Aug 31, 2017
Cold Waters - Killerfish Games
Cold Waters version 1.07d is now available for all users. It contains a major overhaul of the user interface, adding the ability to set course, set depth, adjust speed by individual knots along with tool tips and an optional graphical button based-interface.



For more information and additional features, see the link below:
http://steamcommunity.com/games/541210/announcements/detail/2245462127622412138
Aug 31, 2017
Cold Waters - Killerfish Games
Cold Waters version 1.07d is now available for all users. It contains a major overhaul of the user interface, adding the ability to set course, set depth, adjust speed by individual knots along with tool tips and an optional graphical button based-interface.



For more information and additional features, see the link below:
http://steamcommunity.com/games/541210/announcements/detail/2245462127622412138
Cold Waters - Killerfish Games
Version 1.07c is a major re-working of the combat user interface and finishing of crew voices.

Major features:
Toolbars - contain buttons for just about every keyboard command.
Tooltips - reduce the need to memorise keys, making it easier for new players to get a handle on the controls of their submarine.
Set Course/Depth - controls to automatically bring your submarine to a specific heading or depth (including periscope depth).
Expandable Log - scroll through all messages received in combat.
Crew Voices - detailed crew voices with volume slider now available under Options.



To opt into the beta:
Right click Cold Waters in your Steam library, go to properties and you should have select the"BETAS" tab, 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 1.07c.
Cold Waters - Killerfish Games
Version 1.07c is a major re-working of the combat user interface and finishing of crew voices.

Major features:
Toolbars - contain buttons for just about every keyboard command.
Tooltips - reduce the need to memorise keys, making it easier for new players to get a handle on the controls of their submarine.
Set Course/Depth - controls to automatically bring your submarine to a specific heading or depth (including periscope depth).
Expandable Log - scroll through all messages received in combat.
Crew Voices - detailed crew voices with volume slider now available under Options.



To opt into the beta:
Right click Cold Waters in your Steam library, go to properties and you should have select the"BETAS" tab, 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 1.07c.
Jul 28, 2017
Cold Waters - Killerfish Games
Version 1.06b is now available.

Crew voices (work in progress) have been added 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.

Major changes:
Torpedo tubes jamming is a little more generous, tubes can now jam at 20+ knots.
Wire breakage re-worked.
Found the last (we hope) of the AI submarine diving bugs, so now there should be no more diving into the sea floor or past crush depth by Soviet subs.
Torpedo homing logic now uses "lag" rather than "lead" logic so that targets being homed on cannot be outside the sensor cone.
Sinking vessels now become less of a target for homing torpedoes over time.
Improved some issues caused by terrain chunk drawing.


Full list of changes can be found at the end of this thread:
http://steamcommunity.com/app/541210/discussions/0/1353742967807455160/
Jul 28, 2017
Cold Waters - Killerfish Games
Version 1.06b is now available.

Crew voices (work in progress) have been added 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.

Major changes:
Torpedo tubes jamming is a little more generous, tubes can now jam at 20+ knots.
Wire breakage re-worked.
Found the last (we hope) of the AI submarine diving bugs, so now there should be no more diving into the sea floor or past crush depth by Soviet subs.
Torpedo homing logic now uses "lag" rather than "lead" logic so that targets being homed on cannot be outside the sensor cone.
Sinking vessels now become less of a target for homing torpedoes over time.
Improved some issues caused by terrain chunk drawing.


Full list of changes can be found at the end of this thread:
http://steamcommunity.com/app/541210/discussions/0/1353742967807455160/
Cold Waters - Killerfish Games
Version 1.05b is now available.

Crew voices (work in progress) have been added 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.

1.05b addresses major combat issues, including sunk vessels continuing to use sensors as well as improves campaign stability. It also improves the playing of insertion and land strike missions.

Detailed change log can be found at the end of this thread:
http://steamcommunity.com/app/541210/discussions/0/1353742967807455160/
Cold Waters - Killerfish Games
Version 1.05b is now available.

Crew voices (work in progress) have been added 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.

1.05b addresses major combat issues, including sunk vessels continuing to use sensors as well as improves campaign stability. It also improves the playing of insertion and land strike missions.

Detailed change log can be found at the end of this thread:
http://steamcommunity.com/app/541210/discussions/0/1353742967807455160/
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
...