Hello all, We have just deployed a necessary set of changes as per your recent feedback, which should surely improve your gameplay experience.
*v1.08.6 Quick Fix*
- Armor weight exponentially increases better, allowing more design freedom. - Auto-Design effectiveness and speed increased (fixed also problem that could cause overarmoring of a ship section). - Citadel armor offers more consistent protection (Tooltips updated to show the minimum amount of penetration power loss before hitting the layer) - Maximum Ship maintenance penalty when exceeding the port's capacity limit increased from +25% to +50%. - Fixed some small UI issues (Gun sorting in Ship Design could become unstable, Fixed zero port capacity appearing as -1). - Adjustments to the ship physics to lessen the pitch motion. - Increased the TR capacity output, so that nations can overcome the losses of transports quicker according to the money invested.
Enjoy!
The Game-Labs Team
v1.08.5 Update
Hello Admirals,
We have repaired a major problem that caused lag and crashes, especially in the campaign. Furthermore, we offer fixes and improvements that you recently requested. Please take a look at the changelog.
*v1.08.5 Hotfix*
FIXES
*Repaired the memory leak issue:* The memory consumption increased while you held a part and hovered on the mount. When you spent a lot of time designing ships by hand, this memory leak could accumulate to very high values, affecting game performance and even crashing the game.
Repaired problems of the auto-design which could cause too long campaign turns when building ships.
Fixed issue of the not updated flag for ships you gained with war reparations.
Fixed problem of no dissipation for the income loss due to sunk transports, causing incurable financial collapse, especially to the AI.
Fixed problem that caused ships in a formation to not avoid other obstacles and prefer to move straight.
Fixed bug that prevented adding armor in some 5-inch barbettes.
Fixed bug that highlighted all the ship cards when entering the ship design interface.
Fixed bug that could cause torpedoes or guns to be fired on the opposite side of the ship, when the target was too near.
BALANCES/IMPROVEMENTS
Improved Refit mechanics and UI so now you can copy a refit to create a new design. Additionally, more information is given in the “Refit” button on why some ships can or cannot be refitted.
Improved penetration mechanics so that the shell terminal velocity is more accurately affecting the penetration and angle of hit.
Improved ship physics and their motion at sea.
Reduced the weight of Radio/Hydrophone/Sonar and increased their cost respectively.
Increased the cost of Radar.
AI targeting fine tuning.
Shell dispersion improvements.
Slight adjustment to citadel weight modifiers.
Armor weight adjustments to rise exponentially and prevent the creation of unrealistic ships with too much unnatural armor for the size of the ship.
Enjoy! The Game-Labs Team
v1.08.4 Hotfix
Dear Admirals,
We just deployed a small update which includes significant fixes and improvements. Please read below:
v1.08.4 Hotfix
Fixed further some issues which could cause large time delays in building/auto-designing ships.
Fixed problem which caused too large weight offset for ships with very long citadel.
Optimizations in the penetration mechanics, so that full penetrations are distinctly devastating when they happen.
Fixed bug of collision detection which caused fast ships to penetrate right through each other when colliding (this fix will also affect positively the avoid detection).
Fixed bug which created infinite loop lag in the ship dockyard when adding components or when the ship became overweight.
Battle AI optimizations.
Campaign AI fleet management/building improvement.
Enjoy! The Game-Labs Team
v1.08.3 Small Update
Dear Admirals,
We offer another important update which addresses several of your recent requests. More importantly, we have repaired a major portion of the old memory leaks issues, which became more apparent when the campaign became expanded with more features and nations. You should notice a significant improvement in fps performance and much better game stability. There are many other fixes, balances and enhancements which you can read below.
v1.08.3 Small Update
FIXES
Important repairs in the memory allocation system. Textures and meshes that were not cleared by memory would previously create a very large memory consumption and potential crashes, according to circumstances and time played. Now most of those issues are resolved.
Fixed bug that caused training from combat to not be applied and thus training was clamped to “trained” level.
Fixed bug which could corrupt saved designs with false message “Too far from previous place”, which was caused when a previous auto-refit was interrupted.
Fixed minor issue causing the main menu music to not fade out when we opened custom battle saves.
Fixed some casemate gun errors found in early Italian Dreadnoughts and other hulls (guns could be placed but had zero fire arc).
Fixed UI problem which could cause some research with long text to hide the window close button.
Fixed UI problem which could show false aiming progress numbers below -100%.
Fixed old bug which caused at close range impossible shell hits in parts that were obstructed by the superstructure or were at the other hidden side of the hull.
IMPROVEMENTS/BALANCES
Slight formation and ship evasion improvements. Large formations should be controlled a bit more easily, if you create a main battle line and order small ships to scout/screen this formation. Ship acceleration/deceleration are slightly adjusted, aiding the formations and keeping the realism.
Improved the penetration mechanics further, so that the shell’s angle of fall affects in a more realistic manner the side hits. Statistical data will show the effective armor that was penetrated including the angle calculations.\
Battle AI & Targeting adjustments. The AI should create more effective firing lines.
Further Auto-Design enhancements for producing even more competitive AI ships.
Now any old design can be deleted at the player's will (be aware that you cannot undo this action).
Turret maximum armor is now more prohibited according to the size of the turret. Overarmoring unrealistically the turrets will no longer be possible.
Ship maintenance further increased as an action to balance the economy for both player and AI.
Shell Dispersion improvements.
Enjoy!
The Game Labs Team
PS. If the game, much more rarely than before, seems to stall while generating ships or a windows message appears which says the application is not responding, just choose to wait, and the game will progress. We will repair the remaining issues in a next update.
v1.08.2 Hotfix
Hello Admirals,
Another update probably finalizes the necessary fixes of the last major update:
*v1.08.2 Hotfix*
Fixed remaining crew training bug (Now also the crew on ships has maximum “trained” level if they do not combat). Previously only the “Crew Pool” was working as intended.
Fixed fully the bug that could cause zero crew ships or ships under repair to enter combat in the campaign.
Fixed probably the last bugs of alliances. Any current issue in your play session should become resolved with an internal validity check on the next turn.
Fixed bugs in campaign events which did not deduct the funds from the player (although the respective amounts were sent).
Fixed problem in the Refit interface which allowed you to browse normal designs and click “New Design” which eventually could cause bugs.
Removed the “Copy” button from refit as it was never meant to work for refit and it was buggy.
Fixed bug which did not allow you to switch to “Sea Control” role.
Fixed issues in citadel weight mechanics that could cause over-weight on one side too much.
Adjusted better the auto-design so that the system is more efficient, speeding up the process and making campaign turns faster.
Enjoy! The Game-Labs Team
v1.08.1 Important Hotfix
A very important hotfix has just been deployed, including numerous fixes and improvements as per your recent feedback.
*v1.08.1 Hotfix*
Fixed major bug of the new citadel mechanics which affected the penetration calculations and damage. For example, you could notice impossible deck penetrations at very close range. Now the system should provide consistent penetration calculations utilizing properly the angle of hit.
Fixed major old issues causing campaign turn delays and freezes due to auto-design processes.
Fixed major bug in the campaign which caused wars between nations that have signed a peace treaty.
Fixed major bug which caused the crew pool of AI to stall and eventually the AI to have no active ships left because it could not convert mothballed ships to active, even when they became fully crewed.
Fixed old bug which caused ships without crew to participate in Task Force battles.
Fixed campaign bug which caused AI inactivity.
Fixed minor problems with the Cruiser Tech progress, causing sometimes late cruisers to be researched sooner than early cruisers.
Definite fix of crew pool to not provide higher training than "trained". Maximum training will be achieved only in combat.
Improvements in "Speed Basics" missions: Changed hull from CL to DD in the first mission. Removed speed limit of opponent.
Battle AI improvements in all aspects.
Fixed British "Battlecruiser VI" which did not have non-researchable sec towers.
Reduced Port Capacity growth.
Tension slight rebalance to allow Nations that start in neutral relations to cause negative relations more easily.
Rebalances on the events that affect the Naval Budget.
Further increase in ship maintenance.
Ships in Task Forces with “Low Crew” status will be automatically sent for repairs.
Other minor.
Enjoy! The Game Labs Team
v1.08 Hotfix
Hello Admirals, A new hotfix has become available. We are aware of some bugs you report to us regarding alliances. We will fix them on the next week.
*v1.08 Hotfix* - Fixed issue with war reparations that made the old owner of a province to still use its ports. - Fixed a memory allocation problem when exiting the Ship Design in campaign (might significantly reduce the chance of a crash). - Task Force adjustments (Merging/Engage Distances improved). - Fleet withdraw chance relation from speed intensified. - Task Forces in defense now always have a “Withdraw” ability (except in Port Strike battles). - Increased the ship maintenance by +30%, to balance out the potential size of fleets. - Increased slightly the exponential engine weight according to speed to disallow unrealistic speed abuse in old hulls. - Some propellant availability adjustments to have less obsolete propellants in a specific time period - Dual Secondary guns for capital ships / Secondary guns for cruisers can be researched sooner.
Note: It is advised to start a new campaign because multiple things can break, saved ships can become overweight and their refit can take longer, making turns to lag.
Have a good weekend! The Game-Labs Team
v1.07 HotFix
Hello Admirals, We just deployed the following small update.
*1.07 Hotfix* - Fixed issues that could greatly delay the campaign turns ("Building Turns" Lag). - Fixed bug that could cause crew training to become higher than "trained" without combat. - Total Crew pool will now depend on population and will not increase infinitely. - Adjusted Tension to be caused a little more easily. - Fixed issue that caused Conning Tower armor limit to be very low. - Campaign AI will scrap ships or delete old designs more efficiently (AI fleets should become stronger in the long term).
Enjoy!
The Game-Labs Team
Major Update v1.06
Hello Admirals,
The next major update v1.06 is finally available for all players! We deeply thank all beta testers who aided us with their valuable feedback to improve the game further and with their ideas to shape up the large content of this patch. After all, this game is for you -the players- and so when you actively help us you not only influence the development of Ultimate Admiral: Dreadnoughts to head in the direction you choose, but the game to become significantly improved, even beyond our own expectations.
In this update you get an expanded campaign version which makes it possible to start at peace, and progressively become prepared for the next inevitable wars between the major nations. A simple diplomacy system allows you to build your relations with other nations and form alliances. Winning a war may provide ships and provinces as war reparations that will make your nation stronger for the future.
The expanded campaign can be played for many years continuously until all enemy nations are destroyed
Two major features enrich the design process: The Citadel and the Custom Gun Calibers. The hull is now strengthened according to the placement of guns and funnels and becomes armored with detailed schemes which greatly affect the ship's protection system, as well as its stability on sea, since the weight measurements become more complex. Additionally, the guns can now be modified to the maximum extent, by choosing the diameter and length of the gun barrels, offering extreme customization options for your designs.
Many other improvements, including one of the most widely requested features, "The Dud Torpedoes" are offered in this patch. Please read the below changelog for more detailed information.
CONTINUOUS CAMPAIGN
The campaign can now be started at the selected year with no immediate wars happening and will continue until 1950 or until one of the following circumstances are satisfied:
Low naval prestige: Player is replaced by the current government.
Revolution and naval prestige is not high: Player is replaced by the new government.
Total Nation Defeat: 50% or more of the Home Provinces are lost.
Total Domination: All non-allied enemies have been destroyed (temporary feature, until we add more nations and mechanics
The AI players will also lose with the same rules and their nations can be obliterated from the map if the home provinces are conquered by another nation. During peacetime, the following new mechanics are introduced:
Random events: Events in which you must take a decision that will affect relations with other nations and other aspects of gameplay. This is a work in progress functionality that will expand further.
Tension: Tension will be produced mainly between nations with bad relations that have a stronger fleet than necessary in common waters. Tension affects bilateral relations and can slowly bring nations to war.
Alliances: If two nations have good relations up to +99, then special events can trigger alliance agreements. Nations in an alliance fight their enemies together as it happens in the update v1.05.
War: If two nations have bad relations up to -99 then special events can trigger a war between them. Other nations will immediately pick a side according to what were their previous relations and modify relations accordingly. This large modification of relations can immediately trigger new alliances and force other nations to enter the war.
Negotiations for Peace: When eventually a peace agreement is signed and war reparations are shared for the victors, money, ships and provinces are transferred accordingly to the nations (previously the game just ended). While there is no land conquering mechanic yet, the province exchange via war reparations will be somewhat exaggerated.
Economic Cycles: During prolonged wars the GDP will suffer greatly and the economic growth accordingly. After the war it will need much time to recover financially, especially if you were defeated and lost provinces.
Many new design functionalities became available
MAJOR NEW FEATURES
A detailed Citadel functionality, new gun mechanics and Dud Torpedoes enrich the realism factors of the game.
New detailed Citadel: The damage model becomes upgraded with a far more detailed armoring system. The way you layout out your guns and funnels will affect the length of the citadel (the armored box covered by the main belt and deck) and you will be able to view it in the ship preview during the design process.
So it will be now fully realistic to create Nelson type ships which save weight due to the shortening of the armored citadel. Moreover, the hull weight and strength in each section will be dependent from the way you choose to layout your main guns as well as the center of its mass. For example, the sections in the middle will be significantly stronger and more resistant against damage than the lighter sections at the edges of the ship. Finally, you will be able to add an extra multi-layered armor in the citadel and choose independently its values according to the components enabled "All or Nothing", "Turtleback" etc.
Furthermore, the new calculations for the hull will affect everything about the ship stability and weight allocations. For example, you can enlarge the citadel to reduce the pitch/roll, because by adding weight in the central parts of the ship will significantly increase its stability (Currently this effect is not so strong, because all sections were weighted equally, so adding big guns on the ship would always increase pitch/roll with no way to reduce other than bringing guns closer to the center).
Engine Room sections become detailed: Following the new detailed citadel, the engine room is now automatically configured in size and position according to the placement of funnels. The sections where engines are added, affect ship stability and when they are damaged during battle the corresponding engines may become damaged and affect the ship speed accordingly (In a next update you will be able to choose how many engine shafts your ship may support, from 2 to 5. Now the engine shafts are by default from 2 to 3).
New Special Gun Calibers: A new design panel will allow you to edit the diameter and length of the gun barrels which will affect the gun statistics and their actual size on the ship. So, for example, you will be able to have calibers such as 13.5 inch for your guns before you research the next bigger 14 inch caliber. The variations of designs now will become extremely enriched, as each ship will look different also on the gun scales.
The different guns on diameter and length-caliber will also vary according to the 3D model used for them. Guns of different nations that are large or have a shorter barrel than others of the same caliber and technology, will not be identical as now, but will have different stats accordingly.
Dud Torpedoes: Torpedoes will not be as successful as now but will detonate and damage ships according to their angle of impact and their technology. You may have torpedoes to not explode on impact or explode prematurely with new visual effects. Torpedoes can also deviate from course (extremely rarely in more than 90 degrees).
A variant of the new Danton hull in various angles
3x NEW HULLS
“French Experimental Battleship” available from 1899 to 1916 with a displacement between 17,700 and 22.500 tons. This hull can recreate the Danton-class Battleship.
“French Experimental Dreadnought” available from 1905 to 1916 with a displacement between 19,750 and 24.500 tons.
“French Large Armored Cruiser” available from 1914 to 1921 with a displacement between 14,800 and 16.500 tons
NEW GUNS
New late tech 8-inch and 9-inch guns for Japan.
New late tech 2-inch and 3-inch guns for the USA, Britain, Spain, China.
New generic Mark 3 Torpedo Tubes for all nations.
New Mark 1 French Guns from 9-inch to 16-inch caliber, replacing some older variants where applicable.
New Mark 2/Mark 3 French Guns from 6-inch to 16-inch caliber.
The new French hull in action, using the visualization mod of "The Baron"
Improved ship motion at sea: Pitch/Roll and overall ship movement characteristics are updated to support the new hull weight adjustments. Ships will interact with waves more realistically, as a result.
Improved shell ballistics & mechanics: Following the new gun mechanics, the aiming/targeting/shell dispersion will be improved and will have extensive variability according to the virtually countless combinations of the different gun settings. When guns fully aim they will characteristically speed up their firing rate to destroy the target quicker.
Over penetration mechanics improvement: Overpenetration will now be depended further from the angle of impact, increasing the chance of striking full penetrations when firing through the bow of a ship. Moreover, overpenetration damage will be dependent greatly from the angle of the ship, significantly damaging the hull if a shell passes through the bow and along the length of the ship.
Torpedo tubes create special detonations: When Torpedo Tubes become hit and destroyed they can cause a special detonation, simulating the damage caused by the destroyed torpedoes (which are removed from ammo).
New Ship Components: “Advanced Electrical Turrets”, “Advanced Electro-Hydraulic Turrets”, and “Advanced Gun Reload System” are now included in the available list of ship components.
Many Ship weight/cost balances: Following up the new Citadel and Gun mechanics, the weight and cost of ship assets have been adjusted accordingly.
New weapon stats visible in the UI: In weapon stats you can now review the weapon’s rotation speed in deg/sec and what is the exact weight of ammo per turret.
Colored weapon availability: During battle, by hovering the mouse on a weapon type all the respective weapons become highlighted and colored according to their status. “Green” is fully operational, “Yellow” is seriously damaged, “Red” is destroyed or out of ammo. Previously you could just view the weapons highlighted yellow with no information if they were working or not.
All guns of the same caliber become grouped: Guns on the centerline, or side, or with different barrels will aim together in one fire control group, increasing their efficiency.. However, accuracy and reload penalties will apply when guns are not fully uniform (different calibers, barrels, not placed on the centerline etc.)
Conning Tower and Fire Control become damaged with a more accurate system: Damage caused to the Main Tower will properly utilize the armor of the Conning Tower and the Superstructure to protect the Conning Tower and Fire Control.
Further Auto-Design improvements: AI will design ships even better following the logic of the new mechanics for Citadel and Guns.
Further Battle AI improvements: Battle AI will operate overall in a more effective way vs the player.
Further Division logic improvements: There should be less errors in division auto-management.
Fixed Window Mode: You can now safely Alt+Tab or play in “Window Mode” and the game will continue to play, it will not be paused.
Beam/Draught Custom Edit: You can now type the needed values for Beam/Draught.
Crew can surrender sooner: Crew will now surrender at 45% casualties instead at 70%. When a ship has received so many casualties, the ship usually is at a very bad state to continue the fight in a realistic manner. As a compensation, the minimum crew to man ships in the campaign is 70% instead of the previous 50% (which would make a ship too bad in performance to send to sea).
Torpedoes became realistically unreliable, deviating from course, exploding prematurely or not detonating on impact
BUG FIXES
Fixed bug that made HE penetration to be dependent from the penetration of AP shells. AP and HE shells penetration will now correctly work independently according to the chosen AP and HE shell types.
Fixed bug that made ship to freeze when executing reverse and “Avoid Ships” option was disabled.
Fixed various campaign bugs.
Thanks again to everyone who has helped with feedback during the beta procedure of update v1.06. We continue to monitor your reports and will provide a hotfix for everything needed in due time.
Please visit our forums to share your feedback about the new patch here:
Hello Admirals, We are very happy to announce the next major update of Ultimate Admiral: Dreadnoughts! The campaign has received not only a map expansion but a crucial new functionality which allows you to create Task Forces. With the Task Forces you can bring the battles close to the enemy waters in a detailed manner, but beware, the enemy will do the same to you. The AI will counter your movements or will try to find opportunities to reinforce weakened sea regions and gradually destroy your convoys.
58 new ship variants enrich the huge roster of ships you can design, including the detailed model of the German Battlecruiser SMS Von der Tann. The game's interface has received a total clean up and visual enhancement while many other gameplay fixes and improvements await you to explore them in the largest update, in terms of content, that has been released so far for the game. You can read the long list of improvements in the below text.
A variant of the Von Der Tann Battlecruiser in various camera angles.
v1.05 Update
CAMPAIGN
Map Expansion: Expanded the map to include the Mediterranean Sea and a larger portion of Europe.
New Nations: Italy, France and Austria-Hungary are added to the major nations. The nations form two rival alliances and fight with each other for total victory (this is a temporary functionality until we offer the prolonged campaign system).
Task Forces: Previously you were able to move ships only between ports. You can now also form Task Forces, by grouping ships and sending them to any sea point on the map. In this way you block strategic passages and generate missions according to the ships in the vicinity.
Refit Mode: Now you can refit your ships, from changing a few components to radically replacing weapons, funnels, towers with modern variations. This new and essential feature will allow you to utilize all the latest technology advancements for your current ships without the need to scrap them and build new ones.
New Sea Roles: New sea roles added to the previous “In Being” and “Sea Control”, special for the Task Forces, offer more options for controlling strategically your ships.
Interface improvements: There is a new tab “Politics” where you will later manage some diplomacy aspects. Now you are able to overview the relations and power of all nations. Additionally we added an “ Economy Growth” to the GDP which will be dependent later from various conditions. You will be warned when you want to end the turn with danger of going bankrupt. When you hover at a sea region a tooltip shows statistical information for the included fleets. Many other minor changes to support the new functionalities.
Balances: Maintenance cost is balanced so that it is not so high now that ships will spend more time at sea with all the various and expensive sea roles. Tech research is balanced to be overall faster and tech priorities will give a more distinctive advantage when chosen. Various other balances were made to support the new campaign expansion
The new expanded map includes the Mediterranean Sea
NEW GUNS
Germany and Austria-Hungary receive new visuals for the following:
Germany and Austria-Hungary receive new visuals for: 4-inch up to 16-inch Mark 2 guns and 9-inch up to 14-inch Mark 3 guns.
New casemate gun models for late tech years.
58 NEW HULLS
A new base model for one of the most famous German Battlecruisers of World War I is added along with many new variants. Many new towers and parts are added or improved for previous hulls and the technology tree has changed to include the following new ships:
The “Battlecruiser SMS Von der Tann” can now be faithfully recreated in the game. You can find it in the new German Hull “Battlecruiser I” with a displacement between 19,200 and 24,200 tons in the years 1907-1919.
New German “Large Armored Cruiser” variant with a displacement between 13,500 and 17,500 tons that is available in the years 1907-1920.
New Japanese/Spanish/Chinese “Large Cruiser” variant with a displacement between 14,500 and 18,500 tons that is available in the years 1907-1919.
New “Large Armored Cruiser” variant for Spain, China, Italy, Austria-Hungary, Japan with a displacement between 13,000 and 16,500 tons that is available in the years 1907-1920.
New Russian “Large Armored Cruiser” variant with a displacement between 13,500 and 16,800 tons that is available in the years 1907-1920.
New Italian “Armored Cruiser V” variant with a displacement between 11,000 and 12,800 tons that is available in the years 1907-1920.
New French “Armored Cruiser IV” variant with a displacement between 11,800 and 15,500 tons that is available in the years 1900-1920.
New “Light Cruiser III” variant for Britain, Spain, China, Austria-Hungary, Italy, USA with a displacement between 3,500 and 8,500 tons that is available in the years 1905-1920.
New British “Light Cruiser IV” variant with a displacement between 5,500 and 9,500 tons that is available in the years 1915-1930.
New “Japanese Light Cruiser III” variant with a displacement between 3,500 and 8,500 tons that is available in the years 1905-1920.
New “Russian Light Cruiser III” variant with a displacement between 3,300 and 8,300 tons that is available in the years 1905-1920.
New “French Scout Cruiser” variant with a displacement between 4,500 and 9,500 tons that is available in the years 1905-1920.
New Russian “Scout Cruiser” variant with a displacement between 4,300 and 9,300 tons that is available in the years 1909-1920.
New Italian “Scout Cruiser” variant with a displacement between 4,500 and 9,500 tons that is available in the years 1910-1920.
New US “Scout Cruiser II” variant with a displacement between 8,500 and 10,500 tons that is available in the years 1915-1930.
New US “Scout Cruiser II” variant with a displacement between 9,500 and 12,500 tons that is available in the years 1919-1930.
New US “Heavy Cruiser I” variant with a displacement between 10,500 and 12,750 tons that is available after the year 1919.
New French “Light Cruiser V” variant with a displacement between 7,500 and 9,750 tons that is available after the year 1921.
New German “Light Cruiser V” variant with a displacement between 7,700 and 10,250 tons that is available after the year 1921.
New German “Battlecruiser II” variant with a displacement between 23,000 and 28,000 tons that is available in the years 1907-1920.
New German “Battlecruiser III” variant with a displacement between 26,000 and 31,000 tons that is available in the years 1913-1928.
New Russian “Battlecruiser III” variant with a displacement between 29,500 and 37,000 tons that is available in the years 1913-1928.
New Russian “Battlecruiser IV” variant with a displacement between 33,500 and 41,000 tons that is available in the years 1916-1935.
New Japanese “Battlecruiser IV” variant with a displacement between 27,500 and 36,500 tons that is available in the years 1916-1928.
New German “Battlecruiser IV” variant with a displacement between 27,400 and 34,000 tons that is available in the years 1913-1928.
New German “Battlecruiser V” variant with a displacement between 35,500 and 44,500 tons that is available in the years 1916-1928.
New British “Battlecruiser IV” variant with a displacement between 29,500 and 34,000 tons that is available in the years 1916-1928.
New British “Battlecruiser V” variant with a displacement between 23,500 and 37,500 tons that is available in the years 1919-1928.
New Japanese “Battlecruiser V” variant with a displacement between 36,500 and 43,500 tons that is available after the year 1919.
New Austro-Hungarian “Battleship I” variant with a displacement between 8,000 and 11,500 tons that is available in the years 1890-1905.
New Austro-Hungarian “Small Dreadnought I” variant with a displacement between 14,500 and 18,500 tons that is available in the years 1905-1915.
New Spanish/Chinese “Small Dreadnought I” variant with a displacement between 15,500 and 17,700 tons that is available in the years 1905-1915.
New Austro-Hungarian “Experimental Dreadnought I” variant with a displacement between 21,000 and 25,000 tons that is available in the years 1908-1919.
New Austro-Hungarian “Experimental Dreadnought II” variant with a displacement between 23,000 and 27,000 tons that is available in the years 1910-1919.
New Russian “Dreadnought I” variant with a displacement between 20,500 and 26,000 tons that is available in the years 1905-1915
New Russian “Dreadnought II” variant with a displacement between 30,500 and 36,000 tons that is available in the years 1910-1927
New German “Dreadnought I” variant with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
New German “Dreadnought I” variant with a displacement between 19,500 and 22,500 tons that is available in the years 1905-1915.
New Japanese “Dreadnought I” variant with a displacement between 18,500 and 25,000 tons that is available in the years 1905-1915.
New British “Dreadnought II” variant with a displacement between 19,500 and 27,500 tons that is available in the years 1908-1915.
New French “Dreadnought II” variant with a displacement between 20,800 and 29,500 tons that is available in the years 1908-1915.
New Italian “Dreadnought II” variant with a displacement between 20,500 and 25,000 tons that is available in the years 1908-1915.
New German “Dreadnought II” variant with a displacement between 23,500 and 27,500 tons that is available in the years 1908-1915.
New French “Dreadnought III” variant with a displacement between 22,500 and 28,000 tons that is available in the years 1908-1915.
New British “Dreadnought III” variant with a displacement between 21,000 and 29,500 tons that is available in the years 1910-1915.
New German “Dreadnought III” variant with a displacement between 27,000 and 34,000 tons that is available in the years 1910-1926.
New British “Dreadnought IV” variant with a displacement between 23,600 and 32,500 tons that is available in the years 1912-1915.
New Italian “Dreadnought IV” variant with a displacement between 29,000 and 35,000 tons that is available in the years 1914-1926.
New French “Dreadnought IV” variant with a displacement between 24,000 and 31,000 tons that is available in the years 1914-1926.
New French “Dreadnought V” variant with a displacement between 32,000 and 39,500 tons that is available in the years 1916-1926.
New USA “Dreadnought III” variant with a displacement between 35,500 and 42,500 tons that is available in the years 1919-1927.
New British “Dreadnought V” variant with a displacement between 25,500 and 35,500 tons that is available in the years 1914-1926.
New Russian/Spanish/Chinese “Experimental Dreadnought” variant with a displacement between 25,500 and 30,500 tons that is available in the years 1914-1926.
New British “Dreadnought VI” variant with a displacement between 33,000 and 45,000 tons that is available in the years 1916-1926.
New German “Dreadnought IV” variant with a displacement between 44,000 and 57,000 tons that is available in the years 1919-1926.
New German “Dreadnought V” variant with a displacement between 47,000 and 61,000 tons that is available in the years 1919-1926.
New French “Dreadnought VI” variant with a displacement between 44,000 and 66,000 tons that is available in the years 1916-1926
New Italian “Dreadnought V” variant with a displacement between 38,000 and 56,000 tons that is available in the years 1919-1926.
The game now includes over 327 Hull Variants of which 33 are highly detailed base models. All the ships of the game use over 1386 different ship parts and thousands of different weapons in various sizes and tech levels.
The new Task Force functionality allows to group ships into a moving fleet
MAJOR NEW FEATURES
Customization of Beam / Draught: You can now adjust the width and height of the hull in the design options. These adjustments will greatly affect the hull characteristics and the performance of your designed ships.
New Components for AP/HE rounds ratio: Choose the distribution of AP and HE rounds between different settings for your main and secondary guns. You will no longer have indefinitely any type of AP or HE round but both will have their separate limit.
New Components for AP/HE shell types: The type of the HE or AP shell can be now customized depending on technology.
The different HE shells span between the options: HEI - High Explosive Incendiary Shell HCHE - High Capacity High Explosive Shell CNF - Nose Fuze Shell CP - Base Fuze Shell CPC - Common Pointed Capped CPBC - Common Pointed Ballistic Capped
The varying AP shells are: SAP - Semi Armor Piercing Shell SAPBC - Semi Armor Piercing Ballistic Cap Shell AP - Armor Piercing Shell APC - Armor Piercing Capped Shell APBC - Armor Piercing Ballistic Capped Shell Improved APBC - Armor Piercing Ballistic Capped Shell
4x new ship components for shells
New Battle Control Option “Avoid Ship”: By default it is enabled and allows the ships to automatically avoid other ships to prevent collision. You can now override this behavior individually for any of your ships, either for improving your swift maneuvers or for ramming the enemy…
New Battle Control Option “Ammo for Secondary Guns”: You can now choose what type of ammo is used for your Secondary Guns, Auto, AP or HE.
Improved Shell Ballistics and Gun Aiming Mechanics: Following the various new options for AP and HE shells the shell ballistics now follow a much more characteristic trajectory depending on all their different physics variables. Additionally, the guns aim in a more realistic manner, firing salvoes depending on the target’s speed and angular velocity. For example, previously you would see shell salvoes to be mostly random in relation to the center of the target, but now salvoes are en mass fired forward, aft, in front or behind the target until the range is found and hits start to be achieved. This automatic procedure affects the base accuracy and now makes the firing more natural and expected depending on target distance.
Improved Ship Motion at Sea: Ship buoyancy mechanics are enriched to support the new Beam/Draught options. The interaction of ships with waves is now more characteristic depending on the weight offset, pitch/roll, beam/draught options chosen for their design.
Exponential speed limit for hulls: As ships reach a maximum speed barrier depending on the hull technology, then the engine weight needed to achieve a higher speed increases exponentially. Thus it will be much harder to design unrealistically fast ships with old hulls, something that a lot of players abused to make much faster ships than the AI to overwhelm it.
A New British Dreadnought in action
OTHER IMPROVEMENTS
Over penetration mechanics improvement: Overpenetration will now happen with more accurate conditions. Previously the unarmored ships would mostly overpenetrate, or the heavily armored almost never became overpenetrated.
Flooding mechanics improvement: Flooding from direct hits will now spread not only to adjacent sections but further beyond, depending on the height of water inside the flooded sections. This new feature addresses the previous unnatural survivability for smaller ships (especially the torpedo boats) which would become unsinkable until more sections were flooded from a direct hit. With this new feature, the torpedo and flooding protection schemes in the design options will be more than essential.
AP/HE different stats: When you hover on guns to see their info tooltip you will now see detailed and different statistics for AP/HE shell weights, damage, range, muzzle velocity, penetration and accuracy tables.
Crew scales with hull size and displacement: As you change displacement, beam/ draught the hull crew number will change accordingly. Previously the “Control Station” crew was not scaling.
Added instability/beam/draught values in battle UI: These are important design aspects, useful to know for any ship that participates in a battle. Save file system improved: When a new game version requires it, obsolete save files will be discarded and new will be generated automatically. This will stop the confusion of players when the game would become broken due to incompatible saves (invalid designs, exceptions, floating guns etc.)
Ship weight/cost balances: Balanced the weight and cost for various parts and components, as it was needed for all the latest new features. Other balances: The “Dunnite” explosive charge is available in late tech years, new Radar Rangefinder III is now available and other minor improvements or balances for the ship design options.
Minor Visual Effects Improvement: You will notice a little better visual effects overall.
Graphical Interface Improvement: We have changed the graphical interface in various aspects of the game, in the campaign, battle stats, shipyard, menu etc. to be more pleasing to the eye.
Now the ships can be lost due to casualties: When a ship receives more than 70% casualties it surrenders, which is considered a ship loss, during combat.
The new Beam/Draught options provide more design flexibility
BATTLE AI
The Battle AI is further improved to make decisions more promptly and effectively by using more algorithms. The result is an AI that will know better when to attack and defend and at which distance, always depending on the nation's personality.
Auto Targeting is influenced by the new AI algorithms and is more effective. Some older issues should become resolved, for example the over-prioritization of Transports.
Improved the AI decision making on switching shell type. You will notice that the ships will more successfully switch ammo depending on the armor and angle of the target.
AI auto-design algorithms enriched to support all the new features for Beam/Draught, new components. The ships created will be balanced in protection and firepower and thus more potent adversaries.
The Design interface has been cleaned up from redundant information
BUG FIXES
Several division movement bugs were fixed: Ships will not confuse so much as before in dense formations. Further fixes will come after feedback.
Fixed issue that caused the division ship leader to instantly switch position when receiving little damage, causing confusion to the formation.
Fixed bug that would cause ships of screen formation to immediately try to switch position at the start of battle, creating big confusion in the formation.
Fixed bugs that would cause the showing of inaccurate statistical data after battle.
Fixed some issues with barbettes that were not available in mount positions, while they should. This bug would cause issues in the auto-design which made it very difficult to find a proper barbette to place a gun.
Fixed old issue of inconsistent reverse engine damage. Fixed sinking animation jitter (ships changing to sinking animation effect instantly, losing frames).
Minor text fixes.
We thank everyone who tested the beta version of this update while we were developing it. You helped us greatly and we hope all players will enjoy this final playable version.
Thank you for reading! Please share your valuable feedback in our forums:
The Game-Labs Team =======================================
Important information for early buyers
Please note that v1.05 will be the last update for the Standalone Launcher of the game. All future updates will be deployed on Steam Early Access. So if you have purchased the "Limited" or "Standard Edition", and you haven't used your Steam Key yet, please check your email and enable it so you can continue to play Ultimate Admiral: Dreadnoughts fully updated.
If you have troubles finding or enabling your Steam key, please head to our support forum and ask for help: https://forum.game-labs.net/forum/180-payment-issues/