
u/tescrin

Devlog #3 - A deep look into Crits & Vets
Demo Update 0.11.1 - 0.11.6 Digest
A summary of all the introduced features in the last week.
Demo Patch 0.11.0 - Crits and Vets is out now!
New Features:
- Turned on Critical Hits and Unit Veterancy
- Metamap now has help topics/help menu
- Gun Forts have been made buildable. (Note: Your opponents will also now build them!)
- Rotated some Demo Perks to be less focused on economy. Removed Fortifier, Austerity Measures. Added Double DDs and Aerophobia.
- Existing Campaigns/loadouts will be unaffected until you update them.
- AI admirals (missions with a Flagship opponent) now favor specific perks, flagship loadouts
Balance:
- Easy Campaign now gives +2 turns per map
- Normal Campaign now gives +1 turn per map
- Anti-Snowball bonus reduced for Easy/Normal by 20%/10% respectively (multiplicative)
- Easy will now have a 50% chance of no modifier for M2. (Note: in the real campaign, all non-admiral missions are chance-based.)
- AI decision variance for Normal increased from (.9, 1.1) to (.85,1.15) (affects how optimal its move/combat decisions are)
- Hard AI gets a bonus Perk
- Maps should now generate the appropriate number of cities much more frequently.
- Fixed a bug that seemed to reduce all enemy movement by 1.
- Made various adjustments that should result in Normal and Easy being mildly easier
- Active Builder nerfed from 10% to 6% (Examples: Refineries cost 28 instead of 27, Downtowns 42 instead of 40)
Submarines
- AI subs should not place themselves under your depth charges.
- AI subs revealed by sonar will no longer go invisible during a siege.
- Possible fix for Subs snaring planes
- AI have reduced preferences for subs when the player has escorts
Visuals:
- Big vs small flak mildly differentiated visually
- Cannon-fire should be more evenly distributed across the hull, especially for things like Gun Forts
- Flagship should be more centered on hex
- Fixed a bug with the Protect City warning. It will now say the City Name.
- Negative values should no longer display for Sieges, Invasions, or similar.
- Added Critical Damage to HUD Description
- Several city button arrow images fixed
Minor:
- Fixed a bug that would cause the Raze City button to disappear permanently from all cities
- Cities should more frequently have nearby open spaces (for Gun Forts)
- Added 9 more help topics regarding Crits, Veterancy, and Phases)
- Plane max speed increased (mostly affects long-range distances)
- Fixed a ui bug regarding the Money reward
- Patrols will visually catch up to their targets sooner
- AI will probably target Flagship more often (internal value is being adjusted for Veterancy)
- AI now prefers to Blockade ports more strongly than it did
- Fixed some minor UI bugs regarding text
- UI Backgrounds have film grain effects. You are officially immersed.
- Pillboxes and Perks that affect City damage now display icons when they are altering damage.
- AI can now start with partially Veteran units, based on difficulty, Admiral, and how far you are into the Campaign.
- Added a bunch of new Chirps
- Chirp panel now has a bit of whirring/static sounds as it turns on/off
- Fixed a bug where the Distress Call modifier could be skipped, resulting in no modifier.
- Fixed a bug that caused all movement for a given AI fleet to be skipped
All fear the Dread Admiral.
Follow our Socials, join the Discord!
As always, I appreciate all your feedback, and if you have any additional bug reports or Demo feedback!
I am always available to talk on our Community Discord Server
Thank you for reading, and catch you in the next one!
Dread Admiral - Forward Assault - Heavy
Sharing some great OST created by Karl Casey/WhiteBatAudio he made for my game.
Devlog - An Introduction to Dread Admiral
Hey all, i'm a solo dev working on my first game, here's an introductory devlog to it, any feedback is appreciated!
Devlog - An Introduction to Dread Admiral
My roguelite strategy naval rpg is being featured in Steam Next fest, want to share the new trailer i just made with you!
My solo project roguelite releases this year and i've put up a Demo for SNF
You can play it here as part of the Steam next fest event!
https://store.steampowered.com/app/4656230/Dread_Admiral_Demo/
Hey all, i'm a solo Dev making a naval war game, demo is now available for Steam Next Fest
You can play it here as part of the Steam next fest event!
https://store.steampowered.com/app/4656230/Dread_Admiral_Demo/
Dread Admiral Demo released for Oceanfest!
In celebration of our part in Oceanfest, the Dread Admiral Demo has released today. Included in it are:
- Quick Battle Mode - 15-20 minutes of two fleets that you've customized slamming into eachother. Whoever's Flagship survives wins.
- Skirmish mode - 20-60 minutes of capturing cities, fortifying them, and trying to win on either scoring Victory Points or destroying the opponent's Flagship.
New Features include:
- UI to customize your Flagship, whether it be additional planes, HP, turrets, or similar. The various locked options will be unlockable in the real game and the amount of 'FP' or Flagship points will scale with your 'rank' and 'prestige'.
- A limited selection of fleet perks, where the real game currently has 26 already! In the real game, these will be earned like achievements - for example capturing opposing Tech Labs will unlock super-ship tech labs for yourself.
- Opponents have fleet preferences - be it 'brawling', submarines, air superiority, or smaller ships; the opponent's not only respond to your fleet composition, but they will do so depending on their preferences. (Note: only affect in game ship building. They will generate fleets as normal currently.)
- In game help videos that showcase simple actions, ensuring that you can quickly dive in.
- Balance updates focusing on bringing out more of the early/mid game, Note: in the full game, the intended late game is a focus on Victory Points and/or Superships.
In addition, there have been extensive UI and UX updates to make new player's experience and integration as easy as possible.
I hope you try it out, leave a review, and wishlist!
Playtesting for Dread Admiral
Hello all - while I have nearly 200 people 'playtesting' the game, only 40ish have actually opened it and of those I have feedback from something like 3 of them.
This has been enough to clear up a lot of bad bugs, add some polish, etc, but I would really like to make a good impression in Oceanfest.
Tough vs Tough charges are riskier in 11th
Wanted to point out that since "Current player strikes first" is a bit of boon for defenders against melee. With the current rules, charging into a unit means you'll strike first this turn *and* on their turn. This means it is common to be forced to fallback and (if available) potentially use CP To charge back in.
With 11th, failing to kill your target means you'll get hit twice before you swinging back - making things like charging a big-bad (e.g. Ctan) that much riskier.
Obviously, can't be too sure of the implications of this; but there have been many times where I've survived a charge and fell back because I wouldn't swing first. With this change, surviving a charge is often going to be a death sentence for the person who took the risk of charging in the first place. Maybe interrupt will become better?
Dread Admiral is now live for public playtesting on Itch.io and Steam
https://tescringames.itch.io/dread-admiral
The playtest includes:
- Quick Battle (about 15-20 minutes of playtime)
- Skirmish, which will often be 30-60 minutes of playtime - involving capturing cities and building up your fleet after your initial battles.
These are each built with replayability in mind. You can customize your fleets, the map size, environment, number of cities, how many/how large the land masses are, and enjoy a multitude of battles.
I look forward to hearing from you! Your rude opponents await.