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NavalArt update V1.51 Anti-Submarine Weapons, Dynamic Bow Wave and Prologue

Preface

Long time no see!

In this update, we have further iterated on unguided anti-submarine weapons, dynamic bow wave effects, and a brand-new prologue campaign designed for new players, along with a number of bug fixes and adjustments!

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Discount Information

NavalArt will be 20% off from August 17, 10:00 GMT-7 to August 24, 10:00 GMT-7!

After this sale ends, the game will receive a small price increase in accordance with our previous plans, as development progresses and the game becomes more complete.

If you have been on the fence about this game, now is a great time to join NavalArt!

Prologue Campaign

We have always placed great importance on the onboarding experience for new players. To that end, we have carefully designed a new series of introductory prologue missions.

Players can experience the story and combat while gradually learning the construction system according to the requirements of each mission.

The prologue consists of 5 combat missions and 2 construction-system tutorials.

The entire tutorial system has been made from scratch. It offers much better maintainability than the old tutorial, but is also more complex, which means we are unable to cover every aspect of the game in the short term.

However, we hope this will provide a good start. We welcome all players to try it out and share their experiences.

The prologue campaign takes place before QuickSortie, depicting the story and world from another perspective.

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Anti-Submarine Weapons

In this update, we have prepared a large number of brand-new anti-submarine weapons. As a weapon system alone, the experience is highly unusual and unique.

These include:

Rail-Mounted Depth Charge Rack

3-Axis Movable Anti-Submarine Mortar

Single-Axis Movable Anti-Submarine Mortar

Hedgehog Launcher (recreated with its circular dispersion pattern and 1-axis movement)

K-gun Analogues (fixed-angle anti-submarine mortars)

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Of course, these also come with a series of supporting mechanics.

-Differences between Advanced and Basic Anti-Submarine Weapons

Advanced anti-submarine weapons provide full lead correction. If the target does not evade when the weapon is fired, it has a very high probability of hitting. Basic anti-submarine weapons, on the other hand, can be fired without aiming directly at the target.

-Adjustable Camera Height for Anti-Submarine Weapons

When switching to an anti-submarine weapon, you can use the mouse wheel to raise or lower the camera. This makes aiming easier.

-Visualized Firing Arcs

Some anti-submarine weapons with limited firing arcs or limited movable axes, such as the British Squid anti-submarine mortar, will display a firing-arc reference when selected.

Note: The firing-arc reference may not be 100% accurate.

All anti-submarine weapons have had their characteristics significantly enhanced compared with their real-world counterparts, especially their range.

Some anti-submarine mortars that did not historically have adjustable range have also been given range adjustment capabilities.

Even so, their hit rate in actual combat is still poor. This is due to other incomplete game mechanics rather than the weapons themselves. We will gradually improve the submarine warfare and anti-submarine warfare systems in the future.

Dynamic Bow Wave Improvements

As shown in the previous demonstration video, we have introduced a brand-new dynamic bow wave effect.

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This system will be available as an optional bow wave effect. It generates bow waves based on the shape of the ship without causing a major performance impact.

Shell impacts on the surface of the sea will also generate ripples.

Of course, this system is still in testing, and there are still many visual bugs.

For example:

Submarines traveling underwater may still generate bow waves on the surface

At certain angles and after certain actions, the waves may disappear

Water columns generated by impacts other than shells will not create ripples

And so on......

We welcome you to test the system and report any new issues.

General

Fixed an issue where low-angle depth charge trajectories would sometimes become high-angle trajectories

Fixed an issue in level mode where subsystem modules could still take over-penetration damage even when subsystem invincibility was enabled

Fixed an issue where the "Sunk by Airstrike" achievement could not be triggered

Fixed an issue in the shipyard part warehouse where variant parts would not appear if the base part failed the filter while the variant part passed

Fixed an issue where saving in the Campaign/Level Editor added a pair of double quotes each time to untranslated entries in localization files

Fixed an issue where inaccurate shell hit calculations caused lead angles for secondary guns and AI turrets to be imprecise

Fixed an issue where keybinding lists on keybinding buttons were displayed incompletely

Fixed an issue where explosions failed to deal minimum damage to already destroyed parts

Adjusted replaced icons for mission technology rewards

Added several new built-in music tracks to the Level Editor

Added a background transition fade effect when switching mission selections in the Campaign Mission Panel

Added a semi-transparent black background behind level mission objectives to improve text readability

Parts

n1469

British Triple Depth Charge Rack (Type VII Depth Charge)

n1470

British 305mm "Squid" Anti-Submarine Mortar

n1471

British 305mm "Limbo" Anti-Submarine Mortar

n1576

German WBW C/35 Anti-Submarine Depth Charge Launcher (WBD II Depth Charge)

n1577

Soviet 85mm/52 ZiS-S-53 Tank Gun (Model 1944 Turret)

n1578

Soviet 85mm/52 ZiS-S-53 Tank Gun (MK-85 Turret)

n1579

Sweden 120mm/25 Advanced Motar System (Twin Turret, Fast Attack Craft Variants)

n1580

North American RA-5C “Vigilante” (Without drop tanks)

n1581

French 4m stereoscopic OPL rangefinder with ACAE FCR II

n1582

German 150mm/45 Tbts KC/36T (LDrh L.C/38 Twin Mount, Schlachtschiff O)

n1583

Soviet 406mm/50 B-37 (MK-1M Three-Gun Turret, without Rangefinder)

n1584

Soviet 406mm/50 B-37 (Two-Gun Turret)

n1585

20-foot General-purpose Shipping Container (20' GP)

n1586

40-foot General-purpose Shipping Container (40' GP)

n1587

40-foot High-cube Shipping Container (40' HC)

n1588

German 10.5m Rangefinder

n1589

German 7.5m Rangefinder

n1590

Russian 356mm/52 Pattern 1913 (Three-gun Turret)

n1591

American 305mm/50 Mark 7 (Two-gun Turret, Colored)

n1592

American 305mm/50 Mark 7 (Two-gun Turret)

n1593

German 280mm/40 K. L/40 (Drh.L.C/92 Two-gun Turret)

n1594

German 280mm/35 K. L/40 (Drh.L.C/92 Two-gun Turret)

n1595

German 240mm/35 K. L/35 (MPL C/88 Single Turret, Fore Turret)

n1596

Russian 152mm/45 Canet Pattern 1892 (Without Shield)

n1597

Italian 343mm/30 (Twin Barbette Mount)

n1598

German 240mm/35 K. L/35 (MPL C/88 Single Turret, Aft Turret)

n1599

IRON NEST PIGEON

n1600

Italian 120mm/50 O.T.O. Modello 1936 (Twin Mount)

n1601

Japanese Funnel II

n1602

Italian 127mm/64 O.T.O. Melara LW (Early Version)

n1603

Netherlands SMART-L-MM Radar

n1604

Japanese 410mm/52.5 3rd Year Type (Any Angle Loading Two-Gun Turret)

n1605

Russian 152mm/30 Pattern 1877 (Single Mount)

n1606

Russian 152mm/30 Pattern 1877 (Single Mount, Without Shield)

n1607

American 183mm Mark 10 “Hedgehog” Anti-Submarine Motar

n1608

Loire 130 Seaplane

n1609

American Balsa Liferaft (large)

n1610

American Balsa Liferaft (small)

n1611

British Carley Float (small)

n1612

British Carley Float (medium)

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British Carley Float (large)

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Wooden Paddle I

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Ammunition Crate III

n1616

Loire 130 Seaplane (75kg G2 Naval Bomb *2)

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note:

  • F-4 Phantom II is no longer hidden.

  • The AMOS mortar can press Q during a battle to switch to the high-angle firing mode, greatly increasing its range.

Ships

Added new historical reconstruction preset ships: Dingyuan, Izmail, Saphir, Fusō, Kongō'44, Viribus Unitis, Scipione Africano, Ugolino Vivaldi, Pietro Micca, Württemberg, Sheffield, Dido, Halland

Added new advanced preset ship: Ersatz Scharnhorst

Renamed the former advanced preset ship Dido to HMS Dido

Replaced the cranes on the reconstruction preset ships Rochester and Baltimore with the correct ones

Reset the reconstruction preset ships Mutsu, North Carolina, Sevastopol, and Deutschland. The preset hull of Deutschland has also been reset

Fixed a bug causing incorrect coloring on some parts of the reconstruction preset ship Languedoc

Preview

There is still a considerable amount of new content in this update, especially the new tutorial system and dynamic bow wave effects, which have required a great deal of effort from us.

We will continue maintaining this version for some time and fix both newly discovered bugs and issues carried over from previous versions.

Some new parts and missions will also be released through hotfixes in the near future, including new aircraft and QuickSortie campaign missions.

We have reassessed our development priorities and believe that, at this stage (over roughly the next six months to one year), we should continue focusing on improving the new-player experience. Therefore, the tutorial system and Career Campaign will receive higher priority.

The Terrain Editor has been significantly deprioritized because of its enormous workload and relatively high barrier to entry. From a short-term efficiency perspective, it is more practical for the development team to create premade maps for players to use than to rely on the Terrain Editor.

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