‘Thinner’ and ‘Denser’ text labels of the Fog slider of Custom Battle main menu screen.[/p]
  11. [p]The content of Help window have been actualized.[/p]
  12. [p]Several performance improvements have been made.[/p]
  13. [p]A couple of minor UI changed have been made.[/p]
  14. [p]A lot of bugs have been fixed.[/p]
[p]The changes are really big this time, so please be patient with more bugs than usual.[/p]

Update 0.165a. New sounds of ship sinking.

  1. Added a set of screech sounds of the hull of sinking ships.
  2. Barbette and casemate artillery turrets are now susceptible to soot as a result of fire, just like open deck mounts.
  3. Fire extinguishing in a compartment can now be performed even if the fire is so strong that the crew can’t be in the burning compartment, but can be in one of the adjacent compartments.
  4. Several bugs have been fixed.