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Author Topic: Victory at Sea Atlantic - World War II Naval Warfare  (Read 45351 times)

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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #15 on: May 21, 2025, 11:25:40 PM »
Atlantic update 1.0.4.1
Wed, 21 May 2025



We?ve been listening intently to your feedback and have been hard at work on the new update. It would be great to hear what you think, please keep it coming!


Gameplay:

  - Coastal assault missions in single-fleet mode are now played in the combat view.
  - General Campaign AI improvements
  - The timescale may now be increased to 32x in combat.
  - Added extra enemy fleets to new Axis and Allied campaigns.
  - Improved enemy fleet AI for planning amphibious assaults.
  - Increased the maximum hull damage on all ship classes.
  - Reduced AA weapon accuracy.
  - Increased the effectiveness of ASW against submersibles in autoresolved combats.
  - Increased the effectiveness of dive and torpedo bombers against surface ships in autoresolved combats.
  - Increased the effectiveness of fighters against bombers in autoresolved combats.
  - Airfields' allowed spotter launch ranges are displayed on the map when the UI is moused over.
  - Gun turret rotation speeds are more realistic.
  - Ship captains may be swapped around in single-fleet mode.
  - Submersibles start combat closer to enemy surface ships, and at a position that better reflects the global fleet positions.
  - Sub-hunter ships start ASW combat at a slower speed.
  - Increased detectability of submersibles when they launch a torpedo.
  - Germany starts with a farm and a factory in new Axis campaigns.
  - Ships may list at an angle after taking heavy damage..


Bug fixes:

  - Fixed a bug causing loitering flights to return to a moving fleet too soon.
  - Move order queueing works for aircraft flights.
  - Prevented some gun turrets rotating through the superstructure of their ships.
  - Radar stations can be built in all territories.
  - The structure repair tutorial gives the player the correct amount of resources to repair the structure.
  - The summary panel shows the correct weekly income stats of structures.
  - Fleets with a movement destination take a more sensible path after leaving combat.
  - The Short Sunderland no longer has a blank space for a name.
  - Japanese characters are all visible on the unit name and class UI.
  - Prevented the amphibious assault muster point UI being displayed for enemy assaults.
  - Stopped the enemy capture of player territory being displayed as a victory.
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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #16 on: July 04, 2025, 12:04:39 AM »
Nearly There ? New Update Incoming!
Thu, 3 July 2025



Hi everyone,

We just wanted to give you a quick heads-up ? we?re very close to releasing our next update for Victory At Sea Atlantic! This one?s packed with new features and a host of quality-of-life improvements, many of them directly based on your feedback.


We?d hoped to have it out for you today, but we need a little more time to finish off some final tweaks and make sure everything?s running smoothly. Thank you so much for your patience and continued support ? it means the world to us.

We?ll keep you posted and aim to have the update in your hands very soon!

Fair winds,
The Victory At Sea Atlantic Team
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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #17 on: July 22, 2025, 12:01:27 AM »
Update Deployed! Bug Fixes, Gameplay Improvements & Mod Tweaks
Mon, 21 July 2025



We?ve just deployed another update for Victory At Sea Atlantic, focused on bug fixes, gameplay improvements, and a key modding adjustment. Thanks to all of you for the continued feedback?keep it coming!

Bug Fixes:

    - The collect supplies button is now enabled for neutral ports.

    - Sweden now correctly replenishes its resources.

    - Resolved an issue where supply fleets would repeatedly dock and undock while awaiting resources.

    - Fixed a navigation issue affecting submersibles at very deep depths.

    - Submersibles now load from saves at the correct depth during combat.

    - Structure upgrade tooltips now correctly display the resource cost.

    - The Fairey Swordfish's propeller now rotates around the correct axis.

    - Combat air patrols will always initiate combat when in range.

    - Fixed a bug that allowed the enemy to make excessive espionage and sabotage attempts.


Gameplay:

    - Ships will now automatically switch to an alternative ammunition type if their selected ammo runs out.


Mods:

    - Reload time values in weapon stat definitions will no longer be overridden by values in ship weapon definitions.

Thanks again for playing and supporting Victory At Sea Atlantic! See you on the high seas.
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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #18 on: September 04, 2025, 12:17:27 AM »
Update Deployed! Bug Fixes, Gameplay Improvements & Mod Tweaks
Wed, 3 September 2025



We've just deployed a new update packed with improvements, fixes, and a brand-new ship for you to command.


Here's what's new:

Bug Fixes

  - Fixed a bug that could cause default structures to duplicate.

  - Fixed a bug that could cause ports to take damage from fleets without a battle.

  - Hidden enemy fleets can no longer fire on aircraft.

  - Removed some undesired prompts during tutorials.

  - Prevented cases where the "view on map" button focused on the wrong location.

  - Enemy sinking ships no longer block periscope lock-on to distant enemies.

  - Weapon reload progress no longer resets after loading a save.

  - Fixed enemy health amounts when loading old saves.

  - Fixed a bug that could cause the camera angle to get stuck after returning from combat against aircraft.

  - Fixed an exploit that allowed German dive bombers to be built on a level 1 airfield.

  - Fixed a bug that could cause a battle to end before setup completed.

Gameplay Changes

  - Added the German Handelsschiff cargo ship.

  - Reworked the autoresolve system to better match real combat gameplay.

  - Aircraft are more likely to start combat closer to the enemy, and can no longer be repositioned during setup.

  - Added the ability for the player to replenish partial flights.

  - Added the ability to toggle the target depth of ASW bombs.

  - ASW bombers are now better at spotting submerged subs at range in combat.

  - Depth charges can damage surfaced ships if detonated close enough.

  - Added an option to prevent battles from ending automatically when one side is defeated.

  - Submersible fleets may now enter combat with other submersible fleets.

  - Submersibles can fire torpedoes while in a deep dive ? and be hit by them.

  - Silent running now disables active sonar and weapon reloads, and works as an on/off toggle instead of a timed status.

  - Enemy navies will create fewer submersibles.

  - Improved scout plane AI.

  - Civilian ships now cruise at 10 knots or less.

  - Added more strong British ships at the start of a new Allied campaign.

  - Expanded sections of the tutorial.

  - Fighter movement is now smoother when intercepting.

UI Improvements

  - Torpedo buttons now show both the current payload size and the loaded torpedo count.

  - Enemy boxes are visible at closer distances in bad weather and scale with ship size on screen.

  - Post-battle victory messages now include aircraft kills and losses.

  - Results popup shows the number of shells and torpedoes fired by both sides.

  - Sonar pulse from ASW planes is now visible on the minimap.

  - The low ammo icon only appears if a ship is low on an ammo type across all magazines, and lists affected ships.

  - Point values are no longer displayed on enemy fleets.

Modding

  - Ship commission time multipliers are now moddable per faction.
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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #19 on: November 09, 2025, 01:28:06 AM »
⚓ Victory At Sea Atlantic - Update Firstlook Branch Now Available!
Fri, 7 November 2025



Commanders,

We?ve been hard at work preparing the next update for Victory At Sea Atlantic, featuring a wide range of bug fixes, gameplay tweaks, and UI improvements.


Before pushing it live to everyone, we?re releasing it today on a Beta Branch called firstlook ? so you can try it early and help us make sure everything runs smoothly before the main release next week.
🧭 How to Access the Firstlook Branch

If you?d like to preview the update early:

    Right-click Victory At Sea Atlantic in your Steam Library.

    Select Properties.

    Go to the Betas tab.

    Open the dropdown menu and select firstlook.

If you prefer to wait, we?re aiming to push the update to the main branch early next week.


⚙️ Bug Fixes

  - Fixed AA weapon targeting against carrier-launched planes.

  - Fixed a bug preventing troops replenishing in control zones.

  - The player's submersibles can now change their depth in an autoresolved battle, where appropriate.

  - Prevented combat between larger squadrons of ASW aircraft and submersibles ending too quickly.

  - Fixed some incorrect ship positioning when loading into combat.

  - Prevented a case of structures being built on top of other structures.

  - Clicking a port marker doesn't count as clicking the structure behind.

  - Ensured player spotter aircraft obey the range limit.

  - The cost of rebuilding a partially-destroyed flight's aircraft is now correctly reduced.

  - Prevented a case of two tutorials becoming simultaneously active.

  - Clicking a distant fleet before entering combat via alert popup no longer breaks combat loading.

  - Fixed a bug that could cause extra ships to be loaded into combat.

  - Fixed a bug that could prevent aircraft being added to combat.

  - Fixed a bug that could stop combats from starting while unrelated fleets are in combat.

  - The message shown when a faction changes sides displays correctly.

  - Iceberg sea foam displays correctly.

  - The Gloucester-class cruiser may be commissioned in Allied shipyards.

  - Ship weapons will not automatically switch their payload from starshells while selected.

  - Prevented multiple alerts getting queued for the same aircraft combat.

  - Stopped a case of campaign alert messages showing up at the start of combat.

  - Fixed a bug that could cause the camera to end up off the campaign map.

  - Make sure all docked fleets in a port are shown on the shipyard UI.

  - Stopped the airfield UI overlapping with the selected flight UI.

  - Fixed a case of Axis and Allies labels getting swapped over.

  - Added the Elco-class research project's missing title.

  - The TBM-3 Avenger's sprite shows up correctly.


⚓ Gameplay Improvements

  - Fleets are no longer hidden or repositioned after an air raid.

  - Nearby fleets are not excluded from combat in an air raid.

  - Bomber flights may be ordered to defend other aircraft flights.

  - Player-ordered bombers no longer automatically turn back and land after a fighter intercept.

  - Player-ordered fighters do turn back and land after an intercept.

  - Increased the spotting range on the campaign map, more so for planes.

  - Increased the overall spotting range of spotter aircraft.

  - Planes begin slightly further from enemy ships in combat.

  - Reduced the supply cost of civilian ships.

  - Separated the airfield ASW bomber lock from the general bomber lock.

  - Reduced civilian ships' spotting range and spot chance against submersibles at night.

  - Further reduced civilian ships' gun accuracy and reload speed.

  - AI will create more supply convoys, but in greater numbers.

  - Supply convoys use zig-zag manoeuvres on the campaign map level.

  - Improved enemy ship AI when retreating.

  - Torpedo boats can no longer sink warships.

  - Slowed the deceleration of all ships.

  - Improved seaplane landing behaviour.

  - Improved enemy seaplane UI when its home ship is not in combat.

  - Slightly increased the gun inaccuracy of uncontrolled player ships.

  - Reduced the damage reduction on uncontrolled player ships.

  - Enemy ships are less likely to stop using their guns due to crew casualties.

  - Improved the AI of divebomber squadrons.

  - Improved the AI of torpedo bombers, and reduced their torpedo drop distance.

  - Aircraft are able to land on a carrier when it has queued flights that cannot currently launch.


🖥️ UI Improvements

  - Reduced opacity of the boxes around distant ships, and prevented them from reaching excessive sizes.

  - Alert popups do not automatically cycle to the next alert when clicking "view on map".

  - Added a visible spotter range limit circle for ships.

  - Ensured a fleet's total troop count label updates while the fleet is selected.

That?s all for now, commanders!
Thank you for your continued feedback and support ? as always, your reports and suggestions help us keep improving Victory At Sea Atlantic.

Fair seas,
The Evil Twin Artworks Team
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