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Old 09-26-11, 10:08 AM   #4
redtyphoon
Sailor man
 
Join Date: May 2011
Posts: 45
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OpenSSN 0.9

I know it has only been about a week since OpenSSN 0.8 came out, but we have been making a lot of little adjustments and feel there has been enough of an improvement in the game play and behind-the-scenes code to justify a new release. Some key new features are:

Three new missions, including recon, sub vs sub and subs vs convoy

Several improvements to AI, which allow enemy vessels to be much more effective. They hunt, they are curious and they set up their attacks based on their mood and role.

Submarines now change depth much quicker, making for shorter waits when moving between thermals or coming up to periscope depth.

The AI can now detect radar and active sonar and will react to these.
Submarines under AI control will change depth while on patrol.

Colours have more contrast on the sonar screen.

A manual page, icon file and (Linux) desktop file have been added.

The number of vessels on the map can now be much greater than before, allowing for more complex missions.

New submarines and surface ships have been added.

Not bad for a week's work. Special thanks to Vincent Cheng, who sent in some fixes and is working to get OpenSSN packaged for the Debian project.


On a side note, I think this is the first release that is really fun to play. That might sound like a nasty thing to say about our previous releases, but I think it's true. In the past I've been test-playing missions and it's been in order to test the AI or to make sure sonar is working properly.... It's felt more like work than a game. But as we got close to finishing the features for 0.9 I found myself going back and re-playing some missions just for the fun of it. And I've got to say, the new subs vs convoy mission and the subs vs subs mission were a lot of fun. So if you tried OpenSSN before and found it too slow or not evolved enough, please give it another try, it's getting better.
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