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  1. Simulation:
  2. Added ocean tides to the game (Note: tides are being temporarily disabled in proximity of old ports that weren't designed with them in mind).
  3. - Added possibility to charge batteries when the u-boat is stationary and has disconnected propellers.
  4. - Diving steers on the u-boat now actually rotate. Diving steers rotation indicators inside the u-boat are now also functional.
  5. - Ships navigate more carefully to follow their path more closely. This also affects player's u-boat.
  6. - Hedgehog launcher is now installed on various destroyers starting with late 1942.
  7. - Horizon is now realistically affecting the distance at which specific types of ships can be detected by the AI. As an example, it's no longer possible to spot masts of a small ship from 20 km for the u-boat.
  8. - Depth charges have now realistic sinking velocity (they are faster than before). This change noticeably increases the difficulty on the highest difficulty settings. Enemy ships accuracy is now lower on the easier difficulty settings to compensate the effects of this change.
  9. - After receiving damage, some of the damage may not become apparent right away, but emerge later on instead. All hidden damages are revealed after a full ship check is performed by any engineer from the command station.
  10. - After pressing RMB in deck gun's manual mode a fullscreen deck gun sight view is enabled.
  11. - Fix: NPC ships were having a different speed after loading a SG than they had at the time of saving the SG.
  12. - Fix: Naval mines are now spawned on the minefields in a more reliable manner. Sometimes they were missing.
  13. - Fix: Distant contact was sometimes instantly jumping to another location without reason, when the ships left the player's neighbourhood and were no longer rendered.
  14. - Fix: Hydrophone operator was often loosing a contact for a few seconds after getting close to it.
  15. - Fix: Electric engines were being enabled at the max power for a short while after the first dive in the game, even if this wasn't ordered.
  16. - Fix: Depth charge sinking velocity was different, if high time compression was in use, than it would be in realtime. This behaviour also had an effect on the depth charge dropping accuracy by the AI.
  17. - Fix: Sun now appears on a correct side of the sky in the northern and southern hemisphere.
  18. - Fix: Radio direction finder could continue to track targets even after diving at a high depth.
  19. - Fix: One of the telegraph pointers inside the u-boat wasn't working.
  20. - Fix: Scripted weather on missions such as Enigma and tutorials is now smoothly animated into the desired state rather than changing instantly. It's still instant only in tutorial mission #2 as it's the first mission in which player is leaving the port.
  21. - Fix: It was possible to ask for resupply under the water.
  22. - Fix: If player was using a radar detector, then sometimes various pre-existing contacts that should disappear weren't disappearing like the hydrophone contacts after surfacing.
  23. - Fix: U-boat was incorrectly keeping depth, if there were very high waves (also a strong tide in this version).
  24. - Fix: Improved the way in which game determines, if there is an unoccluded line of sight between the observation spot and the target. There was some issues with it.
  25. - Fix: Hydrophone contacts that were occluded, for example by the terrain, were constantly appearing and disappearing in an infinite loop.
  26. - Fix: Backward engine gears weren't impacting hydrophone range.
  27. - Fix (regression): Depth charges were detonating on contact since a few major versions back in addition to after sinking at a specific depth.
  28.  
  29. Crew:
  30. - Alarm can be now controlled manually by the player. Alarm increases the crew's work performance and unlocks new orders for the officers at a cost of increased stress growth.
  31. - Crew is now jumping through the hatches, if alarm is enabled to move around more quickly.
  32. - Crew is now running more often when the situation requires that.
  33. - Crew is now queueing near the hatches instead of passing at once.
  34. - It's now possible to assign two sailors, instead of none, to an engineer that is maintaining torpedoes.
  35. - It's now possible to assign two sailors, instead of one, to a leader using the attack periscope. The second sailor will use an observation periscope to support the officer at his tasks.
  36. - Available vacations are now varied between ports.
  37. - Engine gear change orders are no longer instant and take a few seconds to be applied. Assigning sailors to the officer working at the engines speeds this process up. This change along with the realistic depth charge sinking rate was meant to increase the challenge of avoiding enemy depth charges.
  38. - Officers now refuse to rest during alarm.
  39. - Leaders can now command the crew from the control room during an alarm, increasing performance of all work done on the ship.
  40. - Engineers and radiomans can now coordinate the damage control checks from the control room, finding hidden flaws and protecting the ship from damage during a combat.
  41. - Torpedo maintenance effects now last for 35 minutes instead of 20 minutes.
  42. - Crew is no longer pushing the character controlled by the player in FPP when they try to pass nearby.
  43. - If player alters officer's order, for example tells the officer at the periscope to compute a torpedo solution at a target, the existing order will be now treated as a player's order. This prevents the officer from leaving his station, if he ends his schedule.
  44. - Crew is now using toilets on the ship.
  45. - Added command station in the control room. Officers can be assigned there during alarms to provide various ship-wide commanding perks that depend on their class, skills and a number of assigned sailors. Added a new user interface that explains these perks in detail.
  46. - Sailor using the observation periscope is now moving his legs when rotating with the observation periscope.
  47. - Turning on blue lighting no longer eliminates crew's noise completely, but most of it, unless an officer with Iron Fist skill is assigned to the command station.
  48. - Each crew member remaining on the u-boat's deck is now providing some sight range for the u-boat, so that even if nobody is actively observing from the conning tower, enemy ships are still being spotted for example by the crew working at the deck gun.
  49. - Officers can now overwork and need medical attention, if they work for a very long time with zero energy.
  50. - Vacation duration was increased from 14 to 21 days. It's more in-line with historical duration of breaks between the patrols and improves the flow of the campaign.
  51. - Decreased a chance for randomly applying an Expert and Connections skills as personal skills of characters.
  52. - Clicking on the radio transmission notification is instantly moving a free radioman onto the station, if it's occupied by a sailor.
  53. - Characters standing on the cold now have a visible breath.
  54. - Fix: Radiomans could provide a first aid without using a med kit even when they didn't had Medical Training skill.
  55. - Fix: Certain actions were taking much more time on high time compression than they would in realtime.
  56. - Fix: Engineer assigned to the torpedo maintenance was usually maintaining only two torpedoes in a loop, if high time compression was used.
  57. - Fix: Medical Coordinator skill wasn't working.
  58. - Fix: U-boat velocity is no longer affected by engineer working at the engines becoming tired.
  59. - Fix: Officers that loose consciousness for any reason, while they are standing on the conning tower now less often drop into the sea without a chance for helping them.
  60. - Fix: If valves were damaged during the dive procedure, the dive wasn't continued after repairing them.
  61. - Fix: Sailor assigned to the valves was often not doing anything for a few seconds after ordering a crash dive instead of acting right away.
  62. - Fix: If player was in the periscope or UZO manual mode and ordered the officer to go to another periscope or to UZO using TAB menu, the officer would instantly appear at the target station without walking.
  63. - Fix: Time compression is now disabled when hunger increases among the crew to avoid instant starvation.
  64. - Fix: After disabling an alarm, officers with toggled rest weren't going to bed for a few seconds afterwards.
  65. - Fix: If an officer unloading a torpedo was ordered to perform maintenance on another torpedo, that second torpedo was moving out of the tube on its own.
  66. - Fix: Improvements that should make the traffic jams less likely in the stern torpedo room.
  67. - Fix: Player's officers were sometimes evacuating on the lifeboats with the ship's crew. There were various issues happening after taking them back on board.
  68. - Fix: It wasn't possible to move the officer in FPP, if he was previously observed in TPP as he was getting better in the bed.
  69. - Fix: It's no longer allowed to issue orders to the officer that is impersonated in first person mode.
  70. - Fix: After using a quick mission completion, all direct player orders like an order to use the deck gun are automatically ended.
  71. - Fix: Diver skill impact wasn't reflected in the word describing the task execution speed during a story sequence.
  72. - Fix: Officer talking with the leading officer was leaving the dialogue spot after selecting HQ option.
  73. - Fix: Skipper was screaming "Alarm" after ordering to close the hatches.
  74. - Fix: After hitting a port with a torpedo, there was a report from the crew about hitting a ship.
  75. - Fix: The sailor watching over the valves wasn't neutralizing the ballast nor performing emergency blowing of the tanks when such orders were given by the player.
  76. - Fix: Officer talking with the leading officer in the port was leaving his spot after opening the vacation UI.
  77. - Fix: Officer at the hydrophone wasn't reporting that the ship was pinged by a sonar, if map was open.
  78. - Fix: Sailor lying in the air during group selection for an external interaction.
  79. - Fix: Aircraft crew was having wrong animations after moving camera close to the aircraft, then moving it away and moving it close back again.
  80.  
  81. Ships:
  82. - Added Wickes/Clemson-class, Caldwell-class, Town-class Type A - C and Town-class Type D destroyers.
  83. - Added CHANT coastal tankers.
  84. - Added fishing boats.
  85. - N-A1 ships are now considered to be coasters and appear mostly in the coastal convoys.
  86. - Fix: Added ship names on the C3 hulls.
  87. - Fix: Hunt-class, Black Swan-class, Kirov-class and River-class weren't dropping depth charges.
  88. - Fix: Dido-class had depth charges in the game, but it's a cruiser and shouldn't have them.
  89. - Fix: Some of the other ships were carrying a wrong number of depth charges, less than they should have.
  90.  
  91. World:
  92. - New coastal convoys of Great Britain: FN, FS, CW, CE, PW, WP, WN.
  93. - New coastal convoys in North America: BX, XB, KN, NK, HS, SH.
  94. - Added shipping in the North Sea area in 1939 and parts of 1940 between various countries.
  95. - Added a trade route between Vigo and Lisbon.
  96. - Added new convoys from Edinburgh and London to Narvik during Norwegian Campaign.
  97. - Increased a frequency of PQ convoys.
  98. - Added seasons to the game. Added a dynamic snow cover effect during winter. Broadleaf tree leaves become yellow during the autumn.
  99. - Added climate zones to the game with appropriate vegetation in each zone.
  100. - Trees now switch to a higher quality model that supports wind from up-close.
  101. - Added following lighthouses to the game: Chauveau and Chanchardon near La Rochelle, Sandy Hook Lighthouse and Fort Wadsworth Light near New York.
  102. - Added river Thames.
  103. - Air raids may occur at the friendly ports that are vulnerable to them, while approaching the port, while being docked and after undocking.
  104. - Improved ship pathfinding near ports.
  105. - Ports and ships now appear in the scene only after lands are loaded first.
  106. - Added a historic message from the headquarters about war starting between USA and Japan.
  107. - Added NPC u-boats departing from Wilhelmshaven in 1939 and NPC u-boats departing from Bergen.
  108. - Added Radio London and Radio Wilhelmshaven. Radio La Rochelle now appears later on in the war.
  109. - Added historical radio messages from HQ at the beginning of the war and at the start of Weserubung.
  110. - Increased cost of coffee. Its cost may be reduced by progressing the Southern Routes campaign objective.
  111. - Fix: Convoys, lone merchant ships and u-boats could travel through land, if player was on an patrol assignment and they were travelling near the target square.
  112. - Fix: If player encountered an NPC group in a narrow passage, the group was often spawning inside land. This could also sometimes affect Scapa Flow anchorage.
  113.  
  114. Graphics:
  115. - Added visualization on the map for the torpedo salvo being launched.
  116. - Added volumetric clouds to the game. It's possible to turn them off in the graphics settings and use the previous 2D clouds to avoid a performance cost.
  117. - Added clouds to the map view.
  118. - Improvements to the volumetric fog effect in the game.
  119. - Improved skin, brow and eyes rendering quality.
  120. - Sea is now rendered with more detail close to the camera and lower detail further away from it. This improves the shape of the wave crests.
  121. - Crew is no longer sweating when attacking merchant ships without escorts.
  122. - Added an animated rail for loading torpedoes to the stern torpedo room of the u-boat.
  123. - Improved bow waves quality on a few classes of NPC ships.
  124. - Improvements to VIIC conning tower textures.
  125. - U-boat's anchor is no longer rendered in the section view.
  126. - Reworked and improved lighthouse light effects.
  127. - Tweaks to the game's postprocessing and water.
  128. - Various officers in the game now wear ties.
  129. - Aircraft crews now wear aviator caps instead of sailor caps.
  130. - Added motion blur effect on the map.
  131. - Map is now compatible with temporal anti-aliasing, which should decrease pixelating edges.
  132. - Naval grid lines are fading out on lands.
  133. - New model for the lifebuoy on the VIIC conning tower.
  134. - There is now an additional light casted from the camera in some camera modes, when the weather is very dark.
  135. - Route lines and labels on the map now have varied color inside and outside of fog of war.
  136. - Graphical improvements to UZO and periscope views. There is now some small amount of dirt and lens imperfections present on them.
  137. - Graphical improvements to fog.
  138. - Optimisation to rendering many copies of objects in the ports.
  139. - Wind is now affecting various smoke effects with intensity depending on the current weather.
  140. - Generic cities on the terrain now have rounded corners at the edges to look more acceptable.
  141. - Small visual improvements to some stages of beard growth. One of the beard growth stages was looking like a step backwards compared to the previous one.
  142. - Crew is now shaving beards during regular stays at the port. Beard growth is now also slower.
  143. - Clouds are now more intensly shadowing the sunlight.
  144. - New icon for a russian soldier on the map. It's no longer using the american soldier icon.
  145. - Added various events on the map during 1939 - 1941.
  146. - Fix: Character's hair was clipping through the hat, if he was wearing Cap 03 and his hair was Hair 03.
  147. - Fix: Horizonal lines on the water at a distance of about 1 km, when SSR effect was in use.
  148. - Fix: NPC Type VIIC u-boats were having their diving steers rendered even if the rest of ship was not, when they weren't spotted by the player.
  149. - Fix: Lens flares from the lighthouses no longer appear as intensely through the fog and they don't appear on the map outside the sight range.
  150. - Fix: Extended attack periscope was unintentionally having a different colour from some point up.
  151. - Fix: Engineer wasn't holding a hose in his hand, when he was performing a maintenance work on the torpedo loaded into the stern tube.
  152. - Fix: Pants with suspenders were clipping with most jackets, if both were equipped on the customization screen.
  153. - Fix: Character on the customization screen was often occluded by the left window, if user interface scale was active.
  154. - Fix: Distant smoke emitted by a group of ships was sometimes clumping together into one spot.
  155. - Fix: Distant smoke emitted by group of ships was becoming very bloby and uneven after running high time compression on the map for some time.
  156. - Fix: Certain objects, like the flags, were blurring around when they were viewed with the horizon behind them.
  157. - Fix: Hatch on the sunk u-boat's conning tower was missing in the Enigma recovery assignment.
  158. - Fix: River-class ships hull was disappearing at a certain distance due to a missing model.
  159. - Fix: After u-boat dived, there was a rectangular area on the conning tower around which light was being incorrectly reflected.
  160. - Fix: Improved alighment of character feet to the port floor during a campaign intro cutscene.
  161. - Fix: Rain was raining under Turm I, Turm II and Turm IV conning towers.
  162. - Fix: Dark graphical artefacts under water looking like shadows, caused by SSMS effect.
  163. - Fix: After switching to periscope from map during night, the screen was initially black and needed a few seconds to adapt to the darkness.
  164. - Fix: Wide gaps in the land.
  165. - Fix: Lighthouses weren't lit in a fog.
  166. - Fix: Subsurface scattering wasn't correctly mapped onto the sea surface, it could lead to apparent issues at night with bright blue spots moving around the sea when the camera was being moved around.
  167. - Fix: After switching from character working inside the ship to character working at the deck gun or UZO, the fog effect wasn't present.
  168. - Fix: Lighting from flames on the deck, appearing on a sunk ship after reloading a saved game state.
  169. - Fix: Certain ship wrecks could emit smoke after reloading SG with them nearby.
  170. - Fix: If a ship undetected by the player was on fire, the sea was lit green around it, even if the ships wasn't displayed in the scene.
  171. - Fix: Improved animation of pulling up the observation periscope in FPP.
  172. - Fix: Launcher shutters weren't damaged by the explosions like the rest of the u-boat's hull.
  173. - Fix: T2 tankers were having an incorrect highlight model displyed when they were under cursor.
  174. - Fix: If a ship undetected by the player was broken in half by torpedoes, it was becoming partially visible in a buggy way.
  175. - Fix: Undetected generic merchant ships that were previously damaged in any way were staying partially visible.
  176. - Fix: If player zoomed the camera to the section view, moved it right to the bow, zoomed out the camera to the orbiting view and then rotated the orbiting view at the stern, the camera was clipping through the u-boat's stern model.
  177. - Fix (regression): Smoke and other effects weren't rendering correctly at a distance.
  178. - Fix (regression): A few elements were missing on the Metox antenna model.
  179.  
  180. Headquarter:
  181. - Improved HQ map to make it more attractive with 3D objects placed on it instead of flat icons.
  182. - Added typewriter writing sound effect in the HQ.
  183. - New task: Send officer to visit a naval academy and gain experience.
  184. - New aerial reconneisances of Portsmouth, Gibraltar, Malta, Alexandria and Belfast.
  185.  
  186. Steam Deck:
  187. - Rewritten launcher news section with a new method to avoid a flickering cursor issue that was making it hard to click "Play".
  188. - On-screen keyboard is now being opened automatically on Steam Deck whenever a text box is selected by the player.
  189.  
  190. AI:
  191. - NPC u-boats now report encountered convoys with much more detail and consistency, follow them and send bearing signals for other u-boats to track down.
  192. - NPC u-boats now report merchant ships that they couldn't sink themselves for any reason to give other u-boats, including player's u-boat, a chance to intercept them.
  193. - Major improvements to ship AI behaviour in tight spots.
  194. - Merchant ships that had guns and were using a false flag as a deception were still firing the guns at the u-boat, even though the rest of their behaviour was in line with trying to pretend that they are neutral. They were also sending SSS help messages, if they had a radio.
  195. - Improvements to the crew behaviour that should reduce clipping.
  196. - Enemy ships can better estimate u-boat's position from the torpedo hits.
  197. - Fix: Running characters were often not stopping at the destination for a while and were running around it instead.
  198. - Fix: AA guns no longer fire when their target is behind a building or a terrain.
  199. - Fix: U-boat wasn't attacked by AA guns in a few ports after being declared as an enemy.
  200. - Fix: Recruits running in the port were often stopping for a few seconds on random spots.
  201.  
  202. Launcher:
  203. - Clicking on a news in the launcher now opens the news page in a browser instead of opening it inside the launcher (the launcher was too small for that and they were often looking buggy).
  204.  
  205. Technical:
  206. - Map drawings are now stored in the saved game states.
  207. - Major rework to how high time compression scales work internally. The performance should be much better than before when they are in use during travels.
  208. - Major optimizations to simulating large numbers of groups moving on the world map. Aside from the base game, this change may improve performance for mods that add many convoy paths to the game.
  209. - Faster terrain generation.
  210. - Major optimizations to character rendering performance and their memory footprint.
  211. - Eliminated some of the most noticeable performance hiccups.
  212. - Reworked falling snow effect. The new effect is less taxing on the hardware and doesn't fall under the roofs.
  213. - Improved uniformity of rain and marine snow effects after sudden camera moves.
  214. - Camera is now able to much more gracefully handle tight spots, if it's in an orbiting mode around a ship.
  215. - It's no longer possible to store non-ammunition items in the ammunition storages on the deck.
  216. - It's now possible to plot capture courses for detected groups during routine hydrophone checks. There were also many fixes related to capture courses in general that should make them behave more as expected.
  217. - 6500x time compression can be now used near friendly ships rather than being blocked.
  218. - Saved game states are now much smaller and faster to load, especially during long campaigns.
  219. - From now on, time compression is blocked when player moves too close to a port or enemy groups that hasn't loaded yet.
  220. - Unity updated to 2019.4.40f1.
  221. - Added a blockade for high time compression near all friendly ports.
  222. - Improved pathfinding on the world map with a new method. It's now possible to find much longer routes, for example directly from Atlantic to Mediterranean.
  223. - Fix: On some machines there was an apparent hiccup every 60 seconds.
  224. - Fix: Random crash issues.
  225. - Fix: Infinite loading issue.
  226. - Fix: If a game state was saved during story sequence, then loaded and then exiting to menu, there could be a persistent error spam in the log that was affecting the game's performance. Some other issues could arise from this, depending on the story.
  227. - Fix: U-boat wasn't turning quickly enough on high time compression when the route was composed of segments shorter than 30 km.
  228. - Fix: Performance drop after zooming camera close to NPC ship, especially if it had many funnels.
  229. - Fix: Alarm bells on ships stop to ring after the ship submerges below the water during sinking.
  230. - Fix to a performance problem that could start to happen at a random time.
  231. - Fix: Time compression no longer affects radio music.
  232. - Fix: Permanently shaking camera problem reported on the game's forum.
  233. - Fix: Ships no longer spawn in the scene before ports in any case to avoid issue with them spawning under port structures and being thrown into the sky.
  234. - Fix: Major fix in the save system that could make some SGs be unloadable or load in a slightly incorrect state.
  235. - Fix: Grid was missing on the map and various other issues were occurring after leaving radio manual mode directly to the map zoomed out as much as possible.
  236. - Fix: Changing settings in the main menu was causing a heavy flickering of the screen.
  237. - Fix: If player changed the screen resolution and cancelled that change, the revert of the resolution wasn't always working.
  238.  
  239. Headquarter tasks:
  240. - Added two stages of building submarine pens and a bunkered lock to La Rochelle. Please note that they may be already built, if campaign is started at a later date.
  241. - Added buildable submarine pens to Helgoland. Please note that they may be already built, if campaign is started at a later date.
  242. - Added buildable submarine pens to Bergen. Please note that they may be already built, if campaign is started at a later date.
  243. - Research in HQ now consumes 1 reputation point and 1 more by each year of research in advance.
  244. - Headquarter tasks now dissappear, if enemy captures the territory on which they are placed.
  245. - Added tasks for using weather station data for conserving fuel after building weather stations.
  246. - Added naval academy task that allows officers to earn XP. It's unlocked as a reward for one of the campaign objectives.
  247.  
  248. User interface:
  249. - New, improved icons for all skills in the game.
  250. - New loading screens.
  251. - Customizaton options on the customization screen now use more user friendly names instead of their technical IDs.
  252. - Useful statistics are now displayed for a while above the officer portraits after assigning sailors to them.
  253. - It's now possible to toggle a time compression button even when it's blocked. It will be enabled when it becomes possible to use it and in the meantime the highest possible TC scale will be used instead.
  254. - Added a notification about enabled alarm on the u-boat.
  255. - Added a notification about background loading.
  256. - Added a notification that hidden flaws may be present on the ship after taking damage and that a damage control check is required.
  257. - Added a new notification type about triggering a mine.
  258. - Added a new notification type about colliding with an anti-submarine net.
  259. - It's now possible to navigate through ship types in the identification book.
  260. - Orders in the TAB menu are now sorted with the most important orders being at the top and the less impactful at the bottom.
  261. - Tooltip of notification informing about damages is now more detailed and explains what exactly is broken. The notification is now appearing with a yellow background, if there are only minor damages present on the ship.
  262. - Numerous improvements to UIs used to assign sailors to an officer. They are looking better and become unclickable when there is no more free men to assign to the officer. Assigned sailor bar becomes red, when the sailor becomes wounded and is no longer aiding the officer.
  263. - Added headers and more structure to the TAB menu.
  264. - Added a new button to the TAB menu that stops all active player orders.
  265. - Added estimated impact angle and distance display for the launched torpedoes in the launchers UI. Added warning, if the target is performing avoidance maneuvers, that it's going to be hard to hit it.
  266. - Removed crew count display from the resource bar and instead added an indicator near the officer portraits that displays a number of free sailors to assign to the officers.
  267. - Removed background from the compass and improved it aesthetically.
  268. - Added a notification, if player hasn't selected a task in the headquarters and has a free officer.
  269. - Multi-stage campaign objectives have now displayed rewards for all stages up-front in the campaign details view.
  270. - Activatable banners in the scene are now depth-sorted and look better when they overlap.
  271. - Added tooltips that explain each device's purpose in the TAB menu.
  272. - Removed notification about decreased work performance when there is not enough crew. This flat effect was removed from the game.
  273. - Automatic capture courses are now much more stable and reliable than before.
  274. - New icons for beds.
  275. - The main class skill is now always displayed on the first spot in the skill tree UI.
  276. - Fix: Clicking no longer fires the gun, if any UI was toggled by the player (for example using TAB or ALT).
  277. - Expanded description that appears after starting an interaction with a neutral vessel to better explain which neutral vessels may be sunk.
  278. - Added a warning that the crew sent on an external mission may become lost or killed.
  279. - Torpedo icons are now kept on the screen with the higher zoom levels of the map, to make it easier to track the launched salvo.
  280. - U-boat's route now appears under the u-boat marker rather than on top of it. U-boat's route now has a different color inside the player's sight range and outside of it.
  281. - Added a more understandable explanation about received encoded messages from the enemy.
  282. - Aircraft stationing on the aircraft carrier no longer appear on the contact lists.
  283. - There is now a number displayed under the campaign objective photos on the map and in various other places that indicates which stage of the campaign objective is currently active in multi-stage objectives.
  284. - Price of a reputation purchase and a ship upgrade is no longer displayed in the UI after it's bought to make it more distinguishable from items that are still available for a purchase.
  285. - Crew list on external missions is now sorted in such a way that officers appear first on it.
  286. - Identification book is now opening on the page about the target ship's class, if it was previously identified or on the last used page otherwise.
  287. - If SHIFT is pressed in a gun's manual mode, the gun is rotating faster using the keyboard.
  288. - Improved the panel used for raising and lowering the periscope in the periscope's manual mode. The panel now displays the actual periscope image to show how far it's extended.
  289. - One of the buttons for extending or lowering the periscope is now always pressed. Choosing a target now automatically also extends the periscope.
  290. - Improved tooltip about reputation points.
  291. - Green dots that point mission targets now disappear inside the u-boat, unless those mission targets are inside the u-boat (like the objective about freeing up space for the diving suit in the enigma assignment).
  292. - "Gameplay mode" setting is now called "Gameplay perspective".
  293. - Expanded titles of campaigns in a new campaign setup screen.
  294. - Price of a reputation purchase and a ship upgrade is no longer displayed in the UI after it's bought to make it more distinguishable from items that are still available for purchase.
  295. - User interface scale is now adjusted automatically to an optimal level, that depends on the screen resolution, when the game is launched for the first time after installation.
  296. - "Management" button changed to "Crew", "Crew" tab changed to "Crew list". Also changed the order of the tabs.
  297. - Added a keyboard shortcut configurable in the settings for enabling realtime time passage (1x time scale).
  298. - Fix: Loading screen was flickering / disappearing twice during the loading.
  299. - Fix: Repaired device icon was slightly changing colour in the scene.
  300. - Fix: Dialogue with the leading officer is now continued after closing the vacation list UI.
  301. - Fix: Progress bar on the portrait was sometimes stopping to work.
  302. - Fix: Bringed back color filter button to the observation periscope.
  303. - Fix: XP gain and level up notifications above crew portraits were disappearing very fast, if time compression was in use.
  304. - Fix: After opening reputation purchases menu, the first element was selected, but there was no "buy" button for it until selection was changed.
  305. - Fix: Improved positioning of subtitles during map cutscenes.
  306. - Fix: Mission selection window was slightly occluding mission destination, if user interface scale was higher than 100%.
  307. - Fix: Officer portraits now become grey only after they are dead.
  308. - Fix: Fuel tooltip could sometimes be smaller than the text it contained.
  309. - Fix: Portraits on the recruitment screen were slightly pixelated, if user interface scale was higher than 100%.
  310. - Fix: In some cases it wasn't possible to drag an officer's portrait onto the last spot.
  311. - Fix: It's no longer possible to accept a measurement in the stadimeter tool, when the angle is set to 0 degrees. It's not a valid measurement and setting it this way was resulting in the distance being set to infinity.
  312. - Fix: Drag & dropping of officer portraits wasn't working correctly, if player started to drag a portrait and then moved the cursor away from the portraits onto the main scene and released a button there.
  313. - Fix: Improved line wrapping in resource tooltips for better readability, for example, there are no longer line wraps possible between "-" and "30%" in "-30%".
  314. - Fix: If player was in free camera mode and enabled escape menu, the view was still rotating with cursor movements despite the cursor being visible on the screen.
  315. - Fix: It wasn't possible to switch between officers that were using devices that had a manual mode available using the TAB menu.
  316. - Fix: Hydrophone bearing label presence was depending on the skills of previous user not the current one.
  317. - Fix: Campaign objective photograph is now always open during a cutscene on the map about it, even if it was previously closed by the player.
  318. - Fix: Radio station names were not localised.
  319. - Fix: Patrol description was always stating that the patrol area
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