RTW3: v.1.00.27 Public Beta Now Available
Posted: Thu Aug 31, 2023 2:31 pm
Hello everyone,
There's a new public beta update installer (v1.00.27) available at the following download link: HERE
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.
Important Note: Since the initial launch of RTW3 we've been noticing some users having issues launching RTW3, due to some issues with the Slitherine/Matrix launcher start-up. For v1.00.25 we've included an updated launcher that hopefully addresses some of these launch issues. Please let us know if you are encountering issues upon launching the game.
What's New in Version 1.00.27
- Removed (incorrect) ability to upgrade -2 quality legacy guns via the upgrade button.
What's New in Version 1.00.26
- Current submarine reliability is now visible when building a new submarine.
- Added a button in the design screen for upgrading guns in a refit (instead of changing the calibre back and forth).
- The N key will now advance the turn in strategic mode.
- Added a help button on the main screen to show keyboard shortcuts.
- Fixed a bug in battle generation that could lead to error messages, primarily in carrier battles.
- The Japanese surprise attack can no longer be declined by the defender.
What's New in Version 1.00.25
BATTLE GENERATION
- Fixed a bug which could make it impossible to assign an admiral to a home area if there are no other possessions there.
- On an intelligence coup battle event, you can now decline the battle with no penalty.
OTHER FIXES
- Removed double message in turn reports about base expansion.
- Stopped the auto-designer from using triple wing turrets.
- Limited flooding from collisions in some extreme cases.
- Improved Japanese ship names list (thanks to @Burningapple3 and helpers!)
What’s New in Version 1.00.24:
BATTLE GENERATION
This version has an improved interface and sequence for battle generation. The player will get a more detailed assessment of enemy forces and a possibility of rearranging his own force before deciding to accept or decline battle.
There will also be a role for admirals, as area commanders. Before battle, the commanding admiral will do a command check to determine the extent to which the force can be modified. On a very good roll, he may even be able to add a ship.
Note that the enemy gets a vote too. There is a corresponding check to see if the enemy can add a ship to his force.
- Completely new pre-battle procedure that lets the player edit the force before battle, depending on a command roll for the commanding admiral.
- Admirals can now command forces in areas. Their ability will be used in the pre-battle stage.
- The AI opponent can also add ships in a corresponding way to player command rolls.
- Admirals will gain battle stars for commanding a battle.
- Admirals are not eligible to send as Naval Attache.
- Admirals are auto-assigned when a command is vacant and auto-assign is selected.
BUG FIXES
- Fixed a bug that made detached damaged ships occasionally go towards their original division instead of to nearest friendly base.
What’s New in Version 1.00.22:
- Some tweaks to the tactical AI.
- Fixed a bug with battlecruisers not being included in the losses history statistic.
- Fixed a bug with KE being allowed to have submerged torpedo tubes.
- Fixed illegal AI build templates that combine protected cruiser and narrow belt.
- Fixed missing objective in a convoy attack battle Germany vs France.
- Made the check for airstrikes in the air preventing scenario end more restrictive. An air formation must now have more than 3 aircraft and be within 100 nm of enemy ships to stop a scenario from ending.
- Made sure the the lukewarm wartime support event does not fire if the player nation has been at war with the enemy of the ally.
- Improved the notification when a friendly ship suffers a magazine explosion from a torpedo hit.
- On events, pressing the 1,2,3 key will now select the respective answer and close the event dialog.
- Prevented replacement of -2 quality main guns if ship has more than 2 centerline turrets.
- Added warning when assigning more than one core division to follow the same lead division.
- Escape button now closes the division editor.
- Fixed oversensitive core divisions check.
- Fixed a bug that could cause an error message when the division screen was closed.
- Suppressed a debug message with "Too many rounds" that could appear very occasionally.
There's a new public beta update installer (v1.00.27) available at the following download link: HERE
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.
Important Note: Since the initial launch of RTW3 we've been noticing some users having issues launching RTW3, due to some issues with the Slitherine/Matrix launcher start-up. For v1.00.25 we've included an updated launcher that hopefully addresses some of these launch issues. Please let us know if you are encountering issues upon launching the game.
What's New in Version 1.00.27
- Removed (incorrect) ability to upgrade -2 quality legacy guns via the upgrade button.
What's New in Version 1.00.26
- Current submarine reliability is now visible when building a new submarine.
- Added a button in the design screen for upgrading guns in a refit (instead of changing the calibre back and forth).
- The N key will now advance the turn in strategic mode.
- Added a help button on the main screen to show keyboard shortcuts.
- Fixed a bug in battle generation that could lead to error messages, primarily in carrier battles.
- The Japanese surprise attack can no longer be declined by the defender.
What's New in Version 1.00.25
BATTLE GENERATION
- Fixed a bug which could make it impossible to assign an admiral to a home area if there are no other possessions there.
- On an intelligence coup battle event, you can now decline the battle with no penalty.
OTHER FIXES
- Removed double message in turn reports about base expansion.
- Stopped the auto-designer from using triple wing turrets.
- Limited flooding from collisions in some extreme cases.
- Improved Japanese ship names list (thanks to @Burningapple3 and helpers!)
What’s New in Version 1.00.24:
BATTLE GENERATION
This version has an improved interface and sequence for battle generation. The player will get a more detailed assessment of enemy forces and a possibility of rearranging his own force before deciding to accept or decline battle.
There will also be a role for admirals, as area commanders. Before battle, the commanding admiral will do a command check to determine the extent to which the force can be modified. On a very good roll, he may even be able to add a ship.
Note that the enemy gets a vote too. There is a corresponding check to see if the enemy can add a ship to his force.
- Completely new pre-battle procedure that lets the player edit the force before battle, depending on a command roll for the commanding admiral.
- Admirals can now command forces in areas. Their ability will be used in the pre-battle stage.
- The AI opponent can also add ships in a corresponding way to player command rolls.
- Admirals will gain battle stars for commanding a battle.
- Admirals are not eligible to send as Naval Attache.
- Admirals are auto-assigned when a command is vacant and auto-assign is selected.
BUG FIXES
- Fixed a bug that made detached damaged ships occasionally go towards their original division instead of to nearest friendly base.
What’s New in Version 1.00.22:
- Some tweaks to the tactical AI.
- Fixed a bug with battlecruisers not being included in the losses history statistic.
- Fixed a bug with KE being allowed to have submerged torpedo tubes.
- Fixed illegal AI build templates that combine protected cruiser and narrow belt.
- Fixed missing objective in a convoy attack battle Germany vs France.
- Made the check for airstrikes in the air preventing scenario end more restrictive. An air formation must now have more than 3 aircraft and be within 100 nm of enemy ships to stop a scenario from ending.
- Made sure the the lukewarm wartime support event does not fire if the player nation has been at war with the enemy of the ally.
- Improved the notification when a friendly ship suffers a magazine explosion from a torpedo hit.
- On events, pressing the 1,2,3 key will now select the respective answer and close the event dialog.
- Prevented replacement of -2 quality main guns if ship has more than 2 centerline turrets.
- Added warning when assigning more than one core division to follow the same lead division.
- Escape button now closes the division editor.
- Fixed oversensitive core divisions check.
- Fixed a bug that could cause an error message when the division screen was closed.
- Suppressed a debug message with "Too many rounds" that could appear very occasionally.