Hello!
We are back with a major update to UBOAT. It just hit the "unstable" branch for testing. You can switch to this branch by going to "beta" tab in the properties of the game on Steam.
MODDING
Main feature of this version is a full modding support. Pretty much anything should be possible to change and your imagination will hopefully be the only limit.
We will soon start to post guides on how to start modding UBOAT on the fandom wiki and in Steam articles section. Please post your feedback and if there is anything missing we will be happy to improve.
Along with that we release the first two official mods:
Our mods are meant as modding examples and resources and some of them may eventually be integrated into the main game.
Note: While this version remains on the testing branch, Steam Workshop is going to be hidden. Please join
this group on Steam to gain access to it.
IMMERSIVE START
Immersive start feature from the roadmap is now complete. When starting a new game you can select a starting scenario for the campaign, which influences many things in the game, especially starting u-boat, crew and date.
If you would like to say goodbye to the old crew, they will be sticking in the tutorial scenario until its removal next quarter.
NEW SHIPS
This version introduces two new ships.
Kirov-class cruisers
Russian fleet enters UBOAT without compromises.
C3 freighters
These are one of the largest American-made freighters.
GAME LAUNCHER
Since this version UBOAT has a launcher application. It features a built-in mod manager and a news section that will let us communicate certain things better.
IN-GAME SETTINGS
It's a common request that is now in the game. It's no longer necessary to adjust them in the main menu.
GRAPHICS UPGRADES
There were many visual upgrades both small and large to the u-boat interior and exterior and the main menu. We encourage you to take a look around and see, if you can notice the changes.
IRON SIGHTS AND RECOIL REWORK
Iron sights were an often requested feature and we managed to implement it in this version for all guns in the game. There are also major recoil and animation upgrades related to guns. Please check that out in the game and let us know what you think.
METERS
We continued to work on improving FPP experience by programming useful meters and devices on board:
- Papenberg gauge and inclinometer are now functional and add a few points to the immersion.
- Echosounder texture was created from the scratch with a much better resolution to make the results readable directly in the scene.
- Missing engine RPM meters on the starboard were added.
- All other meters on board had their display resolution increased for a better look and readability. There were also a few corrections on their scales.
BUG FIXES AND OTHER CHANGES
While this version just hit the testing branch and may introduce a few bugs related to the new features, there are many fixes to the existing game base. Most notable fixes include:
- Sailors assigned to an officer would sometimes ignore orders while manning AA guns on the upgraded conning towers.
- Fixes to clipping of certain cloth combinations.
- Indicated depth under cursor on the map is much more precise and consistent. It should be much easier to navigate near Bergen with this upgrade.
- Characters no longer levitate above beds during certain animations.
- Recruitment officer no longer ignores your officers and doesn't instantly look away.
- Important AI fixes for coastal areas.
WHAT'S NEXT
For the rest of this quarter we will be focusing on the remaining work from the roadmap, bug fixes and supporting the modders. We probably won't be adding extra things like in this update.
Just to remind you, mission overhaul and evacuation from the roadmap are planned for this quarter. We think we will finish them in time, but in case of a delay we will keep you updated.
Yours,
Deep Water Studio