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.
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!
https://clan.cloudflare.steamstatic.com/images/32935221/ba8b668faa8ba69ff13acafb56de4ec941dff3cd.jpg[/img]
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.
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!
As we move closer to the launch of Victory At Sea Atlantic in Early Access, (Date to be announced), we wanted to show off a new feature. Prepare to step back in time with the Black and White Mode! Immerse yourself in the nostalgic ambiance of classic war films as you navigate the treacherous waters of World War II. Originally this was designed to separate the tutorials from the main game, but we liked it so much we decided to just have an option to allow you to play the whole game like it! For me it reminds me of the movie the Cruel Sea! [previewyoutube=2acRxX9TGk8;full][/previewyoutube] Black and White Mode Unveiled: Experience the game in a whole new light with our meticulously crafted Black and White Mode. Watch as your fleets, ships, and battles unfold in the style reminiscent of old war documentaries. Capture the Essence of Classic Cinema: We've brought the golden age of cinema to Victory at Sea Atlantic. Feel the intensity of naval warfare as if you were watching it unfold on the silver screen. The monochrome aesthetic adds a touch of authenticity to the strategic depth of the game. [previewyoutube=8swss4Sp4Gw;full][/previewyoutube] How to Activate: Finding the Black and White Mode is as easy as navigating the high seas. Head to the settings, toggle the mode, and witness your naval adventure transform into a cinematic masterpiece. Sail Into History: Whether you're a seasoned admiral or a fresh recruit, the Black and White Mode offers a unique perspective on the challenges of World War II naval combat. It's not just a feature; it's a journey through history. [previewyoutube=z9sj4NXQST0;full]https://youtu.be/z9sj4NXQST0[/previewyoutube] Add Victory At Sea Atlantic to you Wishlist now! Community's Voice Matters: At Evil Twin Artworks, we've always valued the input of our community. The Black and White Mode is a direct result of your feedback and requests. Thank you for being a part of shaping the Victory at Sea experience! Fair winds and classic cinema vibes,
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. Gameplay:
- Increased the targeting accuracy of bomber and dive bomber aircraft AI.
- Fixed a bug that could cause units to freeze after concluding a battle.
- Fixed a case of flights not getting refuelled when landing on an airfield or carrier.
- Stopped the upgrade all flights button from flickering and from inconsistently choosing the best flight class.
We Need Your Expertise! With Atlantic being made right now we haven't forgotten about Pacific, in fact Atlantic's development only helps with Pacific updates. As a game where we don't keep charging to play it's hard to invest in all the updates we personally would like to see in Pacific, and as a team of three just know that Pacific means a lot to us. Your insights and opinions matter, and today, we're embarking on a mission to expand our fleet of vessels within the game, not only that this is a call to people who feel that there is something missing in Pacific, please give us feedback! If it doesn't involve tearing the game up and starting again then we'll definitely consider it! For those who feel the game is not "Finished" Just know if we had our way it would never be finished, if possible we'd like to keep updating the game as long as there is a community and ideas. How to Cast Your Vote Let us know in the comments which ship models resonate with you the most. Feel free to share your thoughts, preferences, and even historical anecdotes about your favourite vessels. Your feedback will help us shape the future of the game and ensure that Victory At Sea Pacific continues to provide you with an immersive and authentic naval warfare adventure. Let's Set Sail Together We want to extend our deepest gratitude to each and every one of you for being part of our community. Your passion and dedication drive us to create the best possible gaming experience, and we can't wait to see which ships you'd like to command next.
Some of you may have noticed that your ships are sinking quicker if you have set up a MOD and have installed the new Pacific 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. Hope that helps!
We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update sees brand new ships and planes as well as a change to the way the backend works that will help create more detailed MODs! In order to play this now go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select First Look there is no password required. 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 we have also added the Queen Elizabeth-class battleship, County-class heavy cruiser, and Town-class light cruiser to the Royal Navy as well as Updated the model of the Illustrious-class carrier. Planes have not been forgotten, we have added the Supermarine Spitfire and Supermarine Seafire fighters to the Royal Navy, 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay: Added the following ships;
- Queen Elizabeth-class battleship
- County-class heavy cruiser
- Town-class light cruiser
- Supermarine Spitfire
- Supermarine Seafire
- Docked aircraft carriers will launch aircraft in defence of the port at which they are docked.
- Changed the way numbers work in Pacific.
- Weapon damage and armour piercing values, and armour values on ships and structures, are no longer restricted to whole numbers.
- Fixed a case in which the UI could get stuck when splitting a fleet.
- Fixed a bug preventing saves using mods in single-fleet mode from loading correctly.
- Various small bug fixes
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
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
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. Gameplay: Upgrading a port will also upgrade that port's coastal artillery and anti-aircraft emplacements with heavier weapons. Submarines with non one-shot torpedo weapons carry historically accurate numbers of torpedoes, depending on their class. Aircraft carriers are required to move against the wind to launch aircraft. Minor Fixes and Tweaks
Here is the latest update for Victory At Sea Pacific. See below for details of what to expect in this build! 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay:
- Removed the option to recon ports that are 100% scouted.
- Fleets with bombers try to keep their distance when attacking other fleets.
- Carrier fleets can't start an amphibious assault from bomber range.
- Prevented the player from collecting atom bomb parts again after the bomb is assembled.
- Stopped non-player ports getting selected in the fleet header when orphaned flights head to their airfield.
- Fixed a conflict in aircraft defend order behaviour between bridge and combat gameplay.
- Added a campaign XP gain multiplier to mods.
- Added the ability to explicitly define aircraft as a standard payload in mods.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. Bug fixes:
- General performance tweaks
- Fixed a bug that could cause fleets on the bridge to stop moving.
- Modded weapon names appear on tooltips correctly.
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. Gameplay: Improved the balance of ships with long-ranged guns against those with short-ranged guns in bridge combat. Bug Fixes: Fixed a bug that could stop aircraft landing on carriers or airfields properly.
Gameplay:
- Grumman F4F Wildcat speed reduced to 276 knots.
- Reworded headers to better distinguish between a ship's stores and a fleet's transported supplies.
- Fixed a bug that could stop fleets moving on the bridge.
- Fixed a bug that could prevent ships transferring between fleets correctly.
- All currently playing audio continues after changing audio options.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay:
- AI supply fleets can collect from other friendly factions' ports.
- AI fleets will choose ports further from the front lines to repair at.
- AI carriers can swap aircraft payloads between torpedo bombs and bombs.
- AI carriers can send fighter escorts with bombers.
- AI ships are more likely to break formation where required.
- Fleets without radar have a shorter global spotting range.
- Adjusted the balance of bridge-level combat based on weapon ranges.
- Added sorting options to the shipyard class list.
- A record of all sunken ships appears on the log screen.
- Prevented aircraft flights from becoming duplicated in an airfield's stored flights hangar.
- Fixed a bug causing carrier upgrades to fail when using a mod without all aircraft categories available.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. Bug fixes:
- Fixed a bug that could cause the post-atomic bomb popup not to display.
- Fixed a bug that caused severe critical hits to be too frequent.
- Allow modding generic ship names, defined by faction and a group of ship types.
Bug Fixes: Fixed a bug preventing the orders menu on flight squadron headers from opening.
Hi everyone, we have added a hotfix below but thought it worth reiterating as well what we have done in 1.9.1 as people seem to have missed the update. 1.9.2 Hotfix Notes Bug Fixes: Fixed a bug that could cause flight icons on ships and airfields not to display. Update 1.9.1 Gameplay: Added a hard+ campaign difficulty setting, giving enemies a bigger resource advantage and a preference for larger assault fleets. Bug Fixes: Fixed a bug where damaged AI fleets would sometimes continuously dock and undock from ports. Fixed a potential crash on startup. Fixed a bug where aircraft could reload bombs from a carrier without any bombs left aboard. Torpedo bomber flights spawn into combat view at the correct altitude when not approaching a target. UI: Bombers without bombs are indicated by a red icon on the lower ship card. Removed the speed control slider from the bridge where setting ship and squadron speeds is not relevant.
To play Pacific with this latest patch before it goes live to everybody, right click Victory At Sea Pacific in your Steam library, click "Properties...", and click the BETAS tab. From the dropdown menu, choose "firstlook". There is no password required. Gameplay:
- Added a hard+ campaign difficulty setting, giving enemies a bigger resource advantage and a preference for larger assault fleets.
- Fixed a bug where damaged AI fleets would sometimes continuously dock and undock from ports.
- Fixed a potential crash on startup.
- Fixed a bug where aircraft could reload bombs from a carrier without any bombs left aboard.
- Torpedo bomber flights spawn into combat view at the correct altitude when not approaching a target.
- Bombers without bombs are indicated by a red icon on the lower ship card.
- Removed the speed control slider from the bridge where setting ship and squadron speeds is not relevant.
Our follow up to Victory At Sea Pacific has finally launched in Early Access with a weeklong 10% discount. You can check out the game here!
Set in the American Civil War we have taken a different slant to other games out there by looking at this conflict from the naval side of things.
Battles took place on both the sea and on rivers of the American Civil War, as the navies of both sides supplied their land forces with resources and transport, requiring both to work together for victory. The Battles on the water powerfully affected the course of the war and would be fundamental as to whom would take victory.
The game enters EA with a fully playable version of the Union campaign. Following on from this will see a Confederate campaign, as well as Modding and a custom battle mode which will launch through Early Access.
While the game will launch in EA with a full roster of ports we will be adding more unique port environment designs as well.
We recently played another round of Victory At Sea Ironclad in a Live stream on the Steam store and you can view it on youtube here.
Victory at Sea Ironclad features;
- Search and destroy enemy fleets during the American Civil War
- Effortlessly switch between commanding the entire theatre of war and controlling the fate of individual vessels and fleets.
- Use Resources to build new structures and ships
- Upgrade Ports
- Build shipyards
- Build farms and factories
- Harass shipping and starve ports of vital supplies
- Organise large scale amphibious assaults on major ports
- Control unique vessels such as the formidable Ironclads
- Pausable gameplay allows you to order fleets and then continue the action
- Play as North or South (Play as the South will become available through Early Access)
- Create customisable battles (Will become available through Early Access)
As part of the build up to the launch of Ironclad this Thursday, we will be playing another round of our upcoming game, Victory At Sea Ironclad.
You can catch the Stream this Tuesday at 11pm GMT/ 3pm PST so set a reminder now!
This time round we'll take a deeper look at the controls and campaign as we head towards Early Access!
If you can't catch this stream then don't worry we will upload it to our YouTube channel, so keep an eye out there.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Remember we will still be supporting and updating Pacific as we roll out Ironclad and beyond! Both feed into each other so ideas for one may work for the other. Gameplay:
- Enemy fleets are more inclined to retreat and repair when they take losses.
- Enemy fleets that have taken losses will try and regroup into larger fleets.
- Enemy fleets can merge together before attacking.
- Reduced aircraft bombing accuracy against ships in bridge combat.
- Reduced cargo ship gun accuracy in bridge combat.
- Ships will assign their engines and turbines with a full crew complement when prioritising crew morale.
- Ships stay at full throttle upon entering combat.
- Fixed a bug sometimes causing fighters not to follow an order to intercept enemy planes.
- Fixed a case of aircraft being able to launch without loading up on fuel or ammunition.
- Aircraft altitude slider should always the correct value upon entering combat view.
- Fix for giving an aircraft flight a launch order in combat view when its carrier or airfield is not loaded into combat view.
- Speaker mode options now work correctly.
- The squadron list stays visible when selecting a land-based aircraft squadron split off from another.
In honour of the launch of the demo of our Latest game Victory At Sea Ironclad, we will be streaming live for the Steam Game Festival: February 2021.
The first of these Streams will be this Friday. For more information and to set a reminder click here.
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.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay:
- Enemy navies are more likely to construct more advanced classes of ship.
- Altered the balance of fleet types the enemy will try to construct.
- Enemy navies are able to replace aircraft flights with better ones if available.
- Airfields whose flights get assigned elsewhere will automatically replace them from their hangar.
- DP guns once more rotate towards their targets when in anti-aircraft mode.
- Ensured selected ship UI shows up when transitioning from bridge to combat view.
- Fixed certain cases of submarines not being allowed to merge into a squadron or fleet.
- Fixed aircraft appearing at the wrong altitude after quickly switching away and back again.
- The camera cannot be moved when using binoculars or a periscope.
- Fixed a case of sinking ships still being considered targetable.
- All custom fleet names retain their labels after loading a save.
- Torpedoes and ASW should fire correctly on custom models.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. Fixes and Tweaks - Fixed picking up supplies from ports. - Fixed projectiles not hitting if the firing unit no longer exists. - Allowed custom battles to use aircraft with loadouts listed as non-standard. - Changed Aichi B7A Grace torpedo bomber to be considered a standard loadout. - Stopped custom battles from being able to award the US campaign completion achievement. - Allowed non-carrier aircraft to be swapped out in custom battles.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. This has been a labour of love for us and while we don't always get it right please understand we want this to be a great experience and we sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay:
- Anti-air accuracy is reduced to 25% of its previous value.
- Ship AI has a reduced chance of automatically attempting to evade torpedoes, which is affected by the number of crew staffing the bridge.
- Improved column formation behaviour, and the order of ships in the squadron sidebar matches that in the column formation.
- Level bombers may be targeted by anti-air fire if they are flying low enough.
- Flights may be launched to the furthest distance allowed by their range and fuel.
- Carriers do not slow down when launching or recovering aircraft.
- Fixed a problem that could cause screen transitions to fail.
- Fixed an instance of flight altitudes not being retained upon returning to combat view.
- All sounds are now affected by the volume sliders.
- The dud chance value of torpedoes and depth charges is used correctly. The default dud chance for US torpedoes is reduced to 0.
- Cargo ships correctly use modded supply capacities when collecting supplies from a port.
- Fixed weapons duplicating after adding an anti-air weapon to a ship class.
- Modded aircraft projectile counts are used correctly when swapping a flight's payload.
Convoys! We have given you more control over them and how they operate. Now players can set waypoints to avoid ports and areas of the Pacific that the enemy have made hazardous! [previewyoutube=t7uZ23iMKuI;full][/previewyoutube] In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay:
- Linkable convoy waypoints may be created. Convoys will use these to plot their routes.
- Adjusted bomber accuracy in combat mode.
- Fixed some bomb damage calculations.
- Fixed a bug that could prevent aircraft entering their landing sequence on airfields.
- Stopped large fleets shifting position when entering combat mode.
- The Akatsuki-class destroyer has 5-inch guns.
- Corrected the displacements of the Victory and Duguay-Trouin class ships.
- Fixed ships of enemy factions of the opposing side being buildable by player when modding a faction not to start at war.
- Added convoy Tutorial
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all.
UI:
- Aircraft payload select buttons follow UI scaling correctly.
Modding:
- Fixed a bug preventing mods from generating, or existing mods being parsed correctly.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Known Issue - We have found an error that didn't come up in testing in editor where it won't load newly created MODs. We will post a hotfix for this by tomorrow.
Gameplay:
- Automatic aerial scouting prioritises areas ahead of a moving fleet.
- Improved terrain avoidance for fleets on the bridge.
- Tweaked the behaviour of column formations.
- Fleets containing coastal defence boats will automatically resupply if their fuel runs out.
- Flights gained through capturing or repairing an airfield take time to construct.
- Aircraft will try not to land on destroyed airfields if an operational airfield is in range.
- Fleets defending another fleet will follow their target more closely.
- Tweaked global anti-aircraft damage chances.
- Fleets with orders queued up after a repair and resupply order will undock and carry them out.
- Ships may carry ammo for other aircraft loadouts than the ones they spawn with.
Bug Fixes:
- Starting a war with a second faction no longer causes certain fleets to ressurect.
- Fixed a bug causing flights to take off without full fuel tanks.
- Aerial torpedo models no longer appear reversed.
- Fixed a bug causing unexplained hits from shells.
- Fixed a bug that could cause landing aircraft to skip their landing sequence.
- The Erie-class gunboat has its correct six-inch guns.
- Ensured airfields regain a full complement of flights upon being repaired.
- Fixed the fleet orders radial menu allowing incompatible orders being queued together.
- The fleet screen shows the correct depth bomb count and capacity.
UI:
- A fleet's estimated time of arrival is displayed on the fleet orders radial menu.
Modding:
- Mods can include multiple variants of the same aircraft class and role.
- Added aircraft damage multiplier and aircraft armour-piercing stats for mods.
- Fixed the first salvo of modded weapons not loading ammo and firing.
- Torpedo tubes fire as guns, if their weapon is modded to be a gun.
1.6.2 Patch Notes In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay:
- Enemy ships are scuttled if their crew is reduced to zero.
- Fighter AI is more likely to prioritise targets with highly-damaging bombs.
- Combat-level orders are more consistent with bridge-level orders for aircraft AI.
- Fixed a bug where aircraft could get stuck when launching from a docked carrier.
- Patrol orders may not be queued with non-patrol orders.
- Fixed a bug where AI fleets could wait indefinitely for destroyed allies before assaulting a port.
- Supply fleets that are split off from another will behave like ordinary supply fleets.
- Observation flights AI won't search a secondary scout position at the risk of flying further than their fuel allows.
- Fixed a bug where seaplanes could head to the wrong point when trying to return to a distant ship.
- Added separate toggles on airfields for automatic launching of combat and observation aircraft.
- Fixed a bug where ship ranges would export the wrong values to new mod files.
- Modded-in air forces for minor factions may spawn aircraft on airfields.
- Modded fleets with a delayed spawn will now spawn correctly in campaigns that don't start at war.
- Modded fleets defined with the purpose "Supply" will spawn with cargo, and behave like ordinary supply fleets.
1.6.1 Patch Notes Gameplay: Further adjusted the accuracy of anti-air weapons. Modding: Fixed a bug where some modded weapon variables weren't being applied correctly. The AA damage multiplier for DP guns does not need to be a whole number. Ships without a corresponding ship definition may be added to initial campaign fleets.
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select First Look there is no password required.
Please keep sending us your feedback as as this update shows we will continue to add things based on your feedback and ideas.
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.
We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all.
Gameplay:
- Improved the behaviour of AI navies, to make them less likely to engage ports, or groups of fleets, with significantly weaker forces.
- Flight altitude calculation on the bridge is more consistent with that in combat view.
- Reduced the accuracy of both aircraft weapons and anti-aircraft weapons.
- Increased default inaccuracy for long- to extreme-range gunfire.
- Ships may be scrapped in ports in exchange for a portion of their war bonds.
- Added a toggle to lock ships from automatically firing their guns.
- Flights whose carrier has been sunk while they are in the air will transfer to a nearby carrier, if one has available space.
- Added a loiter order on the bridge for aircraft flights.
- Enemy navies are better at tracking down player carrier fleets, if attacked by their aircraft.
- Forces may be placed further apart in custom battles.
- The custom battle setup screen shows the point values of each fleet, and allows individual ships to be upgraded.
- The aircraft classes carried by each ship may be defined in a custom battle.
- The custom battle setup screen shows the stats of each ship class.
- Fleets under orders to defend a port will automatically replenish supplies from their target port.
- Adjusted the thresholds for crew morale gain and loss.
- Aircraft squadrons, apart from fighters scrambling to intercept aircraft, wait for all their flights to launch before proceeding with their order.
- If a carrier or airfield can't fully refuel all its flights, fuel will be evenly distributed amongst its aircraft.
- Fighters don't cancel defend orders if they've dropped their bombs but not expended their gun ammo.
- Fighter squadrons may be ordered to defend other squadrons on the bridge.
Bug Fixes:
- Tutorial videos are visible in-game again.
- Fixed a bug where ships could "teleport" some distance when entering combat view.
- Fixed a bug where a delivery order could sometimes not be given to a convoy that still has supplies.
- Fixed a bug where aircraft could get stuck trying to dogfight landed aircraft.
- Fixed a bug where aircraft automatically cancel move orders given when distant from their carrier.
- Spotter planes won't automatically fly out to distances potentially further than their fuel allows.
- Sped up the Northampton-class cruiser to a more accurate speed.
- The aircraft altitude slider does not show up when altitude orders will be ignored (e.g. when landing).
- The UI detail toggle key functions correctly.
- Fixed a bug where the button to select all guns could select those on the wrong ship.
UI:
- When swapping flights on a docked ship, the hangar and aircraft construction panels only show the aircraft classes that the ship can carry.
- Added a battle log screen to the end of custom battles.
- The alert popup may be moved across the screen.
- Unit markers are always visible for friendly factions' ships and aircraft.
- Speaker mode may be selected on the options screen.
- Added an option to disable autosaving.
- Added the ability to change prefixes when renaming ships.
Modding:
- Aircraft classes may have an additional health multiplier.
- Weapons may have a multiplier for critical hit chance, and a multiplier for critical hit damage.
- DP guns may deal specified a amount of damage against aircraft.
- Projectiles may be given a chance to be dud on hit.
- Fixed a bug causing new mods to have the wrong water speed for torpedoes.
- Fixed a bug causing modded shipyard capacities and income multipliers to reset after saving and reloading.
- Modding the aircraft construction time now affects initial aircraft construction and flight repairs on airfields.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay:
Now you can set a location, choose your fleets and go into battle! In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay: Added a custom battle feature. Ship avoidance is less strict, and ships spend less time waiting for other ships in their formation to get into place. Crew don't deplete their ship's rations when docked, and low rations won't affect morale while on shore leave. Ship AI will switch dual-purpose guns to anti-air mode more readily, including when the ship has orders to attack a ship or structure. Critical hit effects with a chance to escalate damage (on-board fires, ruptured fuel lines) are automatically repaired when out of combat. Bug Fixes: Fixed another instance of spotters launching from ships on the bridge without permission. Fixed a bug where seaplanes would teleport around the world when floating on the sea. Fixed a bug where a fleet could appear twice the bridge's fleet list. UI: Added ship class labels to the shipyard screen's list of docked ships. Clarified the phrasing of the dual-purpose gun toggle.
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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay: Creating a new aircraft flight creates an empty flight, which must gain aircraft at the usual rate in port. Ship-based aircraft may be built and swapped onto ships in the American mainland ports. The maximum movement range of a ship is no longer affected by how many rations are on board. AI carrier fleets will attempt to retreat once enough of their bomber flights are destroyed. Bug Fixes: Fleets won't launch scout planes without permission. Ships are not created with flying boats as their observation aircraft. Fixed a bug where starting a new campaign of one faction straight after playing another prevents ports correctly upgrading. Fixed fleets appearing to vanish from the bridge upon dragging the last squadron out of the fleet. Fixed a bug where phantom aircraft data would accumulate in save files. UI: Added a key which, when held, shows a fleet or flight's estimated time of arrival at the cursor's position on the bridge. The Default key is E but can be changed in the options menu.
Introducing the Royal Naval Pacific Campaign! In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay: Added the Royal Navy campaign. Added the Implacable-class carrier, the S-class submersible, and the U-class submersible. Player fleets under a move or patrol order may automatically send spotter planes out to scout. Ship squadrons in a line formation now turn more efficiently. Added a spotter loadout for the PBY Catalina. Reduced the costs of the Flower and Bathurst classes. Bug Fixes: Ensured distant bombers will keep going towards target ships when their squadron leader is returning to their carrier. Ships may always repair critical hit effects when docked in port, even if their engineering section is destroyed or uncrewed. UI: Added a button to the flight selection panel to automatically replace all flights on a ship or airfield with a more advanced equivalent, if any are available. The B-24 Liberator sprite now displays correctly.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay: Fighter AI gives intercepting flights with powerful bombs or torpedoes a higher priority. Bug Fixes: Fixed a bug causing spotter aircraft to instantly land when launched. Enemy ships out of line of sight are consistently visible when spotted via radar, or by them firing their guns. All player convoys are now controllable after loading saves of older campaigns. Convoys navigating the enemy-controlled Philippines no longer get themselves stuck. Upgrade costs are read correctly from mods, and mod creation doesn't output incorrect projectile speeds.
Gameplay: Vision range in combat has been scaled better with regard to gun ranges. Dive-bombers attempt to target the centre of a ship, rather than its closest point. Bug Fixes: Fixed a bug where gun firing arcs would flatten out after a number of shots have been fired. UI: Updated Chinese localisation.
Happy new year! Here's the first of this years updates! Gameplay: War bonds on kills can be gained by units other than ships. Ships may be renamed, by clicking their name on the fleet screen. Aircraft engines are a bit quieter. Bug Fixes: All player-built convoys should now be controllable. Removed an obsolete warning about uncontrollable convoys. The fleet resource panel shows a convoy's transported supplies, not the ships' own supplies. The historical Atlanta-class cruisers will show up before generic, non-historical ones. Fixed a bug where port structures could be positioned incorrectly after quitting to the main menu and reloading. Selecting multiple aircraft flights on the bridge displays the lowest current range of all selected flights, not just the range of the first flight. Aircraft can always land on a docked ship. Fixed a case of part of an aircraft squadron turning back when on a bombing run. Squadrons remember their flagship after loading a save. UI: Docked ships' current speed is displayed as 0 knots. Docked fleets don't show an unnecessary route line. Added a close button to the tutorial skip popup.
Bugfix: - Fixed an issue from 1.2.1p3 with port aircraft hostility.
Hotfix to correct issues with steam cloud saving: - Cloud Saving now supports larger save file sizes - Fixed a bug which caused save games to be larger than required - Fixed a bug which inflated port defence strength in some cases.
Gameplay: Added the Akagi-class aircraft carrier, the Erie-class gunboat, and the V-class destroyer. Added the Aichi B7A dive/torpedo bomber, the Mitsubishi A7M fighter, Boeing B-17 Flying Fortress level bomber, Consolidated B-24 Liberator level bomber, and North American B-25 Mitchell level bomber. Supply convoys may be controlled, and ordered to collect and deliver supplies. (Their AI will continue as normal when without a player order.) Torpedo bomber AI tries harder to attack a ship from its port or starboard sides. Bombers are now a little less inaccurate. Added extra moddable gun inaccuracy multipliers based on different ranges, and a moddable variable for the range at which guns will automatically open fire. Added moddable per-side income multipliers and per-port shipyard capacities. Changed fleet-building logic to make it easier for the AI to build large fleets. Enemy navies build ships faster at higher difficulty levels. Ordering a flight to attack a port in combat view will retain that order on the bridge. AI Carriers are more likely to target valuable warships in combat mode. The Kongo-class has the higher speed of their 1930s refit. Dogfight calculations can make use of fractional dogfight ability stats on aircraft. Reduced the AA range of the Casablanca-class escort carrier. Bug Fixes: Fixed a potential infinite loop upon loading saves. Updated some port structure positions. Singapore no longer has one artillery emplacement under the ground. Fixed a bug where port supply priorities could spontaneously be set to "Mid". Fixed a bug where the initial AI fleets could be reluctant to assault ports. Fixed a bug where destroyed anti-air emplacements could damage aircraft on the bridge. Pennsylvania and Tennessee-class battleships' secondary fire comes from from the correct guns on the models. Fixed a bug where ports could provide vision to the wrong navies upon loading a mod. Aircraft do not bank while taking off from a runway. Torpedoes and starshells do not disappear after saving and loading. Fixed a bug where aircraft could load in from a save at a different altitude. Flights stored in an airfield hangar are destroyed when the port is captured. Aircraft don't try sticking to their formation when their squadron leader is landing, unless they want to land. Closed up some holes in the terrain. The Mitsubishi G4M's payload can be correctly switched to an Ohka kamikaze plane, if they are available. The button to select all bombers on an airfield works when all bombers are level bombers. Stopped the camera being able to shoot off into the distance after starting a new Japanese campaign. Fixed a bug where fleets trying to repair without a port to target could freeze the campaign. Corrected the upgraded AA ranges of some ships, and ensured AA range upgrades are displayed correctly. Fixed a bug where airfields would stop showing up after quitting to main menu and starting a new campaign. Splitting civilian ships from a fleet creates a new convoy, rather than a combat fleet. Fixed a bug where port markers could display the incorrect number of docked fleets after loading a save. UI: Supply convoys now have rectangular markers on the bridge. The amphibious assault order on the bridge has a distinct icon. The fleet screen now contains the list for selecting fleets, and buttons to set the crew assignment of all ships in the selected fleet at once. Disabled the recon order button when targeting non-hostile ports. The small roundel for docked fleets is that of the correct navy after capturing a port. The left mouse button may no longer be rebound, to prevent crazy things potentially happening upon clicking. Updated Chinese localisation.
In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay: Added the Akagi-class aircraft carrier. Supply convoys may be controlled, and ordered to collect and deliver supplies. (Their AI will continue as normal when without a player order.) Torpedo bomber AI tries harder to attack a ship from its port or starboard sides. Bombers are now a little less inaccurate. Added extra moddable gun inaccuracy multipliers based on different ranges, and a moddable variable for the range at which guns will automatically open fire. Added moddable per-side income multipliers and per-port shipyard capacities. Changed fleet-building logic to make it easier for the AI to build large fleets. Enemy navies build ships faster at higher difficulty levels. Ordering a flight to attack a port in combat view will retain that order on the bridge. AI Carriers are more likely to target valuable warships in combat mode. The Kongo-class has the higher speed of their 1930s refit. Dogfight calculations can make use of fractional dogfight ability stats on aircraft. Reduced the AA range of the Casablanca-class escort carrier. Bug Fixes: Fixed a potential infinite loop upon loading saves. Updated some port structure positions. Singapore no longer has one artillery emplacement under the ground. Fixed a bug where port supply priorities could spontaneously be set to "Mid". Fixed a bug where the initial AI fleets could be reluctant to assault ports. Fixed a bug where destroyed anti-air emplacements could damage aircraft on the bridge. Pennsylvania and Tennessee-class battleships' secondary fire comes from from the correct guns on the models. Fixed a bug where ports could provide vision to the wrong navies upon loading a mod. Aircraft do not bank while taking off from a runway. Torpedoes and starshells do not disappear after saving and loading. Fixed a bug where aircraft could load in from a save at a different altitude. Flights stored in an airfield hangar are destroyed when the port is captured. Aircraft don't try sticking to their formation when their squadron leader is landing, unless they want to land. Closed up some holes in the terrain. The Mitsubishi G4M's payload can be correctly switched to an Ohka kamikaze plane, if they are available. The button to select all bombers on an airfield works when all bombers are level bombers. Stopped the camera being able to shoot off into the distance after starting a new Japanese campaign. Fixed a bug where fleets trying to repair without a port to target could freeze the campaign. Corrected the upgraded AA ranges of some ships, and ensured AA range upgrades are displayed correctly. Fixed a bug where airfields would stop showing up after quitting to main menu and starting a new campaign. UI: Supply convoys now have rectangular markers on the bridge. The amphibious assault order on the bridge has a distinct icon. The fleet screen now contains the list for selecting fleets, and buttons to set the crew assignment of all ships in the selected fleet at once. Disabled the recon order button when targeting non-hostile ports. The small roundel for docked fleets is that of the correct navy after capturing a port. The left mouse button may no longer be rebound, to prevent crazy things potentially happening upon clicking. Updated Chinese localisation.
We have another hotfix for MODs based on feedback. Below is the list of changes. Gameplay: Morale multipliers may be changed in mods. Bug fixes: Fixed 1.2.0s fleets sailing through the middle of Australia. The port resource tally shows the correct number of available aerial torpedoes. Fixed a bug where aircraft within a flight would sometimes not refuel to the same level. Fixed a bug where ports might not earn their faction any war bonds upon restarting the campaign. UI: Added ASW bomb icons where relevant, and added a button to select all ASW bombers.
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select First Look there is no password required. Gameplay: Fighters prioritise weaker dogfighters and more threatening bombers when determining which aircraft to target. Bomber flights prioritise carriers and high value targets when bombing fleets from the bridge. Bug fixes: Stopped saved games breaking on load. Fixed an instance of ships loading in at a sinking angle when they shouldnt. Improved the battle stations switching, and got the battle stations siren to obey the volume settings. Improved high-altitude bomber behaviour when ordered to bomb a close target. UI: Updated the Chinese localisation.
We have added MODs to this update, it is quite comprehensive giving you lots of options for creating scenarios and even new ship types! You want to create your own historical battles or bizarre craft? You can! We have even added a couple of mini examples for you to try! In order to play this game go into your library, right click on the name Victory At Sea Pacific 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. We sometimes miss specific things in long conversations and dont tend to read comments on the announcements (as its hard to directly reply to people on there) so its good to have its own thread, we would rather have more than one thread on a subject than not have one at all. Gameplay: Added mod support. Partial war bonds are refunded when a ship construction is cancelled, depending on how complete the ship is. Flights stored in an airfield's hangar may be scrapped for a full refund in war bonds. AI fleets will not scramble all their fighter flights against single spotter planes. Fighters ordered to defend an aircraft will follow that aircraft. Improved AI for positioning ships attacking with their anti-submersible weapons. Ration usage is now determined per crew member rather than a fixed rate for each ship, totalling 3 weeks of rations. Improved pathfinding on the bridge to use straighter paths when available. Improved optimisation on the ocean and fog. Fleets may be renamed via the fleet screen. Bug fixes: Aircraft do not bunny hop when changing altitude at high timescales. Crashing aircraft finish crashing after loading a save, so their ghosts don't linger on forever. Fighters defend the correct friendly unit when launched with a defend order. Attack orders against small fleets, such as torpedo boat forces, are no longer instantly cancelled. Fixed deep diving via radial menu in the combat screen. Fixed a bug where an independent ship would set its throttle to 0 after receiving its first turn command. Destroyed flights no longer display the out of fuel tooltip. Independent aircraft whose squadron leader is not currently dive-bombing can themselves dive-bomb. Fixed some cases of fleets loading in with all their ships on top of each other. Fixed some infinite loading screen situations. Fixed a bug where amphibious assault forces would spawn on the opposite side of the port. UI: Added submerging and surfacing controls to the fleet order radial menu on the bridge. Updated the Chinese localisation, and fixed some strings that werent being localised. Added more feedback when the attack order is disabled. Radial order buttons update immediately upon opening.
Heres the latest patch based on community feedback. 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. We sometimes miss specific things in long conversations so its good to have its own thread and we would rather have more than one thread on a subject than not have one at all. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select Beta there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay: Improved navigation for bridge-level fleet movement, so fleets can use smaller channels between landmasses. Torpedo tubes on surface ships may use the single-shot mode. Narrowing the torpedo spread to single-shot mode does not need such a long button press, and a thin firing arc indicator is still displayed in that mode. Added a key to pause time. Camera tilt and rotation keys are now rebindable. Bug fixes: Ships are returned to their fleet upon loading a save, if they had been saved in the shadow realm state. Sinking ships cannot be added back into a fleet by dragging their squadron list elements around. A carriers wind indicator is hidden if the carrier is docked. Fixed a potential game lockup when unloading terrain. Fixed saving and loading of the fog of war state. Fixed the fleet screen placing ship icons incorrectly when viewing a large fleet. Fixed a case of supply convoys teleporting a great distance when entering into combat. Fixed a case of dive-bombers not diving if merged into a squadron with a different ordered altitude. UI: Flight markers on the bridge display their navys name, instead of the factions name. Updated Chinese localisation, and fixed some location names.
Heres the latest patch based on community feedback. Main features include selecting a single torpedo for your subs! Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. Please we try to monitor all your conversations and suggestions so if something has not appeared that you have suggested does not mean it isn't coming. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select Beta there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay: Submarine torpedoes can be manually fired individually, by lowering the spread below the minimum. AI carrier fleets will retreat if all their bomber flights have been lost. Large aircraft drop their payloads (except torpedoes or nuclear bombs) as multiple bombs. Added a button to select all kamikaze aircraft on a ship. Added buttons to select all bombers, torpedo bombers, kamikazes, and fighters, and to recall all aircraft, to airfields. Aircraft repair at the same rate regardless of their toughness. Bug fixes: Fleets should not be repositioned in a port attack if they are raiding with aircraft outside gun range. Fixed a bug that could cause ships to be partially disassociated from their fleet in patch 1.1.3. Fixed a bug that could cause the tutorial to become stuck. Aircraft selection buttons immediately refresh upon swapping out aircraft payloads. UI: Colour-coded the fleet morale icons. Added an option to simplify flight UIs. Added additional feedback when weapons are unable to fire.
Patch 1.1.3 Here is our latest patch based on community feedback, we will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We want this to be the game you want to play, and please we try to monitor all your conversations and suggestions so if something has not appeared that you have suggested does not mean it isn't coming. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select Beta there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay: Submersible fleets will deep-dive when attacked on the bridge, and will automatically return to periscope depth after some time has passed. Ports dont send aircraft against deep-dived fleets, and aircraft dont do damage to deep-dived submarines in bridge combat. Orphaned flights from lost carriers will store themselves in the nearest airfields hangar, not the runway. If flights are launched with an order to attack or intercept, but no targets are available, they will patrol in the air for a while before landing. Updated the initial positions of fleets at the start of a port battle. The escape key opens the options screen, rather than the fleet screen. When an ASW aircrafts last remaining target dives and hides, the plane will bomb its last known position. Bug fixes: Fixed a bug that could cause aircraft to freeze in midair during combat. Independent flights should no longer bunch up when loading an aircraft squadron into combat. Convoys dont discard the supplies in their hold when collecting new ones from a port. Rations are consumed at the correct rate on ships. Fixed a bug where destroyed aircraft could complete their launch procedure from a sinking carrier. Fixed a bug where a flight could land but remain in a squadron, breaking the squadron list. Morale updates as normal when a ship is docked. Fixed squadron list elements getting stuck if dragged and double-clicked. Fixed a bug where split up squadrons in a fleet would end up with the same name. Fleets that are forced out of a port due to enemy attack will not automatically dock again if given a new order. Fixed aircraft flying further than their range will allow at high timescales. Non-ASW aircraft do not try and bomb submerged submersibles when they lose all other bombing targets. UI: Adjusted the colours of the squadron list and rectangular unit markers, to make the currently selected unit clearer. Added a bindable key to show and hide the UI in the combat view. Independent flights should no longer bunch up when loading an aircraft squadron into combat. Convoys dont discard the supplies in their hold when collecting new ones from a port. Rations are consumed at the correct rate on ships. Fixed a bug where destroyed aircraft could complete their launch procedure from a sinking carrier. Fixed a bug where a flight could land but remain in a squadron, breaking the squadron list. Morale updates as normal when a ship is docked. Fixed squadron list elements getting stuck if dragged and double-clicked. Fixed a bug where split up squadrons in a fleet would end up with the same name. Fleets that are forced out of a port due to enemy attack will not automatically dock again if given a new order. Fixed aircraft flying further than their range will allow at high timescales. Non-ASW aircraft do not try and bomb submerged submersibles when they lose all other bombing targets. UI: Updated the Chinese-language localisation. Adjusted the colours of the squadron list and rectangular unit markers, to make the currently selected unit clearer. Added a bindable key to show and hide the UI in the combat view.
Hi everyone, Here is the next patch based on community feedback, we will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We want this to be the game you want to play. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select Beta there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay: When ordered to attack, ships in a formation will stay in formation until their target is close to weapon range. Bombers that have not yet dropped their payload will continue with an attack order even if the squadron leader is returning to its carrier or airfield. Fighters automatically return home after expending their ammunition, but others in their squadron may likewise continue with an intercept order. Added a toggle to bottom right of airfields to forbid their AI from automatically launching aircraft. Added alert popups for spotting enemy aircraft. Removed alert popups for spotting enemy convoys, or enemy fleets that are not currently at war. A ships seaplanes floating on the water will automatically return home when the player leaves the area. Seaplanes on the sea are visible in the bridge view. Submersibles are less effective against ASW-armed ships in bridge combat. Shifted some ports supply drop-off points. Added more randomised names for non-historical US battleships. Bug fixes: Fixed a bug where an excessive number of sounds could attempt to play and reduce performance. Aircraft squadron markers on the bridge show the total number of planes in the squadron, not just in the lead flight. Bombers cannot bomb ports at an excessive distance during bridge combat. Fixed a bug often preventing land-based AAA batteries from firing in bridge combat. Reduced the lethality of land-based AAA in bridge combat, when it does fire. The South Dakota-class battleships model now has all three 16-inch gun turrets. Fixed a bug preventing damaged aircraft on an airfield from repairing. Fixed a bug that could cause non-player faction squadrons to spawn in a tight cluster. The exchange panel on the fleet screen shows the correct ports name. Improved AI for ships following a formation, so they will not intermittently try to double back on themselves. Players can no longer order a flight armed with torpedoes or depth charges to attack a port. Fixed a bug where a move order could end up targeting the wrong position. Ensured the American campaign always starts at war, and the war state is correct when loading older saves. Ensured that landed aircraft load from saves on their home carrier or airfield. Ports do not send aircraft against deep-diving submersible fleets on the bridge. UI: Updated the intercept order icon on the squadron list. Depleted bomb or ammunition icons are now red.
Hi everyone, As you know we have been collating everything and here is the next patch based on feedback, as I said previously we want to make this the game we all want to play and will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select Beta there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay: Improved the AI for ship formation movement, to keep ships moving at speed more often. Convoys now retain any surplus supplies when unloading into a port that cant hold their entire cargo, instead of ditching them. Supply convoys now try to steer clear of enemy ports. UI: Aircraft flights in the squadron list show the planes' campaign-level order, if they have no combat-level order. Added a toggle for v-sync. Added a warning icon when torpedoes are near a players ship. The upgrade button is available for Japanese home ports that are not major ports but have shipyards. Bug fixes: Updated navigation to open up some impassable areas of sea in combat view. The resource panel shows the correct number of available bombs in a port. Fixed a bug where one aircraft flight in a squadron could forget its position. Fixed a bug (from the beta patch) where dive-bombers would refuse to dive-bomb. Fixed a bug where aircraft payloads could sometimes not be swapped. Can no longer order a fleet to merge into one of another navy. Fixed a bug where shells, bombs, and torpedoes could teleport away upon moving the camera. Fixed a bug where aircraft weapons could load incorrectly from saves. The Vought Corsair fighter has a shorter, more accurate range. Non-hostile Allied ports in the Japanese campaign do not declare war if the player starts combat with a hostile Allied fleet nearby. Stopped erroneously excessive shell amounts being taken from ports when resupplying. The atomic bomb collection icon does not show up unless that objective is active. Ships no longer ignore the presence of aircraft-launched torpedoes. Updated fleet movement mechanic, and fixed some formation and ship spawning issues. Fixed the supply convoy list getting confused by multiple convoys of the same name.
Now in Beta you can play the IJN campaign! Note it is recommended you play the US campaign tutorial before playing. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “Beta” there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay: • Added the Japanese campaign. • Added the Akizuki-class destroyer, Agano-class cruiser, and I-400-class aircraft-carrying submersible. • Airfield AI will not launch non-ASW aircraft against submersibles. • Manually-fired weapons are not deselected upon firing. • Setting a port's supply priority to "none" or "surplus" will cause any cargo fleets with supplies heading there to pick a new destination. • The player’s submarines may safely retreat on the bridge, if in a deep dive. • Ships ordered to bombard a port with their guns stick to their longest gun range. • Gun accuracy against a single target increases more slowly. • Time speed is retained when changing between screens, if set to zero. UI: • Updated Chinese language text. • Fleet alert dates are localised. Bug fixes: • Ensured landed planes do not attempt to follow their squadron leader until they are actually airborne. • Fixed kamikaze aircraft being reluctant to attack when ordered to. • Critically hit damage sections repair correctly. • Ships lose their “crippled” status effect when sufficiently repaired in port. (Cause of a ship being unable to turn as the rudder was frozen). • Landed aircraft flights do not display in the squadron list. • AI fleets obey their own faction’s amphibious assault cool down time. • Fixed a bug where battles encompassing multiple ports would not end correctly. • Fixed the Pearl Harbor log duplicating upon loading a save. • Stopped controls remaining disabled when cancelling out of naming a save. • Aircraft cannot start a battle against destroyed ports, and will not try to attack them. • Removed unused joystick inputs. • A port’s reconnaissance level is reset upon its capture. • Fixed the Plane Killer and Against The Odds steam achievements. • Fixed an instance of hostile ships spawning too close to each other at the start of combat. • Also, fixed an instance of hostile ships spawning too far from each other at the start of combat. • Improved torpedo accuracy. • Fixed ships assigning more crew to some subsystems than their maximum capacity, leaving no crew in others. • The flight selection panel shows accurate service ceilings in metres. • Increased the speed of the Grumman Hellcat and the Douglas Devastator, and the range of the Yokosuka “Judy”, to more accurate values. Known issue Manilla raid requires planes to raid it. (We have a fix but will need a longer nav mesh rebuild)
Gameplay: • Local AA weapon range increased to 1km. • Evasive manoeuvres account for ships’ turning speeds. • Carrier fleets with launch permission toggled off will request permission to send aircraft against their ordered target fleet. • Ships’ local orders are cleared upon leaving combat view. UI: • Added a windowed mode option. • Added support for more screen aspect ratios. • Updated Chinese-language text. • Reduced scrolling speed on Windows. Bug fixes: • The South Dakota-class battleship is fully armed with 16-inch guns. • Atlanta-class cruisers now have twin 5-inch gun turrets. • The North Carolina-class battleship model shows the correct number of 16-inch guns per turret. • Ships in combat view always keep moving towards their bridge order’s destination, if they have no other orders. • Ports that finish upgrading while selected display their new aircraft. • Fixed a crash that could happen when checking aircraft height. • Fixed a bug causing aircraft stored in ports not to be saved. • Selecting all of an aircraft type on the bridge shows the range circle. • Flights with no aircraft remaining can be seen, and swapped out, on the flight selection panel. • Fixed a bug resulting in a merged fleet remaining partially docked. • Fixed a bug causing destroyed coastal structures to become active without repairing. • Removed delay on AI-controlled flights launching at high timescales. • Ports with functioning airfields won’t wait for nearby ports with destroyed airfields to launch first. • Ships with an upgraded damage stat and point value don’t lose it when loaded from a save. • DP guns automatically changing does not switch ships’ guns to manual fire mode. • The radial orders menu shows the correct order options when a squadron is selected. • Fixed ships sometimes bombarding destroyed structures and ignoring intact ones. • Fixed some UI elements for high UI scales. • Fixed an instance of aircraft incorrectly positioning themselves on carrier decks. • Fixed weapon subsystems sometimes showing incorrect crew assignments after loading a save. Known Issues We are still experiencing some invisible planes occasionally in combat view and are looking at pinning it down for the next patch
Victory at Sea Pacific: Patch 1.0.6 is on Beta Hi everyone, As you know we have been collating everything and here is the next patch based on feedback, as I said previously we want to make this the game we all want to play and will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We have also added some more ships in game for this beta. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “Beta” there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay: • The South Dakota-class battleship, Wasp-class carrier, and Brooklyn-class cruiser may be constructed in shipyards when unlocked. • Fighter AI will automatically pick a new target if their ordered intercept target lands, and will not always pick weaker targets over stronger ones. • Gun accuracy gradually increases as a ship fires on a single target. • Aircraft require 50% less aviation fuel, and supply ships carry 10% more aviation fuel. • Aircraft launched via the bridge will try to move together in formation. • Reduced the price of the Cherokee-class tugboat. UI: • Added a UI scale slider to the options menu. • Updated some Russian-language text. Bug fixes: • Fixed a bug where aircraft in combat view would forget an attack order given on the bridge. • Fixed an instance of aircraft teleporting to a distant airfield and landing. • Fixed an instance of aircraft getting stuck when loading into combat view while trying to take off. • Air raid sirens use the correct volume setting. • Aircraft on the bridge show the correct speed when selected. • Ship-launched seaplanes land closer to their home ship. • Aircraft squadrons load into combat view in their formations. • Ships account more accurately for their turning circles when using anti-submersible weapons. • Removed long delay on flights launching from airfields at high timescales. • Battle markers no longer linger after quitting to the main menu and re-entering the campaign. • Fighters cannot engage in dogfights without ammunition. • Fixed a bug where coastal structures could position themselves in the sea.
Victory at Sea Pacific: Patch 1.0.5 is on Beta Hi everyone, As you know we have been collating everything and here is the next patch based on feedback, as I said previously we want to make this the game we all want to play and will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “Beta” there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Bug fixes: Fighters have stopped refusing to follow intercept orders. Also, fighters whose ordered targets have been shot down will automatically pick another target. Fighter squadrons may be ordered to intercept when the squadron leader is out of ammunition. Fixed an instance of aircraft forgetting their bridge-level orders when entering the combat view. Completely destroyed ports do not start battles. Aircraft carrier AI will not try to order aircraft beyond the range for a return trip. Bombs with the “Devastating” trait will deal devastating damage in bridge-level combat. Fixed an instance of aircraft flights being kicked out of their navy and freezing in place.
Victory at Sea Pacific: Patch 1.0.4 is on Beta Hi everyone, now we have collated everything here is the first patch based on feedback, we plan on making this regular until we are all happy with it. I apologise to everyone where this has not met expectations, just know that this isn’t some quick money garb from us, we want to make this the game we all want to play and will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “Beta” there is no password required. If it doesn't update right away select Properties again, local files and verify the integrity of the game. Gameplay tweaks: • If the target of a flight or ship's attack order is destroyed, they will keep attacking another target, instead of returning. • Aircraft that are not their squadron’s leader are shown as dots on the bridge screen. • Increased the spread of all ship weapons and coastal guns, and reduced the accuracy of aircraft against surface targets. • Supply convoys will try to oversupply ports if they have no alternative, rather than stay still. • Friendly fire now does no damage. • Ships’ critical hit effects no longer escalate (resulting in suddenly exploding ships) after leaving a battle. • Improved automatic resolution detection, and selecting a resolution on the options screen applies it immediately. Disabled aspect ratios other than 16:9 and 16:10, as these are unsupported. Bug fixes: • Improved landmass avoidance for ships. • Non-player fleet markers are no longer selectable. • The stats popup on the fleet screen is correctly positioned at higher resolutions. • Reduced the sun glare, and fixed the midnight glow. • Fixed an instance of ships loading with the wrong rotation. • Correctly return squadron header to the list when failing to merge with a non-player-controllable fleet, or a fleet of a different faction. • Supply convoys can no longer to be split. • Upgraded anti-air weapons no longer take the place of gun turrets after loading a save. • Swapped aircraft payloads gain the correct stats, and flights swapped to torpedo bombs no longer forget how to use them after loading a save. • Fixed an instance of flights losing their global position. • Fixed an instance of ships not using their guns while selected, despite the player not taking manual control. • Added safeguards to prevent save file inflation. (broken saves should now work) • Aircraft repair at the correct speed. • Fixed an instance of ship’s flight deck at full health being considered destroyed. • Commodores are no longer promoted to the mysterious “Rank 9” • Fixed aircraft flights being assigned to two airfields simultaneously. • Crew can repair critical hits outside of combat view. • Fixed an instance of flights readying takeoff while not in the launch queue, leaving them grounded. • Fixed an instance of all fleets in the Pacific grinding to a halt. • Ports take the correct amount of time to upgrade. We will be fixing more of the strange aircraft behaviour and save/load glitches for the next patch which will be very soon.
It's with great excitement we can confirm that Victory At Sea Pacific, will launch on the 14th of September.
Priced at $39.99 USD, the game will launch with a 10% discount for one week.
https://store.steampowered.com/app/806950/Victory_At_Sea_Pacific/
It's happening! On Monday, 3rd of September at 6.15pm (BST) We'll be hosting our next Victory at Sea Pacific #Twitch #Stream - Come and join us to see our upcoming #RTS in action. Don't worry if you can't make it, this will no be the last :) https://www.twitch.tv/eviltwinartworks
Ok you heard it here first! We plan to start streaming live gameplay sessions tomorrow (Wednesday 15th) at 6.30pm (BST), with a second live Stream at 9.30am (BST) on Saturday the 18th. More Streams will follow over the coming weeks. Tune in to the official stream here – https://www.twitch.tv/eviltwinartworks
We wanted to give you an insight into how Victory Sea Pacific manages the Open World Sandbox Real Time Strategy game from the Bridge.
When we first started developing Victory At Sea Pacific we took the stance that it would be similar to the original, where you focused on one fleet. However as the scale of the game increased it became obvious that to really take advantage of this size change the player would be better off taking control of the entire Pacific Theatre.
One of the hardest aspects of building an open world RTS covering the entire Pacific war was creating a sensible system that would allow the player to manage the whole thing. If we had any brains we would have made the top level turn based, with the individual battles played out in real time.
To prevent it from being overwhelming the player is introduced to the Bridge in stages.
On the Bridge, each navy is split into fleets, or Task Forces. Fleets can be constructed at ports that have a shipyard and then sent out wherever the player wishes. Fleets can be constructed however a player wants allowing them to create specialised Task Forces, some may be great for raiding or recon, or might be better suited to destroying the enemy fleets utterly.
Knowing where the enemy is is another matter as the Pacific is a big place. Enemy fleets will appear once they have been seen, but will fade away after losing visual contact, giving players a last known position to work from.
Once the player has worked out their basic plan they have many options open to them. Some of these options include attacking an enemy fleet or launching an amphibious assault on a port, sending in landing ships that need to be protected until they reach shore.
The enemy is not idle of course and the player may be required to defend allied fleets or ports. To get a better sense of what is going on out there the player can also recon & raid enemy ports, a hit and run tactic that requires less resources but may be enough to draw the enemy in the wrong direction. Once all that is done the fleets can repair and resupply at friendly ports.
Ports have various military structures, which may be attacked like ships. Destroying a coastal structure deprives the port of its function, though it will repair over time, they are not defenceless however, with a formidable array of coastal guns and AAA emplacements to attack hostile ships and aircraft.
There is so much more about the Bridge that could be covered, keep an eye out for more information as we release it!
With the increase in scale in Victory At Sea Pacific we needed to let the player have greater control over planes. In the original Victory At Sea you could tell a carrier to attack a port or fleet and the planes would fly off, do their thing and return.
In the new Pacific game, the added threat of enemy fleets sneaking past you meant that players not only needed to tell planes where to hunt but also to target specific objectives. With this came the need to introduce more specialist plane types as well.
Based on feedback from the community we are also looking at players being able to swap out payloads and change what aircraft a carrier can carry.
Planes available on launch
- Aichi D3A Val
- Aichi E13A Jake
- Boeing B-29 Superfortress
- Curtiss SB2C Helldiver
- Curtiss SC Seahawk
- Douglas SBD Dauntless
- Douglas TBD Devastator
- Fairey Barracuda (Dive-bomber)
- Fairey Barracuda (Torpedo-bomber)
- Fairey Fulmar
- Fairey Swordfish (Bomber)
- Fairey Swordfish (Torpedo-bomber)
- Grumman F4F Wildcat
- Grumman F6F Hellcat
- Grumman TBF Avenger
- Hawker Hurricane
- Kawanishi H8K Emily (ASW)
- Kawanishi H8K Emily (Bomber)
- Kawanishi H8K Emily (Torpedo-bomber)
- Mitsubishi A5M4 Claude
- Mitsubishi A6M Zero (Fighter)
- Mitsubishi A6M Zero (Kamikaze)
- Mitsubishi F1M Pete
- Mitsubishi G4M Betty (Bomber)
- Mitsubishi G4M Betty (Ohka)
- Mitsubishi G4M Betty (Torpedo-bomber)
- Nakajima B5N Kate
- Nakajima B6N Jill
- PBY-5 Catalina (ASW)
- PBY-5 Catalina (Bomber)
- PBY-5 Catalina (Torpedo-bomber)
- Short Sunderland
- Supermarine Walrus (ASW)
- Supermarine Walrus (Bomber)
- Supermarine Walrus (Observation)
- Vought F-4U Corsair
- Vought Kingfisher
- Yokosuka D4Y Judy
- Yokosuka MXY7 Ohka
In planning Victory At Sea Pacific we knew we wanted a sizeable fleet that players could build from. Below are the ships already in game as well as those already incoming.
Remember this is not an exhaustive list. We are already discussing wish lists and what other nationalities could come next. (I have already seen a Richelieu being modelled.) Come and check the discussion out for yourself.
Ships available on launch
- Daihatsu
- T-1
- Kinesaki
- T.101
- Akatsuki
- Fubuki
- Kuma
- Sendai
- Hei-Gata C1
- Kashino
- Mamiya
- Shiratsuyu
- Tenryu
- Nagara
- Ise
- Nako Maru
- Tatekawa Maru Kawasaki
- Chitose
- Aoba
- Furutaka
- Hiryu
- Soryu
- Kongo
- Kaga
- Kagero
- Kitakami
- Myoko
- Takao
- Shokaku
- Fuso
- Kaidai
- Mogami
- Tone
- Hiyo
- Nagato
- Yamato
- Shinyo
- Matsu
- Fuyutsuki
- Hanatzuki
- Michitsuki
- Unryu
- Shinano
- Fairmile A
- Fairmile B
- Fairmile C
- Bathurst
- J
- K
- N
- Leander
- Dale
- Wave
- Illustrious
- Tribal
- Dido (1st Group)
- Dido (2nd Group)
- Fairmile D
- T
- Flower
- Fiji
- Implacable
- Vosper 1
- Bellona
- Ceylon
- Colossus
- Vosper 2
- Elco MTB
- Higgins
- Clemson
- Gato
- Liberty
- LST
- Cherokee
- Atlanta
- T2
- Omaha
- Pensacola
- Northampton
- Yorktown
- Porter
- Portland
- St. Louis
- Lexington
- North Carolina
- Fletcher
- Independence
- Cleveland
- Essex
- Balao
- Victory
- Casablanca
- Baltimore
- Iowa
- Gridley
- Colorado
- King George V
- S
- U
- Ruler
- Wasp
- Brooklyn
- South Dakota
- I-400
- Akizuki
- Agano
[url=https://store.steampowered.com/app/806950/Victory_At_Sea_Pacific]
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
Victory At Sea Pacific
Evil Twin Artworks
Evil Twin Artworks
2018-09-14
Indie Strategy Simulation Singleplayer
Game News Posts 65
🎹🖱️Keyboard + Mouse
Mixed
(556 reviews)
http://www.victoryatseagame.com/
https://store.steampowered.com/app/806950 
The Game includes VR Support
Victory At Sea Pacific Linux [14.77 G]
Search and Destroy Enemy Fleets across the Second World War’s Pacific Theatre. Engage in a tactical game of cat and mouse in this huge open world naval warfare Real Time Strategy.
Plan your own campaign in Victory at Sea Pacific.
Victory at Sea Pacific - the game of naval combat during the Second World War where a player can switch between commanding the entire Pacific theatre to zooming down to take control of individual ships and flights of planes.
Fire the torpedoes from your submarine wolf pack or step onto the Bridge to direct your fleets and change the course of the war.
Bringing an epic approach to real time strategy war gaming, players develop their own story with an open world sandbox mechanic in a desperate attempt to win the World War 2.
The game sees you to take part in a nerve wracking game of cat and mouse as you scour the seas in search of enemy fleets and send submarines to strangle their supply lines.
In Victory at Sea Pacific you can covertly recon enemy positions and launch a large scale amphibious assault by sea and air against the chosen targets.
Fighting a coastal invasion brings together large numbers of ships from landing craft of various types, to multiple flights of aircraft and mighty ships to bombard the enemy positions in an attempt to capture key objectives from the enemy
In addition Victory at Sea Pacific allows you to take command of large squadrons of planes against enemy fleets and send scouts to hunt for the enemy wherever they may be.
You can also train your crews in and out of combat, setting drills and rest periods as well as managing rations and monitoring their morale. Do you push them to breaking point or build a highly skilled team ready for combat.
Choose your fate in Victory at Sea Pacific
In Victory At Sea Pacific your destiny is in your hands, there are no levels, there is no do over. This is Pacific Warfare from day one until ultimate victory is achieved. Every engagement is important, the combat merciless, and the outcome is uncertain.
The game allows you to customise and create multiple fleets, and send them to different parts of the Pacific theatre to perform whatever tasks you see fit. Will you send submarines to harass enemy supply ships or send flights of planes to hunt for enemy ships?
Remember you must always be vigilant, it only takes a fleet to slip past you in the night and attack a poorly defended allied port to see the tide turn against you.
How the naval war in the Pacific ends is up to you and the decisions you make.
A huge fleet to choose from.
With over 100 ship classes and counting, representing thousands of vessels, and dozens of types of aircraft and ports spanning the Pacific ocean, Victory At Sea Pacific represents limitless strategic options as you find yourself in total command of the Pacific Theatre during WW2.
Victory at Sea Pacific features;
- Search and destroy enemy fleets across the entire Pacific Ocean
- Effortlessly switch between commanding the entire Pacific theatre and controlling the fate of individual vessels and planes
- Harass shipping and starve ports of vital supplies
- Organise large scale amphibious assaults on major ports
- Control unique vessels such as the huge I-400 submarine aircraft carrier
- Build highly skilled crews ready for combat
- Pausable gameplay allows you to order fleets and then continue the action
- Play as Axis or Allied fleets (Axis Campaign coming soon)
From small skirmishes involving single destroyers and hunting down merchantmen, to the clashing of massive fleets against implacable enemies, Victory at Sea Pacific is your ticket to exciting battles that take place on the dangerous seas of World War II.
- OS: SteamOS or Ubuntu 14.10
- Processor: Intel Core i3-4170TMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 850M 2GB
- Storage: 15 GB available space
- OS: SteamOS or Ubuntu 14.10
- Processor: Intel Core i5 3.5GhzMemory: 8 GB RAMStorage: 15 GB available space
- Memory: 8 GB RAMStorage: 15 GB available space
- Storage: 15 GB available space
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