Version 1.0.30Balance: * Partials always do at least 1 damage now. New: * Option to have flying planes highlighted (so they are easier to see) added. (Default: on) Minor: * Fixed another bug…
Devlog #6 - Know thy Enemy (Combat Phase)As promised in the Long Ago times of DevLog #2 (found below) I wanted to go over some of the interesting specifics of how the Ai was built for Dread Admiral.…
Version 1.0.29Balance: * Wolfpack sub 'injections' added back to Normal, but adjusted to 1 sub per injection. * Number of Wolfpack Subs reduced by 2 for all difficulties. Bugfixes: * Fixed bug…
Hotfix - reduce Wolfpack 'injections' further* Number of injected subs reduced (-33%) (Only affects Hard/Brutal)
1.0.28 - Group Move/Scout improvementsQoL: * Tooltips will now tell you how much invade a unit will cause (after all modifiers) when on a Port hex * Fixed Multi-move to recognize when it reveals a *new* enemy unit,…
Hotfix - Adjusted Wolfpack difficultyBalance: * Wolfpack sub 'injections' removed from 'Normal' difficulty * Wolfpack sub 'injections' reduced from roughly every 3 turns to roughly every 4 turns (-33%) Minor: *…
Hotfix - STR Tech Lab pop reqQoL: * Added Double-Click UnitType selection (e.g. double clicking a submarine you control will select all submarines you control on screen) Hotfix: * STR Tech Lab Fixed…
Version 1.0.27Balance: * Interceptor/Patrol dogfights now use 'net veterancy' both defensively and offensively, rather than only offensively. * These dogfights have had that up-to-60%…
Version 1.0.26Balance: * Bugfix: Tea Traders will actually grant $3 per slot rather than just say it does. Optimizations: * Added caching to City calculations to avoid repeat calculation…
Devlog #5 - Balancing ActSomething I think has gone over fairly well with Dread Admiral is the ship balance. While I've applied various buffs to the escorts and Submarines, the balance hasn't changed all…
Version 1.0.25 - Harder to HitBalance: * Reworked the HP input to Hard to Hit. This should make DD's and SDD's feel more significant. This change sits between the original values and the reworked values…
Version 1.0.24 - Investor nerf, significant buffs to underused perksBalance: * Investor nerfed to 2%. Also now caps at +$20. * Active Builder buffed back to 10%. (Text also clarified.) * Brute Force and similar upgrades now reduce the cost of…
Version 1.0.23Balance: * Reordered how growth checks are performed. They now operate *after* new buildings, but before checking for usable buildings. In rare cases this might allow a queued…
VP Hotfix* Fixes a bug where enemy VP was partially added to the Users internally when determining number of bonus turns.
Version 1.0.22New: * End Phase confirmation added. (Details unmoved units and number of cities with empty queues) * Players can now Destroy their own buildings. NOTE: Destroying your Downtown…
1.0.21New: * Added Fortify campaign objective. Build AA, Forts, and Pillboxes to a specified amount before leaving! * New Campaigns will now summarize various stats about your campaign…
Why I chose to make Dread Admiral and next stepsWhether you're curious about why I chose to make Dread Admiral, what is coming in the pipeline down the road, or you want to see how I normally play Mission 1, check out my…
Version 1.0.20UI: * Unit tooltip - added various information and colored some of it according to damage/missing planes/etc * Superships should now always appear at the bottom of the purchase…
Version 1.0.19 - Unit tool tips!Balance: * Siege Specialists now also have an additional 20% chance of downgrading/destroying pillboxes each Siege. * Siege Line now has an additional 20% chance to…
Version 1.0.18 - Bloom!Balance: * Protect City will no longer spawn early in new campaigns * Fixed a bug where Protect City and Friendly City spawned cities that were (often) too large. Their size is…
Version 1.0.17Balance: * Food Stores renamed to 'Emergency Stores' and now has a lesser version of the Hospital's repair growth Minor: * Fixed an issue with Razing Cities doubling the costs it…
Version 1.0.16Balance: * Maximum Chance to kill a Pillbox increased to 20% (from 15%) * Pillbox II no longer halves this chance. Minor: * Some Perks are no longer gated by beating the…