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Offline Asid

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Victory At Sea Pacific
« on: July 15, 2018, 06:12:27 PM »


Victory at Sea Pacific is the exciting game of naval RTS combat set during World War II. Bringing an epic approach to real time strategy war gaming, search and destroy enemy fleets across an open world sandbox in a desperate attempt to change the course of history.


Homepage: Here
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Official forum: Here
YouTube: Here
Blog: Here

Single-player


Victory At Sea Pacific Trailer




About

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.

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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.

Upgrade ports and build shipyards to customise and create multiple fleets, sending 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
•   Upgrade Ports and build shipyards
•   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.































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Offline Asid

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Re: Victory At Sea Pacific
« Reply #1 on: July 15, 2018, 06:12:56 PM »
Search & Destroy – the real war in the Pacific



In Victory At Sea Pacific the true danger of the Pacific War comes to the fore.

In Evil Twin Artworks’ latest naval combat game, Victory at Sea Pacific, search and destroy takes on new levels of tension with ocean spanning games of cat & mouse between opposing fleets.

When you look at how vast the Pacific Ocean is, you can see how how a task force could launch attack after attack and disappear into the night. Search & Destroy was a dangerous prospect for any admiral with limited resources at their disposal.

Radio communications in the South Pacific were often awful. Many messages sent out were lost or received with such a delay that they were next to useless. Voice comms were short ranged and navies would often rely on talk between ships and line of sight for aircraft units. Fleets would get incomplete or inaccurate reports regarding enemy movements. The South Pacific was widely known as being terrible for communications. Fleets that operated there experienced communication blackouts which were put down to the sheer distance from their bases and the remoteness of the region.



Victory At Sea Pacific captures this sense of the unknown, with its emphasis on recon patrols and hunting down the enemy. Patrols rely on sightings of the enemy, their last known position is marked on the Bridge Map, but without up to date tracking the enemy fleets can easily disappear and reappear where you least expect them.



Players can utilise spotter planes from their ships and airfields as well as sightings from their subs and ships to get an accurate picture of the enemy position. You must keep up your vigilance however, one lapse in judgment could see the enemy slipping past you in the night and hitting strategic targets.


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Offline Asid

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Re: Victory At Sea Pacific
« Reply #2 on: July 15, 2018, 06:13:15 PM »
Creating an Open World RTS Sandbox in the Pacific



In Victory At Sea Pacific creating an Open World RTS Sandbox was easier said than done.

With Evil Twin Artworks’ latest RTS game set in World War II, the world had to be big.

We have always tried to play with scale. We enjoy games that feel like they grow with the player. In the original Victory At Sea RTS that was achieved by allowing the player to start with one ship and build a fleet around it.

Having built Victory At Sea Pacific from the ground up we wanted to keep what we really loved from the original but ramp everything up. This meant that the growth in game would involve the player building fleets and commanding the entire Pacific operation, but allowing them to still drill down and command one small RTS skirmish between a few Destroyers.



Victory At Sea Pacific’s emphasis on recon patrols and hunting down the enemy required a large RTS map on which not only the player can move their fleets but the enemy can also sneak convoys and shipping through.

Studying a combination of Satellite data and maps of the Pacific War a large tiled system was created in World Machine. Balance was key, with thousands of tiles generating landmasses, creating a Real Time Strategy game that would feel big whilst not fill up a PC’s hard drive took some back & forth.



The result of this is there are no levels or missions to load in. The Pacific War plays out with players having to upgrade ports and build shipyards to create fleets to meet the growing challenge. Where these fleets are sent is up to the player. Will you send submarines to harass convoys or send flights of planes to hunt for enemy ships?

Regular patrols are important as the enemy can be easily missed. A fleet could hit the Aleutian Islands before a Task Force even knows of its presence. Players must always be vigilant, it only takes a fleet to slip past in the night and attack a poorly defended allied port to see the war turn on its head.


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Offline Asid

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Re: Victory At Sea Pacific
« Reply #3 on: July 15, 2018, 06:13:35 PM »
Introducing the first ships to launch with Victory At Sea Pacific



Victory At Sea Pacific has over 120 ship types & planes in  and counting…

It is time to introduce you to the first ships to battle in the Pacific in Evil Twin Artworks’ latest RTS.

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. 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)
•   T
•   Fairmile D
•   Flower
•   Dido (2nd Group)
•   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

Coming Soon
•   S
•   U
•   Ruler
•   Wasp
•   Brooklyn
•   South Dakota
•   I-400
•   Akizuki
•   Agano


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Offline Asid

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Re: Victory At Sea Pacific
« Reply #4 on: July 15, 2018, 06:13:55 PM »
The Planes of Victory At Sea Pacific



Introducing you to the planes in Victory At Sea Pacific.

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.

Remember this is not an exhaustive list. If you have thoughts for other plane types. Come and check the discussion out for yourself.



Plane types 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

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Re: Victory At Sea Pacific
« Reply #5 on: July 19, 2018, 11:10:26 AM »
Victory At Sea Pacific’s Ports & Shipyards



Introducing Ports and Shipyards in Victory At Sea Pacific.

Ports & Shipyards are an important factor in Victory At Sea Pacific.

The lifeblood of the upcoming Victory At Sea Pacific campaign are the 70 plus ports available. With increased control for the player, ports contain stores of fuel, ammunition, and rations, and capturing them is a vital part of winning the war.

When a fleet docks at a port, it will automatically replenish its fuel and rations if any are available. While docked, the fleet will gradually repair structural damage, and gain new crew and aircraft. Players can even decide what aircraft types a carrier will take on.





The ports are vulnerable however, with various military structures, which may be attacked like ships. Destroying a coastal structure deprives the port of its function, although it will repair over time.

They are not defenceless however, and coastal guns and anti air gun emplacements will attack hostile ships and aircraft. Airfields are also available and house flights of aircraft, which may defend the port or scout the area. Searchlights can track hostile aircraft at night, reducing the inaccuracy of anti-air fire against them.

If enough war bonds are available, ports may be upgraded and can eventually add shipyards. New fleets may be constructed at shipyards and ships under construction can be upgraded.



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Re: Victory At Sea Pacific
« Reply #6 on: August 10, 2018, 12:11:42 AM »
It's time to show you the base of operations!
7 AUGUST   - JAMES EVIL TWIN

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!

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Re: Victory At Sea Pacific
« Reply #7 on: August 14, 2018, 09:59:43 PM »
Victory At Sea Pacific on Twitch
14 AUGUST   - JAMES EVIL TWIN

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





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Re: Victory At Sea Pacific
« Reply #8 on: September 04, 2018, 03:19:24 PM »
Victory At Sea will launch on its maiden voyage on the 14th of September
4 SEPTEMBER   - JAMES EVIL TWIN

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.



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Re: Victory At Sea Pacific
« Reply #9 on: September 13, 2018, 02:11:26 PM »
Victory At Sea Pacific sets sail this Friday.
 


Part Grand Strategy, part RTS, Victory At Sea Pacific launches tomorrow at 1pm PDT.

Our upcoming Open World RTS, Victory At Sea Pacific, will launch on Friday at 1pm PDT, priced at $39.99 USD with a 10% discount for one week.



The game aims to bring something different to the genre and can be played in many different ways, you can micromanage every last detail of the Pacific War, or stand back and trust in your Captains.
Remember though, the campaign does not pause while playing individual battles, while you fight with your ships, the enemy is moving into position across the Pacific and other conflicts can occur in real time. The questions is do you want to keep focusing on this battle or let your captains make the decision while you deal with other things.

The team has already been listening to the community, adding two new Battleships to the game for launch.  These are the Pennsylvania and Tennessee.

Twitch
We plan to start streaming live gameplay sessions on Twitch. Tune in to the official stream here. https://www.twitch.tv/eviltwinartworks

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Re: Victory At Sea Pacific
« Reply #10 on: September 15, 2018, 02:03:19 PM »
Released

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Re: Victory At Sea Pacific
« Reply #11 on: September 15, 2018, 02:04:40 PM »
What is next (updates etc)
Dev update 15/09/18


We have seen the feedback and thoughts and for those that know us you know we take your feedback to heart and treat it very seriously. So please keep it coming as you may know, we treat our games like a community so we want to make a game we all want to play so we'll be constantly tweaking.

Meanwhile just to confirm for you that the US campaign is not the end of it. Over the next few weeks you'll be seeing these free updates as well as fixes and balance tweaks.

1.IJN Campaign we are hoping to get that to you end of the week or the week after.

2.More ships- based on community feedback including the I-400 (On or around the IJN campaign) it might be that we split the ship update in 2 as there are quite a few new ones to add. (they are modelled but need to be put in the game)

3.MODs (Going to make a pinned thread to get your feedback on what you want for this)

4.Custom Battles.

5.RN/ANZAC campaign.


There will be more to talk about as we go, but these are the ones we have promised that are coming to you to add more value to the product.

Right I'm off now, seems that when you go from 10 players playing to a few thousand you end up with weird bugs! We'll get these sorted and get an update ASAP.

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Re: Victory At Sea Pacific
« Reply #12 on: September 20, 2018, 12:35:12 PM »
1.0.4 Patch on Beta
Victory At Sea Pacific - James Evil Twin

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.

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Re: Victory At Sea Pacific
« Reply #13 on: September 21, 2018, 12:52:22 PM »
Victory at Sea Pacific: Patch 1.0.5 is on Beta (mostly plane stuff)
Victory At Sea Pacific - James Evil Twin

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.

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Re: Victory At Sea Pacific
« Reply #14 on: September 26, 2018, 01:09:22 PM »
Victory at Sea Pacific: Patch 1.0.6 is on Beta
Victory At Sea Pacific - James Evil Twin


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.

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