Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Cold Waters
Ship Recognition Manual
Having trouble working out what that ship is? Can't tell the difference between a Dubna and an Ugra? Those days will be over soon! Coming in version 1.03 is the ship recognition manual:
The recognition manual is linked to the recently improved Signature panel and can be used alone or in conjunction with sound profiles to identify ships and know your enemy.
Red text are links displaying additional information in the lower panel about the sensors and weapons fielded by a particular ship class.
Version 1.02b Released
Version 1.02b is now available to all users. This patch fixes several bugs as outlined below.
Note that is you are using an override/mod for campaigns you will need to add: PlayerPositionOnLeavePort=-242,-154 to your campaign_data.txt file.
Version 1.02b 16 Jun 17
General Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port
Reykjavik materials fixed
Terrain textures updated
Winter trees updated
Added "Apply" to resolution setting to refresh screen
Truncated Andizhan Mod display name
Combat Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels
Fixed contact master contact names briefly displaying Los Angeles on master upgrade
AI subs must maintain contact to continue wire guiding torpedoes
Further optimised and improved missile pop-up
Heavily flooding submarines should no longer fire torpedoes
Merchants no longer considered a "nearby vessel" when leaving combat
Campaign Fixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission.
"Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port locaton larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on enting port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing
Destroyed torpedo tubes not destroyed in next combat (works for us)
Near deployment zone message in briefing displays only at actual combat misison (insertion or land strike)
Version 1.01b Released
Version 1.01b is now available to all users. This patch fixes several bugs as outlined below.
Version 1.01b 11 Jun 17
General Unit Reference and Vessel Selection navigation arrows
Option: Hide Low Sol. Contacts, added "in 3D" to clarify
Soviet weapon sprites added
Updated Narwhal description
Fixed numerous typos
Combat Camera movement deactivated when in full screen tactical map
Zoom out key no longer leaves periscope view
Decoys no longer count as weapons when leaving combat
Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale
Weapons.txt new variable: WireBreakOnLaunchProbability
Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec
AI subs suffer wire break on launch
AI weapon systems disabled on sunk
Expanded depth mask width for ultra-wide displays
Missile pop-up improved
Firing VLS no longer subtracts from internal stores
MADDetectionRangeInYards=1000 added to config.txt
Fixed min-map proportions for various HUD scale values
Weapon warhead sizes reduced
config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold
config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold
config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold
Mini-map "zoomable" area now matches mini-map size
Abandon ship now always available to leave combat, but no chance for survival if below escape depth
Stores now correctly display number of weapons if open when firing
Fixed a bug (screechSound) where ships would not get flagged as sunk causing them to still attack/move
Fixed an internal error when empty tube got knocked out
Knocking out an already KO'ed tube no longer generates generic tube damaged message
Campaign Noisemakers replenished on entering port
Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier)
Added black mask behind map for non- 16:9 aspect ratios
Repairing Tubes in port restores tubes for use
Fixed a bug where noisemakers in play at end of combat break next mission/event flow
Fixed erroneous nautical mile range calculations for enemy recon planes and airbases
Might have fixed port/briefing buttons not responding (needs verifying)
Force task force de-activation immediately after Action Report to prevent possible re-engagement
Pressing Continue Key (space) pauses strategic map
Submarine only groups do not get escorting aircraft
Combat start depths changed to 50,150,600
Fixed general campaign missions with bad parameters
Insertion missions removed fixed wing aircraft
Sonobarriers removed from ports since undetectable and not fun
Subsim Review & 1.01 Beta
Subsim have published a full review on Cold Waters. You can read it here:
http://www.subsim.com/ssr/cold_waters/review_cold_waters.php
Also today, the beta for version 1.01 which fixes many of the initial bugs with Cold Waters is now available for testing if you'd like to give it a go:
http://steamcommunity.com/app/541210/discussions/0/1353742967812606761/
Cold Waters Surfaces
The wait is finally over as Cold Waters is now available on Steam.
Overall things went pretty smoothly, aside from the regular launch day issues that come with day one.
Some user are experiencing technical issues so please keep the reports coming and we'll address them in an upcoming patch.
We are committed to improving the game with future content, incorporating player feedback and are looking forward to seeing what the community creates with user generated content.
Good hunting!
Subsim Preview Video
Neal Stevens from Subsim.com gets some first hand experience playing Cold Waters.
A new TRAILER featuring game play of Cold Waters is finally here!
All footage is actual in game footage and you will see the interface in action which many of you have requested.
Enjoy.
R.P.S. PREVIEWS COLD WATERS
Tim Stone from Rock Paper Shotgun had some hands on time with a pre-release build of Cold Waters. Full Article Here
Here's what he had to say:
"I’m mightily impressed with what I’ve seen so far."
"Moving your vessel and using its weapons and sensors = child’s play. Moving your vessel and using its weapons and sensors in such a way that you stay alive and slay the enemy = dashed tricky and totally engrossing."
"Cold Waters’ GUI might be lightweight compared with Dangerous Waters’ but its physics, sonar and environmental modelling are strong enough to bear direct comparison."
"Cold Waters – ETA: any day now – is looking remarkably strong"
State of the Game
The wait is nearly over! Cold Waters is just about ready for release.
In the next weeks we'll be wrapping up testing, crushing the last few bugs as well as shooting new trailers, game play videos and finalising the tutorials and documentation. So keep an eye out for new screenshots and video content soon (we know you've been waiting).
Cold Waters is now feature complete, but some of the most recent features you may not have heard about are:
Land Strike Missions We agree with the community that simply sailing to a point on the strategic map to launch a land strike felt pretty empty. So land attacks are now full combat missions where you will need to fire TLAMs into a designated area, from which they will be guided to their targets. After doing so, you'll need to clear datum, as enemy aircraft or escorts detecting your launch will come looking. Then reload TLAMs and repeat until you have launched the required number. Pictured is a TLAM salvo striking Murmansk during a dusk attack.
Minefields and Sonobarriers Areas around enemy (or occupied) ports are now protected by minefields and sonobarriers making insertion missions all the more interesting and challenging. If approaching too close to a sonobarrier, enemy aircraft and escorts will investigate. If approaching too close to a mine... well, just see below.
Dev Update: 1968 Campaign
Its official. Two campaigns will ship with the initial release of Cold Waters, one set in the mid-80's and another in 1968.
The '68 campaign features earlier versions of Skipjack, Permit and Sturgeon class submarines at a time when Soviet ASW forces are less developed but US boats still have to make do with WW2-vintage anti-ship torpedoes and the slow Mk37 anti-submarine torpedo.
It plays quite differently from the '84 campaign in that engagement ranges are significantly shorter, due to poorer sonar technology and the absence of towed arrays. The lack of missiles and wire-guided anti-ship torpedoes results in heavy reliance on torpedo salvos to take down surface ships.