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. [b]What’s New in Version 1.00.19[/b] [b]Bug Fixes[/b] - 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. [b]New Game Options[/b] - Added option for more frequent large battles and fleet battles in the in-game preferences. [b]Battle Generation[/b] - 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. [b]Battle Resolution[/b] - 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. [b]Ship Design[/b] - 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. [b]Officers[/b] - Made sure officers can never be so stupid that they get invalid ability ratings. [b]Divisions[/b] - Made sure the division editor display of subordinate divisions is updated after dissolving a division. [b]Balance Changes[/b] - 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).