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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update! With Victory At Sea Atlantic moving forward we are not forgetting our older games, Atlantic has allowed us to change the way some of Pacific works (it has led us down new paths) as well as getting in some new ships and planes to use! We have been listening to player feedback on allowing for greater number ranges when it comes to allowing for greater differences in ship types (Including weapons etc). We have been stuck on this for a while as any change would mean a major change to the backend and would break everyone's MODs. We have, thanks to Atlantic, come to an (obvious) solution! We needed to step back and look at how Atlantic worked to see a way to do it. So now when players MOD, and where appropriate, you are no longer stuck using whole numbers. For instance rather than having a rating of 1 you can have 1.5, this should give the game much broader capabilities. Not only that but we have received feedback that the Union can struggle at the beginning, not reflecting the industrial power they had, so we have changed how each faction starts the campaign. In order to play this game go into your library, right click on the name Victory At Sea Ironclad and click Properties. under BETAS, select First Look there is no password required. Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues. Some of you may notice that your ships are sinking quicker if you have set up a MOD and have installed the new Ironclad update. This is not a bug, but does require a slight tweak to your MODs. In the damage calculations, for every point of damage that gets through armour, a weapon gets a chance at scoring a critical hit. Before, the way it was using a critical hit chance multiplier that's lower than 1 meant that non-heavy weapons were almost never scoring a critical hit. Now that it's using that value more accurately, the very high damage values in the mod mean there's also hundreds of chances of getting a critical hit, each adding a ton of extra damage, and so blowing up a ship very quickly. If you want to dial back the damage your mod should use a greatly reduced critical hit chance multiplier for weapons with greatly increased damage. Or reduced critical hit damage, though some critical hits also have effects like disabling ship systems, which would in that case still be much more common. Gameplay:
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