Update: B129 Preview 13
Dear skippers,
We just finished the next update - B129 Preview 13. It's 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]Torpedo pistols:[/h3]
- Added "torpedo flaws" realism setting to the campaign setup. It has three presets:
- If playing with the Basic torpedo pistol realism setting, the duds are no longer predetermined as in the earlier versions, to allow for reloading the game state for another result.
[h3]User interface:[/h3]
- Distance measurements are now displayed with 1 decimal place when kilometers are used up to a distance of 10 km.
- Fix: It's no longer possible to open a character customization screen for guests on board.
- Fix: There was a wrong officer role displayed on the character screen, if it was an unsaved role. In some cases, the role would revert to "Unassigned" after opening the character screen.
- Fix: Auto-save settings were applied correctly only from the in-game menu, but not from the main menu.
- Fix: After launching a torpedo, it was appearing for one instant in a wrong spot on the map and was displayed as neutral.
- Fix: After opening the promotion view, the initial description was missing in some cases or could refer to a not pickable option.
- Fix: Pressing an escape twice on a screen where a progress towards a decoration is presented was resulting in a white square being displayed on the screen.
- Fix: Ship selection panel was appearing over the periscope UI, if a periscope view was started when torpedo launchers UI was also open.
[h3]Crew management:[/h3]
- Regression fix: Navigator was never leaving his station to do other work, even after the position was fixed in 100%.
- Fix: "Navigator" skill was considerably increasing a performance of fixing the position at the navigator's station (it was not intended).
[h3]Animation:[/h3]
- Fix: Officers could freeze in an animation of pointing something with a finger.
- Fix: Map zooming animations weren't smooth and were sometimes ending at a slightly incorrect position.
- Fix: Crew that was manning guns on NPC ships was sometimes not rotating with the gun.
[h3]Graphics:[/h3]
- Improved shadow settings during the decoration cutscene.
- Improved texture quality of certain F-class destroyer variants.
- Regression fix: Some of the oil tanks in Aruba were missing.
- Regression fix: Corrected wrong textures on the trucks that are sometimes carried by the merchant ships.
- Regression fix: Ports weren't affecting the nearby sea state since the graphics engine update and the waves were sometimes appearing above the port.
- Regression fix: There was a large blob of smoke visible, if player paused the game, enabled the free camera mode and moved the camera to a direct vicinity of a ship that was at a distance of at least few kilometers from the initial camera position.
- Regression fix: There was a lighting artifact visible on the main menu u-boat since B129 Preview 12.
- Regression fix: An intense specular was visible at the bottom of the u-boat's hull in the section view. It was introduced by mistake in B129 Preview 12.
- Regression fix: Missing textures on the merchant ship figurines that appear during Battle of the Atlantic map cutscene.
[h3]Missions:[/h3]
- Fix: If player uninstalled the deck gun before departing in the third tutorial mission, it wasn't possible to continue at a certain stage of the mission.
- Fix: Changed the first merchant ship's course in the third tutorial for a more convenient attack.
- Fix: Ship that needs to be attacked with the torpedoes during the third tutorial is now selected back automatically, in case of unselecting it by mistake.
- Fix: Mission wasn't counted towards a medal progress in some cases, if a game state was loaded with this mission already started.
- Regression fix: Crew was having a very hard time to spot the lost u-boat in the side-mission with a lost ship.
[h3]AI:[/h3]
- Fix: Ships in a convoy were sometimes stopping to move forward.
[h3]Optimizations:[/h3]
- Provided compatibility of all major shaders in the game with an engine feature called SRP Batcher. We noticed that it stopped to work after one of the recent updates of the engine. It should give a substantial boost to the performance.
- Removed a few redundant memory allocations in the code.
[h3]Localization:[/h3]
- Removed all references to "pre-heating" and "warming" torpedoes and changed them to "performing a maintenance".
- Russian localization update by Hard.
- German localization update by Ruby.
- Italian localization update by BeeTLe BeTHLeHeM.
- French localization update by FvJ and Placebo.
[h3]General:[/h3]
- Improvements to the capture course computations.
- Improved the way in which names are picked for the NPC ships to better avoid repetitions during long playthroughs, if all historic names from the pool run out.
- Fix: It's no longer possible to meet another u-boat with the same name as the player's u-boat.
- Fix: Periscope's field of view was sometimes inconsistent with the stadimeter measurements after reloading a game state and opening the periscope view, until the right mouse button was clicked at least once.
- Fix: It was possible to encounter a situation when there wasn't enough water in the compartment to remove it by using a bucket, but it was still enough to cause the splashing sound, while moving inside that compartment.
- Fix: Added a notification that explains the situation when saving a game state couldn't be completed, because there was no free disk space.
- Fix: If player attempted to save a game state, when there wasn't enough space on the disk, in some cases the "Saving..." label would remain on the screen.
- Fix: Ships were starting their engines from zero after spawning in the scene, which was enough for the hydrophone operator to loose contact for a moment.
- Fix: Wreck sites could still appear as a far visual contact in one remaining case, that involved spotting the sinking ship upclose and quickly moving away from it to a distance of a few kilometers.
Yours,
DWS
We just finished the next update - B129 Preview 13. It's 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]Torpedo pistols:[/h3]
- Added "torpedo flaws" realism setting to the campaign setup. It has three presets:
- Realistic: Torpedo pistols have flaws that match the historic records.
- Semi-realistic: Optimal impact angle is rewarded with an almost guaranteed detonation of a torpedo, although sub-optimal hits usually end up in a detonation too - especially if a torpedo is properly maintained by an engineer.
- Basic: Torpedo impact angle is ignored and torpedo duds are determined using a flat chance. This chance is very close to zero, if torpedo is properly maintained by a trained officer.
- If playing with the Basic torpedo pistol realism setting, the duds are no longer predetermined as in the earlier versions, to allow for reloading the game state for another result.
[h3]User interface:[/h3]
- Distance measurements are now displayed with 1 decimal place when kilometers are used up to a distance of 10 km.
- Fix: It's no longer possible to open a character customization screen for guests on board.
- Fix: There was a wrong officer role displayed on the character screen, if it was an unsaved role. In some cases, the role would revert to "Unassigned" after opening the character screen.
- Fix: Auto-save settings were applied correctly only from the in-game menu, but not from the main menu.
- Fix: After launching a torpedo, it was appearing for one instant in a wrong spot on the map and was displayed as neutral.
- Fix: After opening the promotion view, the initial description was missing in some cases or could refer to a not pickable option.
- Fix: Pressing an escape twice on a screen where a progress towards a decoration is presented was resulting in a white square being displayed on the screen.
- Fix: Ship selection panel was appearing over the periscope UI, if a periscope view was started when torpedo launchers UI was also open.
[h3]Crew management:[/h3]
- Regression fix: Navigator was never leaving his station to do other work, even after the position was fixed in 100%.
- Fix: "Navigator" skill was considerably increasing a performance of fixing the position at the navigator's station (it was not intended).
[h3]Animation:[/h3]
- Fix: Officers could freeze in an animation of pointing something with a finger.
- Fix: Map zooming animations weren't smooth and were sometimes ending at a slightly incorrect position.
- Fix: Crew that was manning guns on NPC ships was sometimes not rotating with the gun.
[h3]Graphics:[/h3]
- Improved shadow settings during the decoration cutscene.
- Improved texture quality of certain F-class destroyer variants.
- Regression fix: Some of the oil tanks in Aruba were missing.
- Regression fix: Corrected wrong textures on the trucks that are sometimes carried by the merchant ships.
- Regression fix: Ports weren't affecting the nearby sea state since the graphics engine update and the waves were sometimes appearing above the port.
- Regression fix: There was a large blob of smoke visible, if player paused the game, enabled the free camera mode and moved the camera to a direct vicinity of a ship that was at a distance of at least few kilometers from the initial camera position.
- Regression fix: There was a lighting artifact visible on the main menu u-boat since B129 Preview 12.
- Regression fix: An intense specular was visible at the bottom of the u-boat's hull in the section view. It was introduced by mistake in B129 Preview 12.
- Regression fix: Missing textures on the merchant ship figurines that appear during Battle of the Atlantic map cutscene.
[h3]Missions:[/h3]
- Fix: If player uninstalled the deck gun before departing in the third tutorial mission, it wasn't possible to continue at a certain stage of the mission.
- Fix: Changed the first merchant ship's course in the third tutorial for a more convenient attack.
- Fix: Ship that needs to be attacked with the torpedoes during the third tutorial is now selected back automatically, in case of unselecting it by mistake.
- Fix: Mission wasn't counted towards a medal progress in some cases, if a game state was loaded with this mission already started.
- Regression fix: Crew was having a very hard time to spot the lost u-boat in the side-mission with a lost ship.
[h3]AI:[/h3]
- Fix: Ships in a convoy were sometimes stopping to move forward.
[h3]Optimizations:[/h3]
- Provided compatibility of all major shaders in the game with an engine feature called SRP Batcher. We noticed that it stopped to work after one of the recent updates of the engine. It should give a substantial boost to the performance.
- Removed a few redundant memory allocations in the code.
[h3]Localization:[/h3]
- Removed all references to "pre-heating" and "warming" torpedoes and changed them to "performing a maintenance".
- Russian localization update by Hard.
- German localization update by Ruby.
- Italian localization update by BeeTLe BeTHLeHeM.
- French localization update by FvJ and Placebo.
[h3]General:[/h3]
- Improvements to the capture course computations.
- Improved the way in which names are picked for the NPC ships to better avoid repetitions during long playthroughs, if all historic names from the pool run out.
- Fix: It's no longer possible to meet another u-boat with the same name as the player's u-boat.
- Fix: Periscope's field of view was sometimes inconsistent with the stadimeter measurements after reloading a game state and opening the periscope view, until the right mouse button was clicked at least once.
- Fix: It was possible to encounter a situation when there wasn't enough water in the compartment to remove it by using a bucket, but it was still enough to cause the splashing sound, while moving inside that compartment.
- Fix: Added a notification that explains the situation when saving a game state couldn't be completed, because there was no free disk space.
- Fix: If player attempted to save a game state, when there wasn't enough space on the disk, in some cases the "Saving..." label would remain on the screen.
- Fix: Ships were starting their engines from zero after spawning in the scene, which was enough for the hydrophone operator to loose contact for a moment.
- Fix: Wreck sites could still appear as a far visual contact in one remaining case, that involved spotting the sinking ship upclose and quickly moving away from it to a distance of a few kilometers.
Yours,
DWS