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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.
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