Today we release a small update that aims to address some of your recently reported issues. More of those issues are going to be fixed in the coming weeks as new programmers are added into our development team. We decided to not include yet a richer set of our planned features and improvements, since they were still risky and might have caused problems in your otherwise positive gameplay experience.
Ultimate Admiral: Dreadnoughts Alpha-8 v76
Gun rebalance: The smaller guns from 9-inches and lower are now reloading slightly slower and with more desynchronization. Their damage became accordingly higher. Damage now will be more meaningful per caliber and guns below 7-inch will clearly be more useful against Destroyers.
Targeting rebalance: The “Targeting penalty due to speed” has been reduced significantly but the dynamic targeting that utilizes target bearing and range rate became intensified. As a result, ships moving fast at a straight line will no longer be so hard to aim at. Maneuvers, though, became more impactful to targeting. In any case, when ships are at close distance, the hitting rate will be more consistent.
Base deceleration of ships slightly decreased, addressing cases where some ships could turn too sharp. The base “rudder shift time” is slightly increased to compensate for this change.
CSS Virginia’s guns became slightly stronger, as it was too weak compared to the Monitor.
Triple and Multiple expansion steam engines have slightly increased weight, so that older pre-dreadnoughts cannot easily exceed the 20 knots speed.
AI will maneuver more often according to enemy strength and battle situation. You will notice AI ships to approach or retreat at sharper angles, while keeping an effective broadside. Issue of torpedo boats not approaching close enough to launch short-range torpedoes should be resolved.
AI targeting improved, affecting AI opponent and friendly ships. You will notice guns to be more effective in switching to the nearest threat or distributing gun groups against multiple targets.
AI screening behaviour improved. The main fleet and the screen ships will operate closer to each other and keep a more effective formation. There are known issues of formations, which are still evident, especially when AI has to handle a large formation of different ship types. We will address all formation issues gradually on next updates.
Fixed potential bug that sometimes made transport ships to be auto-designed without any funnel.
Fixed issues with ramming. Previously, the smaller ship caused more damage. Now when ships ram each other, the damage will be more consistent and flooding should occur with more probability. There are remaining problems on ramming that we will address in a next update.
Fixed a problem with ship evasion logic which previously made ships to react at a shorter distance, and thus collide with a friendly or enemy ship with more probability. As a result, ships will be harder to ram at. We will later further improve the evasion system and ramming might become a tactical choice for the player, if he wishes, with a special control option.
Mission difficulty setting is a work in progress and currently has no effect.
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