RTW3: v1.01.13 Public Beta Now Available

Rule the Waves III is a simulation of naval ship design and construction, fleet management and naval warfare from 1890 to 1970. and will place you in the role of 'Grand Admiral' of a navy from the time when steam and iron dominated warship design up to the missile age.
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Sandrasy
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Joined: Tue Nov 11, 2025 11:20 am

RTW3: v1.01.13 Public Beta Now Available

Post by Sandrasy »

Hello everyone,

There's a new public beta update installer available. Click HERE to download.

For Steam users, you can switch to it by going to RTW3 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.

Note: If you have any issues with loading older saves, please let us know.

v1.01.13 - January 12th, 2026

Bug Fixing
- Fixed a bug with deck penetration being a few percent less than intended.
- Fixed a bug where aircraft types under development could win the air race.
- Fixed a bug that made heavy ships fire HE instead of AP as default choice in some situations.
- Removed extraneous beta testing features.

V1.01.12 - January 7th, 2026

Campaign
- Made it easier to add ships of similar types to divisions in the pre battle screen in the campaign.

Fleet Management
- Added the ability to change force for divisions and freer detachment of ships (dependent on relevant tech development).
- Added the possibility to create AV-divisions in fleet organization.

Battle Resolution
- Fixed a bug with penetration values being randomized where they shouldn't be (like in the gun data screen).
- Divisions in screen role will now use line ahead formation at night, to better accord with historical practice.
- Uncertain identity modified so that friendly ships in the same direction as the enemy will increase the risk of ships holding fire.
- Edited performance for oxygen fuelled torpedoes.
- Adjusted maximum ranges for some gun calibres.
- Adjusted penetration for some gun calibres.
- Sunk ships can now be seen on the battle map after a battle has ended.
- All ships can now lay smoke once effective smoke generators are developed.
- Improved messages on turret jams so that it is clear when they are caused by unreliable triple or quad turrets.
- Reduced bombardment damage to land airbases.
- Reduced the risk of dispersion problems.
- Improved patrol patterns of patrolling divisions.
- Some improvements to the tactical AI.
- Some improvements to the damage model for splinter damage.

User Interface
- Objectives will always be visible on the map at the start of a scenario.
- Tertiary gun data can now be viewed in the ship status screen just like secondary guns.
- Added SAP to the gun penetration display.
- Info on hits received is now more "fuzzy" to prevent the player from identifying the type of enemy ships by looking at the hits received. Full info is given after the battle is over.

Ship Design
-Changed crew calculations to make crews of BB and CV somewhat larger (they tended to have too small complements compared to historical ships).
-Adjusted costs to make cruisers somewhat cheaper compared to battleships (cruisers were too expensive).
-Added an extra confirmation when removing all visuals from a ship.

Aircraft
-Increased ready times for catapult launches from non carrier or AV ships.
-Increased fire risk if non carrier ships are readying aircraft and take damage.

AI
- Improved the routine the AI uses for selecting aircraft type to launch on recon missions.

Bug Fixing
-Fixed bug with show compass preference not saving.
-Fixed a display bug with the HAA value not updating properly when changing from twin to single secondaries and the nation has single HAA tech.
-Fixed a bug with selecting visual throwing an error.
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Sandrasy
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Re: RTW3: v1.01.13 Public Beta Now Available

Post by Sandrasy »

Hello all!

There is a new public beta update with bugfixes for the previous version. See the original post for details :)
GeneralNukeEm
Posts: 14
Joined: Sun Mar 20, 2022 4:26 pm

Re: RTW3: v1.01.13 Public Beta Now Available

Post by GeneralNukeEm »

US turret art style for 6-8" guns are still swapped for dreadnought vs. late dreadnought.
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MaximKI
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Re: RTW3: v1.01.13 Public Beta Now Available

Post by MaximKI »

GeneralNukeEm wrote: Mon Jan 19, 2026 7:43 pm US turret art style for 6-8" guns are still swapped for dreadnought vs. late dreadnought.
Thanks, we will investigate.
Stvitus2002
Posts: 268
Joined: Mon Jan 24, 2005 12:13 am

Re: RTW3: v1.01.13 Public Beta Now Available

Post by Stvitus2002 »

Cannot manually assign Commander for Seaplane carrier division. Have to end turn to get it to work.



WO 0/0
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MaximKI
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Re: RTW3: v1.01.13 Public Beta Now Available

Post by MaximKI »

Stvitus2002 wrote: Wed Jan 28, 2026 1:53 am Cannot manually assign Commander for Seaplane carrier division. Have to end turn to get it to work.



WO 0/0
Thanks, do you have a save you can share that reproduces the issue?
Stvitus2002
Posts: 268
Joined: Mon Jan 24, 2005 12:13 am

Re: RTW3: v1.01.13 Public Beta Now Available

Post by Stvitus2002 »

What is the save file extension called? I don't think i should send the whole "save 3" folder....




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WLRoo
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Joined: Sun Jul 01, 2018 5:20 pm

Re: RTW3: v1.01.13 Public Beta Now Available

Post by WLRoo »

No, they need the whole folder. There are bit and pieces of the save in all those different files in the folder - the whole folder makes up the save.
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