Get ready for an exciting new update in Victory At Sea Atlantic, out now in Early Access - historical scenarios! Dive into real-time strategy with these new challenges and experiences. This is another mode requested by players since we launched! As always we welcome your feedback and look forward to making this even better! https://store.steampowered.com/app/1674830/Victory_at_Sea_Atlantic__World_War_II_Naval_Warfare/ [previewyoutube=SPoDFrDfIE4;full][/previewyoutube] Gameplay:
- Added four playable historical scenarios.
- Added the Nelson-class battleship.
- Fleet entry positions in combat depend on their global positioning and heading.
- Increased the default arena size to 100x100km.
- The player may command two ships at the rank of Captain or Kapitn zur See in single-fleet mode.
- Added a gunfire spread indicator to the gun crosshairs.
- Gun splash positioning is more accurate to shell impact position at high timescales.
- Sequential manually-fired shots near an enemy ship increase in accuracy.
- Added the ability to toggle formation spacing during the combat setup phase.
- Improved enemy ship evasive manoeuvres in combat.
- Convoy formation behaviour improvements.
- Enemy escorts will try and defend retreating cargo ships.
- Crippled ships are automatically dropped from their formations.
- The periscope angle remains consistent for each ship after switching camera mode.
- Decreased the depth charge sink speed.
- Reduced submersible turn speeds.
- Reduced submersible torpedo reload times.
- Offset true enemy ship positions from the last spotted position during combat setup.
- Reduced accuracy of civilian ship guns.
- Improved mimimap zoom and panning behaviour.
- Allowed certain popups to be closed with the escape key.
- The Type-VIIB U-boat can now carry ammunition for its guns.
- Prevented depth charge models freezing or lingering after detonation.
- Stopped gunfire making fleet positioning controls flash up on the minimap.
- Prevented a tutorial popup potentially lingering after the tutorial ends.
- Stopped formation break voice clips overlapping.
- Some minor localisation fixes.
[ 2024-08-29 09:19:27 CET ] [ Original post ]
We are excited to announce a major update for Victory At Sea Atlantic, introducing something that has been mentioned by players since we launched into Early Access, a Single Fleet campaign! Now you can play the game the way you want! Don't want to take charge of the whole Atlantic Theatre? Then command a Single Fleet. With the single fleet campaign we wanted to make something that honoured the original Victory At Sea game. We hope you like it! Plus we have now translated the game so you can now play in German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese. As this is our first round of translations, please let us know if we have done anything wrong, with so much to translate, we may have mistranslated a line or skipped something accidentally. Gameplay:
- Added the single-fleet campaign mode.
- Added German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese localisation.
- Rebalanced the strength and accuracy of AA weapons.
- Increased gun accuracy at medium ranges, and reduced light/weather accuracy penalties for manually-targeted guns.
- Combats do not automatically end while live torpedoes are still in the water.
- Adjusted the torpedo tube counts of some submarine classes for historical accuracy.
- Adjusted the minimap zoom controls.
- Added a reframe button to centre the minimap between a focused enemy and the selected player unit.
- The selected ship's fired shells display on the minimap.
- Improved AI hunting behaviour when hostile ships and subs are not spotted in combat.
- Improved torpedo collision detection.
- Increased AI ships' torpedo avoidance.
- Flights within engagement range are included in combats.
- Reduced the chance of bomb payloads missing entirely in autoresolved air raids.
- AI fleets will keep capital ships escorted with ASW-capable ships.
- Clarified the autoresolve chance tooltip.
- Squadron members are not repositioned on splitting/merging squadrons in battle setup mode.
- The camera is centred directly on the target in combat.
- Static submersibles automatically start moving if manually steered.
- Depth charges can hit with reduced damage outside their main blast radius.
- Increased sonar detection chances on ships with engines off or in close proximity to an enemy submersible.
- Enemy submersibles start combat surfaced if they're already at critically-low oxygen or battery charge.
- Fixed a but where the minimap could show the wrong orientation in aircraft combats.
- The amphibious assault muster point UI displays correctly again.
- Fixed a bug where the fleet orders radial menu wouldn't show attack options for certain cruiser classes.
- Fixed camera rotation sometimes panning the minimap, or vice versa.
- Stopped the game entering a broken state on hitting escape during the cutscene at the end of combat.
- The Hunt-class turrets' description shows the correct number of guns.
- General visual engine improvements.
- Added a day/night cycle and music on the campaign map.
- Added and updated some tutorial videos.
- Moved the ship scrapping UI to the shipyard panel.
[ 2024-08-12 10:07:25 CET ] [ Original post ]
Commanders, get ready! We're thrilled to announce that Victory At Sea Atlantic will officially launch today at 5pm BST/ 9am PDT! Prepare to embark on an epic naval odyssey through the tumultuous waters of World War II's Atlantic theatre.
[previewyoutube=RJ3gZcuQSpw;full][/previewyoutube]
Key Features:
Immerse yourself in historically accurate naval battles.
Strategize and command your fleet to victory.
Experience the nostalgia of classic war films with our Black and White Mode.
Engage with the community on Discord and shape the future of the game.
Set sail and secure your place in history as Victory At Sea Atlantic arrives on April 5th, 2024!
[ 2024-04-05 11:49:32 CET ] [ Original post ]
Commanders, mark your calendars! We're thrilled to announce that Victory At Sea Atlantic will officially launch on April 5th, 2024, on Steam! Prepare to embark on an epic naval odyssey through the tumultuous waters of World War II's Atlantic theatre.
[previewyoutube=RJ3gZcuQSpw;full][/previewyoutube]
Key Features:
Immerse yourself in historically accurate naval battles.
Strategise and command your fleet to victory.
Experience the nostalgia of classic war films with our Black and White Mode.
Engage with the community on Discord and shape the future of the game.
Set sail and secure your place in history as Victory At Sea Atlantic arrives on April 5th, 2024!
[ 2024-03-22 11:25:58 CET ] [ Original post ]
Set sail for a new realm of strategy and intrigue as we delve into a pivotal aspect of our upcoming game Victory At Sea Atlantic Intel. As you navigate the tumultuous waters of the Atlantic during World War II, the power of espionage and intelligence gathering can turn the tide of battle in your favour.
The Subtle Power of Intel, Espionage, and Sabotage
Intel in Victory At Sea Atlantic isn't just a side note; it's a game-changer that astute commanders can harness to gain a significant strategic advantage. The element of surprise becomes a potent weapon on the high seas, and the information gleaned from enemy fleets, bases, and other installations can prove invaluable in battle. [previewyoutube=Dd7Nj--x7NU;full][/previewyoutube]
Intelligence Features
Step into a world of intrigue as Victory At Sea Atlantic introduces a multifaceted Intelligence system that empowers you to gather vital information and undermine your adversaries. Here's a sneak peek into the mechanics: Espionage: Send out reconnaissance missions to find enemy fleets and bases. Uncover their movements and intentions, allowing you to anticipate their actions and formulate effective counter-strategies. Deploy spies to infiltrate enemy territories. This yields comprehensive information about their resources, base defenses, and any fleets being built. This deep insight into their operations can be the key to victory. Counter Espionage: The enemy does not rest while you deploy your spycraft, you need agents thwarting their every move or you will see structures destroyed and plans stolen. Sabotage: One of the most impactful aspects of Intelligence is sabotage. By targeting enemy bases, ships, or even their technology research, you can disrupt their operations and severely weaken their capabilities. This translates into a tangible tactical advantage when the battle heats up. While the potential of Intel is undeniable, it's imperative to tread with caution. Engaging in espionage activities can elevate your profile, making retaliation from your adversaries more likely. Striking a balance between the risk of exposure and the rewards of gathered intelligence is a delicate art that demands meticulous planning.
Community Involvement in Shaping Intel
We believe in collaboration, and that's why we invite you, our dedicated community, to play a role in shaping the espionage mechanics of Victory At Sea Atlantic. We're eager to hear your thoughts on the current system and any ideas you might have to enrich the espionage experience. Together, we can refine this thrilling aspect of the game, making it a core element you'll thoroughly enjoy.
Join the Conversation
Engage with us on our Steam Community Page and Discord Page. Your insights matter, and we're excited to embark on this journey with you.
Prepare for the Ultimate Subterfuge
As you sail into the heart of World War II's Atlantic theatre, remember that information is the most potent weapon in your arsenal. The power of Intel in Victory At Sea Atlantic is your route to securing dominance on the high seas and perhaps even altering the course of history. Stay tuned for more blog posts delving into the intricate mechanics and features of Victory At Sea Atlantic. Until then, hoist your flags and get ready to outmanoeuvre your adversaries through cunning espionage! Fair winds and crafty strategies, James Carroll Evil Twin Artworks
[ 2023-08-29 10:41:04 CET ] [ Original post ]
Ahoy, Captains! We're thrilled to announce that the Victory At Sea Atlantic Steam Store page is now open, and you can now Wishlist our game! From the creators of Victory At Sea Pacific embark on a thrilling new naval warfare experience that will take you to the tumultuous waters of the Atlantic during World War II. [previewyoutube=Dd7Nj--x7NU;full][/previewyoutube] Conquer the vast ocean as commander of your own fleets, engaging in epic sea battles that span from the frozen Arctic to the U-boat infested waters carrying vital supplies from North America to Great Britain. With a vast array of ships, planes, and submarines at your command, each with unique strengths and weaknesses, strategise and deploy your vessels to outmanoeuvre and outgun your adversaries. The immersive campaign in Victory At Sea Atlantic goes beyond firepower; you'll need to carefully manage your resources, build and upgrade territories, and engage in espionage against enemy nations. Each decision will impact your journey, and striking a balance between short-term gains and long-term objectives will be critical to your success. Featuring overhauled graphics, realistic physics, and historically accurate ships, Victory At Sea Atlantic brings the World War II naval battlegrounds to life. Will you have what it takes to lead your fleet to victory and secure your place in history? Prepare to weather the dangers of storms with an epic new weather system that influences visibility and combat tactics. Watch the environment come alive with enormous waves, ships splashing through water, submarines surfacing dramatically, and night battles where vessels are set ablaze with palpable heat! Our team has overhauled combat mechanics to intensify battles, demanding strategic thinking at every turn. Manage your energy, food, and population effectively, while employing espionage and sabotage to gain the upper hand against your foes. But that's not all! Throughout Early Access, we'll be adding new features with your help, including improved aircraft bombing raids, more detailed Amphibious Assaults, and an expanded fleet of vehicles! Evil Twin Artworks invites you to join the ultimate naval warfare adventure in Victory At Sea Atlantic! Set sail, chart your course, and let the battle for the Atlantic begin! Head over to the Steam store page now and add Victory At Sea Atlantic to your Wishlist: Victory At Sea Atlantic Steam Store Page Fair winds and following seas, Captains! Follow us for more updates: https://www.instagram.com/victoryatseagame/ https://twitter.com/VAS_naval_war https://www.facebook.com/victoryatseagame/ https://www.youtube.com/channel/UCcNxXXno50EHYbxfuoa5sBQ #VictoryAtSeaAtlantic #NavalWarfare #SteamStore #IndieGame
[ 2023-08-03 08:59:26 CET ] [ Original post ]
Our next game - Victory At Sea Ironclad - has been announced today, and you can check it out here.
Thanks so much for the support so far everyone. It's been a long time since the original, but we have been listening and we won't stop listening.
Since releasing Victory At Sea Pacific we have been constantly asked whether there
would be a follow up. Different eras and age of sail come up a lot as a request.
Set during the American Civil War, Victory At Sea Ironclad gives the player opportunities to not only sail but take control of huge paddle steamers, you can even build and command the fearsome Ironclads of the title. The American Civil War was a time of great military innovation, from experimental tactics to technology. It was a new kind of warfare and was an exciting era to try next. It
seemed fitting considering it spanned sailing ships and lots of weird and wonderful vessels!
If you want to know more we will be showing the game off with the creators of the original Tabletop franchise today at 5:00 PM GMT and 9:00 AM PDT Joint the stream at the link below https://store.steampowered.com/newshub/group/38511516/view/2930113815186420321
Victory At Sea Ironclad is a huge Open World RTS where you play out the entire Civil War, making history with every decision made.
Victory At Sea Ironclad will launch on Steam in Early Access in the New Year.
You can check out the new Steam page for Victory At Sea Ironclad here
https://store.steampowered.com/app/1299330/Victory_At_Sea_Ironclad/
We plan to start streaming live gameplay sessions and we will announce when on the forums.
[ 2020-10-23 11:36:40 CET ] [ Original post ]
[url=https://store.steampowered.com/app/806950/Victory_At_Sea_Pacific]
We just wanted to let you know that our next game - Victory At Sea Pacific - has been announced today, and you can check it out here.
Thanks so much for the support so far everyone. It's been a long time since the original, but we have been listening and we won't stop listening.
Since releasing Victory At Sea in 2014 we have been constantly asked whether there would be a follow up. Our growing community has been incredibly supportive and given us great feedback on the original. We’re big believers in the power of fan feedback and collaboration and we’ve listened very intently. Because of this, Victory At Sea Pacific is going to be a big one! A huge Open World RTS. We can’t wait to get the game into your hands.
We plan to start streaming live gameplay sessions on Twitch and we will announce when on the forums. Tune in to the official stream here
[ 2018-06-07 14:03:37 CET ] [ Original post ]
We just wanted to let you know that Man O' War: Corsair launches today on Steam Early Access. The game will go live at 8am PDT and will be $29.99 with a 10% launch discount. Thanks so much for the support so far everyone. Just to let you know we haven't abandoned Victory At Sea and hope to announce our future plans with VAS in the near future :) About Man O’ War: Corsair: Man O’ War: Corsair is a video game of high adventure, naval combat and exploration based on the Games Workshop classic Man O’ War table top game. Play as a rogue Captain of the Empire or Champion of Chaos, personally navigating your vessel in third person across the Great Western Ocean while plundering enemy ships, visiting ports, trading and making legends of your deeds across the land and sea! Engage in boarding actions, with direct control over your Captain and take the fight to the enemy. In Man O’ War: Corsair, players will explore a vast continent featuring over 50 unique ports. Featuring customisable characters, fleets of sailing vessels, cannons, spells and mystical creatures all clashing on an epic scale, but beware the very waters beneath your bows… Here there be monsters! Man O’ War: Corsair features: • Sea based warfare – engage in thrilling broadside battles and take command of your captain as you board enemy ships from an on deck perspective! • Huge game world to explore with over 50 ports • A huge variety of customisable vessel types and characters • Trade and fight with other Captains, vessels and ports • Hire wizards and other magical beasts to do your bidding • Command allies from different races and fight deadly enemies including - Orcs, High Elves, Dwarfs, Dark Elves, Skaven, Pirates, Chaos, Sea Monsters and more! • Travel the huge environment day and night, and in all weathers.
[ 2016-04-15 10:49:07 CET ] [ Original post ]
We just wanted to let you know that Man O' War: Corsair launches today on Steam Early Access. The game will go live at 8am PDT and will be $29.99 with a 10% launch discount. Thanks so much for the support so far everyone. Just to let you know we haven't abandoned Victory At Sea and hope to announce our future plans with VAS in the near future :) About Man O War: Corsair: Man O War: Corsair is a video game of high adventure, naval combat and exploration based on the Games Workshop classic Man O War table top game. Play as a rogue Captain of the Empire or Champion of Chaos, personally navigating your vessel in third person across the Great Western Ocean while plundering enemy ships, visiting ports, trading and making legends of your deeds across the land and sea! Engage in boarding actions, with direct control over your Captain and take the fight to the enemy. In Man O War: Corsair, players will explore a vast continent featuring over 50 unique ports. Featuring customisable characters, fleets of sailing vessels, cannons, spells and mystical creatures all clashing on an epic scale, but beware the very waters beneath your bows Here there be monsters! Man O War: Corsair features: Sea based warfare engage in thrilling broadside battles and take command of your captain as you board enemy ships from an on deck perspective! Huge game world to explore with over 50 ports A huge variety of customisable vessel types and characters Trade and fight with other Captains, vessels and ports Hire wizards and other magical beasts to do your bidding Command allies from different races and fight deadly enemies including - Orcs, High Elves, Dwarfs, Dark Elves, Skaven, Pirates, Chaos, Sea Monsters and more! Travel the huge environment day and night, and in all weathers.
[ 2016-04-15 10:49:07 CET ] [ Original post ]
Major features - Port battles have been updated with additional land-based defences to pose a greater challenge to invading forces. These include bunkers armed against approaching boats and aircraft, batteries of shore artillery that can deal damage to your fleet at range, and land-based aircraft. Other changes - Custom port battles will also have these defences, with the port strength selectable in the fleet options. - Fleet deployment positions in the campaign will be remembered between battles, to help save time repositioning your ships. - You may be assigned a new mission to aid a low supply port, and given cargo ships for your fleet. These will be present in every battle until you reach the destination port. - Missions from the Admiralty may now be declined. You will not be court-martialed for this! Additionally, you can cancel a currently active mission via the pause menu in the world screen. - New campaigns in the Atlantic and Mediterranean theatres will have fewer Vichy French ships around, instead replaced with more Kriegsmarine fleets. - An option has been added in the campaign options to start new campaigns at a random friendly port, and assigned to a random destroyer or cruiser. This will automatically skip the tutorial. - Upon purchasing a new ship from the shipyard, you may now give a custom name to the ship and its captain. Also, non-player captains in your fleet now have a random chance of dying or surviving upon losing their ship. - A new interface element has been added (from the iOS port) as an alternative method of turning a ship. Helm control can be toggled by clicking on the center wheel icon. - Ports in the world screen now show the number of ships currently present in their defence fleet, versus the maximum. - The carrier captains’ alert popup has been shrunk down to be less intrusive. - Fixed a bug where ship orders would not work when the camera was zoomed out to the maximum. - Fixed a bug where mission information, etc, was being displayed in English when playing in a different language. - The Admiral Hipper-class cruiser now has its missing weapon information added in. - Added in some missing tooltips on the UI. - New Atlantic campaigns will start with most ports flying the Kriegsmarine flag rather than that of the Vichy French. The Italians will also have a base in Bordeaux. - Torpedo belts no longer offer so much protection against torpedoes. - Fixed a bug that could cause a campaign never to reach the victory condition.
[ 2015-11-25 14:56:40 CET ] [ Original post ]
Major features - Port battles have been updated with additional land-based defences to pose a greater challenge to invading forces. These include bunkers armed against approaching boats and aircraft, batteries of shore artillery that can deal damage to your fleet at range, and land-based aircraft. Other changes - Custom port battles will also have these defences, with the port strength selectable in the fleet options. - Fleet deployment positions in the campaign will be remembered between battles, to help save time repositioning your ships. - You may be assigned a new mission to aid a low supply port, and given cargo ships for your fleet. These will be present in every battle until you reach the destination port. - Missions from the Admiralty may now be declined. You will not be court-martialed for this! Additionally, you can cancel a currently active mission via the pause menu in the world screen. - New campaigns in the Atlantic and Mediterranean theatres will have fewer Vichy French ships around, instead replaced with more Kriegsmarine fleets. - An option has been added in the campaign options to start new campaigns at a random friendly port, and assigned to a random destroyer or cruiser. This will automatically skip the tutorial. - Upon purchasing a new ship from the shipyard, you may now give a custom name to the ship and its captain. Also, non-player captains in your fleet now have a random chance of dying or surviving upon losing their ship. - A new interface element has been added (from the iOS port) as an alternative method of turning a ship. Helm control can be toggled by clicking on the center wheel icon. - Ports in the world screen now show the number of ships currently present in their defence fleet, versus the maximum. - The carrier captains alert popup has been shrunk down to be less intrusive. - Fixed a bug where ship orders would not work when the camera was zoomed out to the maximum. - Fixed a bug where mission information, etc, was being displayed in English when playing in a different language. - The Admiral Hipper-class cruiser now has its missing weapon information added in. - Added in some missing tooltips on the UI. - New Atlantic campaigns will start with most ports flying the Kriegsmarine flag rather than that of the Vichy French. The Italians will also have a base in Bordeaux. - Torpedo belts no longer offer so much protection against torpedoes. - Fixed a bug that could cause a campaign never to reach the victory condition.
[ 2015-11-25 14:56:40 CET ] [ Original post ]
Major features
Game Mods Change the game! Sick of not having radar for your Japanese ships? Want more torpedo launchers? Maybe you want to remove all the ships and battle only with modified oil tankers! All ship stats can be changed, new ships can be added (based on the existing models) and campaign fleet compositions altered. Check out the discussion forums as some of our beta testers have already created mods and made them available for all to try. Translations Game is now available in German and French as well as English.
Other changes
-Italian ships now available in the German/Japanese campaigns. -Added some new Achievements. -Directing multiple formations at once should respond better now. -Cancelling an attack on a port or a docking action will now reposition your ship to avoid getting stuck. -Large numbers of save files will no longer cause memory issues. -Changed Allied forces health bar colour to be more easily distinguished from the sea. -Selling a ship now returns 75% of the sell price, rather than 25%. -If the only undestroyed ships in the players fleet are Submarines, enemies will not attack on the campaign map. -Pacific end-game enemy should scale better. -AI in formation will no longer forget their orders if the formation leader leaves the battle. -Some small performance tweaks for large scale battles. -Ships will now show any missing hp/crew and aircraft in the attack stats screen. -Manual controlled ships now show an M above their flag. -Clicking on the sidebar to select a ship in tactical view no longer automatically focuses on it (double-click to focus)
[ 2015-02-20 18:22:33 CET ] [ Original post ]
Major features
Game Mods Change the game! Sick of not having radar for your Japanese ships? Want more torpedo launchers? Maybe you want to remove all the ships and battle only with modified oil tankers! All ship stats can be changed, new ships can be added (based on the existing models) and campaign fleet compositions altered. Check out the discussion forums as some of our beta testers have already created mods and made them available for all to try. Translations Game is now available in German and French as well as English.
Other changes
-Italian ships now available in the German/Japanese campaigns. -Added some new Achievements. -Directing multiple formations at once should respond better now. -Cancelling an attack on a port or a docking action will now reposition your ship to avoid getting stuck. -Large numbers of save files will no longer cause memory issues. -Changed Allied forces health bar colour to be more easily distinguished from the sea. -Selling a ship now returns 75% of the sell price, rather than 25%. -If the only undestroyed ships in the players fleet are Submarines, enemies will not attack on the campaign map. -Pacific end-game enemy should scale better. -AI in formation will no longer forget their orders if the formation leader leaves the battle. -Some small performance tweaks for large scale battles. -Ships will now show any missing hp/crew and aircraft in the attack stats screen. -Manual controlled ships now show an M above their flag. -Clicking on the sidebar to select a ship in tactical view no longer automatically focuses on it (double-click to focus)
[ 2015-02-20 18:22:33 CET ] [ Original post ]
Some bug fixes and balance tweaks: - Ship-launched Torpedos are now more likely to crit and will deal more damage when they hit - AI Submarines will make use of deep dive when in combat. - Captains who horde more than 200+ billion warbonds will no longer cause a bank crash and end up at -200 billion... (existing saves with negative warbonds should repair on load - get in touch with support if this doesn't happen) - Fixed aircraft carrier weapon hotkey numbers when using 'show individual batteries' gameplay option. - Fixed a bug which could cause friendly cargo escort AI to be unreactive - Fixed a bug which caused cargo defence missions to spawn as standard ocean battles. - Reduced torpedo boat "driven off" timer - HARD and EXPERT enemy captains should have a smoother progression in experience level. - Scaling fleets now take into account your most powerful ship and you'll more often encounter similar classes of enemy ships. - Scaling fleets now only take into account your best 20 ships, rather than all the ships in your navy. - Sea should no longer flicker when on higher graphics modes while aiming weapons - Fixed an issue which could cause some AI fleets to stop when near the player fleet - Fixed bug which rewarded max-level players incorrect bonus warbonds on finishing a battle.
[ 2015-01-28 16:41:49 CET ] [ Original post ]
Some bug fixes and balance tweaks: - Ship-launched Torpedos are now more likely to crit and will deal more damage when they hit - AI Submarines will make use of deep dive when in combat. - Captains who horde more than 200+ billion warbonds will no longer cause a bank crash and end up at -200 billion... (existing saves with negative warbonds should repair on load - get in touch with support if this doesn't happen) - Fixed aircraft carrier weapon hotkey numbers when using 'show individual batteries' gameplay option. - Fixed a bug which could cause friendly cargo escort AI to be unreactive - Fixed a bug which caused cargo defence missions to spawn as standard ocean battles. - Reduced torpedo boat "driven off" timer - HARD and EXPERT enemy captains should have a smoother progression in experience level. - Scaling fleets now take into account your most powerful ship and you'll more often encounter similar classes of enemy ships. - Scaling fleets now only take into account your best 20 ships, rather than all the ships in your navy. - Sea should no longer flicker when on higher graphics modes while aiming weapons - Fixed an issue which could cause some AI fleets to stop when near the player fleet - Fixed bug which rewarded max-level players incorrect bonus warbonds on finishing a battle.
[ 2015-01-28 16:41:49 CET ] [ Original post ]
Major new features in Victory At Sea 1.2
Kriegsmarine campaign Can you change history and defeat the combined naval forces of the British Empire and its American allies? New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them. Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight. Hard and Expert campaign modes These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks. You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.
Other changes:
- Added gameplay option to disable planes in night battles. - Added gameplay option to show A/B and X/Y turret groups as separate weapons. - Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks. - Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected. - Loose formations - group your ships into a loose formation, no circle/lines just a handy selection. - Initial load of the shipyard screen should be much much faster. - Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs. - Ally ships not under your control are faded out on tactical view to reduce confusion. - Added the type VII U-Boat - AI destroyers in formation will now deviate from formation to chase subs. - Increased chance of crits from torpedoes, slightly. - Increased speed of AA fire. - Some criticals were incorrectly doing too much crew damage, fixed. - Enemy ships will now group into formations. - Friendly AI submarines will deploy nearer the enemy - Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere. --- Additional changes in 1.2.1 --- Small patch to fix some issues that have cropped up in 1.2 - A couple of bugs that were impacting the end game missions have been fixed - Wilhelmshaven now has enough supply to allow purchase of top tier battleships for the axis campaign in HARD/EXPERT - Mission fleets should no longer spawn from beaches, patrol missions should no longer be given for beach ports and the accompanying infini-fleet-bug fixed. - Ranking up way past the top level no longer results in -ve XP. - The German resistance in Harlingen has been nerfed (port now changes hands when captured by allies) - Ships added to the shipyard for the appropriate nations: (GB) Scott Destroyer Escort, E/F Destroyer (NL) De Ruyter Cruiser, Sumatra Cruiser, Van Galen Destroyer, (JP) Shiratsuyu Destroyer, Shokaku Carrier (US) Northampton Cruiser
[ 2014-12-23 22:25:45 CET ] [ Original post ]
Major new features in Victory At Sea 1.2
Kriegsmarine campaign Can you change history and defeat the combined naval forces of the British Empire and its American allies? New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them. Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight. Hard and Expert campaign modes These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks. You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.
Other changes:
- Added gameplay option to disable planes in night battles. - Added gameplay option to show A/B and X/Y turret groups as separate weapons. - Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks. - Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected. - Loose formations - group your ships into a loose formation, no circle/lines just a handy selection. - Initial load of the shipyard screen should be much much faster. - Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs. - Ally ships not under your control are faded out on tactical view to reduce confusion. - Added the type VII U-Boat - AI destroyers in formation will now deviate from formation to chase subs. - Increased chance of crits from torpedoes, slightly. - Increased speed of AA fire. - Some criticals were incorrectly doing too much crew damage, fixed. - Enemy ships will now group into formations. - Friendly AI submarines will deploy nearer the enemy - Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere. --- Additional changes in 1.2.1 --- Small patch to fix some issues that have cropped up in 1.2 - A couple of bugs that were impacting the end game missions have been fixed - Wilhelmshaven now has enough supply to allow purchase of top tier battleships for the axis campaign in HARD/EXPERT - Mission fleets should no longer spawn from beaches, patrol missions should no longer be given for beach ports and the accompanying infini-fleet-bug fixed. - Ranking up way past the top level no longer results in -ve XP. - The German resistance in Harlingen has been nerfed (port now changes hands when captured by allies) - Ships added to the shipyard for the appropriate nations: (GB) Scott Destroyer Escort, E/F Destroyer (NL) De Ruyter Cruiser, Sumatra Cruiser, Van Galen Destroyer, (JP) Shiratsuyu Destroyer, Shokaku Carrier (US) Northampton Cruiser
[ 2014-12-23 22:25:45 CET ] [ Original post ]
Major new features
Kriegsmarine campaign Can you change history and defeat the combined naval forces of the British Empire and its American allies? New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them. Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight. Hard and Expert campaign modes These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks. You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.
Other changes:
- Added gameplay option to disable planes in night battles. - Added gameplay option to show A/B and X/Y turret groups as separate weapons. - Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks. - Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected. - Loose formations - group your ships into a loose formation, no circle/lines just a handy selection. - Initial load of the shipyard screen should be much much faster. - Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs. - Ally ships not under your control are faded out on tactical view to reduce confusion. - Added the type VII U-Boat - AI destroyers in formation will now deviate from formation to chase subs. - Increased chance of crits from torpedoes, slightly. - Increased speed of AA fire. - Some criticals were incorrectly doing too much crew damage, fixed. - Enemy ships will now group into formations. - Friendly AI submarines will deploy nearer the enemy - Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere.
[ 2014-12-16 10:35:27 CET ] [ Original post ]
Major new features
Kriegsmarine campaign Can you change history and defeat the combined naval forces of the British Empire and its American allies? New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them. Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight. Hard and Expert campaign modes These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks. You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.
Other changes:
- Added gameplay option to disable planes in night battles. - Added gameplay option to show A/B and X/Y turret groups as separate weapons. - Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks. - Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected. - Loose formations - group your ships into a loose formation, no circle/lines just a handy selection. - Initial load of the shipyard screen should be much much faster. - Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs. - Ally ships not under your control are faded out on tactical view to reduce confusion. - Added the type VII U-Boat - AI destroyers in formation will now deviate from formation to chase subs. - Increased chance of crits from torpedoes, slightly. - Increased speed of AA fire. - Some criticals were incorrectly doing too much crew damage, fixed. - Enemy ships will now group into formations. - Friendly AI submarines will deploy nearer the enemy - Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere.
[ 2014-12-16 10:35:27 CET ] [ Original post ]
Small patch to fix a couple of annoying bugs. - Fixed problems when Sumatra, De Ruyter or Admiral Van Hipper were chosen as flagship in the campaign map. - Fixed an issue with engaging previously destroyed and repaired enemy fleets at night causing an instant "defeat" message to appear. - Changed the shader for lower quality settings to help with performance on older graphics cards.
[ 2014-11-17 12:28:28 CET ] [ Original post ]
Small patch to fix a couple of annoying bugs. - Fixed problems when Sumatra, De Ruyter or Admiral Van Hipper were chosen as flagship in the campaign map. - Fixed an issue with engaging previously destroyed and repaired enemy fleets at night causing an instant "defeat" message to appear. - Changed the shader for lower quality settings to help with performance on older graphics cards.
[ 2014-11-17 12:28:28 CET ] [ Original post ]
Small patch to fix a couple of issues: - Enemy submarines will position more aggressively - Landed aircraft have the same visibility as their carrier - Destroying enough of the landing craft to prevent the enemy taking the port now results in a successful port defence, even if the player subsequently retreats. - Fixed bug causing player to get stuck in port after a port defence. - Fixed a bug with using the Van Galen as flagship - Fixed a bug causing ships to vanish from shipyard.
[ 2014-11-10 11:38:18 CET ] [ Original post ]
Small patch to fix a couple of issues: - Enemy submarines will position more aggressively - Landed aircraft have the same visibility as their carrier - Destroying enough of the landing craft to prevent the enemy taking the port now results in a successful port defence, even if the player subsequently retreats. - Fixed bug causing player to get stuck in port after a port defence. - Fixed a bug with using the Van Galen as flagship - Fixed a bug causing ships to vanish from shipyard.
[ 2014-11-10 11:38:18 CET ] [ Original post ]
Victory At Sea is now an award winning game!
Last night at the UK Games Industry TIGA Awards, Victory at Sea won Best Action/Adventure by a Small Studio. Despite tough competition from some great UK Games Studios the WW2 Naval Action game came top. We just want to say a big thank you to all our players and supporters who have helped us love the whole process of developing this game. All your insights and know-how have helped shaped the game into an award winner... and we are not stopping here! A full list of the TIGA Awards winners can bee seen here.
[ 2014-11-07 11:34:25 CET ] [ Original post ]
Victory At Sea is now an award winning game!
Last night at the UK Games Industry TIGA Awards, Victory at Sea won Best Action/Adventure by a Small Studio. Despite tough competition from some great UK Games Studios the WW2 Naval Action game came top. We just want to say a big thank you to all our players and supporters who have helped us love the whole process of developing this game. All your insights and know-how have helped shaped the game into an award winner... and we are not stopping here! A full list of the TIGA Awards winners can bee seen here.
[ 2014-11-07 11:34:25 CET ] [ Original post ]
It's been almost three months since we launched and we've really been amazed with the great response we've had so far to Victory at Sea. I'd like to thank our community who have been immensely helpful with all their feedback. Since launch one the most requested feature has been to play the campaign as the Axis powers. With this update we're starting to deliver on that with the Pacific campaign for the Imperial Japanese Navy. We've added in much requested control over starting positions of your fleet in battles (and a much needed boost to submarines who can be positioned anywhere at the start of the battle). We've also added group orders and squadrons to help you control larger fleets easier. Also in this update is a big change to visibility. With restricted vision range in both the campaign and the battles (particularly at night time) you'll have to be a lot more careful out there. To balance this out we've also added RADAR and spotter planes to help you track down your enemies. This update also includes all the features from our previous balancing/bug fix patches including Smoke screens, hidden submarines and torpedo spreads. Enjoy! New features: - The Imperial Japanese Navy is now playable in the campaign. Can you drive the British and American forces from the Pacific? - Fog of War. Campaign map vision is now restricted based on night/day and whether you have radar or aircraft. Battle map vision is similarly reduced - you’ll have to find the enemy before you can sink them. - Starting positions: Choose where your ships are placed at the start of battle. - Squadrons: Group your units into column and circle formations, order the lead to move the entire squadron. - Reinforcements. Picking a fight in an area crowded with enemy fleets is no longer quite so easy. - Spotter aircraft added to appropriate ships to assist locating the enemy in battles. Spotter aircraft will also increase your fleet’s vision in the campaign map. - The Battle of Cape Matapan and the Battle of the Java Sea are now playable historical battles. - The US Northampton-class heavy cruiser, the Dutch Sumatra- and De Ruyter-class cruisers, and several destroyer classes have been added. Other changes: - Fixed an issue preventing the ending of the campaign. - Fixed a bug causing planes to dogfight endlessly. - Fixed a bug which could cause fleets to spawn inside the terrain. - Planes will now adapt to their home carrier being destroyed. - Bomber accuracy now affected by carrier captain level. - Ships retreating in open ocean battles now have a timer (similar to out of bounds). - The Allies can no longer trigger the end-game mission by taking only Tokyo. - AI fleets should behave more orderly around ports. - A few ships should have slightly more sensible prices. - The effectiveness of torpedo belts has been increased for lighter armoured ships. - AI will attempt to move more evasively when closing distance. - Some Japanese aircraft will attempt a kamikaze attack if they have no other options. - All carrier launched planes can now be recalled, not just fighters. - Carrier launched planes can now be ordered to fly to a specific place by right clicking in the sea - after reaching their destination they'll revert to their standard behaviour for their class. - Reduced fore/aft submarine fire arcs - Previously (when combined with the torpedo spread) submarines were able to fire nearly sideways. - Submarine secondary guns now have a firing sound.
[ 2014-10-28 16:10:49 CET ] [ Original post ]
Victory At Sea has been shortlisted for TIGA Game of the Year and to get to the Awards show we need votes! If you want to support us please follow the link, tick Evil Twin Artworks - Victory at Sea and then click the “vote for game of the year” button at the bottom of the screen, that's it, it only takes about 5 seconds. Any help is really appreciated! http://awards.tiga.org/awards_vote.php
[ 2014-10-15 16:34:41 CET ] [ Original post ]
Thanks to everyone for their feedback so far, here's another raft of bug fixes and features including smoke screens! Full list of changes: - Smoke screens added: ships may burn oil to create a trailing smokescreen. Lying between two ships, this will obstruct visibility, resulting in highly inaccurate attacks to the other side of the smokescreen - however, a ship possessing radar is unaffected and may fire as normal. An otherwise-obscured ship that is visible to radar will be indicated with an icon. - Bomber behaviour and accuracy should now be unaffected by framerate. - Fixed a bug where aircraft would get in an endless stalemate when trying to get into a dogfight. - Fixed a bug where planes would dump their payload in the sea after a dogfight. - Fixed a bug where planes would not circle correctly when defending their own home aircraft carrier. - Fixed a bug that resulted in the player captain being killed, and NPC captains getting a bunch of clones. The player captain should also not be automatically reassigned to new ships. - Stopped the retreat indicator from showing after a ship's retreat order is cancelled. - Ships can now retreat in custom convoy/blockade scenarios. - Fixed a bug where torpedo bombs do damage while still arming. - AI on ships with defend orders now target enemy ships more sensibly. - Custom key bindings are now saved between game sessions. - Subs now surface and submerge at a slower rate, and now have a cooldown on surfacing/submerging. Submarine AI doesn't forget how to turn when it is firing in range. - Mini-maps now have borders. -Custom battle fleet selection no longer always clears itself when changing fleet settings/country. Now it will only clear the selected ships if the country filter is changed to be enabled. - Gun reloading sound only plays when currently focused ship is under manual control. - The Yamato-class model has been fixed to look more accurate. - The Independence-class model no longer sails around backwards. - War bond reward for taking a port is now proportional to the port's defence level. - Torpedoes now take longer to reload. - End game landing mission defence fleets no longer replenish their ships if the player fails to capture the port. - Missions where you must search for a lost ship no longer have ships so lost they are in the middle of dry land. Lost allied ship missions now have a pulsing UI representing the wide search area, and son't tell you to search for the wrong ship - Fixed a case where custom battles could start up half way between tactical mode and follow ship mode. - All achievements should now be both working and possible to get. - Ships should now unlock slower in the campaigns. - Aircraft no longer respawn until you enter a friendly port to repair and resupply. - Option added to restrict purchasable ships only to those originating from the player's navy. - Shipyard can now be filtered by ship type. - Game no longer gets you to defend an enemy port from an allied attack fleet! - Fixed warbonds not being awarded at HQ if you saved in port then reloaded before getting the reward. - Littorio-class battleship now has a torpedo belt. - Increased warbonds earned for sinking enemies. - Ship stat UIs now show whether ships have armoured decks, radar, and torpedo belts. System status icons now show the integrity of these systems. - Uranium escort ship no longer spawns far ahead of the player's fleet in combat to get itself blown to bits. - Player ships should only retreat if they are explicitly told to do so or if they are both under manual control and the ship is the currently focused on ship. - Ships should now stay in the arena in the relevant scenarios. - Ships now follow player's commands properly when in a blockade mission. - Subs now explode like other ships when killed on the surface. - Removed the less than entirely useful Chitose Mk I ships from the campaign. - Convoy duty battles should no longer display "Victory" or "Defeat" incorrectly. - AI is a lot more cautious about firing torpedoes, should prevent most friendly fire. - Smoke and fire should not vanish so abruptly after being submerged. Smoke particles updated. - Deployable fleet limit in both campaign and custom battles increased to 20. - Optimisations on ships, planes, physics, and particles. - Custom battles sort enemies by point value by default now (same as the player list) - Fixed a bug where a sound could occasionally play much louder than intended. - Submarine engine noises stop whilst submerged.
[ 2014-09-11 18:57:53 CET ] [ Original post ]
Patch 1.0.2 Thanks again to everyone who’s taken the time to report bugs and provide their feedback on the forums - incoming air drop of bug fixes, gameplay tweaks and AI improvements. Special thanks to everyone who has been testing on the beta branch and providing feedack. How the AI deals with submarines has been overhauled in this patch: Subs are now considered “undetected” if submerged at distance from the enemy. AI captains won’t attempt to attack undetected submarines, however if they were targetting a previously detected sub they will sail towards its last known coordinates. Submarines become detected if they fire their weapons, surface or get too close to enemy shipping. Destroyers can detect submarines from a greater distance than any other class of ship. Undetected friendly submarines have their UI faded out. Undetected enemy submarines show no UI (however the shadow of the submerged submarine is still visible). Submarines will now submerge if approached by enemy aircraft as well as enemy surface vessels. Changelog:
- Submarine AA no longer defies physics, will no longer work whilst submerged.
- AI ships are now ambi-turners
- Surrendered ships will display a white flag. AI no longer shoots at surrendered ships.
- Prelude to Matapan 1 - British ships will correctly “escape” when exiting the correct side of the arena.
- Battles where no enemy ships are defeated no longer give XP (prevents an exploit with sub vs sub battles)
- Fixed an issue which was slowing down AI ships on the campaign map in crowded areas.
- Player’s Captain will no longer be auto-assigned to the largest ship unless their ship is destroyed. Captains can be manually reassigned via the menu on the world map.
- Submarines will revert to manual control when clicking on the “Submerge” icon (fixes issue where submarines would refuse to submerge because the AI wanted to stay surfaced)
- “Salvage ship” changed to “Recover ship” to be clearer in the shipyard that it’s paying to recover a previously destroyed vessel.
- Reduced spread of ship spawns, Convoy attack placement limited to one side of arena. (this should prevent the “Leroy-class Carrier” going solo situation…)
- Escort mission convoys move slightly slower (though they still have a speed boost over non-escort mission cargo ships)
- Weapon fire which fails to penetrate armour now has different sound/particle effects to a solid hit.
- Cannot create a purely sub vs sub custom battle (it’s pretty dull when noone can hit anyone…)
- Battleships now turn to broadside when in range.
- Battleships and Carriers prioritise high value targets.
- Battleships Carriers and Cruisers will fire available weapons at targets of opportunity if main target not in range.
- AI controlled ships will now avoid torpedoes and torpedo bombs (higher level captains in faster/more maneuvrable ships will do better at this)
- Fixed an AI accuracy bug causing ships to fire ahead of target
- Delivery missions will no longer have you collect the documents before the mission is assigned.
- AI captains will no longer decide to target something else if you’ve instructed them to attack a particular vessel.
- Fubuki class destroyer crews have finally found the torpedo launchers.
- AI ships will try a little bit harder not to torpedo friendly units.
- Depth Charges should work a bit more reliably at higher game speeds.
- Submarine UI/AI changes - see above.
- Planes are now also visible when zoomed out on the tactical map.
- Custom battles will now always have two different colours of UI for the opposing teams
- Torpedo bomber torpedoes slowed down.
- Fixed bugs which were preventing Dive bombers from being effective.
- Damaged friendly ships will properly engage the enemy when under AI control
- pre-1.0.1 saves will now stay deleted
- Fixed depth charges skipping across the water.
- Projectile spread improved, Battleship guns will no longer be so "shotgun" (at least for higher level captains). Cruiser guns will correctly spread rather than all hitting the same point.
- Ships now show their anti-air strength and range in the shipyard.
- Ships show the flag of the historical country of origin in the shipyard.
- Fixed a bug where the campaign couldn't finish with no enemies to fight, those of you who have conquered everything should have the game end correctly.
- Crew can put out more than one fire in a turn, fires less likely to instakill the crew.
- Enemy ships will require more damage before they think about fleeing.
- Safe retreat is now based on the enemy weapon range, rather than a fixed radius.
- Higher level AI should be more accurate with its fire.
- ship HP increased - battles should last longer.
- Torpedo bombs now spread on dropping.
- Torpedo bomber squadrons will spread their aim a little rather than all aiming for the same point.
- AA won't shoot at dive bombers until they're into their dive
- long range fire arcs higher
[ 2014-08-20 11:59:07 CET ] [ Original post ]
Quick hotfix to douse some burning issues. We're rushing this one out quickly to get the save game changes to you. This update should reduce problems with saving and prevent all your save files being wiped (technically, hidden) if the save meta file gets corrupted. We've also managed to sneak in a couple of balance changes around torpedos and torpedo boats that a lot of people have been crying out for. Bug fixes:
- Save game meta data is now separate per save file, save games should be more resilient.
- Ports recently captured by enemy aggression can now be retaken.
- Ports recaptured after enemy aggression can be entered once more.
- "No ships left in defence" popup no longer appear instantly at end of port fight.
- Fixed a crash bug on entering port (game hangs showing "autosaving")
- Torpedo speed reduced by 60%
- Torpedo spread increased (torpedoes will fire in a wide spread if aimed close, narrow spread if aimed further away)
- Torpedos now take 5 seconds to arm and will show "ARMING" while doing so.
- Torpedo boats now always take damage from direct fire hits.
- Torpedo boat "Driven Off" crew panic timer increased
- Torpedo boat weapons now always take damage when it is hit.
- Moving with arrow keys or WASD when in Follow Ship camera mode will switch to Free View
- Ports successfully defended now have a longer period of repreive from enemy attacks.
- Enemy will now wait a lot longer between launching port attacks on low-supply friendly ports (though the somewhat easier "defend nearby port" mission can still fire independently of this).
- Save games can now be deleted by clicking "Delete" in the load game menu.
[ 2014-08-11 21:06:53 CET ] [ Original post ]
I just wanted to say thanks for the support and all the positive feedback. Especially thanks for all the constructive comments about the game. We see this as a community game and while we don't have a huge team with deep pockets we are certainly dedicated to making it as close to a game you want to play as possible. I know it's not for everyone and I hope that you check the "Lets Play" videos before purchasing to see if it't the sort of game that you would like. With regards bugs, I wish all games could come out bug free, but please bear with us as we work into them, we are on it now and will be updating as soon as we can. We had 20 QA testers playing through the game over the past few months, but it's amazing how some bugs show up when you essentially have thousands of players on it! Just know we are listening and are addressing the issues! Thanks James
[ 2014-08-10 12:32:37 CET ] [ Original post ]
I'm going to be away from tomorrow to begin the trek to Gamescom Cologne next week. While there I will be promoting Victory At Sea. This does mean that I may not be as quick at responding and I may "go dark" over the next few days. This does not mean I have gone into hiding! James_N7 will be helping me field questions in the meantime, but please bear with us! James
[ 2014-08-06 10:05:30 CET ] [ Original post ]
Due to the varied and interesting conversations we have been having we have added some sub categories to the forums. It should hopefully allow everyone to say and do what they want to with a little less fuss by the time that the game releases.
[ 2014-08-01 17:17:47 CET ] [ Original post ]
In conjunction with wargamer.com we are running a competition. Your chance to get your face as one of the characters in Victory at Sea! Check out the competition here! http://wargamer.com/article/3642/contest-your-face-in-victory-at-sea
[ 2014-07-15 17:49:03 CET ] [ Original post ]
We have just created a playlist of "how to" videos on YouTube!
We have created the first batch of videos on how to play Victory At Sea. These videos give you a rough overview and do not cover everything you will encounter in game! The videos are being placed in game so you can refer to them as you go. Please note these are first looks and are subject to change. Victory At Sea Tutorial Playlist
[ 2014-07-09 15:40:09 CET ] [ Original post ]
We thought it would be good to show you the current list of ships in Victory At Sea and also show the the ship types we would like to add (These come under the section "Ships we are looking at adding". These will be added if we have time!).
Current Ship Classes in Victory At Sea
Miscellaneous
Torpedo Boat
Liberty Cargo Ship
T2 Tanker
Victory Cargo Ship
Troop Carrier
Britain
Flower class Corvette
Edinburgh class Cruiser
Gloucester class Cruiser
Ark Royal class Aircraft Carrier
Fiji class Cruiser
Hood class Battlecruiser
Illustrious class Aircraft Carrier
Leander class Cruiser
Perth class Cruiser
Queen Elizabeth class Battleship
G and H class Destroyer
I class Destroyer
J, K and N class Destroyer
V and W class Destroyer
King George V class Battleship
Nelson class Battleship
Norfolk class Cruiser
Renown class Battlecruiser
Southampton class Cruiser
T class Submarine
Tribal class Destroyer
York class Cruiser
USA
Atlanta class Cruiser
Brooklyn class Cruiser
Benson class Destroyer
Gleaves class Destroyer
Clemson class Destroyer
Casablanca class Escort Carrier
Essex class Aircraft Carrier
Fletcher class Destroyer
Baltimore class Heavy Cruiser
Iowa class Battleship
Independence class Light Carrier
Omaha class Light Cruiser
New Orleans class Cruiser
North Carolina class Battleship
Pensacola class Cruiser
Porter class Destroyer Leader
Portland class Cruiser
South Dakota class Battleship
Gato class Submarine
Yorktown class Aircraft Carrier
France
Borrasque class Destroyer
La Galissonniere class Cruiser
Le Fantasque class Crusier
Richelieu class Battleship
Germany
Admiral Graf Spee class Cruiser
Admiral Hipper class Cruiser
Bismarck class Battleship
Graf Zeppelin class Aircraft Carrier
Königsberg class Cruiser
Scharnhorst class Battleship
Type IX U-boat
Zerstorer class Destroyer
Italy
Caio Duilio class Battleship
Zara class Cruiser
Capitani Romani class Light Cruiser
Littorio class Battleship
Navigatori class Destroyer
Adua class Submarine
Trento class Cruiser
Soldati class Destroyer
Japan
Aoba class Cruiser
Chitose MkI class Light Carrier
Chitose MkII class Light Carrier
Fubuki class Destroyer
Furutaka class Cruiser
Myoko class Cruiser
Kagero class Destroyer
Kongo class Battlecruiser
Agano class Light Cruiser
Matsu class Destroyer Escort
Mogami class Cruiser
Nagara class Cruiser
Nagato class Battleship
Sendai class Cruiser
Shōkaku class Aircraft Carrier
Hei-Gata class Submarine
Kadai class Submarine
Takao class Cruiser
Yamato class Battleship
Asashio class Destroyer
Akizuki class Destroyer
These are ships we are looking at adding
France
Argonaute-class submersible
Duguay Trouin-class cruiser
Japan
Akitsuki-class destroyer
Kuma-class light cruiser
Italy
Etna-class light anti-aircraft cruiser
Luigi Cadorna-class light cruiser
Alberico da Barbiano-class light cruiser
Raimondo Montecuccoli-class light cruiser
Duca D’Aosta-class light cruiser
Germany
ZH1-class destroyer
Type-XXI U-boat
Leipzig-class light cruiser
[ 2014-06-25 10:30:29 CET ] [ Original post ]
[ 2014-06-25 10:30:29 CET ] [ Original post ]
- Victory At Sea Depot - Linux [1.14 G]
It is World War II and the age of the dreadnoughts has passed and naval warfare is being dominated by Aircraft Carriers. Submarines hunt convoys like wolves and the numerous and nimble destroyers rule the oceans.
Destroy enemy battleships, torpedo enemy convoys and hunt the enemy wherever you may find them.
Advance through the naval ranks from a Captain of a Destroyer to an Admiral of a vast fleet. Win medals for your exploits, and help your chosen nation achieve victory in each campaign.
Plan your own strategy
In Victory At Sea your destiny is in your hands. Once in the campaign what you do next is up to you.- Harass enemy shipping to starve their ports of vital supplies.
- Destroy the enemy patrols and weaken their defences.
- Defend your friendly convoys and keep your supply lines open.
- Lead an assault force with landing craft to capture enemy ports.
- Go on covert operations.
- Complete special missions.
With over 80 classes of ship and hundreds of ports there are a multitude of playing options. Will you build your fleet around the terrifying firepower of the battleships, sneak around with a submarine wolf pack or look to dominate the skies with carriers?
A combination of sandbox elements and the deadly combat of RTS naval warfare ensures a vast number of possibilities. Slow the action down or speed it up with the time slider, allowing you to command multiple ships quickly and effectively during huge battles. Weather conditions and time of day are also major factors in the game. Will it help or hamper you? Combat at night can be an intense experience.
Other combat Modes
Victory at Sea also offers the chance to experience some of World War II's most famous battles. The Historical Battle mode sets all the victory conditions for you. You just pick a side to fight on.Create your own custom battles from small skirmishes to epic conflicts, choosing from Axis or Allied fleets with ships from 6 playable nations to choose from.
Facebook https://www.facebook.com/victoryatseagame
Twitter https://twitter.com/VAS_naval_war
- OS: Ubuntu 12.04
- Processor: Core 2 duo 2.4GhzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 9500 GT
- Storage: 4 GB available space
- OS: Ubuntu 12.04
- Processor: Intel i5Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 470
- Storage: 4 GB available space
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