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Full notes
Full Dread Admiral update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Security
- Fixes
Dread Admiral changes
Hey all, here are the patch notes for today's Demo build!
Version 0.7.0
Summary
Metaprogression is now available: You can now rank up, getting up to 9 FP for your flagship and unlocking most of its upgrades.
The campaign should be both easier for new players and more difficult for veterans.
Major feature:
You can now gain XP for Quick Battles, Skirmish, and Campaign missions to gain Ranks/Flagship Upgrades dynamically
- Future updateUI for Quick Battles/Skirmish will be added to make it obvious how it's gained.
Mission 1 Balance:
AI's Transport in Mission 1 Removed - this should reduce the variance of M1.
Removed initial Submarine from Mission 1.
Mission 1 AI should generally build fewer submarines.
Balance:
Reduced AI's starting money by 25 for the first map, 20 for M2, 15 for M3
Black Fleet Delay per mission reduced to 15 + Mission Number. (E.g, 16, 17, 18 for m1-m3)
This should improve the pace of the game and reduce the snowballing effect of the player trivializing M2/M3
Austerity Measures reduced to +25%, but no longer carries a growth malus
M3's admiral fleet reduced in size (note: because of the shorter number of turns, this should still be difficult.)
Enemy VP now reduces *up to half* of the player's VP, rather than cancelling it 1 for 1 outright. This means that VP the player earns are always participating in getting additional turns, just at half the rate if the enemy is also earning a lot of VP.
UI:
City hexes now highlight depending on Team owner
Queues now mention that they are BLOCKED/UNDER SIEGE as well
"UNDER SIEGE" is now put on the City Summary text on the battle map when relevant
City port hex is now highlighted in Red when Under Siege (when a city is highlighted due to mouseover)
Sorties are now a field in the Flagship Upgrade menu to make the 'additional sorties if 10 or more planes' mechanic obvious to the user.
Added option to skip most of the clock animation at the beginning of the player's turn
Fleet Upgrades will now flash if you have no upgrades selected or on Rank Up.
Fixed a bug/exploit where mouse-over in fog could allow you to see hidden enemy units
Full screen fade option is now responsive during a game.
Added an option to display damage numbers
Minor:
Fixed a bug where the most recently disabled building could still apply Growth, VP, and/or Income
Players can no longer accidentally select a city between activations of the same unit.
Campaign Recon reward is now marked with sprites to make the reward more obvious
Many buttons now have click sounds
Perks panel no longer shows up in Quick Panel. Perks can't apply to Quick Battles (creates more design space for perks.)
Earned perks will now properly show in the Quick Panel (e.g., if you gain a 3rd during the campaign, it'll show 3 player perks.)
Increased max zoom-out distance by 25%
Fixed some bugs related to paint schemes. They should reliably save/load.
Partial Fix for issue with Planes darkening over time
Fixed a rare issue where Launch Interceptors would start flying, do nothing, then land
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As always, appreciate all your feedback, and if you have any additional bug reports or Demo feedback!
I am always available to talk on our Community Discord Server!
Thank you for reading and catch you in the next one!
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