Update log
Full NavalArt update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Performance
- Compatibility
- Gameplay
- Fixes
- Balance
Foreword
Due to the substantial workload involved in developing the career framework, level configuration, and testing, we have decided to release the official 1.4 update in mid-February.
As for the core game updates, they include a large number of new parts, numerous bug fixes, and extensive optimization efforts. After undergoing a half-month stability test within the community, these changes are now ready for an official release.
We have therefore decided to roll out the above content in advance as Version 1.4 Beta, in order to improve the overall player experience.
Version Control Recommendations
You can switch versions in the Properties menu of your Steam library, choosing either Version 1.32 or the Public Test Branch.
The 1.4 Beta default release will only receive bug fixes in the near term. No additional updates will be made before the official Version 1.4 release in mid-February. This branch represents the most stable version.
The Public Test Branch is intended for ongoing testing of new mechanics and for collecting feedback on new content. At present, its content is identical to the stable release.
After collecting feedback and fixing any potential issues in the stable release, we plan to open early testing of the Career Campaign on the Public Test Branch around January 20, with new content being updated periodically before mid-February.
Note: The Career Campaign will undergo extensive adjustments during the testing phase. Career save files created in the test version may not be compatible with the official 1.4 release.
Optimization Projects
Major improvements to save file loading speed
General
Optimized CPU-heavy operations such as UV calculations
Added preloading for deck material resources
Optimized ship loading functions
Optimized buoyancy curve calculations
Optimized weapon loading
Optimized static loading, including improvements to RebuildMesh for adjustable hulls
Dock Scene
Reduced the number of materials used in the dock scene
Optimized mesh generation logic for vertex-edited hulls
Summary
On a personal mid-range PC, loading an ~8,000-part save in the dock scene was reduced from 4640 ms to 1700 ms, making dock loading 2.7× faster
Dynamic scene loading was reduced from 4290 ms (2309 ms + 1981 ms) to 2366 ms (1692 ms + 674 ms), nearly a 2× speedup
Major improvements to combat scene frame rate
General
Added screen-pixel-occupancy-based LOD; LOD currently applies in combat and sea trial scenes
Significantly reduced the performance cost of anti-aircraft weapons
Optimized wake/track rendering frame rate
Optimized draw time for shells, torpedoes, and other weapons
Optimized particle performance in combat
Optimized ocean height sampling functions
Optimized physics calculations
Optimized turret pathfinding algorithms
Optimized UI performance overhead
Summary
On a personal mid-range PC, in the mission Hunting Flagship Yamato:
Before optimization:
Early phase: ~60 FPS
Mid phase: ~40 FPS
After optimization:
Early phase: ~116 FPS
Mid phase: ~70 FPS
Overall frame rate improvement of approximately 2×
(Credit: Discord Worldoz )
General
Added AI torpedo range checks
When a target enters 80% of torpedo range, the AI will launch torpedoes.
Added ship loading failure notifications for all scenes
Fixed an issue where screenshots with non-transparent backgrounds contained semi-transparent pixels
Fixed an issue where using in-game text input fields could trigger other hotkey functions
Dock
Fixed an issue where creating an empty save that was not saved before entering Sea Trial would cause the empty save to be loaded again when returning to the dock
Fixed an issue where the bottom hotbar in the dock scene could not correctly assign custom parts
Fixed an issue where color-separated parts were not visible in Armor Mode
Fixed an
Source
