Combat
\[Adjustment] Damage Model Iteration: Further iterated on the shell explosion damage model, blending features from version 1.5 with version 1.42 and earlier.
Non-module component damage is now closer to version 1.42 and earlier, offering more stable damage output. This prevents weapons with large blast radiuses (e.g., underwater depth charge explosions, HE anti-ship missiles) from dealing extremely low damage when hitting small targets.
Module damage retains the distance-based attenuation (decay) mechanism from version 1.5. Additionally, the blast power will no longer be diluted to extremely low levels due to an excessive number of components.
The blast sphere will perform separate damage checks for module and non-module components respectively. This ensures that during the blast sphere's raycast detection, the mechanism where non-module components provide armor resistance modifiers to module components remains effective.
\[Removed] HE Penetration Checks: Removed armor penetration checks and indicators for High Explosive (HE) shells; damage is now solely provided by the blast sphere itself.
In previous versions, the shell's point mass would perform an armor penetration check against the hitbox of the struck component. If successful, this would deal an extra instance of guaranteed minimum damage based on the shell's standard damage, though this bonus damage value was very small. Because HE shells use a contact-detonation mechanism and do not actually penetrate the hull, and since the penetration check only applied to the hitbox of the component directly hit by the shell (excluding other components within the blast radius), this design was counter-intuitive and has been removed.
\[New] AA Visuals: Multi-barrel AA guns now generate multiple muzzle flash effects. For performance reasons, tracer trajectories will remain a single stream.
\[New] Module Status UI: When displaying your ship's module status during battle (default key: O), module HP will now be shown.
Note: To prevent numbers from cluttering the view and interfering with module assessment, the HP text is designed with low visibility. If it is difficult to read, you can use the free camera (default key: F4) to bring the view closer to the modules.
\[Adjustment] Environmental Visuals: Improved the horizon (sea-sky interface) effects, fixing a rendering error on the distant sea surface when the player's camera is at high altitudes.
\[Adjustment] UI Prompt: Adjusted the hit detection prompt information for the Misc tool.
\[Adjustment] Weapon Balancing: Adjusted the global damage coefficient for naval gun damage, bringing its performance closer to version 1.42.
\[Adjustment] Hit Indicators: For explosive-type weapons only, the hit indicator has been changed to \[HE Shell Hit]. (Note: In the current version, torpedo hits will also display as "HE Shell Hit").
\[Adjustment] Damage Tuning: Temporarily removed the high over-penetration damage dealt by shells to ammunition magazines and hoists introduced in version 1.5.
\[Fixed] Fixed an issue where the sequential firing rate of other turrets would decrease if one turret's firing arc was blocked.
\[Fixed] Fixed an issue where the explosion position for depth charge contact fuzes was incorrect.
\[Fixed] Fixed an issue where the blast sphere power did not properly attenuate (decay) with distance in certain situations.
\[Fixed] Fixed a series of bugs caused by out-of-sync ship draft/submersion ratios. For example, clients in multiplayer mode locking onto submerged targets would not see the target outline.
Components
\[New] Component HP Overhaul: Implemented new HP values for vanilla AA guns, naval guns, rangefinders, and radars. These vanilla components will no longer use the old "Volume × Armor" HP system (except for ammunition magazines and hoists).
Note: Some components might have been missed; these will be gradually fixed in future updates. Feel free to report any missing component IDs to us through any channel.
\[Adjustment] Added color separation for the French 100mm/55 Modèle 1945 Naval Gun (CAD Modèle 1945 Twin Turret / ID: n627).
\[Adjustment] Corrected the dimensions of the Soviet 406mm B-37 MK-1M Turret to make it closer to historical blueprints (slightly shorter than the old model).
\[Fixed] Corrected the rotation pivot error for the Early US 203mm Turret and provided color separation.
\[Fixed] Corrected a naming error in the English localization for the British 381mm/42 Mark I (Mark I/N RP 12 Two-gun Turret).
\[Fixed] Fixed an issue in the English localization where 5m Railing (ID: n824) and 5m Railing (Quarter) (ID: n825) were incorrectly named as low railings.
Editor
\[New] Multiplayer levels now support custom music data synchronization. The Operation Editor now features an unlocked music player.
\[New] Added .mp3 format support for custom music in the Level Editor.
\[New] Level Editor music can now have its volume set independently.
\[Fixed] Fixed a bug where the music volume in the Level Editor could not be controlled in real-time by the game's audio settings.
Performance
Massively improved shipyard loading times! Also slightly improved combat scene loading times.
Reduced initialization time for the component inventory UI, thereby reducing shipyard scene loading times.
Reduced skybox loading times.
Optimized the initialization time for localized text, increasing overall scene loading speeds.
\[Adjustment] Netcode: Significantly improved in-game level transmission speeds; theoretical synchronization speeds have been drastically increased.
Preset Ships & Shipyard
\[New] Hull Save Category: Added a system save category: Hulls.
Added several blank hulls modified from preset ships, categorized under "Large Hulls", "Medium Hulls", and "Light Hulls".
These hulls have their superstructures, weapons, funnels, and some barbettes removed while keeping their armor intact, allowing for rapid ship-crafting.
In a subsequent hotfix, the naming convention for hull saves will be changed to reduce the likelihood of accidentally overwriting original saves when saving.
\[New] Template Basing: When creating a new save in the shipyard, you can now build directly on top of an existing save. The default directory points to preset hulls.
\[Reset] Reset the following preset ships: Blücher, Kaiser, Mackensen, Hindenburg, Moltke, Seydlitz, and Sachsen.
\[Fixed] Fixed a bug causing abnormal armor thickness on the replica preset ship U-764.
\[Fixed] Fixed historical accuracy/research issues for the replica preset ships Belfast and Devonshire.
\[Fixed] Fixed a bug causing abnormal armor thickness below the waterline on the replica preset ship Fargo.
\[Fixed] Fixed a bug causing abnormal armor thickness below the waterline on the advanced preset/tutorial ship Cleveland.