Patch 1.0.2
Thanks again to everyone who’s taken the time to report bugs and provide their feedback on the forums - incoming air drop of bug fixes, gameplay tweaks and AI improvements. Special thanks to everyone who has been testing on the beta branch and providing feedack.
How the AI deals with submarines has been overhauled in this patch:
Subs are now considered “undetected” if submerged at distance from the enemy. AI captains won’t attempt to attack undetected submarines, however if they were targetting a previously detected sub they will sail towards its last known coordinates. Submarines become detected if they fire their weapons, surface or get too close to enemy shipping. Destroyers can detect submarines from a greater distance than any other class of ship.
Undetected friendly submarines have their UI faded out. Undetected enemy submarines show no UI (however the shadow of the submerged submarine is still visible).
Submarines will now submerge if approached by enemy aircraft as well as enemy surface vessels.
Changelog:
- Submarine AA no longer defies physics, will no longer work whilst submerged.
- AI ships are now ambi-turners
- Surrendered ships will display a white flag. AI no longer shoots at surrendered ships.
- Prelude to Matapan 1 - British ships will correctly “escape” when exiting the correct side of the arena.
- Battles where no enemy ships are defeated no longer give XP (prevents an exploit with sub vs sub battles)
- Fixed an issue which was slowing down AI ships on the campaign map in crowded areas.
- Player’s Captain will no longer be auto-assigned to the largest ship unless their ship is destroyed. Captains can be manually reassigned via the menu on the world map.
- Submarines will revert to manual control when clicking on the “Submerge” icon (fixes issue where submarines would refuse to submerge because the AI wanted to stay surfaced)
- “Salvage ship” changed to “Recover ship” to be clearer in the shipyard that it’s paying to recover a previously destroyed vessel.
- Reduced spread of ship spawns, Convoy attack placement limited to one side of arena. (this should prevent the “Leroy-class Carrier” going solo situation…)
- Escort mission convoys move slightly slower (though they still have a speed boost over non-escort mission cargo ships)
- Weapon fire which fails to penetrate armour now has different sound/particle effects to a solid hit.
- Cannot create a purely sub vs sub custom battle (it’s pretty dull when noone can hit anyone…)
- Battleships now turn to broadside when in range.
- Battleships and Carriers prioritise high value targets.
- Battleships Carriers and Cruisers will fire available weapons at targets of opportunity if main target not in range.
- AI controlled ships will now avoid torpedoes and torpedo bombs (higher level captains in faster/more maneuvrable ships will do better at this)
- Fixed an AI accuracy bug causing ships to fire ahead of target
- Delivery missions will no longer have you collect the documents before the mission is assigned.
- AI captains will no longer decide to target something else if you’ve instructed them to attack a particular vessel.
- Fubuki class destroyer crews have finally found the torpedo launchers.
- AI ships will try a little bit harder not to torpedo friendly units.
- Depth Charges should work a bit more reliably at higher game speeds.
- Submarine UI/AI changes - see above.
- Planes are now also visible when zoomed out on the tactical map.
- Custom battles will now always have two different colours of UI for the opposing teams
- Torpedo bomber torpedoes slowed down.
- Fixed bugs which were preventing Dive bombers from being effective.
- Damaged friendly ships will properly engage the enemy when under AI control
- pre-1.0.1 saves will now stay deleted
- Fixed depth charges skipping across the water.
- Projectile spread improved, Battleship guns will no longer be so "shotgun" (at least for higher level captains). Cruiser guns will correctly spread rather than all hitting the same point.
- Ships now show their anti-air strength and range in the shipyard.
- Ships show the flag of the historical country of origin in the shipyard.
- Fixed a bug where the campaign couldn't finish with no enemies to fight, those of you who have conquered everything should have the game end correctly.
- Crew can put out more than one fire in a turn, fires less likely to instakill the crew.
- Enemy ships will require more damage before they think about fleeing.
- Safe retreat is now based on the enemy weapon range, rather than a fixed radius.
- Higher level AI should be more accurate with its fire.
- ship HP increased - battles should last longer.
- Torpedo bombs now spread on dropping.
- Torpedo bomber squadrons will spread their aim a little rather than all aiming for the same point.
- AA won't shoot at dive bombers until they're into their dive
- long range fire arcs higher