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Genre: Simulator, Indie

Waves of Steel

Summer content drop is here!



Waves of Steel v0.48 is out, and with it comes a ton of new content! Four new missions, a racing minigame bonus mission (complete with unlockable rocket boosters for your ships!), a boss fight, and over 50 new parts to unlock! It's been a very busy few months here. The end of the campaign is
still a little ways away, but it's in sight, and I'm working hard to get the game to the finish line.



Thanks to everyone who has sent in feedback about their experience while playing the game! You all are making a big difference by telling me what's not working, whether that be bugs or bad gameplay experiences. I'm trying to fit in bugfixing / quality-of-life improvements around my work on the campaign, but rest assured that there will be a lot of dedicated polishing work done before the game hits 1.0.



The complete release notes for v0.48 are below:

Gameplay:

  • Add four new playable missions and one new bonus mission, with 53 associated techs to find.
  • Additional accessibility option to adjust display contrast, for people whose eyes were getting tired.
  • Mission "Chrysalis" automatically advances to the next wave if you destroy everything in the current wave.
  • The code that suggests targets to lock onto is better about prioritizing targets near the center of the view.
  • Combat at night has improved visibility making it brighter and easier to see.
  • Anti-aircraft guns now use a more visible projectile
  • Improve the guidance for placing parts during ship designer tutorial.
  • PD Command systems grant considerably more command.
  • Ocean visuals improved with better wave motion
  • Tweaked the appearance of weapon reticles for weapons that are unable to lock onto the current target
  • Can use left/right in parts menu to switch between adjacent submenus (e.g. going from 4" guns to 5" guns, or from Main Guns to Point Defense Weapons)
  • Anti-Aircraft Missile VLS has a new model
  • You can now restart the ship designer tutorials when you're in the middle of them
  • Superstructure parts have slightly different colors in the ship designer, to better differentiate between placed guns and low-lying superstructure
  • Tethered mines have longer tethers, and should be easier to use
  • Takao cruiser underdeck is more generous, making it easier to fit drives/powerplants
  • Homing systems require considerably more aux space to install
  • The rolloff torpedo launcher is easier to place
  • The Flying Dutchman is significantly less terrifying


Bugfixes:

  • Fix numerous issues with weapon groups and weapon UI when changing weapon config mid-combat
  • Fix some ships spawning already on fire.
  • Fix planes flying sideways.
  • Ballistic laser moved to "Energy" weapons category
  • Fix guns not targeting center-of-mass for some ships
  • Fix dialog covering important UI elements in ship designer tutorial.
  • Fix possibility of softlocking during ship designer tutorial, when adding engines to ship.
  • Fix hovering cranes in mission "The Tendency of Power"
  • Fix clipping issues with ship designer cameras for exceptionally large ships
  • Fix weapon reticle flickering as weapons constantly lose/regain target lock
  • Fix Akizuki Bridge colliding with belowdecks parts
  • Fix a render issue with projectiles that have particle trails
  • Fix some in-universe "UI elements" (such as impact warning indicators) not disappearing when in photo mode
  • Fix some issues with ships having inaccurate colliders
  • Fix some pop-in when drawing unusually large guns
  • Fix Sakura underdeck being beneath the bottom of the ship
  • Fix collision being slightly off for player "go here" markers (big green rotating halos)
  • Fix a bug causing the strand part of flag strands to draw in an incorrect location
  • Fix mission "Stress test" being unlocked from the start of the game for new saves
  • Fix the options UI not being able to load immediately after creating a new save
  • Fix player being allowed to try (unsuccessfully) to delete the "new save" option
  • Fix inconsistent text sizes in the ship designer menus
  • Fix player being able to bring up the Systems UI in the ship designer when their ship has no bridge
  • Battleship König now properly has umlauts in its name
  • Some boss equipment that is not really functional for player use is no longer displayed in the ship designer, if the "unlock all techs" assist is used
  • Character portraits should be more visible on top of the tactical map display during mission briefings
  • Fix the Vulcan not firing once its armor has been removed
  • Fix the world map display for the mission "Winter" being broken
  • Fix cruiser Cöln and battleship Bayern lacking red paint on their undersides
  • Several visuals have been tweaked to be easier on the eyes
  • Fix certain types of weapons continuing to be able to damage the player even after their owner has been destroyed
  • Fix allies being suggested as targets in preference to certain enemies
  • Fix long playership names causing UI issues in the mission selection screen
  • Fix "terraced" terrain in mission "The Fallen"
  • Fix bad lock-on points for certain ships
  • Fix melee weapons being broken
  • Fix melee weapons firing hitscan bullets
  • The Bow Drill weapon should be easier to place on ships
  • Fix certain parts requiring a target lock to be able to fire when this does not make sense
  • Better transitions between non-combat and combat music tracks
  • Fix a building being buried in terrain in mission "The Tendency of Power"
  • Fix the player sometimes being put into the simplified ruleset for the ship designer. This ruleset has now been completely removed
  • Fix being unable to place parts on the Yugumo bridge's gun platforms
  • Fix certain weapons not drawing in the inset target display



Modding:

  • Ships can specify a custom collision sound to use instead of the default sound



Release notes for Waves of Steel v0.47

This is a patch release. No new missions have been added.

Gameplay:

  • Added Women's Suffrage flag.
  • Added Tone cruiser parts; all planned playable ships are now in the game!
  • Improved the button bindings to the post-combat screen, and removed the "retry mission" prompt.
  • Most point-defense weapons have been flagged as being able to fire on missiles. Existing ships with those weapons installed will need to reconfigure the valid target types for those weapons.
  • Torpedoes are generally faster and hit harder. Torpedo launchers get more ammo.
  • Added rolloff torpedo launchers, which fire forwards.
  • Torpedoes now course-correct after launching, so that the spread between them doesn't increase constantly. This should make them more effective at long range.
  • The 56" gatling torpedo is now the 28" gatling torpedo; stats are otherwise unaffected. Existing ships using the old launcher will still show the old name.
  • Tier-3 and higher ships are substantially harder to sink.
  • The mass and HP bonus for using armor now varies more between different hulls. Armor stats are displayed on the hull stats card.
  • Tweak the sound made by heavy gatling weapons
  • Added new UI for indicating when a target is unable to be hit due to being too high for ballistic weapons to reach
  • The spar torpedo weapon now gets infinite ammo
  • Tweaked visuals when player is badly damaged
  • Enemy ships that are nearly dead get set on fire
  • Planes always go into evasion if they are targeted by a rocket or missile
  • Torpedo and bomber planes have less ammo
  • Anti-aircraft missiles require PD command to operate
  • Tweaked appearance of missile smoke trails
  • Tweaked music selection in many missions
  • The ocean can now cast shadows
  • Tweaked appearance of "ocean froth" at large distances
  • Reduce amount of knockback that high-tier ships take when they take damage

Bugfixes:

  • Fix some parts (e.g. sawblade, flight unit) not loading properly on saved ships
  • Fix visual issue with player guns on extremely large ships
  • Fix being unable to place drives in the Dreadnought and Konig battleships, and the Deutschland cruiser
  • Fix planes not generating splashes when they hit the water
  • Fix engine overdrive special VFX looking too small on large ships
  • Fix a bug allowing more than 3 drives to be added to cruisers
  • Fix misleading UI when trying to set autofire on weapons that cannot autofire, like the Energy Knife
  • Fix misnamed "Ordinance Test Ship" -> "Ordnance"
  • Fix Sakura bridge/aft bridge not providing any PD command or aux space
  • Fix Squid weapon not having a turntable to explain how it can pivot
  • Improve reliability of ASROC weapon, though it still has issues sometimes
  • Fix planes not evading properly when flying in formation
  • Fix a bug preventing non-animated weapons (e.g. VLS missile launchers) from being able to autofire
  • Fix bug causing planes to fly below the surface of the ocean
  • Fix two superstructure blocks not being available by default
  • Fix the "ram 20 ships" achievement not working
  • Fix bug causing the DD 1936 bridge to throw autotargeting off
  • Fix a typo in one of the loading screen tips
  • Fix large shadow being visible in the "Quetzalcoatl" cinematics
  • Fix bad normals on Coleoptere plane
  • Fix laser shotgun running out of VFX if fired rapidly
  • Fix drone ships showing up in the ship designer
  • Fix overlapping text in the combat HUD between the "survive timer" and "combat message"
  • Fix the "invert Y axis" option not working
  • Fix bug causing weapons with damage colliders (e.g. rocket jet exhaust, sawblade) to fire during cutscenes

Modding:

  • Added projectileHomingRadius property; if set, weapons that can home will not start homing until they are within that radius of their target.
  • Added projectilePID property, which allows customizing how missiles home in on targets, and how mines float.
  • Added autofireRetargetChancePerSec, which controls how frequently the weapon will switch its current target when in autofire mode. Basically it allows configuring how much the gun cares about taking out individual targets vs. distributing fire across multiple targets.
  • Buildings can have rotating parts; these work like rotating parts on guns

Planned price increase in July

Waves of Steel hit Early Access in July of 2021, with nine missions, featuring only destroyer gameplay, and lacking a lot of polish. After a year of hard work, now there’s just about three times as many missions, with playable destroyers, cruisers, and battleships, as well as more weapons and other ship customization options. Combat plays more smoothly, and practically every part of the game has received a graphical refresh. Check out these before and after shots to see how far we’ve come:

Before:


Now:


I am beyond grateful to everyone who played the game during these early days, especially those of you who sent in your thoughts and feedback to assist in improving the experience.

Starting on July 15th, 2022, Waves of Steel will cost $20 USD; prices in other currencies will also be updated accordingly around this time. That's not to say that the game is done, but it is well on its way to reaching a state we can proudly call v1.0. I'm still working hard on creating the last missions, bosses, and mini-games in the campaign. But the end is in sight!

Thank you for playing Waves of Steel!

Patch notes for Waves of Steel v0.46

This is a minor patch release.

Gameplay:

  • The world map display before each mission looks much nicer.
  • Armor gives 25% more HP for cruisers, and 50% more for battleships. A few ships have heavier/better armor as a differentiator.
  • The ASROC anti-sub weapon deals more damage.


Bugfixes:

  • Fix a bug causing the post-mission stats screen to break if the player's ship had any decals
  • Fix shield bubbles not reacting to projectiles hitting them
  • Fix dialog issue causing portraits to disappear during mission briefings whenever an icon or arrow was drawn on the tactical map
  • Fix PT boats and some other ships being unable to fit engines
  • Fix smoke appearing in weird locations when the player is badly damaged
  • Fix a visual glitch if the player dodges while the game is paused
  • Fix parts in the ship designer having the wrong scale when they are being placed on the ship
  • Fix crates bobbing up and down rapidly after cutscenes play


Modding:

  • The ships.json file has two new entries: armorHPMultiplier and armorMassMultiplier. Ships that do not specify these values get destroyer-style HP/mass multipliers.
  • The "homingPower" field on homing weapons is now half as effective (fixed a bug that caused it to be applied twice). Vanilla weapons have had the value in this field doubled to compensate.
  • Added a projectileHomingDelay field for weapons, to determine how long they wait before their homing kicks in.

Waves of Steel v0.45d release notes

It's been nearly two months since the last release! I've been working steadily on new mission content...none of which is in this build. Sorry, folks! I need to build up a stock of unreleased content so I can make a big splash in a few months. So this release is mostly bug fixes and secondary updates.

Gameplay:

  • The game now takes photos of your ship in action during each mission! The end-of-mission screen shows you these photos, along with some basic stats on your ship. Show off your accomplishments!
  • Engines and drives have been overhauled. Each ship category (Destroyer/Cruiser/Battleship) now gets a different version of each of the basic engine and drive techs; cruisers and battleships no longer have excessively tiny engines and drives. The "Heavy" drives (e.g. Heavy Geared Drive) have been dummied out -- they'll still work in existing ships, but you can't build them in new ships.
  • Planes now fly in formations. Planes should be generally easier to deal with. Enemy airstrips and aircraft carriers can run out of aircraft
  • New dialog user interface
  • The engine overdrive special is more powerful.
  • The engine overdrive, dodge, and drift specials all have new graphics.
  • Overhauled weapon displays during combat; ships with lots of weapons should no longer break the HUD unless they have really an absurd number of weapons. Yes, this is a challenge.
  • Photo mode now has an adjustable camera speed
  • Various performance improvements; in particular, firing angles in the ship designer should be a lot faster.
  • The timer in "Taking Flight" is no longer visible (since it does not affect gameplay anyway)
  • Various new weapons and other toys, mostly silly
  • Tweaked stats for Ballistic Laser weapon
  • Updated the main menu and intermission to look nicer
  • New visuals for the volcano gun projectiles
  • Explosions look slightly different
  • Tweaked stats for Portland aft bridge and CA Mtech bridge
  • Tweak the Bazel's underdeck space to be a bit more generous
  • Tweak stats for gatling torpedo launcher


Bugfixes:

  • Fix airplanes being way too loud
  • Fix being unable to lock onto buildings that spawn in the middle of missions (e.g. pressure regulators at Katla)
  • Fix PT boats not having useful underdecks
  • Fix submarines not being choosable in freeplay mode.
  • Fix a bug causing the ship designer to break when backing out of the bridges/vents menus
  • Hopefully fix an issue causing enemies to not spawn in properly in "Storm Descendent". Please let me know via F7 reports if you still encounter problems!
  • Fix the last ships in the tutorial mission spawning early.
  • Fix various issues with being unable to put parts on other parts. Thanks to Loki for pointing many of these out.
  • Fix some parts being buried in the floor in the part preview display.
  • Fix bug causing ship paint jobs to draw on top of colored spotlight beams
  • Typhoon submarines should be harder to collide with.
  • Fix a hole in the Ratatosk's hull
  • Fix some lag when bringing up the select-mission menu
  • Fix ship damage VFX not covering the entire ship
  • Fix hitscan point-defense weapons being unable to hit projectiles
  • Fix some issues with ship colliders
  • Fix some HUD elements overlapping
  • Buildings that are on top of other buildings should die when the buildings underneath them die (most notably, the turrets on top of the Panama barrier)
  • Fix being unable to hit enemies with the ramming special if you're too close to them
  • Fix weapon charge effects not being correctly attached to the gun
  • Fix vent smoke not scaling with the ship's scale factor
  • Fix game hang if the player uses the Flying Battleship in certain missions
  • Fix invisible Ratatosk in a cinematic
  • Fix small memory leak
  • Fix certain VFX being applied to nearby projectiles
  • Fix projectiles being able to hit colliders that deal damage (for example, on rocket boosters)
  • Fix Bismarck bridge having two flags
  • Fix crates moving when the game is paused or in a cinematic
  • Fix bug causing feedback form submissions trying to include multiple copies of the player's save
  • Fix bug causing lots of log spam if an unrecognized controller is plugged in
  • Fix the Micro Destroyer being unable to fit any drives
  • Fix being unable to open the screenshots folder from photo mode
  • Fix AI ships going backwards forever
  • In Quetzalcoatl, the turrets on top of the barrier do not leave hovering wreckage
  • Fix a bug rendering planes impossible to hit with any weapon
  • Fix bug causing cutscenes that take control of the player's camera to sometimes take the long way around
  • Fix turrets not being destroyed in Poking the Tiger when the command center is destroyed
  • Fix Sakura aft bridge not being able to be built upon.
  • Split several lines of dialog across two speech bubbles
  • Fix some issues with rewinding conversations
  • Tweak the new dialog UI visuals
  • Move character portraits further apart
  • Fix planes behaving oddly when the flight leader is destroyed
  • Fix broken wakes in the ship-sail cutscene (e.g. prelude to The Cat's Away)
  • Pause most particle systems during dialog
  • Fix planes dropped by other planes not working
  • Fix projectiles exploding immediately if they spawn inside of a shield
  • Fix spread on 7-tube torpedo launcher being uneven


Modding:

  • Parts can specify `scaleOverride`, which lets you resize them. E.g. [2, .5, 1] scales the part 2x in X, .5 in Y, and 1 in Z.
  • Parts can specify `limitShipCategory` which makes the part only usable on a specific ship category, e.g. Destroyer/Cruiser/Battleship
  • Parts can specify `additionalUnlocks`, which are additional techs that unlock when the first tech is unlocked. If the base tech is already unlocked in a save file, then the secondary techs will automatically be unlocked when the save is loaded.
  • Added `projectileHitSize` which lets you hard-define how big of a collision volume a given projectile gets.
  • Added `projectileSpawnOffset` to change where projectiles spawn (distance along the firing vector)

Waves of Steel v0.44 patch notes

This is a patch release, to fix issues reported in v0.43. Thank you to everyone who sent in feedback!

Gameplay:
<*> Most AA guns have been improved, in particular getting longer range.
<*> Most aircraft have been tweaked, largely to slow them down.
<*> Several changes to the mission "Lighting a Candle":
<*>1. The treasure now spawns correctly.
<*>2. The Type 1934 destroyer has less armor.
<*>3. Some guaranteed health drops have been added.
<*> All cruisers have slightly more HP. All battleships have slightly more HP and more displacement.
<*> It should now be easier to pick up small guns, such as the Oerlikon, in the ship designer.
<*> New spotlights with red/green/blue colors
<*> The threshold for the "take big damage" achievement has been changed from 2x max health to 4x
<*> Ships with lots of different weapon types installed can now see all of those types, instead of some of them getting arbitrarily cut off in the combat HUD.
<*> Improved performance when calculating firing angles in the ship designer.
<*> The mission "Pillars of Heracles" now starts with a 5<*>minute timer, instead of a 10-minute timer. However, 10 seconds are gained per target destroyed.
<*> Tweaked stats of golden guns
<*> Disabled the chromatic aberration effect when firing the player's guns

Bugfixes:
<*> Ships in the Score Attack bonus missions will no longer refloat if they're underneath the player
<*> Fix a hang if the player dies while winning a mission
<*> Fix spotlights causing major performance problems in the ship designer
<*> Fix spotlight view cones getting chromatic aberration when the player is hit
<*> Fix a bug causing shields to be worse than useless vs. certain weapons
<*> Fix the firing angle display in the ship designer jittering.
<*> Maybe fix a bug where firing angles would change after a gun is placed. If you're able to reproduce this bug, please send me feedback with F7 and detailed reproduction steps. Thank you!
<*> Several superstructure parts that have integrated flags can no longer be flipped backwards.
<*> Fix bad aim when shooting at large shore guns
<*> Fix shore guns continuing to move after being destroyed
<*> Fix allied ships getting priority over mission targets when trying to lock on
<*> After repeated attempts to fix the radar circles on the pause menu, I'm just turning them off.

Waves of Steel Chapter 2 Complete!

With this release, Waves of Steel is now officially in the endgame! 2/3rds of the story campaign is now playable. That's 22 out of 33 missions, not counting the bonus missions. Strap in, folks, because the end of this campaign is going places.



Thank you to everyone who has played the game, especially those of you who have written reviews and sent in feedback! It's thanks to all of you that Waves of Steel has improved so much since that first release in July of 2021! I look forward to seeing your reactions as we move towards the final missions.

The complete release notes for version 0.43 are below.

Gameplay changes:
<*>Add a Ukrainian flag and associated emblem
<*>Much of the UI has been polished and should hopefully look a lot nicer now
<*>Cruisers and battleships are more generous with their max displacements now
<*>Main guns are generally heavier and slower-firing, but deal more damage per shot
<*>Change the allocations of many techs to be in different missions
<*>Add several more treasures
<*>New bonus mission: "Score Attack (Cruiser)"
<*>All cruisers in the game can now be unlocked for use in the ship designer
<*>Removed the simplified ship designer mode from the game
<*>Planes have tweaked maneuverability and speed
<*>Added several new weapons, most of them silly
<*>Most destroyed buildings now remain on the map in a "wrecked" form
<*>The target lock-on system now prefers to lock onto mission targets
<*>Anti-projectile point defense works differently now
<*>The armor menu in the ship designer now shows your total HP as well as the armor bonus
<*>The "Akagi" and "Enterprise" carriers have 50% more HP
<*>The Ratatosk 1 has a simplified model, to help differentiate it from the Ratatosk 2
<*>Mission "Shadowy Waters" has fog
<*>Aircraft bombs are visually a bit bigger
<*>New assist: enemy camera. Lets you see the game from the enemy's point of view, while still controlling your own ship!

Bugfixes:
<*>Tweaked target info display in combat
<*>The "North Carolina" battleship has a correct name in combat
<*>Fix binoculars overlay drawing over the top of some HUD elements
<*>Fix spotlights drawing their firing arcs when you get a "DEAD ANGLE" flash
<*>Fix issue with the pause menu's radar circles drawing at inappropriate times
<*>Fix an issue causing the player to consistently miss when firing at ships that are running away from it
<*>Fix autofire guns sometimes firing at the center of the map
<*>Fix flak cannons (like the 5" heavy AA gun) not working
<*>Fix bug causing the countdown in mission "Pillars of Heracles" to continue after the mission is won
<*>Fix the ocean looking strange if time-of-day changes during combat
<*>Fix doubled quotation marks in loading screen tips
<*>If the player is not using their gamepad, it will not rumble
<*>Fix over-long objective description in mission "The Cat's Away"
<*>Fix an outdated reference to armor penetration mechanics that no longer exist
<*>Fix an issue with the collider on the Vulcan
<*>The "Faster" prompt in the mission summary now changes description when the summary is done filling in
<*>Fix a bug that could cause the ship designer to softlock
<*>Fix enemy healthbars wandering all over the place when the game is paused
<*>Fix ships moving weirdly immediately after unpausing the game
<*>Fix projectiles dying immediately if fired from inside an opponent's shield
<*>Fix bug causing destroyed ships to sometimes still have collision and fail to sink
<*>Submarines have a proper above-water material if they ever end up surfaced
<*>Fog no longer follows the player around
<*>Fix Nichols being drawn alongside tutorial elements in "The Center Cannot Hold"
<*>When the mission script calls for the camera to be moved, it now does so at a consistent speed, instead of a consistent duration
<*>Fix the player being able to interact with the intermission menu when a popup (e.g. "you unlocked new bonus missions") is active
<*>Fix flag strands button being clickable during ship designer tutorials
<*>Fix garbage flag strand style
<*>Fix popup prompting the player to overwrite their ship that they just saved for the first time
<*>Fix bug causing the mouse to not work with the main menu until the player uses the keyboard or gamepad
<*>Fix issue causing combat camera's speed to depend on the size of the player's ship
<*>Fix some building collider issues
<*>Fix some bugs if the player's ship gets chopped in half on death
<*>Restore George's umlaut; various other minor dialog tweaks
<*>The "TREASURE" text on the mission summary should be easier to read
<*>The rocket engine SFX in the Apotamkin intro cinematic should be less loud
<*>Light pillars marking allied/enemy ships now get destroyed when the ship is sunk
<*>Objective status updates should draw in a more sensible order
<*>Fix bug causing mines to be harmless
<*>Fix bug causing the target preview in the top-left to be tiny
<*>Removed two lighthouses from mission "Quetzalcoatl", to keep a certain pilot from getting stuck on them
<*>Change the color of the firing arc visualization in combat
<*>Fix HUD overlap if the player's ship has a lot of weapons
<*>Fix a bug causing background fades to not always complete
<*>Fix numerous bugs around mission "Storm Descendant"
<*>Fix AI anti-aircraft guns not working
<*>Fix non-ASW autofire guns shooting at submerged targets
<*>Fix a model bug with the Oerlikon x2 gun

Modding:
<*>Fix hitscan weapons not obeying friendly-fire settings
<*>The game now prevents ships from having negative drag

Waves of Steel v0.42 release notes

This release adds two new missions to the main campaign. We're nearly done with chapter 2!

Gameplay:
<*>The maximum displacements for cruisers and battleships have been significantly reduced. I'm trying to figure out values that make designing ships interesting, so please send in feedback if things are too restrictive.
<*>Armor gives significantly more HP
<*>Several more missions have treasures
<*>Several missions have more techs in their drop pools
<*>The combat HUD has received some polish
<*>Added the Autism Pride flag
<*>Planes now have much sharper turning radii
<*>Planes are generally now less likely to take evasive action
<*>Planes have half as much HP
<*>Aircraft cannons/lasers/rockets deal more damage
<*>Bombs dropped by planes now have AoE damage; bombs inherit the plane's velocity
<*>Planes now produce ambient engine noise
<*>Underwater vaults should be slightly easier to notice
<*>Squid ASW mortar fire rate has been improved from 2.5s to 1.75s
<*>Tweaked the appearance of the ocean
<*>In the ship designer, weapons that have nothing obstructing their freedom of motion have more transparent firing arcs
<*>When the "DEAD ANGLE" text is shown, the ship's firing arcs are briefly displayed
<*>Torpedoes have a wider range of motion (from +-40 degrees to +-60)
<*>The small anti-ship rocket has 50% more ammunition
<*>Changed appearances of target lock reticles to more clearly indicate when you can fire
<*>Tactical map icons are now outlined
<*>The "impact warning" circles that some weapons create should be easier to read at dawn and sunset
<*>Ramming ships now imparts an additional force to them

Bugfixes:
<*>Fix bug causing the mouse to be able to leave the display at the start of missions
<*>Hopefully fix a bug causing the mission "Storm Descendant" to be uncompletable. Let me know if you encounter problems!
<*>Fix a bug preventing the player from saving ships if any savefile had no ships
<*>Fix the "1936" destroyer's structures being unable to go on superstructure
<*>Fix homing weapons sometimes homing in on the wrong place
<*>The "Repulsor" special repels planes as well as projectiles
<*>Tweak appearance of shadows in part preview panel
<*>Fix particularly fast torpedo bomber planes being unable to hit anything
<*>Fix ships being weirdly tilted in some cutscenes
<*>Fix a bug causing target info to continue being displayed in photo mode
<*>Fix lines in long-range radar drawing during some cinematics
<*>Tweaked the appearance of torpedoes when they are above the water
<*>Fixed some issues with one of the Apotamkin cinematics
<*>Fix a model bug with the Portland hull
<*>Fix bug causing sound effects to continue playing while transitioning out of combat
<*>Fix a model bug with the Konigsberg bridge
<*>Minor performance improvements
<*>Fix bug causing the radar circles on the pause screen to draw at inappropriate times

Modding:
<*>Ballistic weapons can be set to always use indirect fire
<*>Weapons can be set as having friendly fire

Patch notes for Waves of Steel v0.41b

This is a patch release to fix a critical bug found in v0.41. I apologize for th
e issue!

Bugfixes:
<*>Fix a bug preventing newly-created saves from being able to play any missions
<*>Fix some model issues with the Squid ASW mortar
<*>Fix dialog in the "Score Attack (Destroyer)" bonus mission implying that the grand prize was not yet implemented

Gameplay:
<*>Fix numerous issues with spotlights
<*>Double the damage of the plasma gatling weapon

Waves of Steel v0.41 release notes

This is primarily a bugfixes release. However, it does add a new bonus mission. This mission is unlocked after completing mission 200 "Chrysalis". If you've
already completed that mission, you'll need to clear it again to trigger the
unlock; the "Win Mission" assist should be sufficient.

Gameplay:
<*>Improved handling of extremely wide aspect ratios
<*>Missiles are drawn in the short-range radar
<*>Slightly tweak the briefing for mission "The Cat's Away"
<*>Several new parts added, associated with the new bonus mission
<*>The 4" 50cal gun and QF 4" guns use the same ammo
<*>AI ships should be a bit better at avoiding collisions
<*>New weapon: "Squid" ASW mortar
<*>Sinking projectiles sink twice as fast
<*>Autofire weapons that are targeting regular ships (i.e. not planes or PT boats) now focus-fire instead of distributing across multiple targets
<*>170mm and 250mm gatling weapons now have proper masses and ammo counts

Bugfixes:
<*>Autofire guns should not be able to fire before the mission starts
<*>You no longer need to manually re-enable all workshop mods each time the game launches
<*>Fixes to the mission "Storm Descendant":
<*>Fix tripods not spawning
<*>Fix tripods being active during cutscenes
<*>Fix autofire weapons not shooting at tripods
<*>Hopefully fix a bug causing the music to cut out
<*>Fix briefing music playing over the cinematic
<*>Fix a bug causing "noShortNameDetected" ammo counts to be displayed in the mission summary
<*>Fix main guns refusing to fire on the second form of the Apotamkin boss
<*>Hopefully fix ships getting paradropped onto land
<*>Fix missing objective in mission "Shadowy Waters"
<*>Fix certain buildings being active from the start of the mission in "The Cat's Away"
<*>Fix flag strands breaking if the "Lights" style was ever selected
<*>Fix York and Mogami underdecks being too small
<*>Adjust Quinn's "happy" portrait so that their chair doesn't slide around during dialog
<*>Fix the options UI always showing the difficulty settings
<*>Fix the Denali's spotlights having poor freedom of movement
<*>Ship thumbnails (shown in the load-ship screen) are now higher-resolution. Unused ship thumbnails get deleted when a new ship is saved. If no thumbnail can be found, a default image is shown.
<*>Flagged several weapons with belowdecks collision as being unable to be placed on superstructure
<*>Fix the loading bar overestimating how much needed to be loaded
<*>Fix autofire weapons sometimes aiming at the wrong part of the target
<*>Fix being unable to build on part of the Portland aft bridge

Modding:
<*>Added a flag to specify that a hull should be immune to being cut in half (when the ship dies)
<*>Missions can now set and unset flags, and then use those flags as part of mission triggers
<*>Weapons can be flagged as automatically exploding when they hit their maximum depth