*** RTW3 UPDATES LISTING (v1.00.32 Beta Dec 7 2023)***
Aug 8, 2023 9:20:13 GMT -6
TheOtherPoster and blarglol like this
Post by williammiller on Aug 8, 2023 9:20:13 GMT -6
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.