*** RTW3 UPDATES LISTING (v1.00.41 Beta Apr-16-2024)***
Aug 8, 2023 9:20:13 GMT -6
TheOtherPoster, cheatereater, and 2 more like this
Post by williammiller on Aug 8, 2023 9:20:13 GMT -6
RTW3 : v1.00.41 PUBLIC BETA RELEASED
Officers
• A Fleet exercise will now have a chance to reveal the ability of ship and division commanders.
• Dissolving a division with a commander will no longer cost prestige. (Reshuffling ships and creating new divisions will impact crew and division efficiency, so should be a sufficient downside to cheesy ways of getting rid of bad commanders).
• Officer ability will now be more likely to be revealed in wartime and less likely to be revealed in peacetime.
• There is now a chance that poor ship and division commanders will reveal their deficiencies in battle, giving a chance to dismiss them for free after a lost battle.
UI Improvements
• Added years in rank and battles fought to the select officer dialog.
• If Auto assign officers is selected in User preferences, then all vacant positions will be automatically filled as soon as they become vacant, thus leaving no incentive to micromanage.
• Rebuilt ships will now only have the last rebuild year after the class name.
• Made sure the flotilla attack flag is not behind the missile control panel, even on a small screen.
Ship Design
• Speed limit for triple turrets in A & Y and TPS > 1 changed to 21 knots. This is to fix an issue where some legacy ships could not be refitted.
Aircraft
• Later Jet Attack and Heavy Jet Fighters can now carry 2 ASM.
• Slightly raised the production rate for jet aircraft.
Bug Fixes
• Fixed a bug with torpedo range data not showing in the ship status screen.
• Fixed a bug that could generate errors when checking if shipnames are used.
• Fixed a bug which could in unusual circumstances make nation base resources go negative.
• Fixed a bug where clicking on a division in the pre battle screen could show an error message.
• Fixed a bug that capped AP penetration on higher AP tech levels.
• Fixed a bug with coastal artillery occasionally being placed at sea when loading a saved game.
• Fixed a missing objective in an Italy vs France mission.
RTW3: v.1.00.40 RELEASE
We have an update today for Rule the Waves 3. Update v01.00.40 brings us several new fixes and some new QoL features that should improve player experiences. Pre-battle, players will now have access to a forecast that projects how the weather will evolve during the engagement. This is subject to error, improvements in tech will gradually make forecasts more accurate as it did historically.
The really big change with this update was classification of CA and CL to make pre-1900 designs more historically accurate. This may cause some issues with designs as you update from 1.00.37 so please keep that in mind. A full rundown of these changes is available in the changelog below. Good luck and happy hunting everyone.
This update will automatically download via steam or is available on the Matrix forums.
Reversed the "CA cannot have protected cruiser armor configuration" change.
Important Note: The earlier change to early CA in 1.00.37 proved to be ill considered. As some players have correctly pointed out, the main difference between pre-1900 in game CA and CL should be size, not armor configuration. Early cruisers have now been refurbished in the game and CA are now cruisers that have an armored belt or have a size over 8000 tons, others are CL. Templates and design logic have been updated accordingly. France and Russia have been given belt and sloping armor deck as bonus techs to reflect their early adoption of armored cruisers. This might cause transient issues in already started games with 1.00.37, in which case we advise continuing to play until this resolves itself or starting new game. The end result is that the treatment of pre-1900 cruisers is now much more historical and consistent.
Added an option to have spacebar both pause and run the game.
Added weather forecast to pre battle screen. Note that this is unreliable, just as the real weather forecast. It will improve with tech and time.
Prevented some cheesy tricks in officer assignment, for example assigning bad officers to empty divisions.
Added possibility to manually change aircraft type of an air unit.
Added save path info on main screen.
Fixed a bug where the default settings were not used if the preferences file was not found.
Fixed a bug that could set the year of ship designs to 1899 in an 1890 start.
Fixed a bug where a Lieutenant commander could be promoted directly to Admiral in some cases.
Fixed a bug with the free manual promotion per turn not resetting after the turn.
RTW3: v.1.00.39 Public Beta Now Available
What's New in Version 1.00.39:
• Reversed the "CA cannot have protected cruiser armour configuration" change.
• Added an option to have spacebar both pause and run the game.
• Added weather forecast to pre battle screen. Note that this is unreliable, just as the real weather forecast. It will improve with tech and time.
• Prevented some cheesy tricks in officer assignment, for example assigning bad officers to empty divisions.
• Added possibility to manually change aircraft type of an air unit.
• Added save path info on main screen.
• Fixed a bug where the default settings were not used if the preferences file was not found.
• Fixed a bug that could set the year of ship designs to 1899 in an 1890 start.
• Fixed a bug where a Lieutenant commander could be promoted directly to Admiral in some cases.
• Fixed a bug with the free manual promotion per turn not resetting after the turn.
Important Note: The earlier change to early CA in 1.00.37 proved to be ill considered. As some players have correctly pointed out, the main difference between pre-1900 in game CA and CL should be size, not armor configuration. Early cruisers have now been refurbished in the game and CA are now cruisers that have an armored belt or have a size over 8000 tons, others are CL. Templates and design logic have been updated accordingly. France and Russia have been given belt and sloping armor deck as bonus techs to reflect their early adoption of armored cruisers. This might cause transient issues in already started games with 1.00.37, in which case we advise continuing to play until this resolves itself or starting new game. The end result is that the treatment of pre-1900 cruisers is now much more historical and consistent.
RULE THE WAVES 3 v1.00.37 FULL UPDATE ROLLED OUT
IMPORTANT NOTE: We noticed some users reporting problems with converting old saves to the new format introduced in 1.00.32, however, these seem to be rare as of now. If you do experience any issues or errors in the conversion process, we request that you back up your old saves before converting them and be ready to provide a pre and post-conversion save yo help us work out any final kinks to the system.
CHANGES/FIXES ARE AS FOLLOWS:
Save Games
Games are now saved to the directory "C:\users\<Your Username>\Documents\My Games\Rule the Waves 3". Old saves are loaded from the old save directory and saved to the new save directory.
Refurbished the saving of design files. All designs for each nation is now saved in one file. A saved game will now consist of fewer files, and the total save game size is reduced considerably. This Should mitigate problems with saving to Steam cloud. It will also mitigate problems with some ship names on some (mainly Asian) language operating systems.
Important Note: The first time an old save game is opened, loading will take considerably longer as old style design files are converted. Also note that there might be errors from inconsistencies in existing saved games. There are functions for the player to manually rectify these during the save conversion.
Strategic Level
Penalty points for declining battle is now reduced for battles far from friendly bases.
Adjusted some inconsistencies in the actions of allied nations in a multi nation war.
There is now a chance that scrapped ships can be sold to small nations (less than average economy), including to the player if the player is playing a small nation.
Adjusted submarine build times.
Ships being rebuilt will now be automatically moved to the closest home area with a rebuild yard.
There will be rebuild yards in home possessions with at least 200 base capacity. (That means US West Coast and Russian Far East will not have any initially on some starting dates, but by expanding base capacity, they will get the capability).
Increased the maximum number of ships that can be built at one time in the build ships screen to 25.
Nations at war with you will now not ask to buy a license for your aircraft.
Increased the cost of missile systems and missile maintenance.
Battle Generation
Removed some occasional quirks in force selection in battle generator, for example having a BB subordinated to a CL flagship.
Allied forces can now appear as support force.
Added ship speed and displacement to ship list in battle preview screen.
Background color now changed in battle preview screen.
Controls and Preferences
Added an option to convert some characters in German ship and officer names, for example ö becomes oe, ü becomes ue etc. This is for the benefit of users with Asian language OS which can have problems with these characters.
Added an option to see submarine sinkings in aggregate only. (Useful if you have many submarines and want to bring down the number of after turn messages)
The space key will now only pause the game. This is to prevent inadvertently restarting time when you want to pause.
The alt key will run the game one minute (or longer if auto play is switched on).
Ship Design
Added an export/import function for ship designs. The export function for ship designs is located on the graphics tab in the ship design screen. It will let you export any ship design as a file. The design can then be shared with other players or reused in a later game. Exported ship designs are located in the folder "My Games\Rule the Waves 3\Save\Ship Designs".
Moved the auto carrier conversion button to the box for flight installations.
Added a function to auto change carrier graphics to angled flight deck.
Curbed the tendency of the AI designer to overuse triple turrets on ships.
Fixed a problem with rebuilding ships transferred from other nations.
Fixed a problem with multiple classes being generated when fire control is upgraded for ships under construction.
Further adjustments to secondary gun placement on cruisers and destroyers.
Improved the autodesigner to avoid illegal triple turrets in A or Y position.
The upgrade guns button will now be available when opening an existing design that has worse gun quality than available.
Adjusted the automatic secondary gun placement on cruisers to avoid having them placed outside the hull. (It is better but not perfect)
Using auto design in the design screen will now force a different template.
Improved the British name list to produce more appropriate ship names from the 1920s.
Prevented fitting V turret on ships that couldn't have X turret.
Fixed a bug with the gun quality of the rebuilding nation not being taken into account for gun upgrades.
Fixed a bug with the autodesigner sometimes building ship with AON armor when it isn't researched.
Fixed a bug with ammunition weight calculation in the 80-85 rounds per gun interval.
Fixed a bug where a CA could have protected cruiser armour configuration.
Map Changes
Updated the Chinese coastline with shallow water.
Battle Resolution
Adjusted HE penetration and splinter damage on armored areas.
Some adjustments to the tactical AI.
Some adjustments to mission data.
Prevented avoiding battles by closing the battle preview screen.
Field batteries ("army" field guns) will now only have HE ammo.
Radar blind fire range reduced to 80% of radar sighting range.
Gyro Stabilizer will now reduce the gunnery penalty for sea state.
Improved go to base behaviour for divisions following the force flagship into friendly port.
Improved AI convoy defence decisions.
Ammunition expenditure is now spread more evenly across turrets. (Previously, A and Y turret tended to use somewhat more ammo than X and B).
Reduced SAM hit rates (they were a little too good).
Aircraft
One floatplane squadron of up to 12 aircraft may now be based at any airbase without counting against capacity. (This is to increase the utility of floatplanes at land bases in the early game).
Before 1930, a floatplane scout with bomb + bomb priority will have torpedo capability and can be used as strike aircraft from AV without catapults.
Reduced the rate of aircraft production and added a column for production in the aircraft types screen. (The intention is that heavy aircraft losses should hurt more).
Officers
Area commander ability now influences the chance of unexpected battles.
On auto assign of officers, rear admirals might now be auto-promoted to admirals to fill an empty slot, just like the case with empty division or ship commands.
It is now possible to manually promote the senior officer of a rank for free (no prestige cost), You can only do this once per turn.
The ROF enthusiast will now give -10% accuracy in addition to the +10% ROF (or 20% at shorter ranges).
Adjusted officer promotions and retirements to reduce the risk that a nation should have too few admirals available.
Fixed a bug with admirals not being removed from an area command when they were assigned to another.
AI
The AI will now be better at replacing floatplanes on ships with helicopters and helipad.
User Interface
Research breakthroughs are now also shown in the turn message summary.
Made sure the commander text is visible in the ship status screen.
Obsolete ships are now clearly marked as so in ship status screen.
Officer list now remembers sorting and filter options.
On the missile control panel, renamed the Fire Salvo button to Manual fire to better describe what it does.
Added a button to exit the battle from the results screen and a button to view the map.
Added a button to go back to the results screen from the map after battle.
Doctrines
Added doctrine choices for AP shell design.
Bug Fixes
Fixed a bug that prevented AI nations from taking territory from each other in AI wars.
Fixed a bug in Fleet Exercise setup where a ship removed from a division would lead to all the ships in the division being duplicated in the available ships list.
Fixed some typos in tooltips.
Fixed the height of the ship status window.
Fixed problems with some corrupted save files.
Fixed a bug with divisions with Land CAP were not saved.
Fixed some misspellings in Spanish officer ranks.
Fixed a bug with the AI rebuilding ships occasionally producing error messages.
Fixed a bug where having no fire control used more crew than intended.
Fixed a bug with occasional miscount of free shipyard capacity to build ships.
Fixed a bug with helicopters on recon sometimes going in the wrong direction.
Fixed a bug with showing ship details from the build screen.
Fixed a bug in scenario info that led to France having no convoy in one of the convoy defense missions.
Fixed a bug with background sound not changing on weather change.
Fixed a bug with magazine explosion sound playing even if sound options were set to No sound (I guess this one could have been somewhat jarring if you expected silence).
Fixed a bug where in some cases a CL with 4 in B armor was classed as a CA.
Fixed a bug where submarines could engage in gunnery duels with enemy ships in another area.
Fixed a bug with ships not having missile or torpedo reloads in battles.
Fixed a bug that could make the choice of scout force flag division ineffective in cruiser battles and other battles smaller than fleet.
Fixed a bug that could lead to an error message when a peace breaks out.
Fixed a bug with numbers of missiles not being included in the short ship description.
Fixed a bug with getting the correct name of the nation whose aircraft sinks a sub.
Fixed a bug with the number of reloads for missile launchers.
Other
Miscellaneous minor improvements
RTW3: v.1.00.37 Public Beta Now Available
A new public beta is out now!
You can switch to it by going to RTW3 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.
IMPORTANT NOTE: We noticed some users reporting problems with converting old saves to the new format introduced in 1.00.32, however, these seem to be rare as of now. If you do experience any issues or errors in the conversion process, we request that you back up your old saves before converting them and be ready to provide a pre and post-conversion save yo help us work out any final kinks to the system.
What's New in Version 1.00.37:
• Added an export/import function for ship designs. The export function for ship designs is located on the graphics tab in the ship design screen. It will let you export any ship design as a file. The design can then be shared with other players or reused in a later game. Exported ship designs are located in the folder "My Games\Rule the Waves 3\Save\Ship Designs".
• Ammunition expenditure is now spread more evenly across turrets. (Previously, A and Y turret tended to use somewhat more ammo than X and B).
• Prevented fitting V turret on ships that couldn't have X turret.
• Reduced the rate of aircraft production and added a column for production in the aircraft types screen. (The intention is that heavy aircraft losses should hurt more).
• Reduced SAM hit rates (they were a little too good).
• Increased the cost of missile systems and missile maintenance.
• Fixed a bug with the gun quality of the rebuilding nation not being taken into account for gun upgrades.
• Fixed a bug with the autodesigner sometimes building ship with AON armor when it isn't researched.
• Fixed a bug with ammunition weight calculation in the 80-85 rounds per gun interval.
• Fixed a bug with admirals not being removed from an area command when they were assigned to another.
• Fixed a bug with the number of reloads for missile launchers.
• Fixed a bug where a CA could have protected cruiser armour configuration.
CHANGES/FIXES FOR v1.00.35 (PUBLIC BETA RELEASE)
Save Games
• Games are now saved to the directory "C:\USER\Documents\My Games\Rule the Waves 3". Old saves are loaded from the old save directory and saved to the new save directory.
Strategic Level
• Penalty points for declining battle is now reduced for battles far from friendly bases.
Options and Preferences
• Added an option to convert some characters in German ship and officer names, for example ö becomes oe, ü becomes ue etc. This is for the benefit of users with Asian language OS which can have problems with these characters.
Ship Design
• Moved the auto carrier conversion button to the box for flight installations.
• Added a function to auto change carrier graphics to angled flight deck.
• Curbed the tendency of the AI designer to overuse triple turrets on ships.
• Fixed a problem with rebuilding ships transferred from other nations.
• Fixed a problem with multiple classes being generated when fire control is upgraded for ships under construction.
Map Changes
• Updated the Chinese coastline with shallow water.
Battle Resolution
• Adjusted HE penetration and splinter damage on armored areas.
• Some adjustments to the tactical AI.
• Some adjustments to mission data.
Officers
• Area commander ability now influences the chance of unexpected battles.
Bug Fixes
• Fixed a bug that prevented AI nations from taking territory from each other in AI wars.
• Fixed a bug in Fleet Exercise setup where a ship removed from a division would lead to all the ships in the division being duplicated in the available ships list.
• Fixed some typos in tool tips.
• Fixed the height of the ship status window.
• Fixed problems with some corrupted save files.
• Fixed a bug with divisions with Land CAP were not saved.
• Fixed some misspellings in Spanish officer ranks.
CHANGES/FIXES FOR v1.00.34 (PUBLIC BETA RELEASE)
Generating and selecting ship pictures now works.
Adjusted some inconsistencies in the actions of allied nations in a multi nation war.
Research breakthroughs are now also shown in the turn message summary.
Field batteries will now only have HE ammo.
There is now a chance that scrapped ships can be sold to small nations (less than average economy), including to the player if the player is playing a small nation.
Some improvements in the tactical AI.
Adjusted submarine build times.
Radar blind fire range reduced to 80% of radar sighting range.
Made sure the commander text is visible in the ship status screen.
Obsolete ships are now clearly marked as so in ship status screen.
Officer list now remembers sorting and filter options.
Added an option to see submarine sinkings in aggregate only. (useful if you have many submarines and want to bring down the number of after turn messages)
Further adjustments to secondary gun placement on cruisers and destroyers.
Improved the autodesigner to avoid illegal triple turrets in A or Y position.
Prevented avoiding battles by closing the battle preview screen.
On auto assign of officers, rear admirals might now be auto-promoted to admirals to fill an empty slot, just like the case with empty division or ship commands.
It is now possible to manually promote the senior officer of a rank for free (no prestige cost), You can only do this once per turn.
One floatplane squadron of up to 12 aircraft may now be based at any airbase without counting against capacity. (This is to increase the utility of floatplanes at land bases in the early game).
The upgrade guns button will now be available when opening an existing design that has worse gun quality than available.
Adjusted the automatic secondary gun placement on cruisers to avoid having them placed outside the hull. (it is better but not perfect)
On the missile control panel, renamed the Fire Salvo button to Manual fire to better describe what it does.
The AI will now be better at replacing floatplanes on ships with helipad and helicopters.
Ships being rebuilt will now be moved to the closest home area with a rebuild yard.
There will be rebuild yards in home possessions with at least 200 base capacity. (That means US West Coast and Russian Far East will not have any initially on some starting dates, but by expanding base capacity, they will get the capability).
Increased the maximum number of ships that can be built at one time in the build ships creen to 25.
Added a button to exit the battle from the results screen and a button to view the map.
Added a button to go back to the results screen from the map after battle.
The ROF enthusiast will now give -10% accuracy in addition to the +10% ROF (or 20% at shorter ranges).
Gyro Stabilizer will now reduce the gunnery penalty for sea state.
Nations at war with you will now not ask to buy a license for your aircraft.
Using auto design in the design screen will now force a different template to be used every time auto design is pressed (if possible). This increasses apparent variation.
General bug fixes:
Fixed a bug with ships transferred to other nations getting the wrong design.
Fixed a bug with the AI rebuilding ships occasionally producing errormessages.
Fixed a bug where having no fire control used more crew than intended.
Fixed a bug with occasional miscount of free shipyard capacity to build ships.
Fixed a bug with helicopters on recon sometimes going in the wrong direction.
Fixed a bug with showing ship details from the build screen.
Fixed a bug in scenario info that led to France having no convoy in one of the convoy defense missions.
Fixed a bug with background sound not changing on weather change.
Fixed a bug with magazine explosion sound playing even if sound options were set to No sound (I guess this one could have been somewhat jarring if you expected silence).
Fixed a bug where in some cases a CL with 4 in B armor was classed as a CA.
Bugs introduced in previous beta fixed:
Fixed a bug with airstrikes aborting mission too easily.
Added a manual check for missing ship designs when converting old saves to new format. The player is given a chance to correct inconsistencies in the save being converted.
Fixed a bug with engine rebuilds not resetting engine age effects.
Fixed a bug with colonial service not being saved with the design.
Fixed loading of templates.
CHANGES/FIXES FOR v1.00.32 (BETA RELEASE)
Officers
• A Fleet exercise will now have a chance to reveal the ability of ship and division commanders.
• Dissolving a division with a commander will no longer cost prestige. (Reshuffling ships and creating new divisions will impact crew and division efficiency, so should be a sufficient downside to cheesy ways of getting rid of bad commanders).
• Officer ability will now be more likely to be revealed in wartime and less likely to be revealed in peacetime.
• There is now a chance that poor ship and division commanders will reveal their deficiencies in battle, giving a chance to dismiss them for free after a lost battle.
UI Improvements
• Added years in rank and battles fought to the select officer dialog.
• If Auto assign officers is selected in User preferences, then all vacant positions will be automatically filled as soon as they become vacant, thus leaving no incentive to micromanage.
• Rebuilt ships will now only have the last rebuild year after the class name.
• Made sure the flotilla attack flag is not behind the missile control panel, even on a small screen.
Ship Design
• Speed limit for triple turrets in A & Y and TPS > 1 changed to 21 knots. This is to fix an issue where some legacy ships could not be refitted.
Aircraft
• Later Jet Attack and Heavy Jet Fighters can now carry 2 ASM.
• Slightly raised the production rate for jet aircraft.
Bug Fixes
• Fixed a bug with torpedo range data not showing in the ship status screen.
• Fixed a bug that could generate errors when checking if shipnames are used.
• Fixed a bug which could in unusual circumstances make nation base resources go negative.
• Fixed a bug where clicking on a division in the pre battle screen could show an error message.
• Fixed a bug that capped AP penetration on higher AP tech levels.
• Fixed a bug with coastal artillery occasionally being placed at sea when loading a saved game.
• Fixed a missing objective in an Italy vs France mission.
RTW3: v.1.00.40 RELEASE
We have an update today for Rule the Waves 3. Update v01.00.40 brings us several new fixes and some new QoL features that should improve player experiences. Pre-battle, players will now have access to a forecast that projects how the weather will evolve during the engagement. This is subject to error, improvements in tech will gradually make forecasts more accurate as it did historically.
The really big change with this update was classification of CA and CL to make pre-1900 designs more historically accurate. This may cause some issues with designs as you update from 1.00.37 so please keep that in mind. A full rundown of these changes is available in the changelog below. Good luck and happy hunting everyone.
This update will automatically download via steam or is available on the Matrix forums.
Reversed the "CA cannot have protected cruiser armor configuration" change.
Important Note: The earlier change to early CA in 1.00.37 proved to be ill considered. As some players have correctly pointed out, the main difference between pre-1900 in game CA and CL should be size, not armor configuration. Early cruisers have now been refurbished in the game and CA are now cruisers that have an armored belt or have a size over 8000 tons, others are CL. Templates and design logic have been updated accordingly. France and Russia have been given belt and sloping armor deck as bonus techs to reflect their early adoption of armored cruisers. This might cause transient issues in already started games with 1.00.37, in which case we advise continuing to play until this resolves itself or starting new game. The end result is that the treatment of pre-1900 cruisers is now much more historical and consistent.
Added an option to have spacebar both pause and run the game.
Added weather forecast to pre battle screen. Note that this is unreliable, just as the real weather forecast. It will improve with tech and time.
Prevented some cheesy tricks in officer assignment, for example assigning bad officers to empty divisions.
Added possibility to manually change aircraft type of an air unit.
Added save path info on main screen.
Fixed a bug where the default settings were not used if the preferences file was not found.
Fixed a bug that could set the year of ship designs to 1899 in an 1890 start.
Fixed a bug where a Lieutenant commander could be promoted directly to Admiral in some cases.
Fixed a bug with the free manual promotion per turn not resetting after the turn.
RTW3: v.1.00.39 Public Beta Now Available
What's New in Version 1.00.39:
• Reversed the "CA cannot have protected cruiser armour configuration" change.
• Added an option to have spacebar both pause and run the game.
• Added weather forecast to pre battle screen. Note that this is unreliable, just as the real weather forecast. It will improve with tech and time.
• Prevented some cheesy tricks in officer assignment, for example assigning bad officers to empty divisions.
• Added possibility to manually change aircraft type of an air unit.
• Added save path info on main screen.
• Fixed a bug where the default settings were not used if the preferences file was not found.
• Fixed a bug that could set the year of ship designs to 1899 in an 1890 start.
• Fixed a bug where a Lieutenant commander could be promoted directly to Admiral in some cases.
• Fixed a bug with the free manual promotion per turn not resetting after the turn.
Important Note: The earlier change to early CA in 1.00.37 proved to be ill considered. As some players have correctly pointed out, the main difference between pre-1900 in game CA and CL should be size, not armor configuration. Early cruisers have now been refurbished in the game and CA are now cruisers that have an armored belt or have a size over 8000 tons, others are CL. Templates and design logic have been updated accordingly. France and Russia have been given belt and sloping armor deck as bonus techs to reflect their early adoption of armored cruisers. This might cause transient issues in already started games with 1.00.37, in which case we advise continuing to play until this resolves itself or starting new game. The end result is that the treatment of pre-1900 cruisers is now much more historical and consistent.
RULE THE WAVES 3 v1.00.37 FULL UPDATE ROLLED OUT
IMPORTANT NOTE: We noticed some users reporting problems with converting old saves to the new format introduced in 1.00.32, however, these seem to be rare as of now. If you do experience any issues or errors in the conversion process, we request that you back up your old saves before converting them and be ready to provide a pre and post-conversion save yo help us work out any final kinks to the system.
CHANGES/FIXES ARE AS FOLLOWS:
Save Games
Games are now saved to the directory "C:\users\<Your Username>\Documents\My Games\Rule the Waves 3". Old saves are loaded from the old save directory and saved to the new save directory.
Refurbished the saving of design files. All designs for each nation is now saved in one file. A saved game will now consist of fewer files, and the total save game size is reduced considerably. This Should mitigate problems with saving to Steam cloud. It will also mitigate problems with some ship names on some (mainly Asian) language operating systems.
Important Note: The first time an old save game is opened, loading will take considerably longer as old style design files are converted. Also note that there might be errors from inconsistencies in existing saved games. There are functions for the player to manually rectify these during the save conversion.
Strategic Level
Penalty points for declining battle is now reduced for battles far from friendly bases.
Adjusted some inconsistencies in the actions of allied nations in a multi nation war.
There is now a chance that scrapped ships can be sold to small nations (less than average economy), including to the player if the player is playing a small nation.
Adjusted submarine build times.
Ships being rebuilt will now be automatically moved to the closest home area with a rebuild yard.
There will be rebuild yards in home possessions with at least 200 base capacity. (That means US West Coast and Russian Far East will not have any initially on some starting dates, but by expanding base capacity, they will get the capability).
Increased the maximum number of ships that can be built at one time in the build ships screen to 25.
Nations at war with you will now not ask to buy a license for your aircraft.
Increased the cost of missile systems and missile maintenance.
Battle Generation
Removed some occasional quirks in force selection in battle generator, for example having a BB subordinated to a CL flagship.
Allied forces can now appear as support force.
Added ship speed and displacement to ship list in battle preview screen.
Background color now changed in battle preview screen.
Controls and Preferences
Added an option to convert some characters in German ship and officer names, for example ö becomes oe, ü becomes ue etc. This is for the benefit of users with Asian language OS which can have problems with these characters.
Added an option to see submarine sinkings in aggregate only. (Useful if you have many submarines and want to bring down the number of after turn messages)
The space key will now only pause the game. This is to prevent inadvertently restarting time when you want to pause.
The alt key will run the game one minute (or longer if auto play is switched on).
Ship Design
Added an export/import function for ship designs. The export function for ship designs is located on the graphics tab in the ship design screen. It will let you export any ship design as a file. The design can then be shared with other players or reused in a later game. Exported ship designs are located in the folder "My Games\Rule the Waves 3\Save\Ship Designs".
Moved the auto carrier conversion button to the box for flight installations.
Added a function to auto change carrier graphics to angled flight deck.
Curbed the tendency of the AI designer to overuse triple turrets on ships.
Fixed a problem with rebuilding ships transferred from other nations.
Fixed a problem with multiple classes being generated when fire control is upgraded for ships under construction.
Further adjustments to secondary gun placement on cruisers and destroyers.
Improved the autodesigner to avoid illegal triple turrets in A or Y position.
The upgrade guns button will now be available when opening an existing design that has worse gun quality than available.
Adjusted the automatic secondary gun placement on cruisers to avoid having them placed outside the hull. (It is better but not perfect)
Using auto design in the design screen will now force a different template.
Improved the British name list to produce more appropriate ship names from the 1920s.
Prevented fitting V turret on ships that couldn't have X turret.
Fixed a bug with the gun quality of the rebuilding nation not being taken into account for gun upgrades.
Fixed a bug with the autodesigner sometimes building ship with AON armor when it isn't researched.
Fixed a bug with ammunition weight calculation in the 80-85 rounds per gun interval.
Fixed a bug where a CA could have protected cruiser armour configuration.
Map Changes
Updated the Chinese coastline with shallow water.
Battle Resolution
Adjusted HE penetration and splinter damage on armored areas.
Some adjustments to the tactical AI.
Some adjustments to mission data.
Prevented avoiding battles by closing the battle preview screen.
Field batteries ("army" field guns) will now only have HE ammo.
Radar blind fire range reduced to 80% of radar sighting range.
Gyro Stabilizer will now reduce the gunnery penalty for sea state.
Improved go to base behaviour for divisions following the force flagship into friendly port.
Improved AI convoy defence decisions.
Ammunition expenditure is now spread more evenly across turrets. (Previously, A and Y turret tended to use somewhat more ammo than X and B).
Reduced SAM hit rates (they were a little too good).
Aircraft
One floatplane squadron of up to 12 aircraft may now be based at any airbase without counting against capacity. (This is to increase the utility of floatplanes at land bases in the early game).
Before 1930, a floatplane scout with bomb + bomb priority will have torpedo capability and can be used as strike aircraft from AV without catapults.
Reduced the rate of aircraft production and added a column for production in the aircraft types screen. (The intention is that heavy aircraft losses should hurt more).
Officers
Area commander ability now influences the chance of unexpected battles.
On auto assign of officers, rear admirals might now be auto-promoted to admirals to fill an empty slot, just like the case with empty division or ship commands.
It is now possible to manually promote the senior officer of a rank for free (no prestige cost), You can only do this once per turn.
The ROF enthusiast will now give -10% accuracy in addition to the +10% ROF (or 20% at shorter ranges).
Adjusted officer promotions and retirements to reduce the risk that a nation should have too few admirals available.
Fixed a bug with admirals not being removed from an area command when they were assigned to another.
AI
The AI will now be better at replacing floatplanes on ships with helicopters and helipad.
User Interface
Research breakthroughs are now also shown in the turn message summary.
Made sure the commander text is visible in the ship status screen.
Obsolete ships are now clearly marked as so in ship status screen.
Officer list now remembers sorting and filter options.
On the missile control panel, renamed the Fire Salvo button to Manual fire to better describe what it does.
Added a button to exit the battle from the results screen and a button to view the map.
Added a button to go back to the results screen from the map after battle.
Doctrines
Added doctrine choices for AP shell design.
Bug Fixes
Fixed a bug that prevented AI nations from taking territory from each other in AI wars.
Fixed a bug in Fleet Exercise setup where a ship removed from a division would lead to all the ships in the division being duplicated in the available ships list.
Fixed some typos in tooltips.
Fixed the height of the ship status window.
Fixed problems with some corrupted save files.
Fixed a bug with divisions with Land CAP were not saved.
Fixed some misspellings in Spanish officer ranks.
Fixed a bug with the AI rebuilding ships occasionally producing error messages.
Fixed a bug where having no fire control used more crew than intended.
Fixed a bug with occasional miscount of free shipyard capacity to build ships.
Fixed a bug with helicopters on recon sometimes going in the wrong direction.
Fixed a bug with showing ship details from the build screen.
Fixed a bug in scenario info that led to France having no convoy in one of the convoy defense missions.
Fixed a bug with background sound not changing on weather change.
Fixed a bug with magazine explosion sound playing even if sound options were set to No sound (I guess this one could have been somewhat jarring if you expected silence).
Fixed a bug where in some cases a CL with 4 in B armor was classed as a CA.
Fixed a bug where submarines could engage in gunnery duels with enemy ships in another area.
Fixed a bug with ships not having missile or torpedo reloads in battles.
Fixed a bug that could make the choice of scout force flag division ineffective in cruiser battles and other battles smaller than fleet.
Fixed a bug that could lead to an error message when a peace breaks out.
Fixed a bug with numbers of missiles not being included in the short ship description.
Fixed a bug with getting the correct name of the nation whose aircraft sinks a sub.
Fixed a bug with the number of reloads for missile launchers.
Other
Miscellaneous minor improvements
RTW3: v.1.00.37 Public Beta Now Available
A new public beta is out now!
You can switch to it by going to RTW3 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.
IMPORTANT NOTE: We noticed some users reporting problems with converting old saves to the new format introduced in 1.00.32, however, these seem to be rare as of now. If you do experience any issues or errors in the conversion process, we request that you back up your old saves before converting them and be ready to provide a pre and post-conversion save yo help us work out any final kinks to the system.
What's New in Version 1.00.37:
• Added an export/import function for ship designs. The export function for ship designs is located on the graphics tab in the ship design screen. It will let you export any ship design as a file. The design can then be shared with other players or reused in a later game. Exported ship designs are located in the folder "My Games\Rule the Waves 3\Save\Ship Designs".
• Ammunition expenditure is now spread more evenly across turrets. (Previously, A and Y turret tended to use somewhat more ammo than X and B).
• Prevented fitting V turret on ships that couldn't have X turret.
• Reduced the rate of aircraft production and added a column for production in the aircraft types screen. (The intention is that heavy aircraft losses should hurt more).
• Reduced SAM hit rates (they were a little too good).
• Increased the cost of missile systems and missile maintenance.
• Fixed a bug with the gun quality of the rebuilding nation not being taken into account for gun upgrades.
• Fixed a bug with the autodesigner sometimes building ship with AON armor when it isn't researched.
• Fixed a bug with ammunition weight calculation in the 80-85 rounds per gun interval.
• Fixed a bug with admirals not being removed from an area command when they were assigned to another.
• Fixed a bug with the number of reloads for missile launchers.
• Fixed a bug where a CA could have protected cruiser armour configuration.
CHANGES/FIXES FOR v1.00.35 (PUBLIC BETA RELEASE)
Save Games
• Games are now saved to the directory "C:\USER\Documents\My Games\Rule the Waves 3". Old saves are loaded from the old save directory and saved to the new save directory.
Strategic Level
• Penalty points for declining battle is now reduced for battles far from friendly bases.
Options and Preferences
• Added an option to convert some characters in German ship and officer names, for example ö becomes oe, ü becomes ue etc. This is for the benefit of users with Asian language OS which can have problems with these characters.
Ship Design
• Moved the auto carrier conversion button to the box for flight installations.
• Added a function to auto change carrier graphics to angled flight deck.
• Curbed the tendency of the AI designer to overuse triple turrets on ships.
• Fixed a problem with rebuilding ships transferred from other nations.
• Fixed a problem with multiple classes being generated when fire control is upgraded for ships under construction.
Map Changes
• Updated the Chinese coastline with shallow water.
Battle Resolution
• Adjusted HE penetration and splinter damage on armored areas.
• Some adjustments to the tactical AI.
• Some adjustments to mission data.
Officers
• Area commander ability now influences the chance of unexpected battles.
Bug Fixes
• Fixed a bug that prevented AI nations from taking territory from each other in AI wars.
• Fixed a bug in Fleet Exercise setup where a ship removed from a division would lead to all the ships in the division being duplicated in the available ships list.
• Fixed some typos in tool tips.
• Fixed the height of the ship status window.
• Fixed problems with some corrupted save files.
• Fixed a bug with divisions with Land CAP were not saved.
• Fixed some misspellings in Spanish officer ranks.
CHANGES/FIXES FOR v1.00.34 (PUBLIC BETA RELEASE)
Generating and selecting ship pictures now works.
Adjusted some inconsistencies in the actions of allied nations in a multi nation war.
Research breakthroughs are now also shown in the turn message summary.
Field batteries will now only have HE ammo.
There is now a chance that scrapped ships can be sold to small nations (less than average economy), including to the player if the player is playing a small nation.
Some improvements in the tactical AI.
Adjusted submarine build times.
Radar blind fire range reduced to 80% of radar sighting range.
Made sure the commander text is visible in the ship status screen.
Obsolete ships are now clearly marked as so in ship status screen.
Officer list now remembers sorting and filter options.
Added an option to see submarine sinkings in aggregate only. (useful if you have many submarines and want to bring down the number of after turn messages)
Further adjustments to secondary gun placement on cruisers and destroyers.
Improved the autodesigner to avoid illegal triple turrets in A or Y position.
Prevented avoiding battles by closing the battle preview screen.
On auto assign of officers, rear admirals might now be auto-promoted to admirals to fill an empty slot, just like the case with empty division or ship commands.
It is now possible to manually promote the senior officer of a rank for free (no prestige cost), You can only do this once per turn.
One floatplane squadron of up to 12 aircraft may now be based at any airbase without counting against capacity. (This is to increase the utility of floatplanes at land bases in the early game).
The upgrade guns button will now be available when opening an existing design that has worse gun quality than available.
Adjusted the automatic secondary gun placement on cruisers to avoid having them placed outside the hull. (it is better but not perfect)
On the missile control panel, renamed the Fire Salvo button to Manual fire to better describe what it does.
The AI will now be better at replacing floatplanes on ships with helipad and helicopters.
Ships being rebuilt will now be moved to the closest home area with a rebuild yard.
There will be rebuild yards in home possessions with at least 200 base capacity. (That means US West Coast and Russian Far East will not have any initially on some starting dates, but by expanding base capacity, they will get the capability).
Increased the maximum number of ships that can be built at one time in the build ships creen to 25.
Added a button to exit the battle from the results screen and a button to view the map.
Added a button to go back to the results screen from the map after battle.
The ROF enthusiast will now give -10% accuracy in addition to the +10% ROF (or 20% at shorter ranges).
Gyro Stabilizer will now reduce the gunnery penalty for sea state.
Nations at war with you will now not ask to buy a license for your aircraft.
Using auto design in the design screen will now force a different template to be used every time auto design is pressed (if possible). This increasses apparent variation.
General bug fixes:
Fixed a bug with ships transferred to other nations getting the wrong design.
Fixed a bug with the AI rebuilding ships occasionally producing errormessages.
Fixed a bug where having no fire control used more crew than intended.
Fixed a bug with occasional miscount of free shipyard capacity to build ships.
Fixed a bug with helicopters on recon sometimes going in the wrong direction.
Fixed a bug with showing ship details from the build screen.
Fixed a bug in scenario info that led to France having no convoy in one of the convoy defense missions.
Fixed a bug with background sound not changing on weather change.
Fixed a bug with magazine explosion sound playing even if sound options were set to No sound (I guess this one could have been somewhat jarring if you expected silence).
Fixed a bug where in some cases a CL with 4 in B armor was classed as a CA.
Bugs introduced in previous beta fixed:
Fixed a bug with airstrikes aborting mission too easily.
Added a manual check for missing ship designs when converting old saves to new format. The player is given a chance to correct inconsistencies in the save being converted.
Fixed a bug with engine rebuilds not resetting engine age effects.
Fixed a bug with colonial service not being saved with the design.
Fixed loading of templates.
CHANGES/FIXES FOR v1.00.32 (BETA RELEASE)
With this version, we introduced a new system of structuring saves, as well as a way to convert old saves to the new format. Before attempting to load old saves we do recommend you back them up to avoid losing any progress in case there's an issue with the conversion process. If you run into any issues or bugs, definitely let us know in the Tech Support sub-forum.
Save Games
• Refurbished the saving of design files. All designs for each nation are now saved in one file. A saved game will now consist of fewer files, and the total save game size is reduced considerably. This should mitigate problems with saving to Steam cloud. It will also mitigate problems with some ship names on some (mainly Asian) language operating systems.
Important Note: The first time an old save game is opened, loading will take considerably longer as old style design files are converted.
Battle Generation
• Removed some occasional quirks in force selection in battle generator, for example having a BB subordinated to a CL flagship.
• Allied forces can now appear as support force.
• Added ship speeed and displacement to ship list in battle preview screen.
• Background color now changed in battle preview screen.
Controls and Preferences
• The space key will now only pause the game. This is to prevent inadvertently restarting time when you want to pause.
• The alt key will run the game one minute (or longer if auto play is switched on).
Battle Resolution
• Improved go to base behaviour for divisions following the force flagship into friendly port.
• Improved AI convoy defence decisions.
Aircraft
• Before 1930, a floatplane scout with bomb + bomb priority will have torpedo capability and can be used as strike aircraft from AV without catapults.
Officers
• Adjusted officer promotions and retirements to reduce the risk that a nation should have too few admirals available.
Bug Fixes
• Fixed a bug that could make the choice of scout force flag division ineffective in cruiser battles and other battles smaller than fleet.
• Fixed a bug that could lead to an error message when a peace breaks out.
• Fixed a bug with numbers of missiles not being included in the short ship description.
Doctrines
• Added doctrine choices for AP shell design.
Other
• Miscellaneous minor improvements
We are happy to release the largest update RTW3 has gotten since launch: The Admiral Update (v1.00.27) includes a completely reworked battle generator, adding an entire new level of command to Rule the Waves 3.
We are happy to release the largest update RTW3 has gotten since launch: The Admiral Update (v1.00.27) includes a completely reworked battle generator, adding an entire new level of command to Rule the Waves 3.
CHANGES/FIXES FOR v1.00.27
Battle Generation
Fixed missing objective in a convoy attack battle Germany vs France.
Completely new pre battle procedure that lets the player edit the force before battle, depending on a command roll for the commanding admiral.
On an intelligence coup, you can decline the battle with no penalty.
Fixed a bug in battle generation that could lead to error messages, primarily in carrier battles.
Battle Resolution
Some tweaks to the tactical AI.
Made the check for airstrikes in the air preventing scenario end more restrictive. An air formation must now have more than 3 aircraft and be within 100 nm of enemy ships to stop a scenario from ending.
Improved the notification when a friendly ship suffers a magazine explosion from a torpedo hit.
Limited flooding from collisions in some extreme cases.
Ship Design
Fixed illegal AI build templates that combine protected cruiser and narrow belt.
Prevented replacement of -2 quality main guns if ship has more than 2 centerline turrets.
Stopped the auto-designer from using triple wing turrets.
Improved Japanese ship names list (thanks to Burningapple3 and helpers!).
Officers
Admirals can now command forces in areas. Their ability will be used in the pre-battle stage.
Admirals will not be eligible to send as Naval Attache.
Bug Fixes
Fixed a bug with KE being allowed to have submerged torpedo tubes.
Fixed a bug with battlecruisers not being included in the losses history statistic.
Made sure the the lukewarm wartime support event does not fire if the player nation has been at war with the enemy of the ally.
Suppressed a debug message with "Too many rounds" that could appear very occasionally.
Fixed a bug that made detached damaged ships occasionally go towards their original division instead of to nearest friendly base.
Removed double message in turn reports about base expansion.
UI Improvements
On events, pressing the 1,2,3 key will now select the respective answer and close the event dialog.
Escape button now closes the division editor.
Current submarine reliability is now visible when building a new submarine.
Added a button in the design screen for upgrading guns in a refit (instead of changing the caliber back and forth).
The N key will now advance the turn in strategic mode.
Added a help button on the main screen to show keyboard shortcuts.
Divisions
Added warning when assigning more than one core division to follow the same lead division.
Fixed oversensitive core divisions check.
Fixed a bug that could cause an error message when the division screen was closed.
Balance Changes
The Japanese surprise attack can no longer be declined by the defender.
CHANGES/FIXES FOR v1.00.26
- Current submarine reliability is now visible when building a new submarine.
- Added a button in the design screen for upgrading guns in a refit (instead of changing the calibre back and forth).
- The N key will now advance the turn in strategic mode.
- Added a help button on the main screen to show keyboard shortcuts.
- Fixed a bug in battle generation that could lead to error messages, primarily in carrier battles.
- The Japanese surprise attack can no longer be declined by the defender.
CHANGES/FIXES FOR v1.00.25
BATTLE GENERATION
- Fixed a bug which could make it impossible to assign an admiral to a home area if there are no other possessions there.
- On an intelligence coup battle event, you can now decline the battle with no penalty.
OTHER FIXES
- Removed double message in turn reports about base expansion.
- Stopped the auto-designer from using triple wing turrets.
- Limited flooding from collisions in some extreme cases.
- Improved Japanese ship names list (thanks to Burningapple3 and helpers!)
CHANGES/FIXES FOR v1.00.24
This version has an improved interface and sequence for battle generation. The player will get a more detailed assessment of enemy forces and a possibility of rearranging his own force before deciding to accept or decline battle.
There will also be a role for admirals, as area commanders. Before battle, the commanding admiral will do a command check to determine the extent to which the force can be modified. On a very good roll, he may even be able to add a ship.
Note that the enemy gets a vote too. There is a corresponding check to see if the enemy can add a ship to his force.
- Completely new pre-battle procedure that lets the player edit the force before battle, depending on a command roll for the commanding admiral.
- Admirals can now command forces in areas. Their ability will be used in the pre-battle stage.
- The AI opponent can also add ships in a corresponding way to player command rolls.
- Admirals will gain battle stars for commanding a battle.
- Admirals are not eligible to send as Naval Attache.
- Admirals are auto-assigned when a command is vacant and auto-assign is selected.
CHANGES/FIXES FOR v1.00.19 (Released)
Raised maximum ROF for autoloaded light guns.
Fixed a minor bug that led to some hits being without hit location explanation.
Tactical AI: Made cruisers and BC on AI control more careful about staying in range of enemy battleships.
Allowed DD with Unit machinery to be rebuilt to KE.
Fixed a bug with formation line abreast not really working. Note, as a consequence of this, ships in line abreast formation can now collide with friendly ships in the same division, to discourage unrealistic wild turning maneuvers while in line abreast.
Fixed a bug with battlecruiser building allowed too early (now requires four levels of ship design research).
CHANGES/FIXES FOR v1.00.18
Made some adjustments in battle generaion to reduce the risk of divisions assigned to support carriers being used for other duties.
Adjusted pre battle placement to increase variability and give oppportunuity fo more pre-battle maneuvering, especially in the missile age. Note, this might increase the number of no-contact battles.
All nations will now get numbered DD names if names run out.
Added option for more frequent large battles and fleet battles.
Increased the treaty build limit by 20%.
Corvette AI ship templates updated.
Fixed a bug that could delay gun research if playing with bigger fleet sizes.
Fixed a bug with triple turrets in A or Y positions on high speed ships connected with the wrong tech.
CHANGES/FIXES FOR v1.00.17
DD ship type will be correctly classed when DD up to 3800 tons is researched early.
Autodesigned ships will not have incresed elevation if not researched.
Fixed a bug with the US not getting numbered DD names when the regular names run out.
Adjusted some aspects of research when playing at less than 100% research speed.
CHANGES/FIXES FOR v1.00.16
Changed the starting dock size for USA in 1890 to 10000 tons.
Ships maneuvering to avoid air attack will now tend to turn away from nearby enemy ships.
Fixed a bug with the ammo for secondary and tertiary guns in combat not corresponding to the designed amount.
Fixed a bug where good quality heavy guns could be developed before longer gun barrels tech was researched.
Adjusted gun research on less than 100% research speed (now easier to develop guns).
Made sure the autodesigner does not include inclined belt if not developed.
Made sure the autodesigner does not include mines on AMC if not developed.
Magazine explosion sound will now not play if no sound is selected.
Made sure officers can never be so stupid that they get invalid ability ratings.
Ship design: Fixed some quirks when entering numbers with the keyboard when editing rest angles for guns.
Ship design: Funnel positions are now rescaled when ship displacement is changed.
Ship design: When setting rest angle for tertiary mounts, opposite mount, if any, will automatically get corresponding rest angle.
Ship design: Removed lingering red circles after editing secondary and tertiary gun positions.
Improved AI design templates for early pre-dreadnoughts.
CHANGES/FIXES FOR v1.00.15
Made sure the division editor display of subordinate divisions is updated after dissolving a division.
Reduced the chance of friendly bombing of ships close to the originating carrier.
Tweaked the AI ship designer so it will not mangle lozenge design old battleships.
Fixed a bug with the battle generator ignoring the designated fleet flag division if the flagship was a B.
Tweaked the battle generator to adhere more closely to division organisation in some cases.
CHANGES/FIXES FOR v1.00.14
Fixed a bug with warning when the player has exactly 2 AMC in peacetime, instead of more than 2.
CHANGES/FIXES FOR v1.00.13
Fixed a bug with unrest sometimes unintentionally increasing when industrial productivity increases.
More variation in first carrier AI design for some nations.
Fixed a rare bug where an enemy ship could get speed 0, which would generate error messages in battle creation.
Fixed a bug with Unit machinery sometimes being applied in battle even though the ship was designed without it.
Fixed a bug with DD and CL division commanders not being auto assigned when they should be.
FIXES/CHANGES FOR v1.00.12
Damage control training will now not be selectable before the tech is researched.
Fixed a bug in the display of medium and heavy SAM ranges against surface targets.
Fixed a bug where scrapped ships could turn up as coastal patrols in battles.
Added function to multi select air units and make them night capable.
Fixed a bug with industrialists complaining about the Navy buying foreign aircraft even if nation has no aircraft industry (China).
Fixed a bug with magnetic pistols doctrine choice not being saved.
Removed non-functioning auto ammo choice checkbox in doctrine screen.
Made sure the DD request event does not fire before DDs are invented.
You will now no longer be reminded if the museum ship is a carrier and has no aircraft assigned.
The close button in the division editor now keeps alignment to the right edge of the screen.
Fixed a bug with secondary hit modifer from director control sometimes wrongly calculated.
FIXES/CHANGES FOR v1.00.11
Fixed a bug with small ships detaching/slowing down to quickly from floding, and large ships being to slow to do it.
User preferences, added option for no popups when divisions lose contact.
Increased starting distance in battles with long radar ranges (this will primarily affect the missile age).
FIXES/CHANGES FOR v1.00.10
CVL must now have a displacement of at least 6000 tons and a speed of at least 15 knots.
Separated the commander and division submenus in the ships in service popup menu.
In the ships in service popup menu, you can now reassign a ship to another division even if it already is in a division.
Made it possible to assign officers to command destroyer divisions from the officers tab.
Added a check for ship name being used when naming new ship classes.
Added "Independent" in the role selection screen of the division editor (= effectively no specified role).
Division editor: Made it possible to move divisions up or down in the division list.
When creating a division and changing the type of an alredy autonamed division, a new appropriate name can be autogenerated.
Made sure aircraft maneuverability can never go negative.
Probably fixed a bug that could corrupt savefiles (hard to reccreate the bug).
Tweaked the AI to be more sensitive to threats to its home area.
CHANGES/FIXES FOR v1.00.09
The VP display is now updated immediately after the player or the AI declines battle instead of at the end of turn processing.
The visual equipment list in the design window is now cleared when you press "Clear all values" for the ship design.
Added a button to clear all visuals.
Reduced the chance of AI nations allying if they have incompatible government systems.
Officers are now sorted on rank value and not on rank as text.
Copy and paste air unit will now also copy carrier capable and night capable characteristics.
Added option to center the map on selected possession when selecting possessions after a peace.
Improved the list in the officer selection screen with sortable columns for traits.
Added some Rear Admirals to the officer pool at the start of a new game.
Added query for automatic mirroring of opposite mount when moving tertiary gun mounts.
There is now a chance for officers in the starting pool to have their traits known at start.
The player will now be asked about auto scrapping all AMCs after a war.
Prevented an error when pressing OK on an aircraft prototype request without selecting a role.
Ships transferred as reparations or lend lease are now automatically removed from division organization.
Fixed a misleading description text in research of Wireless Telegraphy.
Fixed a bug with not being able to add more tertiary guns when a ship has 25 visuals.
Fixed a bug with the wrong message when tension is reduced due to the player being at war with another nations historical enemy.
Fixed a bug with another officer than the one mentioned in the turn report getting auto promoted to fill a vacant division slot.
Fixed a bug with dive bombers sometimes getting a heavy bomb load of 100 lbs.
Fixed a rare case where AI designs could get the same calibre for main and secondary guns.
CHANGES/FIXES FOR v1.00.06
Fixed a bug in blockade strength calculations.
Removed confusing message "Ships without hangar can not have more aircraft than catapults" when the ship has a helipad.
Added popup menu items to increase or decrease number of tubes in misssile launchers. (Feature #14140)
CHANGES/FIXES FOR v1.00.05
Fixed some glitches in torpedo fire arc visualization in the design window.
Made sure tech sharing agreements are terminated if the nations are at war. (Bug #14052)
Fixed a tension reduction bug Bug (#14096)
Fixed some typos. (Bug #14112) (Bug #14128)
Made slight adjustments to 1890 engine weight calculations and starting ship speeds.
Fixed a bug in battle generation when one side has too few ships and only DD present. (Bug #14122).
Fixed a bug that could generate error messages in AIDetermineTacticalStance (Bug #14121)
Fixed a bug with placement of tertiary gun mounts occasionally not working.
Tweaked some templates so AI generated legacy ships are legal in 1890 and 1900.
Fixed a bug with MTB graphics. (Bug #11671)
Fixed a bug where CV turning into the wind to launch aircraft could get stuck against a coast. (Bug #11924)
Fixed a bug with sorting on missile hits or survivors in the after battle stats screen. (Bug #11891)
Added a reminder when ending turn if there are player aircraft carriers without air units.
Fixed a bug that caused miscounts in the after battle air to air losses summary.