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NavalArtNewsNavalArt Shell Rework Now in Public Testing Phase
Steam news

NavalArt Shell Rework Now in Public Testing Phase

NavalArt · published 25 Jun 2026, 12:39 UTC

All newsPlayers around this dateRead on Steam

[In-Game Build Version 1859]

Update Highlights:

■ Added several new parts.

■ Shell velocity now decays over flight distance, increasing the difficulty of long-range gunnery engagements.

■ Noticeable shell velocity decay after penetrating armor.

■ Turret elevation and shell impact angles have been reworked to be more historically accurate.

■ Added estimated shell flight time (time to impact).

■ SAP (Semi-Armor-Piercing) mechanics implemented for aerial bombs and missiles. Trait: Fuze arming threshold is cumulative (e.g., if the threshold is 40mm, passing through four plates with 10mm equivalent thickness will arm the fuze).

■ AP (Armor-Piercing) shells adjusted to a standard 0.035s fuze delay. Trait: Fuze arming is a single-instance check (e.g., if the threshold is 40mm, passing through four 10mm plates will not arm the fuze unless it penetrates at least one plate with an equivalent thickness of 40mm).

■ Removed the ricochet mechanic.

■ Increased module HP and increased the contribution of module HP to the ship's overall health pool.

■ Rebalanced missile penetration values.

■ Increased kinetic energy decay for underwater shells to balance the threat of standard-fuzed shells against underwater armor.

■ Artillery parts in the Parts Inventory will now display more information.

■ ASW Depth Charge mechanic implemented. You can currently test it out using the Misc tool.

■ Blast shockwave damage falloff mechanic based on the distance from the epicenter.

■ Visualized blast damage falloff mechanic in FireEye.

■ Increased shell overpenetration damage to magazines and ammunition hoists.

■ Bonus structural damage caused by hitting the magazine has been reduced.

■ If a magazine's HP reaches zero, it is considered destroyed, which will 100% trigger a turret blow-off. Striking the citadel in the current build is more geared toward "disarming them".

■ Blast shockwave AoE damage mechanic affecting multiple targets (I know you guys want to play with nukes, just be careful not to crash the game).

New Missile Data:

Harpoon Anti-Ship Missile: Warhead type reassigned to SAP | Penetration: 95mm

Otomat Anti-Ship Missile: Warhead type reassigned to SAP | Penetration: 80mm

YJ-18 Anti-Ship Variant: Warhead type reassigned to SAP | Penetration: 135mm

P-270 Moskit ("Sunburn"): Warhead type reassigned to SAP | Penetration: 195mm

P-500 Bazalt: Warhead type reassigned to SAP | Penetration: 340mm

YJ-62 Anti-Ship Missile: Warhead type reassigned to SAP | Penetration: 105mm

Known Issues (No Need to Report):

▲ No shell flight time displayed in the Recon Plane camera view yet.

▲ Shell weight and hardness are placeholder values and will be continuously updated.

▲ FireEye's visualized blast falloff may have rendering glitches in scenes outside of Trials.

▲ Due to the increased maximum flight altitude of shells, rendering errors might occur at the horizon line (sky-sea boundary).

▲ Not being able to find the ASW launcher part is normal; the launcher functionality is still WIP.

▲ Visual glitches exist for ASW depth charge explosion effects.

▲ ASW depth charge water-entry SFX currently lacks underwater audio filtering/mixing.

▲ The water splash generated by a blown-off turret hitting the water is too small.

▲ Massive explosions currently lack special VFX/animations.

▲ No "near-miss" shell mechanics yet.

▲ No mechanic for depth charge explosion power scaling with water depth yet.

▲ Mod part armor thickness is forcibly set to low values in the Dockyard scene and cannot be altered.

Known Issues (May Persist Long-Term):

● Shell flight time estimations won't be 100% accurate.

● Secondary battery lead indicators might have issues.

● Shell impact angles do not perfectly replicate historical ballistics.

● Penetration / Non-Penetration / Overpenetration UI prompts are inaccurate. We plan to introduce a new UI to fix this in the future.

● The new shell flight velocity decay mechanic will increase performance overhead.

Feel free to test the new build and share your gameplay experience in the comments section below!

We specifically need feedback regarding framerate differences between the old and new versions in the exact same scene, particularly from users with lower-end PCs.

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