You can rename the crew, so ye.Can you name all crew members Boaty McBoatface?
You can rename the crew, so ye.Can you name all crew members Boaty McBoatface?
Can you name all crew members Boaty McBoatface?
I fired my way through the tutorial mode last night...had a few issues of wondering exactly what or where I was supposed to be sending my engineer...especially after being depth charged and the aft torpedo room flooded...I accidentally clicked on repair the bulkhead door and half flooded the whole boat when the idiot engineer decided to open it to weld the hinges...wellies for the crew time.Remember that you can enable beta branches in UBOAT Steam settings if stable is not working. They just pushed another beta as we speak.
Not only that, you can customize the look and skills of your crew members up to what beard/glasses or pipe they have.
I played so many subsims - so I ignored tutorial to go in blissful ignorance directly to sandbox.I fired my way through the tutorial mode last night...had a few issues of wondering exactly what or where I was supposed to be sending my engineer...especially after being depth charged and the aft torpedo room flooded...I accidentally clicked on repair the bulkhead door and half flooded the whole boat when the idiot engineer decided to open it to weld the hinges...wellies for the crew time.
It's still a bit micro-managey for me but I certainly enjoyed it as a whole even through cutting my diver loose when being attacked by a destroyer. (all part of the tutorials). Unfortunately, I lost my net connection so no Steam and the game went into slow motion mode and wouldn't come back out...so had to abandon the attack on the carrier.
A lot of laughing sending folks scurrying about to the wrong stations or heating torpedo tubes instead of loading torpedoes...but definitely enjoyable.
I'm the same generally but this one has a few 'Sims' type mechanics I certainly hadn't played before..I'm not into the micro-management side of games as a whole since the whole messing about in sub-menus rather than playing tends to be merely an unwanted distraction for me more than anything...I played so many subsims - so I ignored tutorial to go in blissful ignorance directly to sandbox.
Ye I need a new rig. Is likely RAM bottlenecking.I'm the same generally but this one has a few 'Sims' type mechanics I certainly hadn't played before..I'm not into the micro-management side of games as a whole since the whole messing about in sub-menus rather than playing tends to be merely an unwanted distraction for me more than anything...
The tutorial pointed me in the right direction as to how to get 'who' to do 'what' and when I should be doing it so I enjoyed the mess around...going in at the deep end when I fire it up later though.
I should have mentioned that the game runs fine on my gaming rig at their version of Ultra-everything...no issues at all.
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:
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!
- 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.
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
Few tips:
If you encountering persistent bugs - start over. Many people noticed that bugs carry over in older save files. So dont get use to your crew and start over if you downloaded beta version of the game.
If you get stuck on dry land (uboat spawned in the wrong place or you got beached) use this simple command.
-press "~`" and type: "Teleport [Any Two Number]" – teleport you U-boat on entered coordinates, NOTE: if its WEST add the (-) if its not west dont add the (-)
For example Teleport 54.35 10.18 to go to Kiel area.
Other commands that can help you regain lost progress from previous save file:
Budget [Any Number] – Add some money.
Leak – Create random leak on you U-BOAT.
Reputation [Any Number] – Increase reputation to buy upgrade.
Skip [Any Number and Time Unit] – Skip in-game time w/out consume u-boat resources (use it to skip reaerch time)
Weather [Fog, Calm, Cloudy, Storm] – Change in-game weather.
XP [Any number] – Add experience to your crew on board.
Spawn [Warships, Convoy, Transport, Submarine] – Spawn front on you groups of enemy.
Bomb – Drop bomb on selected target.
Torpedo – Launch torpedo on selected target.
New patch notes:
Few tips:
If you encountering persistent bugs - start over. Many people noticed that bugs carry over in older save files. So dont get use to your crew and start over if you downloaded beta version of the game.
If you get stuck on dry land (uboat spawned in the wrong place or you got beached) use this simple command.
-press "~`" and type: "Teleport [Any Two Number]" – teleport you U-boat on entered coordinates, NOTE: if its WEST add the (-) if its not west dont add the (-)
For example Teleport 54.35 10.18 to go to Kiel area.
Other commands that can help you regain lost progress from previous save file:
Budget [Any Number] – Add some money.
Leak – Create random leak on you U-BOAT.
Reputation [Any Number] – Increase reputation to buy upgrade.
Skip [Any Number and Time Unit] – Skip in-game time w/out consume u-boat resources (use it to skip reaerch time)
Weather [Fog, Calm, Cloudy, Storm] – Change in-game weather.
XP [Any number] – Add experience to your crew on board.
Spawn [Warships, Convoy, Transport, Submarine] – Spawn front on you groups of enemy.
Bomb – Drop bomb on selected target.
Torpedo – Launch torpedo on selected target.
New patch notes:
Came across my first proper convoy, as opposed to a triple of Freighters unescorted.
9 freighters in a box with Corvette escorts
Had just finished a "Sink the transport with critical technology" mission, and used the hydrophones to see if it was clear to try to send a dive crew to the wreck
Picked up a large group about 100 km off, so set off to intercept
Waited at periscope depth, about a 1km north of where the convoy could pass, and them scored one Corvette and 4 transports with the torpedoes I had left.
Then thought I could escape easily as it was a storm so surely the other corvettes had not idea where I was.
Set depth to 100 without checking the depth and promptly ran around at the bottom.
Well I can wait them out and blow tanks later
Sound of screws right above us
Depth Charges
Oh I never silenced the machinery, they could hear me
Sunk
Patch B119 available for all, B120 already ready for testing!
16 MAY @ 10:27PM - 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:
Fixes:
- 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).
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.
- 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.
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.
- 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.
You can report the bugs here:
https://steamcommunity.com/app/494840/discussions/0/2530372519560243154/
Yours,
Deep Water Studio
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