Update: B129 Preview 12
Dear skippers,
Update B129 Preview 12 is now complete and ready to download on the public testing branch. Please take a look at the changelog below, if you would like to find out more. We hope that you will find the changes useful.
[h2]Changelog[/h2]
[h3]Crew management:[/h3]
- It's no longer possible to leave the port with more officers than the allowed limit. It was possible to go above this limit, after receiving a new officer during Enigma recovery mission.
- Fix: Sailors were working at the radio, even if it was damaged or there was no electricity in the compartment.
- Fix: In some cases, only a captain and the first engineer were on a lifeboat from a sunk ship, the rest of the crew was missing.
[h3]User interface:[/h3]
- Added a notification that informs about a milk cow being sunk by the enemy.
- Clicking on a new radio transmission notification now opens the radio view instead of selecting a radioman.
- Fix: Campaign photographs were missing on the map after the mission summary animation until player opened the assignment selection view.
- Fix: Reward icons were missing near the buttons for freeing the survivors in a port.
- Fix: Torpedo UI and unit selection panel are now closed when an interaction is triggered.
- Fix: Campaign photographs were permanently disappearing from the map after closing them, without leaving an icon behind, if that was done on a loaded game state.
[h3]Missions:[/h3]
- Decreased a number of AA guns needed to find in the espionage assignments from 5 to 4.
- Fix: Friendly u-boats no longer call for supplies when they are in very dangerous areas, for example near the British coast.
- Fix: There was no milk cow being assigned as a reward for completing the bronze stage of multi-stage campaign objectives.
- Fix: The wreck in the gold recovery campaign mission wasn't appearing at the marked spot until terrain generation was triggered.
- Fix: Wind speed stated in the weather station message wasn't correct.
[h3]Graphics:[/h3]
- New, more detailed UZO model and textures.
- Reworked deck textures, increased variety and fixed minor model issues of the generic merchant ships (ones that are being referred to as "Similar to..."). This work will be continued in the next update.
- Flag rendering improvements. There was an issue with incorrectly rendered lighting on one side of the flag. Added subsurface scattering effect to all flags.
- Improvements to the quality of sun light shadows. Technically, the shadow cascades are now usually being fit better to the specific camera demands.
- Fix: Flat areas were appearing on the sea, if the seabed below was at around 400 - 600 meters.
- Fix: Crew on NPC ships is better aligned to the deck during walking.
- Fix: Fixed issues with a wrong specular being rendered by shaders used to render some of the large objects, like certain ports and merchant ships.
- Fix: After a game state saved near a generic merchant ship was re-loaded, some of the textures on that merchant ship could change after each re-load.
- Fix: Dynamically spawned waves at the ship bows and after torpedo explosions were noticeably lacking vertices, if they were observed from a large distance.
- Fix: Shadow-like lines were appearing on objects when they were viewed from a very close distance in exterior areas and ambient occlusion was enabled in the settings.
- Fix: Lifeboats were disappearing too fast when camera was moved away from them.
- Fix: If camera moved close to a warship, some of the crews of the other ships viewed later would stand in an unusual position.
[h3]Interactions:[/h3]
- Regression fix: Interaction was stopping right after the welcome, if the merchant ship was carrying tea in the cargo hold.
[h3]Damage system:[/h3]
- Fix: One of the possible leaks in the engine room was adding water to the control room instead of the engine room.
[h3]Physics:[/h3]
- Regression fix: Implemented frequency-dependent wave fading in coastal areas for the physics engine. This feature was implemented only on the side of graphics in the initial B129 releases, which was causing the physics to be sometimes out of sync in the coastal areas.
[h3]Localization:[/h3]
- Russian localization update by Hard.
- German localization update by Ruby.
- Turkish localization update by tokyo.
- Italian localization update by BeeTLe BeTHLeHeM.
- French localization update by FvJ and Placebo.
[h3]Optimizations:[/h3]
- Improved physics performance of Dale-class, Ol-class War-class and Wave-class tankers.
- Memory usage optimizations related to the merchant ships and tankers.
[h3]General:[/h3]
- It's no longer possible to permanently move under the terrain, for example by diving deeply using a high time compression before the terrain is generated and appears in the scene.
- Fatigue penalty starts to count after undocking from the port rather than right after the vacation ends. It prevents the crew from becoming fatigued by waiting for the ongoing resupply operations after the vacation.
- Having pressed left CTRL in the free camera mode, makes the camera move more slowly than usual.
- Ship groups are split into smaller ones more aggressively to avoid various practical issues from having too spread out groups.
- Regression fix: It wasn't possible to leave the port after taking the survivors on board in certain cases.
- Regression fix: It was possible for the u-boat to permanently stop detecting any ships, even if they were very close. This issue should be corrected also in the existing game states.
- Regression fix: Some ship classes were docking at a wrong elevation since Preview 11.
- Regression fix: Sound of rotating periscope could be heard for a while after the rotation stopped.
- Fix: Sunk ships were detectable from afar as masts over the horizon.
- Fix: Various fixes to errors that we spotted in the log files from the user reports.
Yours,
DWS
Update B129 Preview 12 is now complete and ready to download on the public testing branch. Please take a look at the changelog below, if you would like to find out more. We hope that you will find the changes useful.
[h2]Changelog[/h2]
[h3]Crew management:[/h3]
- It's no longer possible to leave the port with more officers than the allowed limit. It was possible to go above this limit, after receiving a new officer during Enigma recovery mission.
- Fix: Sailors were working at the radio, even if it was damaged or there was no electricity in the compartment.
- Fix: In some cases, only a captain and the first engineer were on a lifeboat from a sunk ship, the rest of the crew was missing.
[h3]User interface:[/h3]
- Added a notification that informs about a milk cow being sunk by the enemy.
- Clicking on a new radio transmission notification now opens the radio view instead of selecting a radioman.
- Fix: Campaign photographs were missing on the map after the mission summary animation until player opened the assignment selection view.
- Fix: Reward icons were missing near the buttons for freeing the survivors in a port.
- Fix: Torpedo UI and unit selection panel are now closed when an interaction is triggered.
- Fix: Campaign photographs were permanently disappearing from the map after closing them, without leaving an icon behind, if that was done on a loaded game state.
[h3]Missions:[/h3]
- Decreased a number of AA guns needed to find in the espionage assignments from 5 to 4.
- Fix: Friendly u-boats no longer call for supplies when they are in very dangerous areas, for example near the British coast.
- Fix: There was no milk cow being assigned as a reward for completing the bronze stage of multi-stage campaign objectives.
- Fix: The wreck in the gold recovery campaign mission wasn't appearing at the marked spot until terrain generation was triggered.
- Fix: Wind speed stated in the weather station message wasn't correct.
[h3]Graphics:[/h3]
- New, more detailed UZO model and textures.
- Reworked deck textures, increased variety and fixed minor model issues of the generic merchant ships (ones that are being referred to as "Similar to..."). This work will be continued in the next update.
- Flag rendering improvements. There was an issue with incorrectly rendered lighting on one side of the flag. Added subsurface scattering effect to all flags.
- Improvements to the quality of sun light shadows. Technically, the shadow cascades are now usually being fit better to the specific camera demands.
- Fix: Flat areas were appearing on the sea, if the seabed below was at around 400 - 600 meters.
- Fix: Crew on NPC ships is better aligned to the deck during walking.
- Fix: Fixed issues with a wrong specular being rendered by shaders used to render some of the large objects, like certain ports and merchant ships.
- Fix: After a game state saved near a generic merchant ship was re-loaded, some of the textures on that merchant ship could change after each re-load.
- Fix: Dynamically spawned waves at the ship bows and after torpedo explosions were noticeably lacking vertices, if they were observed from a large distance.
- Fix: Shadow-like lines were appearing on objects when they were viewed from a very close distance in exterior areas and ambient occlusion was enabled in the settings.
- Fix: Lifeboats were disappearing too fast when camera was moved away from them.
- Fix: If camera moved close to a warship, some of the crews of the other ships viewed later would stand in an unusual position.
[h3]Interactions:[/h3]
- Regression fix: Interaction was stopping right after the welcome, if the merchant ship was carrying tea in the cargo hold.
[h3]Damage system:[/h3]
- Fix: One of the possible leaks in the engine room was adding water to the control room instead of the engine room.
[h3]Physics:[/h3]
- Regression fix: Implemented frequency-dependent wave fading in coastal areas for the physics engine. This feature was implemented only on the side of graphics in the initial B129 releases, which was causing the physics to be sometimes out of sync in the coastal areas.
[h3]Localization:[/h3]
- Russian localization update by Hard.
- German localization update by Ruby.
- Turkish localization update by tokyo.
- Italian localization update by BeeTLe BeTHLeHeM.
- French localization update by FvJ and Placebo.
[h3]Optimizations:[/h3]
- Improved physics performance of Dale-class, Ol-class War-class and Wave-class tankers.
- Memory usage optimizations related to the merchant ships and tankers.
[h3]General:[/h3]
- It's no longer possible to permanently move under the terrain, for example by diving deeply using a high time compression before the terrain is generated and appears in the scene.
- Fatigue penalty starts to count after undocking from the port rather than right after the vacation ends. It prevents the crew from becoming fatigued by waiting for the ongoing resupply operations after the vacation.
- Having pressed left CTRL in the free camera mode, makes the camera move more slowly than usual.
- Ship groups are split into smaller ones more aggressively to avoid various practical issues from having too spread out groups.
- Regression fix: It wasn't possible to leave the port after taking the survivors on board in certain cases.
- Regression fix: It was possible for the u-boat to permanently stop detecting any ships, even if they were very close. This issue should be corrected also in the existing game states.
- Regression fix: Some ship classes were docking at a wrong elevation since Preview 11.
- Regression fix: Sound of rotating periscope could be heard for a while after the rotation stopped.
- Fix: Sunk ships were detectable from afar as masts over the horizon.
- Fix: Various fixes to errors that we spotted in the log files from the user reports.
Yours,
DWS