Cold Waters - Killerfish Games
Version 1.05 beta is now available. This version contains fixes to the campaigns in order to continue to resolve the most major and disruptive issues. It also contains the first draft of crew voices which were provided courtesy of subsim.com

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 1.05.

Version 1.05
1 Jul 17

General
Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
Removed legacy WeaponName and WeaponDescription fields from weapons.txt
Removed legacy RADARID field from sensors.txt
aircraft.txt stats modified (additional weapons added later when combat balanced better)
Juliette designation corrected to SSG
Added date to Single Missions descriptions
default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt
Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
Voice talent added to credits


Combat
Player speed no longer defaults to emergency back if reactor offline when changing speed
Moving in reverse now generates noise in Signature panel display correctly
Back Emergency increases noise rather than decreasing it below All Stop
Sunk vessels no longer detected by player ESM
Sunk vessels no longer perform surface or air radar checks
Sunk vessels no longer ping with active sonar
Opening Help in periscope view forces periscope view closed
Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
Switching a wire guided torpedo from passive to active now works
Fixed towed array calculations for AI vessels
Crew voices added to audio/voices folder and implemented
Anechoic coating decreases active torpedo sensor range by 50%
Reference manual now opens to current signature profile
Spec Ops team now deploys at under 5 knots, rather than at stop
Increased TLAM cruise altitude to 300 to assist with terrain avoidance
TLAM homing in on target (activate in red circle) now provides log message
Land 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.txt
Enemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missiles


Campaign
MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
Verified subsystem displayed repair times take into account difficulty level modifiers
campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
Restructured EndLevel() in attempt to minimise impact of unknown bug
Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
Corrected all LAND_STRIKE missions to require 8 weapons fired at deployment zone
New Holy Loch background added for both campaigns
Fixed 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 sonar
Campaign summary now correctly tracks completed land strike and insertion missions
Exit mission menu now displays whether land strike or insertion mission is complete
Cold Waters - Killerfish Games
Version 1.05 beta is now available. This version contains fixes to the campaigns in order to continue to resolve the most major and disruptive issues. It also contains the first draft of crew voices which were provided courtesy of subsim.com

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 1.05.

Version 1.05
1 Jul 17

General
Opening Help in After Action Report no longer opens mini-map which breaks subsequent Back button
Removed legacy WeaponName and WeaponDescription fields from weapons.txt
Removed legacy RADARID field from sensors.txt
aircraft.txt stats modified (additional weapons added later when combat balanced better)
Juliette designation corrected to SSG
Added date to Single Missions descriptions
default/hud/default.txt added MissionMarkerColorInsertion and MissionMarkerColorLandStrike variables
Added new optional variable to mission files, MissionPositionColor=LAND_STRIKE to colour deployment zone marker based on mission type
Added missing MaxPitchAngle=25 variable to MK37 in weapons.txt
Added temporary LogVoiceVolume=1 parameter to default/hud/default.txt (set to 0 to disable voices)
Voice talent added to credits


Combat
Player speed no longer defaults to emergency back if reactor offline when changing speed
Moving in reverse now generates noise in Signature panel display correctly
Back Emergency increases noise rather than decreasing it below All Stop
Sunk vessels no longer detected by player ESM
Sunk vessels no longer perform surface or air radar checks
Sunk vessels no longer ping with active sonar
Opening Help in periscope view forces periscope view closed
Fixed a bug where negative ballast not applied if player sub riding too high in the water, prevented submerging
default/hud/default.txt added [ESM Meter] colour variables to aid readability of ESM meter
Switching a wire guided torpedo from passive to active now works
Fixed towed array calculations for AI vessels
Crew voices added to audio/voices folder and implemented
Anechoic coating decreases active torpedo sensor range by 50%
Reference manual now opens to current signature profile
Spec Ops team now deploys at under 5 knots, rather than at stop
Increased TLAM cruise altitude to 300 to assist with terrain avoidance
TLAM homing in on target (activate in red circle) now provides log message
Land 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.txt
Enemy surface ships no longer deploy chaff or fire CIWS guns at land attacking missiles


Campaign
MapTimeCompression set globally and synced with pausing, briefings, summary, events, campaign menu, new sub assignment and campaign end
Port reload/unload/Spec Ops time required labels corrected for difficulty level modifiers
Verified subsystem displayed repair times take into account difficulty level modifiers
campaign_data.txt CampaignPoints and CampaignStart points values doubled for both campaigns to increase their length
Fixed a possible mismatch of player weapons in tubes which might cause some downstream bugs
Restructured EndLevel() in attempt to minimise impact of unknown bug
Fixed a bug where missing a mission caused all subsequent radio messages to state failed, even if won
Corrected all LAND_STRIKE missions to require 8 weapons fired at deployment zone
New Holy Loch background added for both campaigns
Fixed 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 sonar
Campaign summary now correctly tracks completed land strike and insertion missions
Exit mission menu now displays whether land strike or insertion mission is complete
Jun 23, 2017
Cold Waters - Killerfish Games
Version 1.04b is now available. This update addresses several campaign issues and should help improve the stability of campaigns as it fixes several broken missions and should solve most issues with ports.

Version 1.04b
23 Jun 17

Campaign
Fixed typos in default\campaign\campaign001\missions\SSBN_PATROL_1.txt and LAND_STRIKE_LOCATION_10.txt which broke these missions
SSN_WOLFPACK_4 added [MISSION WIN] tag to language file
84 INSERTION missions added missing [MISSION MISSED] tags to language files
Increased period between land war events; 48 to 168 hours to increase duration of both campaigns
Increased TerritoryTakebackThreshold to 5 for both campaigns to increase campaign duration
Increased number of initial invaded zones for both campaigns
Fixed broken port issues which seemed associated with receiving medals
Fixed a bug where "cumulative" medals were not being awarded
MapTimeCompression now adhered to when pausing strategic map with Space
DateTitle no longer shows date when credits roll at end of campaign
Legion of merit award renamed to remove "navy" from prefix: campaign event files and in both campaign_data.txt files
Legion Of Merit award title corrected to be LEGION OF MERIT MEDAL for both campaign award events
All award events music score corrected to "Cold Waters Theme" (except Purple Heart)
Jun 23, 2017
Cold Waters - Killerfish Games
Version 1.04b is now available. This update addresses several campaign issues and should help improve the stability of campaigns as it fixes several broken missions and should solve most issues with ports.

Version 1.04b
23 Jun 17

Campaign
Fixed typos in default\campaign\campaign001\missions\SSBN_PATROL_1.txt and LAND_STRIKE_LOCATION_10.txt which broke these missions
SSN_WOLFPACK_4 added [MISSION WIN] tag to language file
84 INSERTION missions added missing [MISSION MISSED] tags to language files
Increased period between land war events; 48 to 168 hours to increase duration of both campaigns
Increased TerritoryTakebackThreshold to 5 for both campaigns to increase campaign duration
Increased number of initial invaded zones for both campaigns
Fixed broken port issues which seemed associated with receiving medals
Fixed a bug where "cumulative" medals were not being awarded
MapTimeCompression now adhered to when pausing strategic map with Space
DateTitle no longer shows date when credits roll at end of campaign
Legion of merit award renamed to remove "navy" from prefix: campaign event files and in both campaign_data.txt files
Legion Of Merit award title corrected to be LEGION OF MERIT MEDAL for both campaign award events
All award events music score corrected to "Cold Waters Theme" (except Purple Heart)
Jun 18, 2017
Cold Waters - Killerfish Games
Version 1.03b
19 Jun 17

Several 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
Jun 18, 2017
Cold Waters - Killerfish Games
Version 1.03b
19 Jun 17

Several 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
Cold Waters - Killerfish Games
Having trouble working out what that ship is? Can't tell the difference between a Dubna and an Ugra? Those days will be over soon! Coming in version 1.03 is the ship recognition manual:



The recognition manual is linked to the recently improved Signature panel and can be used alone or in conjunction with sound profiles to identify ships and know your enemy.

Red text are links displaying additional information in the lower panel about the sensors and weapons fielded by a particular ship class.
Cold Waters - Killerfish Games
Having trouble working out what that ship is? Can't tell the difference between a Dubna and an Ugra? Those days will be over soon! Coming in version 1.03 is the ship recognition manual:



The recognition manual is linked to the recently improved Signature panel and can be used alone or in conjunction with sound profiles to identify ships and know your enemy.

Red text are links displaying additional information in the lower panel about the sensors and weapons fielded by a particular ship class.
Jun 16, 2017
Cold Waters - Killerfish Games
Version 1.02b is now available to all users. This patch fixes several bugs as outlined below.

Note that is you are using an override/mod for campaigns you will need to add: PlayerPositionOnLeavePort=-242,-154 to your campaign_data.txt file.

Version 1.02b
16 Jun 17

General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port
Reykjavik materials fixed
Terrain textures updated
Winter trees updated
Added "Apply" to resolution setting to refresh screen
Truncated Andizhan Mod display name


Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels
Fixed contact master contact names briefly displaying Los Angeles on master upgrade
AI subs must maintain contact to continue wire guiding torpedoes
Further optimised and improved missile pop-up
Heavily flooding submarines should no longer fire torpedoes
Merchants no longer considered a "nearby vessel" when leaving combat


Campaign
Fixed 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 encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port locaton larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on enting port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing
Destroyed torpedo tubes not destroyed in next combat (works for us)
Near deployment zone message in briefing displays only at actual combat misison (insertion or land strike)
Jun 16, 2017
Cold Waters - Killerfish Games
Version 1.02b is now available to all users. This patch fixes several bugs as outlined below.

Note that is you are using an override/mod for campaigns you will need to add: PlayerPositionOnLeavePort=-242,-154 to your campaign_data.txt file.

Version 1.02b
16 Jun 17

General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port
Reykjavik materials fixed
Terrain textures updated
Winter trees updated
Added "Apply" to resolution setting to refresh screen
Truncated Andizhan Mod display name


Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels
Fixed contact master contact names briefly displaying Los Angeles on master upgrade
AI subs must maintain contact to continue wire guiding torpedoes
Further optimised and improved missile pop-up
Heavily flooding submarines should no longer fire torpedoes
Merchants no longer considered a "nearby vessel" when leaving combat


Campaign
Fixed 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 encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port locaton larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on enting port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing
Destroyed torpedo tubes not destroyed in next combat (works for us)
Near deployment zone message in briefing displays only at actual combat misison (insertion or land strike)
...