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Steam News · 3d
Balance: * Partials always do at least 1 damage now. New: * Option to have flying planes highlighted (so they are easier to see) added. (Default: on) Minor: * Fixed another bug regarding boxed moves causing unit stacking * Fixed several areas where mouse clicks could register through the UI * Fixed a bug on the Metamap where the Fleet Panel no longer resized vertically * Possible fix for rare issu...
Steam News · Oct 17
As promised in the Long Ago times of DevLog #2 (found below) I wanted to go over some of the interesting specifics of how the Ai was built for Dread Admiral. a rough reminder, there are four 'layers' of Ai, each hand programmed to coordinate with eachother. The Command layer -> Determines goals and productionFleet Layer -> ...
Steam News · Oct 12
Balance: * Wolfpack sub 'injections' added back to Normal, but adjusted to 1 sub per injection. * Number of Wolfpack Subs reduced by 2 for all difficulties. Bugfixes: * Fixed bug where Dread Admiral's Flagship would often spawn with no upgrades. Additionally, corrected a possible 'double upgrade' bug. * Fixed a bug regarding using the Double Click selection at inappropriate times.
Steam News · Oct 12
* Number of injected subs reduced (-33%) (Only affects Hard/Brutal)
Steam News · Oct 11
QoL: * Tooltips will now tell you how much invade a unit will cause (after all modifiers) when on a Port hex * Fixed Multi-move to recognize when it reveals a *new* enemy unit, rather than stopping a multi-move due to known information. * Recon range is now highlighted during multi-selection
Steam News · Oct 11
Balance: * Wolfpack sub 'injections' removed from 'Normal' difficulty * Wolfpack sub 'injections' reduced from roughly every 3 turns to roughly every 4 turns (-33%) Minor: * Recon highlights will now refresh when using them from multi-selection
Steam News · Oct 10
QoL: * Added Double-Click UnitType selection (e.g. double clicking a submarine you control will select all submarines you control on screen) Hotfix: * STR Tech Lab Fixed (accidentally required 100 population)
Steam News · Oct 10
Balance: * Interceptor/Patrol dogfights now use 'net veterancy' both defensively and offensively, rather than only offensively. * These dogfights have had that up-to-60% multiplier centered at 0 (-30% to +30%) instead of 0-60%. -> these changes reduce the lethality of Veteran'd planes in both directions (they should die less, and they will kill less.) * Tea Traders reduced back to $2 * Further fla...
Steam News · Oct 7
Fixed 0-damage text
Steam News · Oct 6
Balance: * Bugfix: Tea Traders will actually grant $3 per slot rather than just say it does. Optimizations: * Added caching to City calculations to avoid repeat calculation costs. * Added initial caching for 'action summaries' when calculating combat. (saves calcs between targets) * Ai move enumeration now splits itself across different frames, which should reduce possible visual lag when it's eva...
Steam News · Oct 3
Something I think has gone over fairly well with Dread Admiral is the ship balance. While I've applied various buffs to the escorts and Submarines, the balance hasn't changed all that much from playtest to post-release.--- The Starting Point ---Dread Admiral is an homage to The Grandest Fleet, so the initial ship types (indeed, at time of writing - all of the ship types) are directly inspired by G...
Steam News · Oct 2
Balance: * Reworked the HP input to Hard to Hit. This should make DD's and SDD's feel more significant. This change sits between the original values and the reworked values around launch. -> The Rework specifically avoided buffing PT's to avoid complaints. Ex. 1: SS vs Bombing Run buffed from ~22% to ~28% Ex. 2: DD vs Bombing Run went from ~18% to ~28% Ex. 3: SDD vs BB broadside went from ~13% to ...
Steam News · Sep 28
Balance: * Investor nerfed to 2%. Also now caps at +$20. * Active Builder buffed back to 10%. (Text also clarified.) * Brute Force and similar upgrades now reduce the cost of their related Tech Labs by 50%. * Oil Baron now reduces the cost of Refineries by 50%. * Tea Traders buffed back to +$3 per empty slot * RepairBarge now fully heals your ships, rather than partially between missions * Tweaked...
Steam News · Sep 25
Balance: * Reordered how growth checks are performed. They now operate *after* new buildings, but before checking for usable buildings. In rare cases this might allow a queued ship to sneak out of port when it wouldn't have been able to before. -> The purpose of this reordering was originally to turn on buildings 'in time' for them to operate during the upkeep. This update to that change should al...
Steam News · Sep 23
* Fixes a bug where enemy VP was partially added to the Users internally when determining number of bonus turns.
Steam News · Sep 23
New: * End Phase confirmation added. (Details unmoved units and number of cities with empty queues) * Players can now Destroy their own buildings. NOTE: Destroying your Downtown or other 'housing' buildings will get rid of that excess population over time (likely at the beginning of the next turn.) Balance: * Fixed a bug where internal end of mission calc for VP was misaligned with the display. Th...
Steam News · Sep 21
New: * Added Fortify campaign objective. Build AA, Forts, and Pillboxes to a specified amount before leaving! * New Campaigns will now summarize various stats about your campaign upon succesful completion. (Old campaigns won't display this data since it would be inaccurate.) Balance: * Ews Radius increased to 8 (sight + sub detection) * Legacy of Dread effect doubled (to 10% per prestige) * Napalm...
Steam News · Sep 20
Whether you're curious about why I chose to make Dread Admiral, what is coming in the pipeline down the road, or you want to see how I normally play Mission 1, check out my recent video below. Included, I show a short summary of Mission 2 so you can see the fleet going into M3.Cheers!
Steam News · Sep 18
UI: * Unit tooltip - added various information and colored some of it according to damage/missing planes/etc * Superships should now always appear at the bottom of the purchase panel * Fixed a bug where Unrestricted Superships wasn't functioning. * Buildings should now arrange according to cost/required population * Fixed a bug where if you switched between Quick Battle and Skirmish, it would hide...
Steam News · Sep 17
Possible fix for Invasion hang bug