UBOAT - nihilcat


Hello Sailors!

After two weeks of intense work with our beta community we are now ready to publish the next version. It fixes a great deal of issues in the game, improves balance and adds keyboard settings to the game!

At the same time we prepared the next version (B124) that just went on the testing branch. The new version focuses on overhauling the AI, so if that's something that you are after and look for more challenge during convoy hunt then look no further. We already did our best to test it, but its balance may not be final.

After a period of total focus on bugs, we feel that now is a good time to make some humble plans ahead for the Early Access. We will post a roadmap of remaining work very soon.

Let's move on to changes introduced by the new patch.

Changelog for version B123:

Improvements:
  • Added keyboard settings to the main menu.

Balance and AI:
  • Aircraft are now considerably less accurate at dropping bombs, especially in bad weather conditions. It's globally configurable in "General.xlsx / Settings / AI / Aircraft Inaccuracy." Each aircraft type can be calibrated in Entities.xlsx.
  • Depth charges deal a considerably increased damage at greater depths. Their base damage was lowered a bit.

Fixes:
  • Fixes to multiple memory leaks related to loading game states. Added memory diagnostic tool to the in-game console in case of further problems.
  • Hotkey changes: F6 now opens rudder tool, F7 opens the journal and F10 takes a screenshot without UI to be consistent with the order of buttons in the toolbar.
  • Automatically computed paths to contacts that became lost are now no longer updated.
  • Fixed issue with U-Boat's electric engine damage after hitting an NPC ship with a torpedo.
  • Fixed static character highlights/shadows after crew returned from a vacation or from an external mission.
  • Fixed reported land patch on the middle of Atlantic (49N, 8.95W).
  • Fixed issue with not being able to add sailors to an officer. It usually affected the skipper.
  • Game states saved with open dev console would load paused until console would be opened and closed back again.
  • Fixed issue with the alarm not stopping even after leaving group where enemy was spotted.
  • Varied dishes discipline bonus was exagerrated.
  • Goods can now be transferred instantly between storage and kitchen without having officer selected.
  • Fixes to various problems with loading goods from crates placed on the deck.
  • Fixed issue with characters involved in transport tasks doing one turn between storages without reason after everything was transported.
  • Fixed issue with interaction wheels were remaining on the screen indefinitely and couldn't be closed, if certain steps were followed.
  • After diver reached a wreck, game would ask in a loop which crates to pull up, sometimes also returning wasn't possible. It's no longer a case.
  • All unfinished side missions from an assignment are now being cancelled when the assignment is being finished.
  • Fixed issue with "Back" button not working for some categories in the customization screen.
  • MTBs now behave properly on a high time compression.
  • Fixes to some of the auto reported code errors all around.
  • Physics stability fixes for dynamic objects in U-Boat's interior on a very high time compression.
  • Fixed issue with procrastinating sailor event not being checked, if any spot was free before activation, sometimes leading to issues.
  • Fixed issue with sick characters during turbeculosis event noe having status icon on their portraits and sometimes taking automated actions like flooding the tanks, which they couldn't complete and block the station.
  • Turbeculosis event no longer can be skipped by closing the window.
  • Fixed old problem due to which many ships weren't getting unique names, making it hard to deduce which ship to sink in the sink ship side missions.
  • N-A1 ships now have their names written on the hull just like the other freighters.
  • The rewards for sinking ships have new balance.
  • Increased save system immunity for game updates in a few ways. Data from the spreadsheets now overrides data stored in the game states in most cases.
  • Realistic food weight and consumption proportional to the current crew count. Increased main storage mass capacity. Changed food types available at the start of the game. Further decrease of varied dishes bonus.
  • Having selected character while transferring goods between the storages was ignoring instant transfer links like between the main storage and kitchen.
  • Fixed issue with infinite loading while entering certain areas.
  • Added choice between regular fullscreen and fullscreen windowed modes to video settings.
  • Reloaded game states were loosing some of the unique names assigned to the ships.
  • Duplication of side missions types during assignment is now disallowed.
  • Vacation in Bavarian Village was stopping officers energy regeneration and loss (this issue will resolve itself in a few in-game days in existing game states).
  • Torpedo loading is now much more fatiguing for the officer.
  • Warehouse worker in Wilhelmshaven could become duplicated after loading a game state.
  • Map drawing tools fixes:
    1. It was possible to add not removable points by performing a few steps.
    2. Right mouse button now correctly cancels current placement and disables the tool.
    3. Buttons in the toolbar are now always in the correct state.
  • Turm I had a few problems in its navigation meshes. Crew could get stuck in a few places.
  • Restarting a game would carry on remaining off duty time to the new game.
  • Storage/warehouse interface could sometimes close without apparent reason.
  • KDB hydrophones and all radar detectors can be now damaged and are repairable by engineers. Previously it was partially working only for Tunis radar detectors.
  • After deselecting officer assigned to a gun contacts list would remain on the screen.
  • It was often necessary to click twice on a launcher to flood it.
  • Seagull and port ambient sound effects were muted after loading a game state.
  • Increased character carry weight limit from 20kg to 30kg.
  • Allies that demand food now ask for 6 units of food instead of 10 units as it wasn't possible for officer to carry such amount after recent changes.
  • Added latest translations from the community.
  • Injured or ill officers had a missing status icon on the portrait after loading a game state.
  • Illness no longer spreads in ports. All characters are completely healed after u-boat docks in a port.
  • Officer could get stuck behind the cook in the kitchen and not be able to get out.
  • Aircraft propellers could be detected by the hydrophone due to a mistake in the data sheet. This problem may be carried in previously saved game states, but will disappear after around 24 in-game hours.
  • Game states saved with enabled time compression were loaded with a wrong state of TC buttons.
  • Beard growth is now updated live on the portraits. Characters that return from a vacation have their beards shaved to a level that was set on the customization screen. Beards grow much more slowly than before.
  • "Tab" key is no longer bound by default to showing hidden activators.
  • Lipsync could cause small, temporary performance drop, if character would start speaking directly after dressing or undressing a raincoat.
  • Game states loading is a bit faster.
  • HQ screen is now always cached before entering gameplay and never opens preceeded by a loading screen.
  • Bell sound effect played after changing course is a bit more quiet by default and was moved to the data sheets, if player would prefer to adjust or replace it.
  • Fixed land patches on the North Sea (55.87N, 2.12E).
  • Fixed issue with invisible character + performance drop.
  • Message about failing espionage assignment could appear in a few copies.
  • Game could freeze during loading of a game state, if terrain wasn't generated in time. Further optimizations to loading time.
  • Automated periscope depth should be better at keeping the periscope above the water in bad weather. Occasional loss of sight is still going to happen though, it's intended.
  • Navigation mesh fixes. Character could get stuck outside u-boat in probably the last one place.
  • Selection circle wasn't appearing for some characters.
  • Lost u-boat mission could be restarted near completion after following certain steps.
  • Damaged propellers were still able to propel ships. It was most apparent in the side mission with lost u-boat.
  • Fixed one issue that was causing infinite loading of an area.
  • It was possible to get rewards for an assignment without completing it.
  • Sunk tonnage was reported as zero in assignment summary for most assignment types. Changed unit from "tons" to "GRT".
  • Personality notifications could remain on the screen after loading a new game state.
  • It wasn't possible to buy the ammunition directly to the guns in a few ports.
  • Smoke was coming out from the snorkel after switching to electric motors or after stopping the engines until the mast was lowered and raised again.
  • Various fixes to errors in the code reported automatically to us. They probably didn't had obvious symptoms.
  • It's no longer possible to interact with the game while u-boat enters a land area.
  • It wasn't possible to click a save game button with some user interfaces open due to a wrong display order.
  • Fixed "Lorem ipsum" placeholder messages appearing sometimes in the journal.
  • Multiple food types placed in the kitchen are now eaten uniformly.
  • It's no longer possible to open floating containers that are at a distance of 350 meters or more.
  • Officers were loosing their combat helmets after reloading a game state.
  • Rain coats, combat helmets, diving suits and a few other items are now dynamically rendered on the portraits.

Warm thank you for sending us bug reports and posting your suggestions. That truly helps us to improve the game.

Yours,
Deep Water Studio
UBOAT - U_Korvettenkapitaen


Hello Sailors!

It's our pleasure to announce that update B122, the one we posted at the unstable branch couple of weeks ago, is finally going live for everyone! This is very exciting because we understand that there are only a handful of things more important on long voyages than atmospheric music. You now have the possibility to use your very own tracks while playing the game whether you wanted to listen to Das Boot soundtrack or you decided that Billie Eilish somehow fits the cold, steely insides of your underwater vehicle (we're not judging).

There are also plenty of other fixes and changes, all of which are listed below:


Improvements:
  • It's now possible to add custom music to the game. Please read README file in "(GAME_FOLDER)\UBOAT_Data\StreamingAssets\Packages\custom-music" to learn where to place your music files.
  • Various modding improvements for summer's modding SDK introduction. Added support for raw audio and texture files and support for datasheet overrides in mods.
  • U-boat fuel capacity is now set to a historical value and usage is expressed in UI as liters per km and per minute. Diesel compressor and engines have historical consumption rates.
  • Item's mass and stack limit are now displayed in the storage UI.

Fixes:
  • Pausing or disabling time compression on the map was causing random camera movement.
  • Sink ship objectives were sometimes duplicated.
  • Increased fuel usage to achieve historical range only with some bonuses from an engineer working at the engines and/or leader at the navigator's station. It was very hard to run out of fuel on B121.
  • A vacation could be bought without sufficient funds and cause the budget to dive below zero.
  • Faster completion bonus of HQ tasks from a vacation (like Eagle's Nest) wasn't applied to tasks that were started before a vacation.
  • Vacation notification had missing localizations.
  • Reputation points count label in reputation purchases screen was often displaying a wrong value.
  • Added sound effect for reputation purchases.
  • Fixes for the most common errors automatically reported to us. They could have an impact on performance and cause random issues in the gameplay.
  • Amount of water inside the compartment was always displayed as infinity during the transport.
  • If any problem occurs during time skipping, associated UI would remain indefinitely on the screen.
  • There was a random bug due to which saving of game states was failing.
  • It was possible to do two research tasks with the same officer. It was also possible to work on the same task two times.
  • Fixed bug that could prevent from loading certain game states.
  • Officers were sometimes not returning from a vacation.
  • NPC groups were moving faster than it would result from their actual velocity.
  • Batteries weren't recharging inside areas and fuel wasn't consumed.
  • Batteries are now recharging considerably longer for better balance and historical accuracy.
  • Canceling torpedo loading was often moving torpedo that was being loaded into a completely wrong place.
  • Time compression was intensifying hull creaking above the normal level.
  • Resource depletion estimations are now always estimated in real-time instead of in-game time as it's usually closer to what user wants to know.
  • Resource tooltips are now refreshed each second to make countdowns look more natural.
  • Getting out of upper bed in FPP was causing that all caps and other objects that shouldn't appear in FPP were visible.
  • It was possible to duplicate items by moving them onto a slot that was during transport.
  • Characters were taking more items into a backpack than ordered if certain steps were followed.
  • Fixed changelog margins in the main menu.
  • Fixed a few minor game state issues and one looping error that could affect performance.
  • It's now possible to skip dialogues by clicking.
  • Improved hitbox for some map markers.
  • Officer alone couldn't provide reliable operation for the engines.
  • Changed font style on activators to a sharper one.
  • Various fixes to vacations. Undocking before the whole crew returns from vacation no longer places all remaining characters at one spot on the deck.
  • Officers no longer think that long between automatic actions when time compression is enabled.
  • Torpedo being warmed up by an engineer was occasionally invisible.
  • Mission list was occasionally not appearing in Kiel.
  • If the player ordered carrying items to opened storage instead from it, it would lead to erroneous behavior of characters carrying out this order.
  • Carry progress label in the storage UI was often off.
  • Cancellation of torpedo loading or warming order wasn't properly handled if the compartment became flooded. That was causing some aesthetic problems later.
  • Fixed minor issues, if a player left to the menu during time skipping animation.
  • Leaving to the menu by clicking the exit button on the defeat screen was causing various serious issues later in the game.
  • German and polish localization fixes.
  • Leaving to the menu after launching torpedoes could cause performance problems for some time.
  • N-A1 freighters are now flammable.
  • Balanced a bit of damage applied to NPC ships. N-A1 freighters are much easier to sink.
  • Saving a game state immediately after vacation ended, would produce a game state in which some officers would be permanently gone.
  • Improved loading times from the main menu by a few seconds.
  • Fixed a few issues with certain actions staying on the order list despite that they were overridden by another order.
  • Pressing SHIFT key while moving the camera in the section, orbit or map view speeds up the camera movement.
  • Access to the items placed on the deck was hard in the section view.
  • Actions whose target was despawned were causing occasional issues.
  • Activator hover effect is now animated instantly.
  • Vacation discipline gain modifiers were far greater than declared in the description.
  • Russian localization fixes.
  • Probably all cases of the crew moving out of the moveable area are now fixed.
  • Fixed problem with torpedo mechanic instantly appearing on the upper deck during warming up of the torpedo, if the most intense time compression was used.
  • Character smoking on the conning tower could get stuck and stay there after submerging.
  • Aircraft are now usually spotted from a greater distance (up to 8 km for the default observators and up to 16 km for the officer with maxed out crew). Radar detectors are still considerably more reliable and less labor-intensive though.
  • The officer assigned to the targeting sight is able to spot groups from a bit greater distance than before.
  • Increased "Naxos" radar detector detection range.
  • The crew could occasionally get stuck behind the stern and bow torpedo room bulkheads.
  • Research progress bars weren't reliably updated in all cases.
  • Sink ship missions should now have their targets chosen more wisely.
  • It's no longer possible to order drinking a coffee without having any officer selected.
  • Torpedo warm up order now works correctly when ordered without having any officer selected.
  • Starting a vacation could instantly complete current HQ tasks.
  • Arrows that represent resource changes over time could be pointed in the wrong direction in case of electricity when the ship was on the open sea.
  • Various fixes to transport orders.
  • Line of sight for periscope was sometimes blocked without reason and units weren't detected by it.

We've also wanted to thank you all for an astonishing amount of support in translating the game! We're still looking for those who are willing to help us in this endeavor!

Sailors! Dismissed!

Yours,
Deep Water Studio
UBOAT - U_Korvettenkapitaen


To all International Sailors,

We need your help! We are adding new content to the game, and with that comes new text. Since you are experts in submarines, we thought you could help us out. Here's the list of languages we need assistance with.
  • French
  • Italian
  • German
  • Spanish - Spain
  • Russian
  • Korean
  • Simplified Chinese
  • Turkish
If you are interested in working with us on better translations, please send me a private message. You can also add me to friends. I'll provide some more details then.
https://steamcommunity.com/id/Korvettenkapitaen/

Let's be in touch!

Take care,
Korvettenkapitän


___________________________________________________
EDIT

Once again thank you for all the help and comments. We have most of the languages covered. We need some more help in Russian and Turkish. If you would like to help in one of those languages, add me to friends, please.

I canceled all the previous friends' requests, as I was full :) So it is nothing personal! If you still want to talk to me, add me again.

Take care,
Korvettenkapitän
UBOAT - U_Korvettenkapitaen


Hello Kriegsmarine,

We just release the biggest patch so far with lots of changes and already have a new one for you to test. We hope you'll enjoy it and leave some feedback!

Improvements
  • It's now possible to add custom music to the game. Please read README file in "(GAME_FOLDER)\UBOAT_Data\StreamingAssets\Packages\custom-music" to learn where to place your music files.
  • Various modding improvements for summer's modding SDK introduction. Added support for raw audio and texture files and support for data sheet overrides in mods.
Fixes
  • Pausing or disabling time compression on the map was causing random camera movement.
  • Sink ship objectives were sometimes duplicated.
  • Increased fuel usage to achieve historical range only with some bonuses from an engineer working at the engines and/or leader at the navigator's station. It was very hard to run out of fuel on B121.
  • Vacation could be bought without sufficient funds and cause the budget to dive below zero.
  • Faster completion bonus of HQ tasks from a vacation (like Eagle's Nest) wasn't applied to tasks that were started before a vacation.
  • Vacation notification had missing localizations.
  • Reputation points count label in reputation purchases screen was often displaying a wrong value.
  • Added sound effect for reputation purchases.

Talk to you soon!

Yours,
Deep Water Studio
UBOAT - U_Korvettenkapitaen


Hello Sailors,

Thank you for your patience. We know it's been a while since we posted B121 at the unstable branch. Now, properly tested, we are giving it to all the players waiting. This is the biggest update so far. Lots of changes, plenty of fixes. We went to extremely deep waters with it for you. Without further ado, please take a look at the changes.

Travel system overhaul
  • Fast travel mode was removed from the game and replaced with a stronger time compression mode which functionally is pretty similar, but without forcing perspective, unnecessary cheating and added the possibility to use it at all times.
  • Travel system was streamlined and no longer speeds up units depending on the current sea size etc. The time needed to pass X km on the world map should be just as expected. Please note though that time will still pass faster than normal even without time compression when the game is in the travel mode. We will probably add an alternative, realistic travel system at some point, but the current one will always be the default one in the game. With this update, it should be much closer to what simulation games community wants, while still being user-friendly.
  • Officers gain and loss fatigue much more slowly.
  • Fixed very numerous physics problems that were appearing at newly added high time compression level.
  • Script optimizations for smoother performance when time compression is being used.
  • Electricity consumption in travel mode was reworked.
  • U-boat's range on diesel engines now matches the real values.

New off duty system
  • Moving large quantities of goods from port and refitting u-boat is no longer instant and requires some off duty period.
  • Crew gets weary over time when being very long on the sea and gains discipline penalties.
  • Crew can be sent on a vacation to reset their mood, while u-boat is undergoing maintenance work.
  • Added game mechanic for quickly skipping long periods of time while u-boat is off duty.
  • U-boat upgrades now also require off duty time to be installed.

Storages overhaul
  • It's now possible to open storages and torpedo storages to view their contents and issue transport/loading orders without having any officer selected. Such orders are later completed by officers with certain roles and their helpers.
  • Added progress bars and labels to the storage UI that indicates, which items are currently being moved somewhere else.
  • Transported items are now always dropped in a storage slot chosen by the player instead of the first free slot.
  • Characters will carry items in both ways to save time if there are orders to transport goods in two directions between storages.
  • It's now possible to buy shells directly into ammunition storages.

General improvements
  • Assignments are now completed after talking with the leading officer. They cannot be completed on the sea like before. This change, among other things, allows the player to report all events normally after completing the main objective of the assignment.
  • Orbit view camera was improved to better present ship's bobbing/elevation changes while moving through the waves.
  • Added new action icons on portraits: blowing ballast tanks, flooding ballast tanks, wounded, treatment.
  • Fixes and improvements to many port textures.
  • Reworked navigation table. It's no longer possible to get lost soon after navigator had worked for a substantial time at it.
  • Added research for sonar decoys. Removed sonar decoys from the starting equipment.
  • UI sound effects are now stereo panned and most of them are quieter by default.

Performance improvements
  • Crew's RAM and VRAM usage was considerably decreased.
  • Generation of character meshes was rewritten to be as asynchronous as possible on the current version of the engine. It should fix the most common hiccups in the game occurring during weather changes, boarding crew, etc.
  • Texture compression tasks are now asynchronous.
  • Physics should run more smoothly near ports.

Fixes
  • Sun lens flare could be visible under water during sunsets. It could also be visible in some fogs.
  • Fixed clearly visible boundary on the sea at some distance from the ports.
  • Injured characters could get some automated orders.
  • Font fixes.
  • Camera could orbit target that was no longer visible.
  • Buoyancy force is additionally stabilized when physics precision is decreased. It fixes exaggerated bounce of a few ship types on time compression.
  • Rudders sway much less to the left and right when traveling forward with enabled time compression.
  • Ambient occlusion was incorrect on lower levels of detail for characters, making the transition clearly visible.
  • Sandbox could start with loading popup still on the screen.
  • Characters were flickering after transitioning between the port and the deck.
  • Diesel engines range estimation was off and didn't consider the engineer's skills.
  • Time compression is becoming disabled after entering or leaving the travel mode.
  • Player could enter land areas without seeing any notification aside from the paused time.
  • Reflections on the sea were too foggy.
  • Transfer count slider in the storage UI now takes into consideration remaining capacity of the target slot. It's no longer possible to declare transfer larger than possible.
  • Leo Loris wasn't working on the actions queued in the global queue.
  • Various fixes to torpedo storages bugs.
  • Fixed exploit that was making instant torpedo loading possible.
  • Torpedo loading tasks in the global order queue are now performed only by engineers following the torpedo mechanic role.
  • Global order queue could hold only one non-ending action. It's no longer a case.
  • Electric engines battery drain was lowered.
  • Certain transport tasks could become stuck at 100%.
  • Time compression now correctly stabilizes torque changes from buoyancy to make watching it more comfortable.
  • Purchasing torpedoes into stern torpedo storage wasn't working.
  • Carry item orders assigned to officer with helpers were sometimes ended prematurely with a few items left in the source storage.
  • Quartermaster role wasn't working since 121 Preview 1.
  • Quartermaster could transport a fractional number of shells to the ammunition storage. He was also never resupplying the storage completely and wasn't re-using slots in the storage.
  • Displayed item count was often wrong when the slot was a target of a transport task.
  • Code related to now deprecated skipping calendar dates feature was removed from the game. It had a minor impact on performance.
  • Time skipping of the resupply at the port was often ended prematurely.
  • Storage weight limits weren't respected if all items were queued to be moved at once between storages.
  • Fixed multiple problems resulting from moving one shop item to a few u-boat's storage slots.
  • Some crew members could start working with a briefcase or a backpack after vacation.
  • Improved performance during time skipping in port.
  • Headquarters task duration is now expressed in days, if appropriate, instead of hours to improve readability.
  • Hydrophone can be now correctly downgraded to GHG at ports.
  • Localization fixes.
  • Selling items to the warehouse no longer resets their count.
  • Items that aren't produced by a given country or are at a low stock are no longer restocked in the warehouses.
  • Number keys no longer initiate dialogue options when various UIs opened through dialogue are open.
  • Keyboard shortcuts could stop to work if a player left to the menu during a dialogue.
  • Torpedo arm distances were adjusted for faster torpedo types (they were noticeably higher than for the slow ones).
  • It's no longer possible to detect groups hidden behind land by any means.
  • Various fixes to conning tower observation animations.
  • One part of the conning tower wasn't being visually damaged by the explosions.
  • Attempt at fixing Unity's background thread crash after entering HQ.
  • Map grid could have a gap at the bottom part of the screen after entering the land area.
  • Lens flare quality improvements. Fixed lens flare flickering every 10 minutes of in-game time.
  • Ammunition Production I task wasn't doing anything due to a bug.
  • Failed missions weren't handled properly and the player could get rewards for them.
  • Espionage assignment fixes.
  • Fixed Unity's background thread crash after entering HQ.
  • Console wasn't properly displaying some messages after optimizations from B120.
  • ON convoys could travel through the land on the way to Halifax.
  • Physics of the items hanging on the hooks in the stern torpedo room could become permanently corrupted, especially when large time compressions were used.
  • Torpedo mechanic could get stuck outside of the pressure hull after loading or warming torpedoes. Also, the end of the loading animation was erratic.
  • Selection of portraits could stop working after performing certain steps.
  • One part of VIIC u-boats was remaining visible even after losing them from the sight.
  • Possible fix for duplicated/ghost units which couldn't be reported after sinking.
  • Diver could become not selectable under certain circumstances.
  • Leaving tutorial by clicking the button at the end was causing minor issues.
  • Caps were sometimes visible in FPP.
  • Minor storage UI fixes.
  • Minor render pipeline fixes.
  • Localization fixes.
  • Underwater effect wasn't working inside flooded compartments since at least a few versions.
  • Torpedo and hatch animations now respect current time scale. They were moving too fast on a pause and too slowly on a time compression.
  • Activator banners react more consistently to being occluded by the scene elements (labels were previously unaffected).
  • Loading screen music now respects current audio settings.
  • Various fixes to first aid.
  • Fixes to various path-finding related warnings that probably didn't have any impact.
  • Multiple fixes to having two torpedo mechanics at the same time.
  • Propeller audio effects were audible above the surface of the water for up to a few minutes after loading a game state. This problem could affect a few other audio effects too.
  • Inactive characters that were on a vacation or investigating other ship were coming back to the scene after loading a game state.
  • Reworked internal compartments of smaller units to make them more easily sinkable.
  • Added balancing factor to the torpedo damage formula.
  • Ships evacuated by the crew receive more damage and floodings are more likely to spread to simulate the fact that they lack any kind of direct damage control at such point.
  • HQ now requires more definite sinkings for a reward.
  • Font fixes.

You must admit, that looks impressive, but let's face it. We would never do it without you and your feedback. Once again, massive thank you for each conversation, each report, each review. You're the best!

Sailors! Dismissed!

Yours,
Deep Water Studio
UBOAT - U_Korvettenkapitaen


Hello Sailors!

After silent running with blue lights on for two weeks and working on the next update, we are finally ready to share this version publicly. We try to be as open as possible about the production, but during major work, there is often not that much point in sharing what we have even on the unstable branch as that would be just a pure frustration for you and us :)

Let's move on and talk about the update B121 which is now being released on the "Unstable" branch. If you like to test it, change to it in the game properties from the Steam Library, but keep in mind that this is still a work in progress.

Travel system overhaul
With this version, we overhauled the travel system in the game. The most visible change is that the fast travel mode is gone. We didn't like it, you didn't like it, nobody liked it seems, so we finally got rid of it.

Instead, there is a new time compression available that is 5x as strong as the base one. It allows you to leave areas in a decent time, similarly to the old "fast travel" mode, but it works in a much more cleaner fashion. It can be used at any point in the game without restrictions, while no cheating is involved and all laws of physics are respected. It was a major technical challenge, as physics tend to break easily on such fast time scales and we had to perform many optimizations, fixes and ensure proper handling of edge cases.

Another major change is that long distance travels on the map work differently than they used to. There were many technical changes which translate more or less to such end effects:
  • Movement on the map is much slower without time compression. There is much more time to plan an attack on the nearby groups, if you prefer to play real-time without using the active pause.
  • On the other hand, travel on the map is much faster than before, if the new time compression is used, so this change may satisfy both the patient and impatient players.
  • All small cheats here and there were removed that translate to more realistic navigation.
  • U-boat's range is set to real-life values.
Those changes address some of the suggestions we were getting from the community since the release. We hope you will like them.

Time progression
Before this update, there wasn't any decent mechanism that would make it possible to play through the whole war in a reasonable time. We had one solution during the Kickstarter backer beta, namely skipping calendar dates, but it was a confusing solution. We removed it and planned a new system. Finally, we had time to implement that new system. Let's talk about the details.
  • Resupplying your u-boat at the port is no longer instant and takes some time to be done. Your u-boat will be moved off-duty until all ordered equipment is loaded inside. You can skip the wait with a click of the button and continue normally. We didn't add any animations for the port workers so far, but we have such plans.
  • Crew gets fatigued over time and needs a vacation from time to time. We found historical sources about places where u-boat crews were resting and added them into the game. You can send your guys to simply rest in the port city you are currently in or spend some budget and let them relax in a French Chateau or Eagle's Nest.
  • New travel system ensures that patrols last much longer when it comes to passing in-game hours and days (it's also closer to real-life historical data).
These changes ensure that time will progress much faster and potentially allow the player to play through the whole World War II which was always our intention for UBOAT.

We balanced the game accordingly to match these changes. All HQ tasks take much more time to be researched and officers get fatigued much more slowly, which was also a commonly requested change.



Storages overhaul
To implement the delayed resupply of the ship at ports we had to improve the user interface for storages to make such information readable. It was an unexpected work that lead us to a major change how the storages are used and delayed this update by a week.

Starting with this version it's possible to open storages and plan all logistics without having any officer selected. All transport tasks are later completed by officers with certain roles and sailors under their command.

It's also possible to plan ahead the torpedo loadout and don't let your officer choose it automatically.

All ongoing transport tasks are clearly presented in the storage's user interface.

Another change, is that it's now possible to purchase ammunition directly into a gun's storage.



Technical improvements
With this version, we worked on some tougher technical matters that needed some time to be done. The game should generally run more smoothly, with better performance and lower RAM / VRAM usage.

Have you ever noticed lags appearing before and after each rain in the game or after adding new sailors to the crew? They were caused by rebuilding geometry for the characters. Considering that the u-boat is pretty densely packed with unique characters we are displaying them in a very optimized way which has this downside that some CPU work is needed to get it going after each change of the clothing like equipping a raincoat. Starting with this version, it's a fully asynchronous process and those lags won't bother you anymore.

Other changes
Starting with this version rewards for assignments are received only after talking with the leading officer in the port rather than clicking a button on the open sea. This change keeps the mission open until that point. It allows you to report all sunk ships and other events normally after completing the main objective of your assignment. It was a small oversight in the design that we didn't manage to fix for the initial Early Access version.

Thanks a lot for all your feedback
You're truly amazing. Thank you for all the conversations we have. We listen to each and every one of you. Your voice is heard and we take it all into consideration. Please play the new patch and let us know what you think.

Yours,
Deep Water Studio
May 22, 2019
UBOAT - U_Korvettenkapitaen

Fellow Kriegsmarine Crewmembers,

we're happy to announce that update B120 is already available for everyone after an intense testing period. Thanks to everyone who helped us tweak it and made some important fixes - your support is greatly appreciated!

Here's what you can expect after downloading our new patch:

Improvements:
  • Added bug reporting tool accessed by pressing F11.

Fixes:
  • Lowered memory usage when the game state is being saved.
  • Decreased lag when ships are spawned in the scene.
  • Starting a new game was partially keeping research from the previous session.
  • Blood pools from the previous session could stay in the scene after loading a game state.
  • Ships could stop after loading a game state if they were in the middle of certain AI behaviors.
  • A few sound effects were stopping to be handled correctly after loading a game state.
  • Carry item orders were often ended prematurely if more than one person was working on it.
  • U-boats operate on Atlantic in smaller numbers.
  • Save system fixes.
  • Hydrophone was working on the sea surface and had doubled range since B119 (this problem may persist in saved game state files).
  • Flames on a few types of NPC ship decks weren't properly restored after loading a game state.
  • Flag masts are now functioning correctly on Turm II and Turm IV.
  • Discipline level could become corrupted if the whole crew was moved off the board.
  • Improved performance in Axis ports.
  • Game could become permanently paused after loading some game states.
  • Hydrophone upgrades were working incorrectly.
  • Port characters could be moved to player's ship due to an error.
  • Right clicking on UI while the camera is in TPP view no longer releases the character from the station.
  • Periscope's lock target is automatically cleared when the target is no longer seen.
  • It's no longer possible to lock periscope on a port, aircraft, torpedo, mine or anti-submarine net.
  • Map shortcut ("M") no longer can be used in the headquarters screen.
  • Notifications no longer can be clicked when their effects would cause issues in the current state of the game (dialogues, HQ screen, etc.).
  • Button for accepting rewards at HQ could become not interactable after certain steps were taken.
  • Ammunition Production I rewards are no longer displayed with unreadable green color.
  • Warehouses now have 20 torpedo slots instead of 12.
  • Correct flags in Portsmouth.
  • Discipline penalty applied by hunger was incorrectly displayed with green font.
  • Food wasn't automatically replenished in the kitchen if food ran out in the storage and later was resupplied from the warehouse.
  • Hunger notification wasn't restored after loading a game state.
  • Turm IV gun projectiles weren't shot forward in the direction pointed by the crosshair in manual mode.
  • Audio system fixes.
  • Game states saved while time compression was enabled were loading in a partially incorrect state.
  • Work stations in Battery Room no. 2 had too strict flooding intolerance levels.
  • Character could become stuck and would no longer move in random cases.
  • Fixed problem with "Saving..." notification remaining indefinitely on the screen.
  • Game notifies player if saving game state was unsuccessful for some reason (running out of free space on HDD or game error).
  • U-boats docked in ports were too easily moved by the waves and often ended up beached.
  • Food consumption is no longer affected by time skipped by gameplay means or cheats.
  • Sink ship missions could target ships stationing in ports.
  • U-boat section view lighting fixes/improvements.
  • Torpedoes were sometimes fired at a different target than expected by the player.
  • Fixed few errors logged into reported logs.
  • In-game console could, in some cases, use all available memory and freeze the game.
  • Logger optimizations.
  • Discovery of port/ship components (like AA guns) is now triggered in a more user-friendly way.
  • It was possible to discover port/ship components with the opposite side of the periscope.
  • After following a few steps map would be no longer possible to open.
  • Fixes to a few errors that could loop and decrease performance.
  • Ships could be launched into the sky after loading a game state.
  • Cursor was missing on the defeat screen if the player was in FPP view.
  • Carry item orders were usually failing, if there were a few copies of the item in the source storage.
  • Fixed inappropriate behavior in the kitchen.
  • Fix for entering land areas in the middle of the Atlantic.
  • Improvements of contact precision could throw player back to travel mode.
  • Decreased alarm discipline penalty.
  • Sailors assigned to the officer could open storage instead of him if he drunk coffee before arriving at the storage.

As always, please leave any feedback you may have in the separate forum thread for patch B120: https://steamcommunity.com/app/494840/discussions/1/1652171126120146895/

We are reading through all your comments and reviews and we're happy that we are getting so much support. We're going back to work on further improvements so stay tuned for more!

Yours,
Deep Water Studio
UBOAT - U_Korvettenkapitaen

Hallo Mariners,

Wie geht's? We hope you're doing good. Either way, we have great things to announce!

Here's the changelog of patch B119. As you can see it's massive! The saves from B119 are compatible with B118, but some of the new things will be available only after starting a new game in B119. We are aware that it may be a pain, but we think it's worth it.

Improvements:
  • Crew list now displays the personality of a sailor, if it was already revealed.
  • Flags of some countries are now divided between the navy and the merchant fleets.
  • Index of the torpedo launcher being loaded is now displayed on the portrait of the officer.
  • Equipment produced through HQ (T3 torpedoes, advanced ammunition types and potassium absorbers) is instantly resupplied in all ports.
  • It's now possible to abandon current assignment at a cost of reputation (translations for this feature may be inaccurate in some languages).
Fixes:
  • Fixed growth of save files each time after a game state was loaded through the main menu and saved again, to a point when they were stopping to load.
  • Confirmed fix for a problem that was causing around 60% of crashes reported to our system.
  • Fixes for few confirmed memory leaks and decreased memory usage.
  • Decreased memory usage spikes related to a generation of character meshes and textures.
  • Major memory optimizations related to terrain generation.
  • Terrain segments are now generated in smaller batches to save memory.
  • Application is cleaning memory more often during loading tasks.
  • Errors logged after upgrading conning tower were fixed.
  • Characters, especially the cleaner, could become trapped between the wall and the torpedo being loaded in the stern torpedo room.
  • Animation of loading stern torpedo launcher is now correctly aligned with the handle.
  • Correct flag files for a few countries.
  • Officers could sometimes panic after discipline fell to zero.
  • UI scale slider was moved from "Control" to "Video" settings.
  • Character name changes are now correctly reflected on the UI above character heads.
  • Germany produces much more AP ammo at the start of the game.
  • All ammunition types are much cheaper. Ports store ammunition in much larger quantities.
  • Combat helmets and rebreathers are cheaper.
  • Wilhelm Wolff is correctly recognized as a crew member.
  • Port in which player's u-boat is docked is being periodically restocked like all other ports.
  • Hydrophone bearing was incorrectly aligned by outdated code. It worked properly only if the ship was oriented directly at the north.
  • Rudder's drag force was pointed in a wrong direction when the ship was moving backward, causing very odd behavior in case of large rudders.
  • Few fixes to ship's combat AI.
  • Upgrades of certain equipment were making radio room or listening room unusable.
  • Carry item orders could get stuck.
  • Characters were unequipping raincoats after stepping into the port, even if it was raining.
  • Mouse pointer could disappear after upgrading the ship.
  • It's no longer possible to save during a dialogue.
  • Ships could enter land areas if they were returning back to port on low fuel.
  • OG and BB convoys had mistaken waypoints on their path.
  • Identification book was stopping to be functional after loading a game state (this problem is carried over in save files).
  • Few types of ships had an incorrect setup of propellers and rudders. The most common side effect was the ability to hear their propellers above water from large distances.
  • Unread messages notification could be visible, even if zero unread messages were present after loading a game state.
  • Fixed bug that could occasionally cause infinite loading screen.
  • Exploration mode speeds up sandbox time more than before.
  • Food is much cheaper.
  • Fixed not clickable listening room problem.
  • Characters could play incorrect animations after loading a game state and they could appear in wrong places.
  • In-progress torpedo loading animation was off after loading a game state.
  • Officer that was playing cards could get interrupted by sailors eating a meal.
  • Characters are faded in and out when they start or stop animation that doesn't have specified transition.
  • Optimization to interiors rendering.
  • Characters could be lit by the sky ambient and stay that way if a game state was loaded with them sleeping on starboard upper beds (they had a blue tint).
  • Stored torpedoes no longer can be damaged.
  • Lowered memory usage and improved performance while loading game states.
  • Ships in the scene weren't receiving any visual damage and weren't wetted by the sea after loading a game state.
  • Fixed problem with freezing viewport after using periscope in manual mode.
  • Aircraft sent from the carrier over long distances wasn't initialized correctly and were causing occasional problems.
  • Hotkeys for selecting officers were working only for the first 6 officers.
  • Certain sound effects could become permanently muted after hydrophone was used in manual mode.
  • Characters could start running in one place when u-boat started to sink.
  • Cranes in La Rochelle could become invisible after loading a game state.
  • Crew was much less willing to eat food after the first alarm was over.
  • Ports and other groups could not load, if a player entered, left and entered their area again in a short time.
  • Game could freeze during terrain generation.
  • Increased error durability of the save system. Saved game state files without major structural problems should load normally when smaller problems are encountered.
  • Fixes to some of the most common auto-reported errors.

Did you think that's big? How about we tell you we already launching a new patch B120 for the branch Unstable? So for those of you, who want more from life, we prepared another changelog.

Fixes:
  • Lowered memory usage when the game state is being saved.
  • Decreased lag when ships are spawned in the scene.
  • Starting a new game was partially keeping research from the previous session.
  • Blood pools from the previous session could stay in the scene after loading a game state.
  • Ships could stop after loading a game state if they were in the middle of certain AI behaviors.
  • A few sound effects were stopping to be handled correctly after loading a game state.
  • Carry item orders were often ended prematurely if more than one person was working on it.
  • U-boats operate on Atlantic in smaller numbers.
  • Save system fixes.

Thanks again! We will never be able to thank you enough for all your valuable feedback and reports. You're the best Seemänner in the whole wide world! Talk to you soon.

You can report the bugs here:
https://steamcommunity.com/app/494840/discussions/0/2530372519560243154/

Yours,
Deep Water Studio
May 12, 2019
UBOAT - U_Korvettenkapitaen


Hallo Seeleute,

We are still testing the B119 before release. It should be ready for all in 2-3 days. If you want to try it already, just change your branch in the game Steam properties to Unstable. So just to give you some heads up, here are some changes coming.

  • This version fixes the most common problem with the saves.
  • Crew list now displays the personality of a sailor, if it was already revealed.
  • Flags of some countries are now divided between the navy and the merchant fleets.
  • Index of the torpedo launcher being loaded is now displayed on the portrait of the officer.
  • Many memory (RAM) fixes and optimization.
  • Errors logged after upgrading conning tower were fixed.
  • Characters won’t be stuck in the stern torpedo room.
  • Animation of loading stern torpedo launcher is now correctly aligned with the handle.
  • Correct flag files for a few countries.
  • Officers could sometimes panic after discipline fell to zero.
  • UI scale slider was moved from "Control" to "Video" settings.
  • Character name changes are now correctly reflected on the UI above character heads.
  • Equipment produced through HQ (T3 torpedoes, advanced ammunition types and potassium absorbers) is instantly resupplied in all ports.
  • Germany produces much more AP ammo at the start of the game.
  • All ammunition types are much cheaper. Ports store ammunition in much larger quantities.
  • Combat helmets and rebreathers are cheaper.
  • Wilhelm Wolff is correctly recognized as a crew member.
  • Port in which player's U-boat is docked is being periodically restocked like all other ports.
  • Researched equipment is now instantly restocked without additional conditions.
  • It's now possible to abandon current assignment at the cost of reputation.
  • Hydrophone bearing was incorrectly aligned by outdated code. It worked properly only if the ship was oriented directly at the north.
  • Rudder's drag force was pointed in a wrong direction when the ship was moving backward, causing very odd behavior in case of large rudders.
  • Upgrades to radio and listening room.
  • Carry item orders fix.
  • Food is much cheaper.
  • Many, many more minor fixes.

Thank you for all your reports. We couldn't have done it without you! We welcome all new players wanted to see the patch and hopefully, we will release it soon to all and start working on the next one.

Yours,
Deep Water Studio
UBOAT - U_Korvettenkapitaen


Achtung! Patch B118 has arrived!

As we promised, we're committed to making UBOAT better. Again, thanks to your feedback, we were able to prepare a new patch as quickly as it was possible.

Important notice: Game saves from previous versions will not work with B118 version. If you want to continue your game from old save, change the game version to B117 after the patch is downloaded. And do not worry - it won't be like this after every major update. We will do what we can to make sure new patches can read saves from previous builds.

Fixes:
  • Research is now fully restored from the saved game states.
  • Reputation purchases were impossible after the game state was loaded.
  • Reverse engine gears work correctly again.
  • Blowing ballast was sometimes impossible when control room was flooded.
  • Character that was stopping to use UZO could rotate during the animation.
  • Periscope's engine was making noise when the periscope was stationary instead of when it was rotated.
  • Launched torpedoes were stopped after the game state was loaded.
  • Torpedo icons on a map from now on have a direction arrow attached to them just like the ships and aircraft.
  • Cursor is becoming visible when ALT is pressed during the use of a gun in manual mode.
  • Certain sound effects could become muted after loading a game state.
  • Gun was randomly becoming locked after firing in a manual mode.
  • Fuel is now always correctly restocked at ports.
  • Sailor could take place of an officer during execution of a task in certain cases.
  • Reputation points label wasn't refreshed after loading a game state.
  • Sandbox could launch in the middle of the Atlantic if certain steps were taken before starting the game.
  • Characters playing certain animations could appear in a wrong place after loading a game state.
  • Food was sometimes not consumed anymore after loading a game state.
  • Becoming lost directly after loading a game state.
  • AA gun ammunition storage now has specified capacity.
  • Unspecified characters were appearing on nearby units and ports after loading a game state.
  • Scratch sound played when a song was interrupted is now much quieter.
  • Staying at periscope depth doesn't apply any depth-related discipline penalties from now on.
  • Minor optimizations to memory usage during loading.
  • Main menu improvements.
  • UI fixes for widescreen resolutions.
  • General UI fixes.
  • Translation fixes.
We are really thankful for your support and an overwhelming need to help us make UBOAT better. We are reading every single discussion here on Steam - and of course every review. It's great to have such an amazing community!

For anything related to patch B118, we've created a new thread right here:
https://steamcommunity.com/app/494840/discussions/1/1649917420749140844/

We're going back to work! Thanks again and stay tuned.

Yours,
Deep Water Studio
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