In the previous update we introduced a new and important upgrade to the Campaign System, which is the more realistic mechanics for the naval task forces. We continue the improvements with polishes on the mission mechanics system and an improved balance of the economy. Please read:
Minor Update v1.3.8
Economy update: The campaign finances and costs are balanced, increasing further the gains from provinces, increasing the growth impact of oil resources and at the same time, increasing slightly overall expenses, in all levels. The result should be a more rewarding economy for the players who do not overstretch the nation’s boundaries.
The “Suspend” of a ship constriction has now a cost, not only simulating some minimum costs of production and hull maintenance but also to not allow the exploitation of having many ships in “Suspend” mode, totally free of cost, and then to be ready to enable in a few months.
Fixed or made very rare a false-positive warning “Mount 2” error, which can cause a design to become invalid (exiting the game, or the constructor, could fix this error).
Fixed temporary issue that caused human player’s ships to auto-move to Invasion missions.
Fixed issue that allowed attacks against minors to happen multiple times or from many different nations.
Fixed major offensive arrow not expiring, some times, after conquest.
Battle AI became more aggressive. It should desire to keep a closer firing distance, without being suicidal.
Optimizations to aiming logic.
Some further Auto-Design, Ship collider logic optimizations, which should make the auto-design processes faster and more effective.
Enjoy!
The Game-Labs Team
Uploaded Repaired version including the following: - Improved the mission generation system so that the decisions to invade lesser nations take into consideration the relations with major nations. An invasion will be decided only if the county has no major ally or if the relations with a major nation are near war or at war. This improvement addresses the temporary problem of too frequent wars, happening just because major nations invaded minor allies of other major nations, causing instant decrease of the relations to the minimum level. A campaign restart is necessary to notice these changes more evidently. - Fine tunings to tension and relations adjustments between major nations, to balance the system further. - Submarines have no even more effect in raiding transports (auto-attacks per month). Combat against submarines will utilize with more importance the ASW of ships and the stealth of submarines. - Ship fuel replenishment is now more affected from nearby supply ports. Sending your fleets to unsupported sea regions should be suicidal. - Power projection matters more in the generation of invasion missions against minors. By sending a large fleet in a sea zone, you will make it more probable an event to conquer a smaller nation. - Fixed bug causing a dissolved nation to not disappear in the next turn, and still fight. - Fixed decor parts not interacting with obstacles in some cases (for example, casemate doors to not disappear when we add a gun). - Some UI minor fixes. - Other minor improvements. Please restart Steam to get this update fast
Minor Update v1.3.8
Hello Admirals,
In the previous update we introduced a new and important upgrade to the Campaign System, which is the more realistic mechanics for the naval task forces. We continue the improvements with polishes on the mission mechanics system and an improved balance of the economy. Please read:
Minor Update v1.3.8
Economy update: The campaign finances and costs are balanced, increasing further the gains from provinces, increasing the growth impact of oil resources and at the same time, increasing slightly overall expenses, in all levels. The result should be a more rewarding economy for the players who do not overstretch the nation’s boundaries.
The “Suspend” of a ship constriction has now a cost, not only simulating some minimum costs of production and hull maintenance but also to not allow the exploitation of having many ships in “Suspend” mode, totally free of cost, and then to be ready to enable in a few months.
Fixed or made very rare a false-positive warning “Mount 2” error, which can cause a design to become invalid (exiting the game, or the constructor, could fix this error).
Fixed temporary issue that caused human player’s ships to auto-move to Invasion missions.
Fixed issue that allowed attacks against minors to happen multiple times or from many different nations.
Fixed major offensive arrow not expiring, some times, after conquest.
Battle AI became more aggressive. It should desire to keep a closer firing distance, without being suicidal.
Optimizations to aiming logic.
Some further Auto-Design, Ship collider logic optimizations, which should make the auto-design processes faster and more effective.
Enjoy!
The Game-Labs Team
Hotfix Update v1.3.7 Rx3
Hi Admirals,
We have a new update with further fixes and polishes for the game. Some long standing issues of aiming should be now addressed and the temporary pathfinding errors caused by the Task Force zone mechanics should be now fixed, among other fixes and improvements of this update. Please read:
Hotfix Update v1.3.7
Fixed most if not all of the issues regarding map pathfinding and task force zones which could result in various bugs: Ships not moving, Ports not cleared up after being conquered etc.
Fixed the remaining issues of aiming mechanics, which were old, and lately became more evident due to ongoing work on fixing them. Now aiming progress will correctly reset when switching to a new target and aim progress will more smoothly and logically change according to bearing, range and maneuvers of the target.
Fined tuned the Battle AI after the latest fixes in aiming.
Improved the campaign AI to not spend too much money on building or refitting ships.
Auto-Design became even faster and more effective.
Fixed some minor UI issues.
Improved weather day cycle system to provide more daylight battles.
Enjoy! The Game-Labs Team
Uploaded Repaired version: - Fixed critical bug that caused fleets to not move on the map. We will check to fix what else is necessary tomorrow.
Uploaded Repaired version x2: - Fixed, hopefully, all issues with Task Force movement in relation to their denial zones. - Fixed Refit design interface not clearing up when exiting to main menu, and resulting to merge with custom battle interface causing invalid designs and various errors. - Fixed an exception which could result in no funds gain after selling a used ship. - Various other minor optimizations and fixes.
Uploaded Repaired version x3: - Fixed, a few minor issues regarding task forces' movement and also improved the AI so that it can approach closer to enemies and trigger offensive missions more consistently. - Fixed missions against minor nations not enabling properly. You will notice an increased activity involving the smaller nations. - Improved the logic of Ungoverned territories so that major nations will try to capture them with much more probability and persistence, after a major nation dissolves. - Fixed problems that made Ungoverned territories to be almost unbeatable in minor conflicts against them. - Fixed a very rare exception which caused campaign generation to freeze or campaign turns to freeze during shipbuilding. - Fixed some minor UI issues.
Please restart Steam to get this update
Hotfix Update v1.3.7 Rx2
Hi Admirals,
We have a new update with further fixes and polishes for the game. Some long standing issues of aiming should be now addressed and the temporary pathfinding errors caused by the Task Force zone mechanics should be now fixed, among other fixes and improvements of this update. Please read:
Hotfix Update v1.3.7
Fixed most if not all of the issues regarding map pathfinding and task force zones which could result in various bugs: Ships not moving, Ports not cleared up after being conquered etc.
Fixed the remaining issues of aiming mechanics, which were old, and lately became more evident due to ongoing work on fixing them. Now aiming progress will correctly reset when switching to a new target and aim progress will more smoothly and logically change according to bearing, range and maneuvers of the target.
Fined tuned the Battle AI after the latest fixes in aiming.
Improved the campaign AI to not spend too much money on building or refitting ships.
Auto-Design became even faster and more effective.
Fixed some minor UI issues.
Improved weather day cycle system to provide more daylight battles.
Enjoy! The Game-Labs Team
Uploaded Repaired version: - Fixed critical bug that caused fleets to not move on the map. We will check to fix what else is necessary tomorrow.
Uploaded Repaired version x2: - Fixed, hopefully, all issues with Task Force movement in relation to their denial zones. - Fixed Refit design interface not clearing up when exiting to main menu, and resulting to merge with custom battle interface causing invalid designs and various errors. - Fixed an exception which could result in no funds gain after selling a used ship. - Various other minor optimizations and fixes.
Please restart Steam to get this update
Hotfix Update v1.3.7
Hi Admirals,
We have a new update with further fixes and polishes for the game. Some long standing issues of aiming should be now addressed and the temporary pathfinding errors caused by the Task Force zone mechanics should be now fixed, among other fixes and improvements of this update. Please read:
Hotfix Update v1.3.7
Fixed most if not all of the issues regarding map pathfinding and task force zones which could result in various bugs: Ships not moving, Ports not cleared up after being conquered etc.
Fixed the remaining issues of aiming mechanics, which were old, and lately became more evident due to ongoing work on fixing them. Now aiming progress will correctly reset when switching to a new target and aim progress will more smoothly and logically change according to bearing, range and maneuvers of the target.
Fined tuned the Battle AI after the latest fixes in aiming.
Improved the campaign AI to not spend too much money on building or refitting ships.
Auto-Design became even faster and more effective.
Fixed some minor UI issues.
Improved weather day cycle system to provide more daylight battles.
Enjoy! The Game-Labs Team
Hotfix Update v1.3.6
Hello Admirals,
We fixed some issues, improving further the game. Please read:
Hotfix Update v1.3.6
Fixed some old problems of aiming by code refactoring. You should notice now not so often happening a very fast growth of “Range Found” bonus, reaching a high limit which happened mostly to the AI but could also happen to the player. There are some other known issues, such as the UI not updating fast enough to show the target reset. We will fix those ASAP.
Fixed pathfinding issue not allowing fleets to move when they participated in battle on the same turn. It is also shown the denial zone of nearby enemy task forces to show viable paths to move.
Research Window UI issues and other smaller UI issues repaired.
Auto-design further optimizations in order to be faster.
Fleets will now move for repairs consistently to nearby ports in the campaign.
Various other small improvements / fixes.
Enjoy!
The Game-Labs Team
Minor Update v1.3.5
Hello all,
Another update became available with planned new functionalities on the campaign and other important fixes and improvements. Please read:
Minor Update v1.3.5
Improved the Campaign’s vital mechanics: The fleet’s control area now works as it was intended, as a denial zone that enemy ships must contest in order to pass through. You will now be able to guard narrow naval passages with your task forces and no enemy will slip through, and the enemy will do the same. Furthermore, the minefields now will function consistently and will check for every fleet that passes through or stands to trigger mine hits. The AI will consider those zones to not pass through or pass from the edges to clean them up with their mine sweeping radius. The player is advised to do the same. This change for minefields will stop creating many unnecessary random mine hits as it happened before and will make minefields work realistically as they were meant to.
Fixed weather randomization errors which made bad weather happen too frequently.
Fixed various UI flaws and improved visualization in various aspects of the UI.
Auto-Design further optimizations and fixes.
Battle AI will now function even more effectively in keeping an effective firing distance.
Improved aiming mechanics, so that gun number and their ROF matter more distinctively in increasing the aiming progress.
Fixed issue which made ships get stuck in minor allies’ ports.
Various minor fixes.
Enjoy!
The Game-Labs Team
Minor Update v1.3.4
Hello again,
Here is another update improving the game. Please read:
*Minor Update v1.3.4*
Fixed recoil not calculated properly in fast forward mode and improved its calculation mechanics.
Fixed final statistics not summing up in the campaign end screen.
Minor aesthetic improvements on the weather system.
Added Japanese language support. More languages are pending to add.
Have a good weekend! The Game-Labs Team
Minor Update v1.3.3 Rx3
Hello all, We present another update which finalizes the spotting system and also improves other aspects of the game. Please read:
*Minor Update v1.3.3*
Finalized the spotting system mechanics: Now the ships which are out of spotting range can be revealed when they shoot, with a probability. It will be harder to hit them but now ships will not be completely defenseless against low detectability ships when visibility is very low. Furthermore, ships behind smoke screens can become completely hidden, depending on their surface visibility, the detection technology of enemies, and the direction of the smoke screen.
Fixed remaining formation problems: Fixed Abreast formation that was not working properly, and ships which were prone to come too close to each other keep an effective safe distance.
Fixed weather transition issues, making ships to tremble or cause too frequent night, evening and morning battles.
Fixed an old problem of auto-design which could result in accepting and validating inferior ships, when there were more than 5x failed attempts.
Shell dispersion and Gun aiming optimizations.
Ships have a more consistent acceleration, and maneuver better.
Fixed some text localization issues in the Technology research window, which caused different text ids or no text to appear.
Fixed some minor campaign issues.
Enjoy!
The Game-Labs Team
Uploaded Repaired version including the following: - Fixed bug that did not allow player ships to be validated in the constructor, if they did not have a certain number of guns (We are very sorry for this temporary inconvenience). - Fixed event messages appearing in the menu after a finished campaign. - Fixed the scale of large caliber Spanish guns (they were too small). This change will most possibly require a re-design of Spanish late tech ships).
Uploaded Repaired version x2 including the following: - Fixed sun movement and world orientation. Now the sun will properly rise from the east and set from the west. The lighting fixes will make weather graphics even better.
Uploaded Repaired version x3 including the following: - Fixed the orientation of messages showing the approximated position of smoke from invisible enemies. Please restart Steam to download the new build fast
Minor Update v1.3.3
Hello all, We present another update which finalizes the spotting system and also improves other aspects of the game. Please read:
*Minor Update v1.3.3*
Finalized the spotting system mechanics: Now the ships which are out of spotting range can be revealed when they shoot, with a probability. It will be harder to hit them but now ships will not be completely defenseless against low detectability ships when visibility is very low. Furthermore, ships behind smoke screens can become completely hidden, depending on their surface visibility, the detection technology of enemies, and the direction of the smoke screen.
Fixed remaining formation problems: Fixed Abreast formation that was not working properly, and ships which were prone to come too close to each other keep an effective safe distance.
Fixed weather transition issues, making ships to tremble or cause too frequent night, evening and morning battles.
Fixed an old problem of auto-design which could result in accepting and validating inferior ships, when there were more than 5x failed attempts.
Shell dispersion and Gun aiming optimizations.
Ships have a more consistent acceleration, and maneuver better.
Fixed some text localization issues in the Technology research window, which caused different text ids or no text to appear.