Demo Update Version 0.11.0

Dread Admiral Demo · published

Hey all! I am back with another update; this one focuses on Crits and Unit Veterancy, along with a lot of community feedback changes and fixes.

I'd like to extend a quick thank you to the Discord community for all the continuous feedback!


Dread Admiral comes out Sept. 3!

Wishlist now!


New Features:

  • Turned on Critical Hits and Unit Veterancy

  • Metamap now has help topics/help menu

  • Gun Forts have been made buildable. (Note: Your opponents will also now build them!)

  • Rotated some Demo Perks to be less focused on economy. Removed Fortifier, Austerity Measures. Added Double DDs and Aerophobia.

    • Existing Campaigns/loadouts will be unaffected until you update them.

  • AI admirals (missions with a Flagship opponent) now favor specific perks, flagship loadouts

Balance:

  • Easy Campaign now gives +2 turns per map

  • Normal Campaign now gives +1 turn per map

  • Anti-Snowball bonus reduced for Easy/Normal by 20%/10% respectively (multiplicative)

  • Easy will now have a 50% chance of no modifier for M2. (Note: in the real campaign, all non-admiral missions are chance-based.)

  • AI decision variance for Normal increased from (.9, 1.1) to (.85,1.15) (affects how optimal its move/combat decisions are)

  • Hard AI gets a bonus Perk

  • Maps should now generate the appropriate number of cities much more frequently.

  • Fixed a bug that seemed to reduce all enemy movement by 1.

  • Made various adjustments that should result in Normal and Easy being mildly easier

  • Active Builder nerfed from 10% to 6% (Examples: Refineries cost 28 instead of 27, Downtowns 42 instead of 40)

Submarines

  • AI subs should not place themselves under your depth charges.

  • AI subs revealed by sonar will no longer go invisible during a siege.

  • Possible fix for Subs snaring planes

  • AI have reduced preferences for subs when the player has escorts

Visuals:

  • Big vs small flak mildly differentiated visually

  • Cannon-fire should be more evenly distributed across the hull, especially for things like Gun Forts

  • Flagship should be more centered on hex

  • Fixed a bug with the Protect City warning. It will now say the City Name.

  • Negative values should no longer display for Sieges, Invasions, or similar.

  • Added Critical Damage to HUD Description

  • Several city button arrow images fixed

Minor:

  • Fixed a bug that would cause the Raze City button to disappear permanently from all cities

  • Cities should more frequently have nearby open spaces (for Gun Forts)

  • Added 9 more help topics regarding Crits, Veterancy, and Phases)

  • Plane max speed increased (mostly affects long-range distances)

  • Fixed a ui bug regarding the Money reward

  • Patrols will visually catch up to their targets sooner

  • AI will probably target Flagship more often (internal value is being adjusted for Veterancy)

  • AI now prefers to Blockade ports more strongly than it did

  • Fixed some minor UI bugs regarding text

  • UI Backgrounds have film grain effects. You are officially immersed.

  • Pillboxes and Perks that affect City damage now display icons when they are altering damage.

  • AI can now start with partially Veteran units, based on difficulty, Admiral, and how far you are into the Campaign.

  • Added a bunch of new Chirps

  • Chirp panel now has a bit of whirring/static sounds as it turns on/off

  • Fixed a bug where the Distress Call modifier could be skipped, resulting in no modifier.

  • Fixed a bug that caused all movement for a given AI fleet to be skipped

All fear the Dread Admiral.


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As always, I appreciate all your feedback, and if you have any additional bug reports or Demo feedback!

I am always available to talk on our Community Discord Server!

Thank you for reading, and catch you in the next one!