Build 1.2.0
Build 1.2.0 is out. The United States and Japan join the roster, along with a 1920 start date.
The other big-ticket items: masts, reworked turbine machinery arrangements, enforced engine layouts, various armour improvements, improved seakeeping and turning calculations, the option to build different scenes and environments in the 3D view, and a first version of a penetration testing tool.
Existing saves should load fine, and old designs can be imported - though machinery and casemates may need adjustment before a design is valid again.
Hotfixes 1.2.1 and 1.2.2 followed; their notes are at the foot of this post.
Additions
- The United States and Japan are playable, and 1920 is added to the start dates
- The historical gun roster extends to 1920 for all four nations
- Masts, placed as both fore and mainmasts, in seven types: pole, tripod, quadrupod, heptapod, cage, pyramid and tower. Suggest will auto-place them, and more use for them is coming beyond spotting
- The 3D viewer has selectable scenes - open sea, morning, dusk and heavy weather - each with its own weather and wind
- A Speed slider and a Heading dial in the 3D viewer let you show your ship under way
- Salvo command in control, which animates the chosen battery for one firing cycle
- The sea in the 3D viewer is improved, along with rain and other environmental effects
- Penetration model mode: click the ship in the 3D viewer and the chosen shell fires along that line of sight
- Compare popup in the gun designer
- National (Light) and National (Dark) themes that follow the nation you are playing
- A UI Scale in the header menu, from 75% to 120%, plus an Auto mode
- Casemate embrasures gain a configurable sill
- New design rules to ensure casemates are properly placed
- Reworked turning calculation, including a turn path visualisation
- Raked bow added to the existing options
- Various adjustments to armour configuration options
- Machinery layouts sort themselves into valid buckets, custom layouts included, and throw an error when invalid
- The designer now errors when freeboard is too low along the hull
- The superstructure list shows weight
- Summarize cards have an option to follow your theme, and there is more information in the gun and ship summary cards
- Escape closes the designers’ menus, filter popups and editors
Fixes
- Major ports on the strategic map were not reliably clickable
- Map information now updates according to the start date
- Deck superstructures painted over mounts in the profile view in some situations
- Shattered shells were counted as penetrations, inflating early uncapped and soft-capped belt figures
- Machinery rooms and their sizes were reworked
- Fixed the way inclined belts affect the calculated area of other armour items
- Embrasure mouths stood proud of the hull in some cases
- Closing a Summarize dialog or the 3D viewer while the image was saving produced a corrupt or empty PNG
- Improved Escape handling in the ship designer
- Removing the last mount of a battery left its ammunition hoists behind, still taking up space and still costing money
- The mouse wheel silently stopped honouring its step law sometimes
Balance
- Seakeeping is rated against real sea states rather than an abstract scale
- Machinery footprint rebuilt from real reference drawings
- Teak backing behind armour scales with the plate it beds
- Straight bows stay honestly near-plumb across the whole era, and the new raked bow type covers the straight-but-raked cases
- With Historical Infrastructure Limits on, Suggest and Auto Scaling no longer propose plate the nation’s mills cannot roll
- Ammunition hoists for pedestal and base-ring batteries default to a more sensible depth
Other
- Bore and armour thickness are entered in either millimetres or inches, depending on the chosen unit set
- Mount bases, hoist heads and room heights move on a 1 cm grid, for better handling
Hotfix 1.2.1
Released shortly after 1.2.0: masts were missing from the ship summary card.
Hotfix 1.2.2 - 16 August
A second quick patch, mostly to the masts and armour work that came with 1.2.0.
Additions
- The turret designer warns when gunhouse plate is thicker than the nation’s mills can roll
Fixes
- Armour Suggest and Auto Scaling now switch a plate’s material when the written gauge crosses the face-hardening threshold
- A mount whose base ring or working chamber overhangs a deck edge, step or lowered quarterdeck is now invalid
- Early-era torpedo defence depth scales down slightly with technology level
- A superstructure’s wider section no longer paints over mounts standing beside its narrower section in the profile view
- Cage masts draw their lattice in the 2D profile instead of an empty hourglass outline
- An unpainted open-top embrasure mouth no longer shows as a hole cut clean through the ship in the overhead view
- The 3D viewer opens much faster on big designs: the shader warm-up compiles off-thread instead of stalling the first frame
- Mast staff and legs no longer show through the hull side below the deck line
- Standing rigging keeps clear of gun mounts, so wires no longer pass through a gunhouse
- Fixed mill-limit rounding on edge cases
- The cage mast’s superstructure-overlap error is removed
- Mount custom base, embrasure sill and magazine room floor show in feet under the imperial unit toggle
Balance
- Slight rework of the machinery footprint, and of item sizing and placement
- Topmasts adjusted: the height cap rises about 15%, and minimum heights or stub masts are required depending on the top fittings
Four navies, three start dates, and a tool for shooting at your own ships: the Discord wants to see what you do with them.