UBOAT "Патч b119S to b120"
- 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.