Full notes
Full Naval Hurricane update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Compatibility
- UI and audio
- Performance
- Fixes
Naval Hurricane changes
Changelog:
The damage control system has been reworked. I wrote a detailed article about this on Indie DB.
Added Damage control teams that can be assigned to repair modules, firefighting and holes patching. Damage control teams replaced the old priorities assignment system.Steam post image
The maximum priority of module maintenance tasks has been reduced to 3.
Damage log button has been added to UI screens of all ship parts that can be selected during the damage control phase.
Added the UI window allowing to select a specific Compartments group or deck area if there were multiple compartment groups/deck areas under the mouse pointer when the player clicked.
On every ship, except civilian ships, additional compartments in the bow and stern were designated as counterfloodable.
Now, during the damage control phase, only those compartments that can be used in counterflooding are marked with color, and not the entire compartments group, as was the case previously.
Water pumping performance has been significantly increased.
The speed of module repair has been significantly reduced.
The speed of patching holes has been significantly increased.
The X-Ray view key command (default key "i") can now be used during the damage control phase to show the normal view of the ship.
Updated tooltips for module repairing, fire-fighting, holes patching and water pumping tasks.
Updated the water pumping capacity tooltip on the upper resources panel of damage control phase.
Several changes have been made to the damage model:
The resistance of armor plates to structural damage has been increased.
Slightly increased armor weakening effect from continuous hits. Armor thickness is now ignored in case if the hit position falls into a hole from a previous hit.
Slightly increased structural damage from projectile hits.
Slightly reduced structural damage from fragments.
Significantly increased structural damage from underwater explosions.
Significantly increased the chance of magazine detonation from underwater explosions.
Chance of detonation of artillery and torpedo turrets from direct hits and blast waves has been slightly reduced.
The AP power of underwater explosions has been reduced, but the range of the blast wave has been increased.
Several visual effects updates have been made:
The visual effect of the magazine detonation has been slightly changed.
Added fire particle effect for compartments with large portholes.
Increased the maximum value of the “Smoke lifetime” slider in the Graphics tab of the Settings screen.Steam post image
The critical trim angle has been reduced from 20 to 15 degrees.
The radius of the sun overbright effect has been greatly increased.
Removed support for 4:3 screen resolutions.
Projectile dispersion is now increased if the target is poorly visible.
The random distribution method for artillery projectiles dispersion has been changed from uniform to Gaussian.
The gong sound effect when firing artillery has been removed for all destroyers and light cruisers.
Added fog range tooltips to the handler and ‘Thinner’ and ‘Denser’ text labels of the Fog slider of Custom Battle main menu screen.
The content of Help window have been actualized.
Several performance improvements have been made.
A couple of minor UI changed have been made.
A lot of bugs have been fixed.
The changes are really big this time, so please be patient with more bugs than usual.
Source
Changelog.gg summarizes and formats this update. How we read updates.
