KJakker Posted December 17, 2017 Posted December 17, 2017 Here are all the list of all of the changes made in each update from the Bugs, Fixed and Requested Features List thread by Killerfish Games linked below. I included the most resent Version 1.09b Beta from 12 Dec 2017 at the end of this list. Bugs, Fixed and Requested Features List Quote This locked thread will a list of all bugs/known issues and new features that are getting fixed or are already fixed. Occasionally we'll post a request under it for more info about a bug and ask that you create a new thread in reply with the title "[BUG] - Describe the bug". Feel free to do this for bugs listed as needing steps to reproduce as well. =================================================================== Quote Version 1.01bReleased 11 Jun 17General Unit Reference and Vessel Selection navigation arrows Option: Hide Low Sol. Contacts, added "in 3D" to clarify Soviet weapon sprites added Updated Narwhal description Fixed numerous typosCombat Camera movement deactivated when in full screen tactical map Zoom out key no longer leaves periscope view Decoys no longer count as weapons when leaving combat Leave combat nearby vessels simplified to check < 15KYD, not sinking and not a whale Weapons.txt new variable: WireBreakOnLaunchProbability Weapons.txt new variable: WireBreakSpeedThreshold, 10% per kn over threshold, checked every 5 sec AI subs suffer wire break on launch AI weapon systems disabled on sunk Expanded depth mask width for ultra-wide displays Missile pop-up improved Firing VLS no longer subtracts from internal stores MADDetectionRangeInYards=1000 added to config.txt Fixed min-map proportions for various HUD scale values Weapon warhead sizes reduced config.txt added NearbyVesselMinDistance=15000 for leaving combat threshold config.txt added NearbyWeaponMinDistance=10000 for leaving combat threshold config.txt added NearbyAircraftMinDistance=10000 for leaving combat threshold Mini-map "zoomable" area now matches mini-map size Abandon ship now always available to leave combat, but no chance for survival if below escape depth Stores now correctly display number of weapons if open when firing Fixed a bug (screechSound) where ships would not get flagged as sunk causing them to still attack/move Fixed an internal error when empty tube got knocked out Knocking out an already KO'ed tube no longer generates generic tube damaged messageCampaign Noisemakers replenished on entering port Hull damage auto-repaired on entering port (time = % damage * repairPenalty * difficultyModifier) Added black mask behind map for non- 16:9 aspect ratios Repairing Tubes in port restores tubes for use Fixed a bug where noisemakers in play at end of combat break next mission/event flow Fixed erroneous nautical mile range calculations for enemy recon planes and airbases Might have fixed port/briefing buttons not responding (needs verifying) Force task force de-activation immediately after Action Report to prevent possible re-engagement Pressing Continue Key (space) pauses strategic map Submarine only groups do not get escorting aircraft Combat start depths changed to 50,150,600 Fixed general campaign missions with bad parameters Insertion missions removed fixed wing aircraft Sonobarriers removed from ports since undetectable and not fun Last edited by Killerfish Games; Jun 12 @ 1:35am Quote Version 1.02bReleased 16 Jun 17GeneralFixed more typosFixed bad missile references for Delta III and IVAdded missing whiskey, kilo and romeo profiles to all single missionshud/default.txt corrected TorpedoTube to TorpedoTubeUnselectedAdded Kresta I profile to Single Missions that were missing itRemoved GUI camera depth swapping on opening Help which might solve unresponsive buttons in portCombatCan no longer throw SEALs overboard by clicking on their icon in stores panelReactor SCRAM should no longer cause player to continue at -7 knotsWire icon no longer disappears when opening panelsNoisemakers on board decreases correctly when one dropped while stores panel openRestored warheads to original (higher) valuesSignature profile buttons moved out of profile and given iconsCorrect signature profile auto-displayed if contact classifiedContact names keep their initial designation plus the vessel classForce all sensor data off for sunken AI vesselsCampaignFixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission."Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounterSEALs can no longer be captured, if you deploy them, they succeedHome port locaton larger and marked in green on Strategic Mapcampaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving portSave hull status on enting port so as damage not re-applied of an event occurs while in portArchangel insertion mission fixed in order to generate terrain correctlyAuto-enter port once in close proximityAdded colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on boardAdded Brief button to strategic map to open briefing Quote Version 1.03b19 Jun 17Several changes to the default folder file structure were made which will impact mods and localisations which have edited these files. See below.General Added in game recognition manual linked to Signature tab Fixed recognition manual anchor so as to say on screen when adjusting HUD scale Soviet mast textures fixed Kotlin now uses the newly added wp_sm2_shell naval guns. Changes to Default File Structure and Contents default/weapons.txt - removed weapon names and weapon description fields. Added wp_sm2_shell for Kotlin class. language_en/dictionary/dictionary_interface.txt - added new variables ReferenceSonar=Sonar ReferenceRadar=Radar ReferenceActive=Active ReferencePassive=Passive ReferenceTowed=Towed ReferenceVeryQuiet=Very Quiet ReferenceSemiQuiet=Semi-Quiet ReferenceQuiet=Quiet ReferenceSemiNoisy=Semi-Noisy ReferenceNoisy=Noisy ReferenceVeryNoisy=Very Noisy FrequencyAbbreviated=F language_en/sensors/sensors.txt - restructured the entire file to: sensor_reference=sensor_display_name=sensor_description language_en/weapon/depth_weapon_display_names.txt - this is a new file for other weapons using the format: weapon_reference=weapon_display_name=weapon_description hud/default.txt - added new variables [Other Panels] SignatureIconColor=65,173,77,255 SignatureIconNext=hud/default/arrow_next.png SignatureIconPrev=hud/default/arrow_prev.png SignatureIconSelect=hud/default/checkbox_filled.png [Recognition Manual] UnitReferenceMain=hud/default/unit_ref_main.png UnitReferenceSecondary=hud/default/unit_ref_info_window.png UnitReferenceTab=hud/default/unit_ref_tab.png UnitReferenceTextColor=0,0,0,255 UnitReferenceTextHighlightColor=maroon UnitReferenceIconColor=100,100,100,255 UnitReferenceIconNext=hud/default/arrow_next.png UnitReferenceIconPrev=hud/default/arrow_prev.png UnitReferenceIconSelect=hud/default/checkbox_filled.png UnitReferenceIconHighlightMarker=hud/default/arrow_next.png [HUD LAYOUT] UpperRightRecognitionManual=0,0 default/vessels/profile - new folder containing all ship profile images Quote Version 1.04b23 Jun 17CampaignFixed typos in default\campaign\campaign001\missions\SSBN_PATROL_1.txt and LAND_STRIKE_LOCATION_10.txt which broke these missionsSSN_WOLFPACK_4 added [MISSION WIN] tag to language file84 INSERTION missions added missing [MISSION MISSED] tags to language filesIncreased period between land war events; 48 to 168 hours to increase duration of both campaignsIncreased TerritoryTakebackThreshold to 5 for both campaigns to increase campaign durationIncreased number of initial invaded zones for both campaignsFixed broken port issues which seemed associated with receiving medalsFixed a bug where "cumulative" medals were not being awardedMapTimeCompression now adhered to when pausing strategic map with SpaceDateTitle no longer shows date when credits roll at end of campaignLegion of merit award renamed to remove "navy" from prefix: campaign event files and in both campaign_data.txt filesLegion Of Merit award title corrected to be LEGION OF MERIT MEDAL for both campaign award eventsAll award events music score corrected to "Cold Waters Theme" (except Purple Heart) Quote Version 1.05b6 Jul 17 Crew voices (in progress) are in but disabled by default in version 1.05b. To enable them simply open default/hud/default.txt and change LogVoiceVolume=0 to a value between 0-1 for volume.GeneralOpening Help in After Action Report no longer opens mini-map which breaks subsequent Back buttonRemoved legacy WeaponName and WeaponDescription fields from weapons.txtRemoved legacy RADARID field from sensors.txtaircraft.txt stats modified (additional weapons added later when combat balanced better)Juliette designation corrected to SSGAdded date to Single Missions descriptionsdefault/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variablesAdded new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission typeAdded missing MaxPitchAngle=25 variable to MK37 in weapons.txtAdded temporary LogVoiceVolume=0 parameter to default/hud/default.txt (set to 1 to enable voices)Voice talent added to creditsFixed typo for Bear reference data heightNumber of functional torpedo tubes no longer limited to 6CombatPlayer speed no longer defaults to emergency back if reactor offline when changing speedMoving in reverse now generates noise in Signature panel display correctlyBack Emergency increases noise rather than decreasing it below All StopSunk vessels no longer detected by player ESMSunk vessels no longer perform surface or air radar checksSunk vessels no longer ping with active sonarOpening Help in periscope view forces periscope view closedFixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submergingdefault/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meterSwitching a wire guided torpedo from passive to active now worksFixed towed array calculations for AI vesselsCrew voices added to audio/voices folder and implementedAnechoic coating decreases active torpedo sensor range by 50%Reference manual now opens to current signature profileSpec Ops team now deploys at under 5 knots, rather than at stopIncreased TLAM cruise altitude to 300 to assist with terrain avoidanceTLAM homing in on target (activate in red circle) now provides log messageLand strike complete message displayed in log once all required TLAMs homing (activate in red circle)Mini-map display now correctly offset when bottom left panel is moved by editing default/hud/default.txtEnemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missilesFixed a bug where sub riding too high in the water could "hover"Sonarman voice now calls correct bearing to noisemakersSinking vessels can no longer be selected as a contactClicking a sunk vessel icon on map moves camera to that sinking vesselCampaignMapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign endPort reload/unload/Spec Ops time required labels corrected for difficulty level modifiersVerified subsystem displayed repair times take into account difficulty level modifierscampaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their lengthFixed a possible mismatch of player weapons in tubes which might cause some downstream bugsRestructured EndLevel() in attempt to minimise impact of unknown bugFixed a bug where missing a mission caused all subsequent radio messages to state failed, even if wonCorrected all LAND_STRIKE missions to require 8 weapons fired at deployment zoneNew Holy Loch background added for both campaignsFixed a bug where entering combat near/between two (or more) ports broke mission (blank blue underwater screen)Fixed a bug where null minefields were trying to be checked with nav sonarCampaign summary now correctly tracks completed land strike and insertion missionsExit mission menu now displays whether land strike or insertion mission is completeLeave Combat button now correctly detects if player sub is sunkTime in port display time now correctly resets to 0 on entering portEntering combat with propulsion damage now adjusts max speed accordingly Quote Version 1.06b28 Jul 17Crew voices (in progress) are in but disabled by default in version 1.05b. To enable them simply open default/hud/default.txt and change LogVoiceVolume=0 to a value between 0-1 for volume.GeneralAdded wireBreakOnLaunchProbability=0.1 to weapons.txtAdded wireBreakThreshold=30 to weapons.txt (2x speed + planes angle - 30) / 50 every 6 seconds<POSTHUMOUSLY>, <PLAYERVESSELNAVY>, <SHIPTYPE> and <SHIPDESIGNATION> now use dictionary valuesdictionary_interface.txt ReferenceSonobuoy=Sonobuoy changed to ReferenceSonobuoys=Sonobuoysconfig.txt added DetectionThreshold=10, MaintainContactThreshold=1config.txt added ContactProfileGraphicFactor=2 (factor intensity of contact divided by), must be >= 1For training missions, all tubes get wires and wires cannot be cut/brokenconfig/txt added LoadVideos=TRUE, setting to FALSE disables menu and credits vidoesUdaloy edited to carry 2 helicoptersCombatRecognition manual "tons" now uses dictionaryFixed errors with reloading if greater than 6 tubes on submarine Terrain chunks are now always drawn near player submarine regardless of camera positionFixed a bug where non-wire guided torpedoes could be wire guided by AI submarinesImproved AI depth keeping to prevent submarines from hitting seabed or going below crush depthImproved AI navigation when near terrain or icebergsAI Submarines and escorts no longer share contact dataSubmarines no longer use Hunter/Killer logicRaised masts no longer damaged by diving/depth (only speed)Mk48 sensor angle decreasedSinking vessels less likely to attract torpedoes over timeTorpedo tubes may jam at 20+ knotsHoming torpedoes no longer use lead logicWhales no longer drawn as "ships" in Conditions panel (not drawn at all)Improved AI depth keeping to prevent submarines diving too deep when evading torpedoesAI submarines now use active sonar less frequently"\n" now correctly parsed in recognition manual information windowCampaignFixed broken INSERTION and LAND_STRIKE missions which caused Action Report bugFixed several missing delimiters "|" in both campaign partol_outcomes.txt filesAdded new parameters to campaign_data.txt for strategic map icon colours;PlayerIconColor=2,84,166,255EnemyIconColor=255,0,0,255ContactOverTimeColor1=255,0,0,255ContactOverTimeColor2=192,0,0,255ContactOverTimeColor3=128,0,0,255ContactOverTimeColor4=64,0,0,255Fixed a bug with EventsDebugOnContinue=TRUE for testing event content<POSTHUMOUSLY> tag should now be applied correctly when awarded medals Quote Version 1.07d31 Aug 17Version 1.07d is a major re-working of the user interface and finalising of the crew voices. Note that additional ships, weapons and helicopters have been removed for now while we focus on getting the GUI tested and deployed.The new GUI functionality is mostly redundant such that Cold Waters can be played predominately from the keyboard as it was prior to 1.07d. Access to the new GUI functionality is via tabs which are minimsed by default with the exception of weapon buttons which now appear on the Weapons panel and the Periscope/ESM toolbar which auto appears once masts are raised.GeneralRemoved LogVoiceVolume from default/hud/default.txtAdded options slider for crew voice volumeAdded option for tooltips on/off (default on)GenerateFullLog=TRUE added to config.txt to enable/disable full loggingManual updatedCombatAI firing missile, torpedo, mortar, shell or depth bomb drops out of time compressionconfig.txt MAD sensor range decreased to 400 yardsAdded status icons for auto depth and course changesStores renamed to Weapons and redesignedButtons corresponding to most keys addedTooltips added across all GUI buttonsOptional sim-like navigation commands addedCause of player sub sinking/destroyed added to After Action ReportAll bugs reported in 1.07 alpha fixedFixed display bug to show correct number of noisemakers on boardCalling Silent Running now correctly sets the speed display in the Helm panelRepaired subsystem voice audio now calls out the correct subsystemModified some crew voice priorities for more consistent behaviourdictionary_message_log.txt fixed bad reference to wire break audio clipHiding the HUD no longer breaks auto-helm commandsHiding the HUD no longer prevents crew voicesNew combat GUI Features:New tabs for Helm, Dive and Sensors toolbarsSet speed to individual knot valueDirect telegraphPlot course via map way pointMove submarine to depth in 50 ft incrementsMove submarine to periscope depthEmergency Deep - sets planes/ballast to max down and flank speedRedesigned ESM meterMasts toolbar added which appears once periscope or ESM mast is raisedFully expanded and scrolling message logCampaignNoisemakers now correctly reloaded when leaving portReturn to base mission now given if < 8-12 total weapons or hull < 50%Edits to game data files:dictionary_message_log.txt has been completely overhauled in conjunction with new audio file names.default/hud/default.txt has been completely overhauled in order to support the new user interface. Note new toolbar position and option to anchor it to the mini-map: //Toolbar position 0,0, 1 to anchor to minimap or 0 for no anchor ToolbarsPos=0,0,1 default_keys.txt updated to contain new key commands dictionary_interface.txt added new values: [HUD] Left=left Right=right TorpedoRoom=torpedo room ControlRoom=control room ReactorSpace=reactor space EngineRoom=engine room MachinerySpace=machinery space SET SPEED=SET SPEED HELM ORDERS=HELM ORDERS PLOT CSE=PLOT CSE SET DEPTH=SET DEPTH DIVE ORDERS=DIVE ORDERS E. BLOW=E. BLOW MASTS=MASTS ACTIVE=ACTIVE DECOY=DECOY ESM=ESM DETECTION THRESHOLD=DETECTION THRESHOLD LLTV=LLTV MARK=MARK WIRE CONTROL=WIRE CONTROL GUIDANCE=GUIDANCE MANUAL CTRL=MANUAL CTRL LOAD WEAPON=LOAD WEAPON LOAD SPEC OPS=LOAD SPEC OPS [ACTION REPORT] ActionReportHowSunk=SUNK BY: ActionReportImplosion=IMPLOSION ActionReportCollision=COLLISION ActionReportScuttled=SCUTTLED [OPTIONS] Tooltips=Tooltips CrewVoice=Crew Voice [KEYBIND DISPLAY NAMES: COMMAND=OPTIONS DISPLAYNAME] Set Course=Set Course Periscope Depth=Periscope Depth Emergency Deep=Emergency Deep Periscope View=Periscope View Recognition Manual=Recognition Manual Helm Controls=Helm Controls Dive Controls=Dive Controls Sensor Controls=Sensor Controls Expand Log=Expand Log Set Waypoint=Set Waypoint Edit Waypoint=Edit Waypoint Quote Version 1.07e 4 Sep 17 Combat Conditions tab can now be scaled to 1000, 2000, 3000 ft max. Set depth meter set to closest 50 ft increment at mission start Emergency deep now lowers all undamaged masts Silent running now sets speed correctly if individual knot setting is being used Capsized vessels should no longer attack/sail forward (needs verifying) All toolbars can now be forced on and individually offset to any position on screen Forcing toolbars on hides tabs for them and disables opening/closing of them default/hud/default.txt added new variables: ForceAllToolbarsOn=FALSE HelmToolbarOffset=0,0 DiveToolbarOffset=0,0 SensorToolbarOffset=0,0 Last edited by Killerfish Games; Sep 4 @ 9:29pm Quote Version 1.08c22 Sep 2017GeneralKommunist Class merchant addedMil Mi-14 (Haze) Anti-Submarine Warfare (ASW) helicopter addedHaze helicopters added to land-based missions (Land Strike and Insertion)Beriev Be-12 Chayka (Mail) Anti-Submarine Warfare (ASW) amphibious aircraft addedMK45, AT-1, AT-2, SET-40 torpedoes addedAll US submarines models improvedVessel, aircraft, weapon references to textures and audio now check external folders (override/default)TLAM cruise altitude set to 500 to aid with terrain avoidanceUnit Reference now has filters for global/nations as well as shortcuts to submarines, warships, biologic, aircraft and weaponsRebalanced noise levels across all submarinesRebalanced sonar performance to be in line with performance quoted by USNI referenceAircraft and Helos now have their historical loadoutsTweaked the Mk48 sensor to be less overpowereddictionary_interface.txt Noisemaker renamed to DECOYNumber of noisemakers on board displayed again in weapons rearm panelCombatWeapons tab now displays number of wires used/available for your submarineRecognition manual now displays submarine test depthsRecognition manual now has shortcuts to sub, warship and merchant classesRecognition manual now has shortcut to own sub to allow viewing of own sub statistics along with weapons dataSignature panel now has shortcuts to sub, warship and merchant classesDifferent HUDs now load correctly without the need to return to main menuSonarman now calls out correct contact number when detecting transient from a known contactCampaignLand Strike missions no longer display or require a "target zone", just fire anywhere and the TLAM counts as awayBroken After Action Reports for Land Strike missions fixedNoisemaker rearm at port uses the correct value in vessel txt file instead of 20dictionary_interface.txt added new values for in game recognition manual: FrequencyAbbreviatedVeryLow=VL FrequencyAbbreviatedLow=L FrequencyAbbreviatedMedium=M FrequencyAbbreviatedHigh=H ReferenceTestDepth=Test Depth WIRES=WIRES Quote Version 1.09 Beta 12 Dec 2017General "Default Commander Name" now uses language dictionary value Fixed typo in sensor_display_names.txt and sensors.txt "Spin Trough" config.txt added ForceCampaignMissionNumber=FALSE for debugging specific mission instance of ForceCampaignMissionType PeriscopeDepthInFeet=45 variable now supported in vessel files, default value if omitted is 45 Added Mail and Haze to Strike from the Sea and Narvik Caper Single Missions Added support for vessels at anchor near ports Missiles cannot target anchored ships in close proximity to docks Added support for multiple rudders on vessels Seaweed patches added in shallow waters Fixed prop location on Kilo default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt to handle court martial ending Added SHIPDOCK positions to all ports Removed red TLAM circle from Strike from the Sea Single Mission as TLAMs auto home added as of version 1.08c OtherVessels removed from Single mission files and added to default/campaign/maps/norwegian_sea_traffic.txt VesselsAndTraffic=campaign/maps/norwegian_sea_traffic added to all Single Missions and campaign_data.txt files to reference neutral traffic and lists of ships available for Signature Analysis Oil rig positions added to default/campaign/maps/norwegian_sea_world_objects Added new text files default/campaign/maps/norwegian_sea_world_objects_68.txt and default/campaign/maps/norwegian_sea_traffic_68.txt New vessels and oil rigs added: civ_fv_trawler civ_ms_freighter_a civ_ms_freighter_b civ_ms_super_p civ_ms_encounter civ_ms_sl7 civ_oilrig civ_spar_rigCombat Recognition manual displays correct sonar frequencies Helmsman now calls correct speed if entering Silent Running above 5 knots Sonarman now calls out faded contact bearing at mission start if initial contact is lost AI take snapshots toward incoming torpedoes with torpedo and/or ASW missile spreads Snapshots with missiles, range spread Snapshots with torpedoes, bearing spread Snapshot probability tied to game difficulty (40%, 70%, 100%, 100%) Torpedo snapshot number fired tied to quality of enemy solution against player AI surface vessels now more aggressive with using torpedoes Decreased radius of depth charge, depth bomb and naval shell blast zones by 50% Fixed a bug where sinking a contact not currently detected threw a script error Fixed some physics issues with depth bomb trajectories Fixed an error with ship fires burning script Despawn ships that cannot be assigned a valid start position (due to terrain) Damage decals updated Ships docked at ports randomised and can be sunkCampaign Whales now correctly spawn in campaign missions Improved campaign mission generation for more mission variety campaign_data.txt added DefaultMissionTypes=SSN_WOLFPACK,SS_WOLFPACK to fall back to these types when a valid mission cannot be found Fixed ASUW_STRIKE and RESUPPLY_CONVOY missions which were not being generated correctly Enemy occupied locations now correctly calculated for mission types requiring them Fixed SS_WOLFPACK_2 missions (84, 68 campaigns) which lacked waypoint data Removed non-player CONVOY missions from 68 and 84 campaign_data.txt as they broke mission generation Event texts use correct file values for headers: "THE SECRETARY OF THE NAVY<n>WASHINGTON" and "ACHIEVEMENTS TO DATE" Events new variable: ForwardDate=7,14 sets date forward by range for all intro and conclusion events to simulate passage of time Added Mail to INSERTION and LAND_STRIKE missions Fixed bad mission files for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim Added air patrols for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim New player mission checks if location based and too close to current player position to prevent auto-failing mission campaign_data.txt added CivilianTraffic=campaign/maps/norwegian_sea_traffic default/campaign/maps added norwegian_sea_traffic.txt files for 84 and 68 campaign default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt added for court martial ending of campaign Last edited by Killerfish Games; Dec 11 @ 7:36pm Quote Version 1.09b Beta Now Available This is a significant update which adds neutral shipping along with other fixes and improvements to the base game. Note that it will likely break most mods, so be sure to disable any mods or custom content before enabling 1.09 beta. To opt in to the beta: Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.09. 1.09b fixes a nasty bug where the player sub was flagged as sunk when sinking a currently undetected contact as well as improves tactical map display of neutrals and removes them from the ENEMY ENGAGED list of the Action Report. Version 1.09b Beta 12 Dec 2017General "Default Commander Name" now uses language dictionary value Fixed typo in sensor_display_names.txt and sensors.txt "Spin Trough" config.txt added ForceCampaignMissionNumber=FALSE for debugging specific mission instance of ForceCampaignMissionType PeriscopeDepthInFeet=45 variable now supported in vessel files, default value if omitted is 45 Added Mail and Haze to Strike from the Sea and Narvik Caper Single Missions Added support for vessels at anchor near ports Missiles cannot target anchored ships in close proximity to docks Added support for multiple rudders on vessels Seaweed patches added in shallow waters Fixed prop location on Kilo default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt to handle court martial ending Added SHIPDOCK positions to all ports Removed red TLAM circle from Strike from the Sea Single Mission as TLAMs auto home added as of version 1.08c OtherVessels removed from Single mission files and added to default/campaign/maps/norwegian_sea_traffic.txt VesselsAndTraffic=campaign/maps/norwegian_sea_traffic added to all Single Missions and campaign_data.txt files to reference neutral traffic and lists of ships available for Signature Analysis Oil rig positions added to default/campaign/maps/norwegian_sea_world_objects Added new text files default/campaign/maps/norwegian_sea_world_objects_68.txt and default/campaign/maps/norwegian_sea_traffic_68.txt New vessels and oil rigs added: civ_fv_trawler civ_ms_freighter_a civ_ms_freighter_b civ_ms_super_p civ_ms_encounter civ_ms_sl7 civ_oilrig civ_spar_rigCombat Recognition manual displays correct sonar frequencies Helmsman now calls correct speed if entering Silent Running above 5 knots Sonarman now calls out faded contact bearing at mission start if initial contact is lost AI take snapshots toward incoming torpedoes with torpedo and/or ASW missile spreads Snapshots with missiles, range spread Snapshots with torpedoes, bearing spread Snapshot probability tied to game difficulty (40%, 70%, 100%, 100%) Torpedo snapshot number fired tied to quality of enemy solution against player AI surface vessels now more aggressive with using torpedoes Decreased radius of depth charge, depth bomb and naval shell blast zones by 50% Fixed a bug where sinking a contact not currently detected threw a script error Fixed some physics issues with depth bomb trajectories Fixed an error with ship fires burning script Despawn ships that cannot be assigned a valid start position (due to terrain) Damage decals updated Ships docked at ports randomised and can be sunkCampaign Whales now correctly spawn in campaign missions Improved campaign mission generation for more mission variety campaign_data.txt added DefaultMissionTypes=SSN_WOLFPACK,SS_WOLFPACK to fall back to these types when a valid mission cannot be found Fixed ASUW_STRIKE and RESUPPLY_CONVOY missions which were not being generated correctly Enemy occupied locations now correctly calculated for mission types requiring them Fixed SS_WOLFPACK_2 missions (84, 68 campaigns) which lacked waypoint data Removed non-player CONVOY missions from 68 and 84 campaign_data.txt as they broke mission generation Event texts use correct file values for headers: "THE SECRETARY OF THE NAVY<n>WASHINGTON" and "ACHIEVEMENTS TO DATE" Events new variable: ForwardDate=7,14 sets date forward by range for all intro and conclusion events to simulate passage of time Added Mail to INSERTION and LAND_STRIKE missions Fixed bad mission files for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim Added air patrols for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim New player mission checks if location based and too close to current player position to prevent auto-failing mission campaign_data.txt added CivilianTraffic=campaign/maps/norwegian_sea_traffic default/campaign/maps added norwegian_sea_traffic.txt files for 84 and 68 campaign default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt added for court martial ending of campaign Last edited by Killerfish Games; Dec 12 @ 1:33am Quote
Do335 Posted December 18, 2017 Posted December 18, 2017 (edited) just waiting to checkout the Seawolf. Edited December 18, 2017 by Do335 Quote
KJakker Posted December 19, 2017 Author Posted December 19, 2017 New update. Fixes and tweaks for issues that came up in 1.09b. To opt in to the beta: Right click the Cold Waters in Steam library, go to properties and you should have new "BETAS" tab added, then use the pulldown to select the beta you would like to opt into -leave the early access code empty- and the new update should download. When you run the game the version number should read version 1.09. Version 1.09c Beta 19 Dec 2017 General Fixed damage decal graphical issues PeriscopeDepthInFeet vessel file variable fixed Additional civ variants of existing Soviet vessels added and added to norwegian_sea_traffic files Fixed rare crash in Single Missions caused by not clearing UsePresetPositions flag Recognition Manual no longer displays in credits if left open at end of campaign Neutral vessels incorporated into enemy formations now get a correct NeutralMerchantFlags4 flag assigned Combat Enemy active intercept no longer picks up passive homing torpedoes Whales no longer detected by radar Whales no longer targeted by missiles Contact will not upgrade to Master if sinking Sinking ships no longer updated by radar/ESM Multiple S1 contacts bug fixed Whales spawn frequency dropped from 100% to the intended 10% Decreased overall number of enemy weapons fired Blastzones of depth bombs, mortars and shells increased Incoming torpedo status icon now correctly displays if any torpedo is homing on player sub AI torpedoes are depth set to not home on surface vessels MOSS no longer gradually descends after reaching waypoint Campaign Court martial added as an actual event to campaign_data.txt files New event tag COURT_MARTIAL added to campaign_data.txt files event_campaign_court_martial.txt added to campaign/campaignXXX/language_en/events Threshold for court martial decreased based on difficulty level Fixed a bug where doing an INSERTION of LAND_STRIKE mission crashed the next mission/briefing screen Patrol aircraft now appear in campaign missions based on combat distance from airfields, nearest recon and whether player is detected at combat start Quote
KJakker Posted December 22, 2017 Author Posted December 22, 2017 Latest Beta update. Quoting from Killerfish Games. Version 1.09d Beta 22 Dec 2017 ============================== [h1]Major Changes[/h1] - Start of combat sonarman greatly improved. Please check for any issues with initial contact assignment with detected or lost contacts, duplicate "S" contacts etc. - INSERTION and LAND_STRIKE missions were crashing in previous 1.09 versions. Please verify that these mission types are working and if you have a campaign where they consistently crash on loading, please email us the save game.Confirmed still crashing: We'll roll out a fix in the next day or so. - Subsequent missions could crash due to assignment of neutral flags in the previous mission. Please check multiple missions work fine in the same play session. ============================== General Fixed all new vessels and radar orientation issues Added civ_ms_old_freighter Added civ_ms_old_freighter to norwegian_sea_traffic.txt files default/language_en/dictionary/dictionary_interface.txt added contact types: SonarContact=Sierra RadarContact=Romeo VisualContact=Victor ESMContact=Echo MultipleContact=Master Added neutral and whale probabilities to config.txt file: [Miscellaneous] //Flat % chance for whales WhaleProbability=0.1 //Probability * pixel value of traffic map (0-1), rolls 2x NeutralVesselProbability1=0.33 NeutralVesselProbability2=0.25 PeriscopeDepthInFeet variable in vessel txt files now correctly applied to mast usage Removed deprecated variables from default/language_en/message/briefing.txt (StrengthTypes, ConditionTypes and TextInPort) Combat Initial sonar contact callouts corrected and improved for new and lost contacts Fixed misclassification of contacts and duplicate initial contact names Fixed a bug where contact names could not get generated correctly leading to blank or duplicate names Fixed a bug where initial contact had TMA progress calculated when it should not Campaign Fixed chance for subsequent mission crash due to assignment of neutral flags in the previous mission Increased escorts in 68 campaign for some missions where 0 escorts could be generated Mission orders clarified to be aware of neutrals in the region Strategic map now moves player sub at flank speed Strategic map speeds now correctly used at start of combat (max telegraph value 5) SSBN_PATROL_1 language file, clarified that it is a surface group you are hunting with a boomer below Disabled event date forwarding as it caused the date to be out of sync at campaign start Quote
KJakker Posted December 28, 2017 Author Posted December 28, 2017 Latest non-beta. Quote Version 1.09e 25 Dec 2017 General "Default Commander Name" now uses language dictionary value Fixed typo in sensor_display_names.txt and sensors.txt "Spin Trough" config.txt added ForceCampaignMissionNumber=FALSE for debugging specific mission instance of ForceCampaignMissionType PeriscopeDepthInFeet=45 variable now supported in vessel files, default value if omitted is 45 Added Mail and Haze to Strike from the Sea and Narvik Caper Single Missions Added support for vessels at anchor near ports Missiles cannot target anchored ships in close proximity to docks Added support for multiple rudders on vessels Seaweed patches added in shallow waters Fixed prop location on Kilo default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt to handle court martial ending Added SHIPDOCK positions to all ports Removed red TLAM circle from Strike from the Sea Single Mission as TLAMs auto home added as of version 1.08c OtherVessels removed from Single mission files and added to default/campaign/maps/norwegian_sea_traffic.txt VesselsAndTraffic=campaign/maps/norwegian_sea_traffic added to all Single Missions and campaign_data.txt files to reference neutral traffic and lists of ships available for Signature Analysis Oil rig positions added to default/campaign/maps/norwegian_sea_world_objects Added new text files default/campaign/maps/norwegian_sea_world_objects_68.txt and default/campaign/maps/norwegian_sea_traffic_68.txt Fixed damage decal graphical issues PeriscopeDepthInFeet vessel file variable fixed Additional civ variants of existing Soviet vessels added and added to norwegian_sea_traffic files Fixed rare crash in Single Missions caused by not clearing UsePresetPositions flag Recognition Manual no longer displays in credits if left open at end of campaign Neutral vessels incorporated into enemy formations now get a correct NeutralMerchantFlags4 flag assigned Fixed all new vessels and radar orientation issues Added civ_ms_old_freighter Added civ_ms_old_freighter to norwegian_sea_traffic.txt files default/language_en/dictionary/dictionary_interface.txt added contact types: SonarContact=Sierra RadarContact=Romeo VisualContact=Victor ESMContact=Echo MultipleContact=Master Added neutral and whale probabilities to config.txt file: [Miscellaneous] //Flat % chance for whales WhaleProbability=0.1 //Probability * pixel value of traffic map (0-1), rolls 2x NeutralVesselProbability1=0.33 NeutralVesselProbability2=0.25 PeriscopeDepthInFeet variable in vessel txt files now correctly applied to mast usage Removed deprecated variables from default/language_en/message/briefing.txt (StrengthTypes, ConditionTypes and TextInPort) civ_ms_old_freighter fixed broken signature graphic civ_ms_old_freighter and civ_ms_act_1 profile images updated Neutral flags colour now set correctly at night New vessels and oil rigs added: civ_fv_trawler civ_ms_freighter_a civ_ms_freighter_b civ_ms_super_p civ_ms_encounter civ_ms_sl7 civ_oilrig civ_spar_rig Combat Recognition manual displays correct sonar frequencies Helmsman now calls correct speed if entering Silent Running above 5 knots Sonarman now calls out faded contact bearing at mission start if initial contact is lost AI take snapshots toward incoming torpedoes with torpedo and/or ASW missile spreads Snapshots with missiles, range spread Snapshots with torpedoes, bearing spread Snapshot probability tied to game difficulty (40%, 70%, 100%, 100%) Torpedo snapshot number fired tied to quality of enemy solution against player AI surface vessels now more aggressive with using torpedoes Decreased radius of depth charge, depth bomb and naval shell blast zones by 50% Fixed a bug where sinking a contact not currently detected threw a script error Fixed some physics issues with depth bomb trajectories Fixed an error with ship fires burning script Despawn ships that cannot be assigned a valid start position (due to terrain) Damage decals updated Whales no longer detected by radar Whales no longer targetted by missiles Contact will not upgrade to Master if sinking Sinking ships no longer updated by radar/ESM Multiple S1 contacts bug fixed Whales spawn frequency dropped from 100% to the intended 10% Decreased overall number of enemy weapons fired Blastzones of depth bombs, mortars and shells increased Incoming torpedo status icon now correctly displays if any torpedo is homing on player sub AI torpedoes are depth set to not home on surface vessels MOSS no longer gradually descends after reaching waypoint Initial sonar contact callouts corrected and improved for new and lost contacts Fixed misclassification of contacts and duplicate initial contact names Fixed a bug where contact names could not get generated correctly leading to blank or duplicate names Fixed a bug where initial contact had TMA progress calculated when it should not Improved combat spawn conditions to reduce interference by neutrals Campaign Whales now correctly spawn in campaign missions Improved campaign mission generation for more mission variety campaign_data.txt added DefaultMissionTypes=SSN_WOLFPACK,SS_WOLFPACK to fall back to these types when a valid mission cannot be found Fixed ASUW_STRIKE and RESUPPLY_CONVOY missions which were not being generated correctly Enemy occupied locations now correctly calculated for mission types requiring them Fixed SS_WOLFPACK_2 missions (84, 68 campaigns) which lacked waypoint data Removed non-player CONVOY missions from 68 and 84 campaign_data.txt as they broke mission generation Event texts use correct file values for headers: "THE SECRETARY OF THE NAVY<n>WASHINGTON" and "ACHIEVEMENTS TO DATE" Events new variable: ForwardDate=7,14 sets date forward by range for all intro and conclusion events to simulate passage of time Added Mail to INSERTION and LAND_STRIKE missions Fixed bad mission files for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim Added air patrols for INSERTION missions in 84 campaign: Narvik, Reykjavik, Bergen, Trondheim New player mission checks if location based and too close to current player position to prevent auto-failing mission campaign_data.txt added CivilianTraffic=campaign/maps/norwegian_sea_traffic default/campaign/maps added norwegian_sea_traffic.txt files for 84 and 68 campaign default/campaign/campaignXXX/language_en/events/content/patrol_outcome_end.txt added for court martial ending of campaign Court martial added as an actual event to campaign_data.txt files New event tag COURT_MARTIAL added to campaign_data.txt files event_campaign_court_martial.txt added to campaign/campaignXXX/language_en/events Threshold for court martial decreased based on difficulty level Fixed a bug where doing an INSERTION of LAND_STRIKE mission crashed the next mission/briefing screen Patrol aircraft now appear in campaign missions based on combat distance from airfields, nearest recon and whether player is detected at combat start Fixed chance for subsequent mission crash due to assignment of neutral flags in the previous mission Increased escorts in 68 campaign for some missions where 0 escorts could be generated Mission orders clarified to be aware of neutrals in the region Strategic map now moves player sub at flank speed Strategic map speeds now correctly used at start of combat (max telegraph value 5) SSBN_PATROL_1 language file, clarified that it is a surface group you are hunting with a boomer below Disabled event date forwarding as it caused the date to be out of sync at campaign start Finally fixed the issues with INSERTION and LAND_STRIKE missions crashing Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.