In this update7
Full notes
Full Dread Admiral update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Security
- Balance
- Maps
- UI and audio
Dread Admiral changes
Hey all, here are the patch notes for today's Demo build!
Thank you to everyone who participated in the Tidal Splash festival; I've got some exciting things lined up!
Patch Notes 0.9.0
UX:
Player can now box their fleet and move it in a single command. The fleet will, roughly, attempt to maintain its formation.
Fixed an issue where New Campaign could retain state from a previous New Campaign that was never started, leaving updated perk selection or flagship upgrades behind.
Text has been added to let the user know that New Campaigns overwrite existing Campaigns
Player Recons no longer force the Player to wait. I'll keep an eye on this in case it causes some kind of exploit.
Black Fleet penalty turns are now displayed to the user.
Balance:
Gun Forts no longer have 'Shore Bombardment'
Submarines can now shoot a Fort if they are directly next to it (submarines can't use their surface weapons when adjacent to ships)
The Black Fleet penalty on the following map is now as follows:
Easy: No Penalty
Normal: 1 Turn for each full turn spent while the Black Fleet is in the Area
Hard: 2 Turns for each full turn spent while the Black Fleet is in the Area
Raze City option costs about 40% less now
Design Note: Raze City is not meant to be used frequently. Aside from a Perk that gives you bonuses for Razing Cities and being a way to achieve the "Destroy City" mission. The reason it has high costs is to make it difficult to abuse for a player retreating from a losing battle.
UI:
VSync added as an option (might help with some display issues). Default is Off
Framerate limiting should be applied to all scenes now (no need for 400fps menus)
Adjusted Fleet Upgrades screen to be easier to use, more descriptive, and consistently show much more information
Minor:
Actually finally fixed plane crash direction for real this time, honestly.
Fixed a bug where the Campaign was always Desert. Should now be a random environment. (Long campaigns will go through multiple environments.)
Fixed an issue where the difficulty would swap to Normal when loading a battle from other difficulty settings.
Fixed a bug where loading a campaign save where you'd killed the Admiral reverted its personality to the dead guy.
Fixed an exploit regarding submarines
AI should be a little more risky with planes now, especially if they can sink an opposing ship.
Aligned AI estimation of its patrols, which should result in it skipping fewer actions when a Player has patrols up
Possible fix for AI skipping Intercept actions
There should be slightly less repetition of small explosions
Fixed a bug regarding Intel revealing new nodes
Game should generally be brighter
Black Fleet once again enters on the Player's turn instead of the AI's turn. (This was the original design, but originally caused several bugs.)
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As always, I 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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