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Rule the Waves 3 - Update 1.00.19

Hello everyone,

We are happy to announce another update for Rule the Waves 3. Along with multiple bug fixes and tweaks to the campaign and battle generator, a new feature added with this update increases the number of large fleet battles you will have in a campaign. You can toggle this option on or off with the in-game preferences menu.

What’s New in Version 1.00.19

Bug Fixes

  • Fixed a minor bug that led to some hits being without hit location explanation.
  • All nations will now get numbered DD names if names run out.
  • Fixed a bug that could delay gun research if playing with bigger fleet sizes.
  • Fixed a bug with triple turrets in A or Y positions on high speed ships connected with the wrong tech.
  • Fixed a bug with the ammo for secondary and tertiary guns in combat not corresponding to the designed amount.
  • Fixed a bug where good quality heavy guns could be developed before longer gun barrels tech was researched.
  • Magazine explosion sound will now not play if no sound is selected.

New Game Options

  • Added option for more frequent large battles and fleet battles in the in-game preferences.

Battle Generation

  • Made some adjustments in battle generation to reduce the risk of divisions assigned to support carriers being used for other duties.
  • Adjusted pre battle placement to increase variability and give opportunity for more pre-battle maneuvering, especially in the missile age. Note, this might increase the number of no-contact battles.
  • Fixed a bug with the battle generator ignoring the designated fleet flag division if the flagship was a B.
  • Tweaked the battle generator to adhere more closely to division organisation in some cases.

Battle Resolution

  • Tactical AI: Made cruisers and BC on AI control more careful about staying in range of enemy battleships.
  • Fixed a bug with formation line abreast not really working. Note, as a consequence of this, ships in line abreast formation can now collide with friendly ships in the same division, to discourage unrealistic wild turning maneuvers while in line abreast.
  • Ships maneuvering to avoid air attack will now tend to turn away from nearby enemy ships.
  • Reduced the chance of friendly bombing of ships close to the originating carrier.

Ship Design

  • Raised maximum ROF for autoloaded light guns.
  • Allowed DD with Unit machinery to be rebuilt to KE.
  • Fixed a bug with battlecruiser building allowed too early (now requires four levels of ship design research).
  • Corvette AI ship templates updated.
  • DD ship type will be correctly classed when DD up to 3800 tons is researched early.
  • Autodesigned ships will not have incresed elevation if not researched.
  • Made sure the autodesigner does not include inclined belt if not developed.
  • Made sure the autodesigner does not include mines on AMC if not developed.
  • Ship design: Fixed some quirks when entering numbers with the keyboard when editing rest angles for guns.
  • Ship design: Funnel positions are now rescaled when ship displacement is changed.
  • Ship design: When setting rest angle for tertiary mounts, opposite mount, if any, will automatically get corresponding rest angle.
  • Ship design: Removed lingering red circles after editing secondary and tertiary gun positions.
  • Improved AI design templates for early pre-dreadnoughts.
  • Tweaked the AI ship designer so it will not mangle lozenge design old battleships.

Officers

  • Made sure officers can never be so stupid that they get invalid ability ratings.

Divisions

  • Made sure the division editor display of subordinate divisions is updated after dissolving a division.

Balance Changes

  • Increased the treaty build limit by 20%.
  • Adjusted some aspects of research when playing at less than 100% research speed.
  • Changed the starting dock size for USA in 1890 to 10000 tons.
  • Adjusted gun research on less than 100% research speed (now easier to develop guns).
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