Long time no see!
In this update, we have further iterated on unguided anti-submarine weapons, dynamic bow wave effects, and a brand-new prologue campaign designed for new players, along with a number of bug fixes and adjustments!
After this sale ends, the game will receive a small price increase in accordance with our previous plans, as development progresses and the game becomes more complete.
If you have been on the fence about this game, now is a great time to join NavalArt!
We have always placed great importance on the onboarding experience for new players. To that end, we have carefully designed a new series of introductory prologue missions.
Players can experience the story and combat while gradually learning the construction system according to the requirements of each mission.
The prologue consists of 5 combat missions and 2 construction-system tutorials.
The entire tutorial system has been made from scratch. It offers much better maintainability than the old tutorial, but is also more complex, which means we are unable to cover every aspect of the game in the short term.
However, we hope this will provide a good start. We welcome all players to try it out and share their experiences.
The prologue campaign takes place before QuickSortie, depicting the story and world from another perspective.
In this update, we have prepared a large number of brand-new anti-submarine weapons. As a weapon system alone, the experience is highly unusual and unique.
These include:
Rail-Mounted Depth Charge Rack
3-Axis Movable Anti-Submarine Mortar
Single-Axis Movable Anti-Submarine Mortar
Hedgehog Launcher (recreated with its circular dispersion pattern and 1-axis movement)
K-gun Analogues (fixed-angle anti-submarine mortars)
Of course, these also come with a series of supporting mechanics.
Advanced anti-submarine weapons provide full lead correction. If the target does not evade when the weapon is fired, it has a very high probability of hitting. Basic anti-submarine weapons, on the other hand, can be fired without aiming directly at the target.
When switching to an anti-submarine weapon, you can use the mouse wheel to raise or lower the camera. This makes aiming easier.
Some anti-submarine weapons with limited firing arcs or limited movable axes, such as the British Squid anti-submarine mortar, will display a firing-arc reference when selected.
Note: The firing-arc reference may not be 100% accurate.
All anti-submarine weapons have had their characteristics significantly enhanced compared with their real-world counterparts, especially their range.
Some anti-submarine mortars that did not historically have adjustable range have also been given range adjustment capabilities.
Even so, their hit rate in actual combat is still poor. This is due to other incomplete game mechanics rather than the weapons themselves. We will gradually improve the submarine warfare and anti-submarine warfare systems in the future.
As shown in the previous demonstration video, we have introduced a brand-new dynamic bow wave effect.
This system will be available as an optional bow wave effect. It generates bow waves based on the shape of the ship without causing a major performance impact.
Shell impacts on the surface of the sea will also generate ripples.
Of course, this system is still in testing, and there are still many visual bugs.
For example:
Submarines traveling underwater may still generate bow waves on the surface
At certain angles and after certain actions, the waves may disappear
Water columns generated by impacts other than shells will not create ripples
And so on......
We welcome you to test the system and report any new issues.
Fixed an issue where low-angle depth charge trajectories would sometimes become high-angle trajectories
Fixed an issue in level mode where subsystem modules could still take over-penetration damage even when subsystem invincibility was enabled
Fixed an issue where the "Sunk by Airstrike" achievement could not be triggered
Fixed an issue in the shipyard part warehouse where variant parts would not appear if the base part failed the filter while the variant part passed
Fixed an issue where saving in the Campaign/Level Editor added a pair of double quotes each time to untranslated entries in localization files
Fixed an issue where inaccurate shell hit calculations caused lead angles for secondary guns and AI turrets to be imprecise
Fixed an issue where keybinding lists on keybinding buttons were displayed incompletely
Fixed an issue where explosions failed to deal minimum damage to already destroyed parts
Adjusted replaced icons for mission technology rewards
Added several new built-in music tracks to the Level Editor
Added a background transition fade effect when switching mission selections in the Campaign Mission Panel
Added a semi-transparent black background behind level mission objectives to improve text readability
n1469
British Triple Depth Charge Rack (Type VII Depth Charge)
n1470
British 305mm "Squid" Anti-Submarine Mortar
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British 305mm "Limbo" Anti-Submarine Mortar
n1576
German WBW C/35 Anti-Submarine Depth Charge Launcher (WBD II Depth Charge)
n1577
Soviet 85mm/52 ZiS-S-53 Tank Gun (Model 1944 Turret)
n1578
Soviet 85mm/52 ZiS-S-53 Tank Gun (MK-85 Turret)
n1579
Sweden 120mm/25 Advanced Motar System (Twin Turret, Fast Attack Craft Variants)
n1580
North American RA-5C “Vigilante” (Without drop tanks)
n1581
French 4m stereoscopic OPL rangefinder with ACAE FCR II
n1582
German 150mm/45 Tbts KC/36T (LDrh L.C/38 Twin Mount, Schlachtschiff O)
n1583
Soviet 406mm/50 B-37 (MK-1M Three-Gun Turret, without Rangefinder)
n1584
Soviet 406mm/50 B-37 (Two-Gun Turret)
n1585
20-foot General-purpose Shipping Container (20' GP)
n1586
40-foot General-purpose Shipping Container (40' GP)
n1587
40-foot High-cube Shipping Container (40' HC)
n1588
German 10.5m Rangefinder
n1589
German 7.5m Rangefinder
n1590
Russian 356mm/52 Pattern 1913 (Three-gun Turret)
n1591
American 305mm/50 Mark 7 (Two-gun Turret, Colored)
n1592
American 305mm/50 Mark 7 (Two-gun Turret)
n1593
German 280mm/40 K. L/40 (Drh.L.C/92 Two-gun Turret)
n1594
German 280mm/35 K. L/40 (Drh.L.C/92 Two-gun Turret)
n1595
German 240mm/35 K. L/35 (MPL C/88 Single Turret, Fore Turret)
n1596
Russian 152mm/45 Canet Pattern 1892 (Without Shield)
n1597
Italian 343mm/30 (Twin Barbette Mount)
n1598
German 240mm/35 K. L/35 (MPL C/88 Single Turret, Aft Turret)
n1599
IRON NEST PIGEON
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Italian 120mm/50 O.T.O. Modello 1936 (Twin Mount)
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Japanese Funnel II
n1602
Italian 127mm/64 O.T.O. Melara LW (Early Version)
n1603
Netherlands SMART-L-MM Radar
n1604
Japanese 410mm/52.5 3rd Year Type (Any Angle Loading Two-Gun Turret)
n1605
Russian 152mm/30 Pattern 1877 (Single Mount)
n1606
Russian 152mm/30 Pattern 1877 (Single Mount, Without Shield)
n1607
American 183mm Mark 10 “Hedgehog” Anti-Submarine Motar
n1608
Loire 130 Seaplane
n1609
American Balsa Liferaft (large)
n1610
American Balsa Liferaft (small)
n1611
British Carley Float (small)
n1612
British Carley Float (medium)
n1613
British Carley Float (large)
n1614
Wooden Paddle I
n1615
Ammunition Crate III
n1616
Loire 130 Seaplane (75kg G2 Naval Bomb *2)
note:
F-4 Phantom II is no longer hidden.
The AMOS mortar can press Q during a battle to switch to the high-angle firing mode, greatly increasing its range.
Added new historical reconstruction preset ships: Dingyuan, Izmail, Saphir, Fusō, Kongō'44, Viribus Unitis, Scipione Africano, Ugolino Vivaldi, Pietro Micca, Württemberg, Sheffield, Dido, Halland
Added new advanced preset ship: Ersatz Scharnhorst
Renamed the former advanced preset ship Dido to HMS Dido
Replaced the cranes on the reconstruction preset ships Rochester and Baltimore with the correct ones
Reset the reconstruction preset ships Mutsu, North Carolina, Sevastopol, and Deutschland. The preset hull of Deutschland has also been reset
Fixed a bug causing incorrect coloring on some parts of the reconstruction preset ship Languedoc
There is still a considerable amount of new content in this update, especially the new tutorial system and dynamic bow wave effects, which have required a great deal of effort from us.
We will continue maintaining this version for some time and fix both newly discovered bugs and issues carried over from previous versions.
Some new parts and missions will also be released through hotfixes in the near future, including new aircraft and QuickSortie campaign missions.
We have reassessed our development priorities and believe that, at this stage (over roughly the next six months to one year), we should continue focusing on improving the new-player experience. Therefore, the tutorial system and Career Campaign will receive higher priority.
The Terrain Editor has been significantly deprioritized because of its enormous workload and relatively high barrier to entry. From a short-term efficiency perspective, it is more practical for the development team to create premade maps for players to use than to rely on the Terrain Editor.