Ultimate Admiral: Dreadnoughts cover
Ultimate Admiral: Dreadnoughts screenshot
Genre: Simulator, Strategy, Indie

Ultimate Admiral: Dreadnoughts

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Steam Wargames Fest is Here! Ultimate Admiral: Dreadnoughts - 30% Off!

Admirals,

The Steam Wargames Fest has begun, and Ultimate Admiral: Dreadnoughts is now available at a 30% discount.
The DLC is also 50% off! Don't miss out - take command of your fleet today!

Ultimate Admiral: Dreadnoughts - 30% Off during the Steam Spring Sale

Admirals!

The Steam Spring Sale is here, and now Ultimate Admiral: Dreadnoughts is available at a 30% discount. Plus, the DLC is 50% off! Don't miss your chance – get your copy today and start commanding your fleet!

Major Update v1.7 "The last one"

Hello admirals,

This is the last major update of Ultimate Admiral: Dreadnoughts offering new hulls, new guns and parts, and many game optimizations. You are definitely going to enjoy it.

However you need to know the following:

- Old campaign saves and all ship saves will become unavailable. if you DO NOT want to start a new game on the new major update and lose any previous saved designs of the older game version then you can switch to the previous stable version: v1.6.1.5 Optx4 as shown here: https://steamcommunity.com/app/1069660/discussions/2/4763206964692197802/
- The shared designs will have issues with tonnage or will have different models of guns, which will make the designs invalid. It is up to you to repair them manually or delete them. It is advised to NOT USE them for the campaign until you are sure they are functional. You can select the campaign setting to not use shared designs. Please DO NOT report bugs, if you know that you use old shared designs.


*v1.7 MAJOR UPDATE*



*14x NEW HULLS*

  • New USA “Dreadnought IV” (Shifting the naming of previous Dreadnought hulls accordingly) based on the USS Arizona Battleship, which can be recreated with sufficient accuracy. It has a base displacement between 27,500 and 35,500 tons and is available during 1914-1927.
  • New USA “Dreadnought VI” (Shifting the naming of previous Dreadnought hulls accordingly) with a base displacement between 31,500 and 42,500 tons, available during 1916-1927.
  • New British “Compact N3 class” which can recreate the HMS Nelson. It has a base displacement between 32,000 and 39,500 tons. available from 1919.
  • New British “Experimental Large Cruiser” with a base displacement between 27,500 and 32,500 tons, available from 1923.
  • New Chinese/Spanish “Assault Battleship” with a base displacement between 45,000 and 59,500 tons, available from 1929.
  • New Austro-Hungarian “Small Assault Battleship” with a base displacement between 36,000 and 45,500 tons, available from 1929.
  • New Russian “Assault Battlecruiser” with a base displacement between 70,500 and 87,500 tons, available from 1929.
  • New Chinese/Spanish “Ironclad I” which can recreate the HMS Inflexible ironclad. It has a base displacement between 9,770 and 12,900 tons, available from 1890 to1899.
  • New Chinese/Spanish “Ironclad II” with a base displacement between 10,900 and 13,900 tons, available from 1891 to1899.
  • New Chinese “Experimental Ironclad I” with a base displacement between 9,600 and 11,200 tons, available from 1890 to1895.
  • New Chinese “Experimental Ironclad II” with a base displacement between 9,750 and 12,250 tons, available from 1890 to1895.
  • New Chinese “Experimental Ironclad III” with a base displacement between 9,850 and 12,550 tons, available from 1890 to1895.
  • New Chinese armored cruiser “Ironclad Cruiser” with a base displacement between 3,000 and 11,500 tons, available from 1890 to 1905.
  • New Chinese light cruiser “Small Ironclad” with a base displacement between 3,000 and 6,500 tons, available from 1890 to 1902.
  • Various new ship parts.


*NEW GUNS*

  • New quad guns for almost all calibers and for all nations.
  • New USA 17 to 20-inch guns for Mark-2 tech, 7 to 18-inch guns for Mark-3 tech, 12 to 18-inch guns for Mark-4 tech.
  • New USA 4-inch guns for Mark-4/5 techs.
  • New USA 2 to 3-inch guns for Mark-2/3 techs.
  • New British 15 to 20-inch guns for Mark 1/2/3 techs.
  • New British 6 to 8-inch guns for Mark 3/4/5 techs.
  • New German 17 to 20-inch guns for Mark-2 tech, 15 to 16-inch guns for Mark-2/3 techs.
  • Various fixes and improvements for several guns.


*OTHER*

  • Ship parts weights are reduced and costs have been adjusted accordingly. Armor and engine weights slightly adjusted. The result is more available tonnage for ship design, as much as was needed for allowing to recreate historical designs more easily, with adequate protection.
  • Triple guns and quad guns are now available sooner in the technology tree.
  • Optimizations in ship design calculations affecting positively the loading times and all the processes when you design ships.
  • Custom battle's maximum year is now 1960.
  • Battle AI became further improved.
  • Auto-design is further improved.
  • Balances in the ship damage model, mainly affecting the durability of ship parts, armor endurance and how flooding is affected due to structural damage. The overall experience should be an even more realistic and expected feeling of how ships damage each other according to their displacement and protection schemes.
  • Optimization and improvement in the Division Screen/Scout logic. This will positively affect the Opponent Battle AI and the player’s divisions set to “Screen” or “Scout”.
  • Fixed a minor UI issue which caused a wrong calculation indication for cost of shipyard development.
  • Fixed a potential bug that could cause a ship of a design to be wrongly deleted, when its design was deleted.
  • Reduced aggression of minors to try to take their own home lands.
  • Fine tuning of Game's difficulty settings in Easy/Normal/Hard settings.


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

Thank you everyone who supported this game and we hope you will continue to enjoy it for many years to come.

Beta v1.7 is open!

Hello admirals,

You can now play the first playable version of the upcoming major update v1.7. This new update finalizes the available guns for all nations and will also offer some new hulls. There are also important game optimizations. You can read in the changelog what is available now.

Players who are accustomed with previous beta stages, will find familiar the procedures.

This is how you switch to the beta:
https://steamcommunity.com/app/1069660/discussions/3/3191362449922656706/


You need to know the following BEFORE you switch to the beta:
- Old campaign saves and all ship saves will become unavailable. DO NOT switch to beta if you are unsure if you want to start a new game on the new major update and lose any previous saved designs of the older game version.
- The shared designs will have issues with tonnage or will have different models of guns, which will make the designs invalid. It is up to you to repair them manually or delete them. It is advised to NOT USE them for the campaign until you are sure they are functional. You can select the campaign setting to not use shared designs. Please DO NOT report bugs, if you know that you use old shared designs.
- The campaign setting "Slow" is temporarily the only available option to start the campaign, until the new pre-made initial ships become available.

*v1.7 MAJOR UPDATE*



*NEW HULLS*
- (Will be available soon)

*NEW GUNS*

  • New quad guns for almost all calibers and for all nations.
  • New USA 17 to 20-inch guns for Mark-2 tech, 7 to 18-inch guns for Mark-3 tech, 12 to 18-inch guns for Mark-4 tech.
  • New USA 4-inch guns for Mark-4/5 techs.
  • New USA 2 to 3-inch guns for Mark-2/3 techs.
  • New British 15 to 20-inch guns for Mark 1/2/3 techs.
  • New British 6 to 8-inch guns for Mark 3/4/5 techs.
  • New German 17 to 20-inch guns for Mark-2 tech, 15 to 16-inch guns for Mark-2/3 techs.
  • Various fixes and improvements for several guns.


*OTHER*

  • Ship parts weights are reduced and costs have been adjusted accordingly. Armor and engine weights slightly adjusted. The result is more available tonnage for ship design, as much as was needed for allowing to recreate historical designs more easily, with adequate protection.
  • Triple guns and quad guns are now available sooner in the technology tree.
  • Optimizations in ship design calculations affecting positively the loading times and all the processes when you design ships.
  • Custom battle's maximum year is now 1960.
  • Battle AI became further improved.


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

You can use the special Steam forum to offer your feedback about the upcoming new version:
https://steamcommunity.com/app/1069660/discussions/3/


We hope you will like the new changes, as we plan to stop offering new major updates, and keep the game version stable for playing without any need for any more save resets.





v1.6.1.5 "Optimization"

Hello Admirals,

There is ongoing work for the next major update, but we decided to offer an intermediate, very important update, which optimizes the stability and fps performance of the game. Please read:

*v1.6.1.5*

  • Fixed memory leak issue which could cause severe fps drop, usually in campaign battles. This problem could happen when players were starting a battle and did not start the battle immediately but waited for some time in the preview window or made an alt+tab and moved their mouse, something very natural during long play sessions. Progressively memory consumption could reach unmanageable levels and cause huge fps drop.
  • Fixed a bug causing allied minor nations to attack their allies to gain back their lands.
  • Fixed a rare code exception which could cause a campaign’s turn to freeze, while moving vessels.
  • Part collider optimizations, affecting also positively the auto-design part placement logic.
  • Overall auto-design optimizations, resulting in even more effective ships made by the AI.
  • Auto-resolve fine tuning, fixing a case where the winner could be wrongly overwhelming too much the opponent, with no losses.
  • Other minor fixes.

v1.6.1.4 "New difficulty levels"

Hello again admirals,

Here is another update, prior to the upcoming major update. Please read what it includes.



*v1.6.1.4*

  • Added a new difficulty level “Beginner” which should be ideal for those seeking to learn the game or just play in a more relaxed way. All the difficulty levels now affect the AI aggression and the tension dynamics. Your ongoing saves should not be affected drastically, at least for the “Normal” difficulty levels. Those who play harder difficulties should notice the increased aggression and tension dynamics which lead to a more challenging experience (in a manageable way). There are new parameters in config which can be used by modders.
  • Fine tuning of shell ballistics.
  • Overpenetration calculations improved, making it harder to over-penetrate an angled ship but if there is overpenetration the damage is even bigger, simulating the passing through of the shell inside multiple sections (this mechanic existed before but now is working better).
  • Flooding mechanics improvement so that the flooding in the bow and aft of ship plays less role but flooding in the middle due to citadel penetration will result in even more heavy flooding of water.
  • Fixed a very rare bug that could be caused when the player had for his division ships doing an auto-evade torpedo maneuver and at the same time he detached the ships and turned them with manual rudder. This action resulted in ships to lock their turning to the frontal direction.
  • Fixed a rare bug that caused a crash when the player ordered the first ship of a follow formation to follow the last ship of the formation.
  • Various map border fixes thanks to the help of modder "the Baron" (o Barão).
  • Further Battle AI optimizations.

v1.6.1.3 "Fixes and improvements"

Hello everyone,

Here is another essential update for the game, offering fixes and gameplay enhancements. Read below:

*v1.6.1.3*
- Fixed bug that caused ships to get deleted from the campaign.
- Fixed bugs that could cause issues in fleet management window, or refit components to become reset.
- Shell ballistics adjustments (affects range, accuracy and final penetration power). Secondary gun ranges are increased.
- Battle AI adjustments to find a better optimal range, based on shell ballistics.
- Ship acceleration mechanics optimizations, addressing cases where ships could often stall and not accelerate fast enough and also increasing the fps performance as the calculations are less.
- Major nations will attack smaller nations with more probability if they are their enemies and have adjacent territories.
- The effective army force will now become reduced gradually if the army budget becomes too large compared to the GDP. This should create a realistic result of the effective armies becoming smaller in extended wars and nations will eventually stop doing endless major offensives that they cannot afford. Army costs have been balanced accordingly.
- Fix of a minor issue in crew calculations creating a wrong difference of one crew.
- Fixed shared designs not being available for the AI enemy in custom battles.
- Other minor fixes.

v1.6.1.2 "Campaign fine tunings"

Hello Admirals,

A new update is now available, continuing to improve the campaign. Please read:

*v1.6.1.2*
- Army losses mechanics got further optimizations. Now the losses after combat will directly and heavily affect the participating armies in the province and the whole nation. It will take time to fully recover those losses, so now it will be possible to even completely wipe out an army from a province and force victory. Previously the losses applied only in the conscript pool, so the replacements would be instant and it would need tremendous casualties to have impact in large nations. This change will also affect how nations can withstand prolonged wars.
- Minor nations can dissolve similarly as the major nations, when their homelands are conquered. They will not be able to expand without restrictions as before, as they will have to protect their home regions in order to survive.
- Further optimizations and fixes on the mission event mechanics, giving more consistent results for the win chance. There is also a new indication in the UI showing the losses for the Attacker and Defender.
- Fine tuning in tension, to be overall not very harsh but also provide opportunities for going to war.
- Toned down the minor nation's aggressiveness and the interaction of major nations with smaller nations which previously created too many wars against them, resulting in a chain reaction of negative events and subsequent wars.
- Fixed bugs related to the fleet management window and the ship erase system making the game to crash.
- Fixed some rare issues of the refit mode.
- Research logic got a refactoring on how it is affected by the GDP. A new parameter is added (info for modders) called “research_budget_mod_max”.
- A further improvement on how campaign AI manages its research logic and its funds. It will be needed to notice the changes, as the AI should now prioritize heavily on important techs, for example the techs that lead to the Dreadnought era, and so it will be able to construct more powerful ships.
- Increased crew pool re-generation as per player feedback. Players will still have to manage this resource as it can become depleted after too many crew losses in battles or by the construction of too many large warships.
- Minor adjustments to economy to compensate for the research/army cost changes.
- Other minor fixes.

v1.6.1.1 "The Minor Nations Attack"

Hello Admirals,

Here it is an update with more campaign improvements. Read below:

*v1.6.1.1*
- Minor Nations which are considered "Medium", those which can ally and interact and trade with the Major Nations, can now organize major offensives against their enemies in adjacent borders. They will also try to expand if they are not allied with a major nation or their major ally is not involved in a war. This feature was among the most desired from the community and will definitely spice up the campaign system.
- Naval Invasion tonnage threshold vs Major Nations reduced from 100,000 tons to 25,000 tons. Basically you can start a naval invasion wherever you have a decent naval force nearby. You will expect a much increased aggression from AI opponents due to this new change.
- Tension minor fixes and improvements. The overall system became more polished.
- The government of Major Nations will now consider more effectively which minor nations to attack, evaluating which other major nations may get negatively affected and want to intervene. This new feature will help to maintain good relations with major nations, and not cause random drops of relations which get out of control and cause continuous wars.
- Fixed some reported issues with rebellions not giving the provinces to the rebels when their attack succeeded.
- Various balances and improvements on the army kills/losses mechanics.
- Fixed a division issue causing one ship to go very far ahead of its main division formation.
- Fixed a minor and rare issue causing transport losses to be shown in the UI at the opposite side.
wars.
- Other minor fixes.