Forum > Games Discussion
Victory at Sea Atlantic - World War II Naval Warfare
Asid:
Atlantic Update 0.27.1.0
Thu, 25 April 2024
We hear you loud and clear! Your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.
Gameplay:
- Structures may be built in occupied territories.
- Added alert popups when enemy aircraft come into range of player forces and structures.
- Adjusted the balance of dogfighting in combat autoresolve.
- Combat air patrols will pursue enemy aircraft further in friendly radar coverage.
- Allowed scrapping and switching payloads of flights with no planes.
- Hedgehogs use a contact-only projectile, without a depth fuse.
- Increased projectile sink rate and ammo capacity for Hedgehog and Squid weapons.
- Added more aircraft detail on the battle results popup.
- In combat, enemy fleets will not decide to retreat without first engaging.
Visuals:
- Reworked coastal structure counters on the map.
Bug fixes:
- Prevented escort ships that are merged into a convoy fleet from hauling cargo.
- Ensured all enemy ship models get hidden correctly when out of visual range.
- Fixed a bug that could prevent laboratories from demolishing.
- Fixed a bug that could cause ship guns to be unmanned.
- Prevented a game freeze on capturing enemy territory with an airfield.
- Prevented a game freeze that could occur on entering combat.
- Fixed a bug that could prevent all units on the map from moving.
- Ensured port based flights stay in the correct squadron after loading a save.
- Prevented a case of empty flights showing up as counters on the map.
- Stopped UI elements appearing over the initial splash loading screen.
- Ship stopping distances compensate for their deceleration rate.
- Stopped flight UI overlapping ship UI when a ship's aircraft is shot down.
Asid:
Atlantic Update 0.29.0.0
Thu, 16 May 2024
Just wanted to say a quick thanks again for being a great community and being really positive about making this a great game! We've added the Renown and P-51 Mustang based on community requests and we have more ships and planes coming that have been requested by the community! Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.
Gameplay:
- Added the Renown-class battlecruiser.
- Added the North American P-51 Mustang fighter.
- Increased all level bomber flight sizes to 3.
- Increased the number of ships and flights on each side in combats to 25.
- Supply convoys are excluded from combats unless they are directly targeted.
- Non-ASW-capable fleets are excluded from combats initiated by submersibles unless directly targeted.
- Rebalanced damage levels and ASW hit chance in autoresolved combats, and increased fleet retreat chances in autoresolved combats once they take losses.
- Initial chances of successfully engaging or retreating in an autoresolved combat are displayed on alert popup buttons.
- Increased weapon accuracy for higher level ship crews.
- Reduced bombing accuracy for flights being targeted by AA weapons.
- Spotter range sliders now work on absolute nautical mile values.
- Automatically-launched spotters will only attempt to scout over the ocean, and will retreat from nearby fighters.
- AA emplacement weapon range greatly increased on the bridge at higher upgrade levels.
- Improved aircraft flight loitering behaviour.
- Added UI to build multiple aircraft flights of the same type at once.
- Restricted payloads when building flights on non-carrier ships to spotters.
- Added a button to apply a flight's payload settings to all flights of the same type on the same airfield or ship.
- Flight card controls are enabled for selected aircraft squadrons.
- Increased the bomb damage of the Avro Lancaster and the Boeing B-29 Superfortress.
- Ships on fire due to critical hits will take damage over time until the fire is extinguished by crew.
- Adjusted submersible stealth and detection calculations.
- Increased timescales are reset back down to 1x upon spotting any enemy ship, sub, or torpedo in combat.
- Hostile sonar pings are audible underwater when controlling a submersible.
- Destroyed structures take significantly longer to repair, an quick repairs are proportionally more expensive on destroyed structures.
- AI factions prioritise constructing new fleets over rebuilding planes.
- Added more German submersible fleets, more Allied supply convoys, and an additional British surface fleet at the start of a new campaign.
- Cargo capacity and submersible stealth/detection bonuses are visible on the shipyard stats display.
- Added more variation to cargo ship capacities.
- Allied supply convoys may collect resources from the USA before the USA enters the war.
- Supply convoys reaching a destination with no resources to collect will dock until resources are available.
- Allowed minimising and maximising of the alert panel when no alert is displayed.
- Docked fleets may be merged by clicking and dragging the markers in the docked fleet list.
- Do not close shipyard or airfield UI on clicking their counter a second time.
- The camera will not focus on a counter when the counter is clicked, unless double clicked, or enabled in the options.
- Column formations are ordered by ship speed if set during combat setup.
- Added more campaign objective information, including incremental update popups for some objectives.
- Increased ships required for the build ships objective in new campaigns.
- Optimised the initial game startup some more.
Bug fixes:
- Prevented save game files growing to excessive file sizes.
- Stopped the aircraft payload switch panel remaining open after leaving the current screen.
- Stopped airfield-based aircraft squadron headers getting stuck after click and drag.
- Fixed a bug where aircraft could get stuck in position when attempting to land.
- The displayed repair cost of a structure is consistent between the button tooltip and the popup.
- Fixed a game freeze that could happen when merging two squadrons.
- Structure upgrade buttons become enabled after research completes without reselecting the port.
- Radar and active sonar toggle states are retained after a save and load.
- The structure upgrade time tooltip displays the correct value after switching between ports.
- Show the intelligence and technology panel tabs when not playing tutorials.
- Stopped the aircraft resupply tutorial from getting stuck.
Visuals:
- Added exhaust to oil tanker smokestacks.
- Fixed the positions of flags on Town-class cruisers.
Asid:
Atlantic Update 0.31.0.0
Thu, 13 June 2024
Thank you as always for the positive and constructive feedback!
Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. This one covers campaign optimisation, a new look campaign map as well as big changes to the Objectives and the campaign overall, which hopefully makes progression clearer for you. We've also added some new ships and planes to the roster!
Gameplay:
- Added the Algérie-class cruiser, Gearing-class destroyer, River-class frigate, and Altmark-class oil tanker.
- Added the Hawker Typhoon fighter, the Junkers Ju 188 bomber, and the Messerschmitt Me 262 jet fighter.
- New campaign objectives now require transported resources instead of manufactured resources.
- New campaigns lock amphibious assaults and building assault fleets until certain objectives are met.
- Updated the objectives panel, with progress indicators and locked objectives shown.
- Improved enemy scouting and convoy-hunting behaviour, and increased German priorities for building u-boats.
- Improved enemy structure building behaviour and research priorities.
- Starting convoys now include troop ships.
- Adjusted the initial structure setup for North America and Axis territories.
- Increased spotting range vs structures on the bridge.
- Removed delay between alert popups.
- Increased research times for historically later technologies.
- Added separate lock toggles on airfields for automatic fighter, bomber, and spotter launches.
- Airborne aircraft flights are rebased (or removed, if no space is available) after demolishing their airfield.
- Added passive sonar to frigates, and they can no longer be ambushed by submersibles.
- Adjusted torpedo launching behaviour for submarine AI.
- Ship squadrons more in faster and looser formations whilst turning.
- The lead ship of a selected squadron is highlighted as such on the minimap.
Bug fixes:
- Gave the L, O, S, and U-class destroyers functioning AA weapons.
- The Heinkel He 177 Greif model now loads correctly in combat.
- The Cimarron-class oil tanker is available to the Allies in the campaign.
- Docked fleet markers will not double up when a new multi-ship fleet is completed.
- Under-construction fleets can be merged with docked fleets in the shipyard panel.
- Ship and aircraft build counts are reset upon closing the window.
- Ensured initial convoys don't include non-researched ship classes.
Other:
- Updated the appearance of the campaign map.
- Various performance optimisations.
Asid:
Axis Powers Take Command in Victory At Sea Atlantic's New Campaign!
Tue, July 2, 2024
We are excited to announce a major update for Victory At Sea Atlantic, introducing the highly anticipated Axis Campaign! You can now take on the role of the Axis powers and work to halt the critical resource convoys heading towards Great Britain.
Gameplay:
- Added the Algérie-class cruiser, Gearing-class destroyer, River-class frigate, and Altmark-class oil tanker.
- Added the Hawker Typhoon fighter, the Junkers Ju 188 bomber, and the Messerschmitt Me 262 jet fighter.
- New campaign objectives now require transported resources instead of manufactured resources.
- New campaigns lock amphibious assaults and building assault fleets until certain objectives are met.
- Updated the objectives panel, with progress indicators and locked objectives shown.
- Improved enemy scouting and convoy-hunting behaviour, and increased German priorities for building u-boats.
- Improved enemy structure building behaviour and research priorities.
- Starting convoys now include troop ships.
- Adjusted the initial structure setup for North America and Axis territories.
- Increased spotting range vs structures on the bridge.
- Removed delay between alert popups.
- Increased research times for historically later technologies.
- Added separate lock toggles on airfields for automatic fighter, bomber, and spotter launches.
- Airborne aircraft flights are rebased (or removed, if no space is available) after demolishing their airfield.
- Added passive sonar to frigates, and they can no longer be ambushed by submersibles.
- Adjusted torpedo launching behaviour for submarine AI.
- Ship squadrons more in faster and looser formations whilst turning.
- The lead ship of a selected squadron is highlighted as such on the minimap.
Bug fixes:
- Gave the L, O, S, and U-class destroyers functioning AA weapons.
- The Heinkel He 177 Greif model now loads correctly in combat.
- The Cimarron-class oil tanker is available to the Allies in the campaign.
- Docked fleet markers will not double up when a new multi-ship fleet is completed.
- Under-construction fleets can be merged with docked fleets in the shipyard panel.
- Ship and aircraft build counts are reset upon closing the window.
- Ensured inital convoys don't include non-researched ship classes.
Other:
- Updated the appearance of the campaign map.
- Various performance optimisations.
Join the Community:
We greatly value your feedback and involvement. Share your experiences and suggestions to help make Victory At Sea Atlantic even better. Join the conversation on our Steam Community Page!
Prepare to embark on this new strategic journey and lead the Axis forces to victory! We can't wait for you to experience the thrilling new challenges of the Axis Campaign.
Asid:
Atlantic Update 0.33.1.0
Mon, 15 July 2024
Thank you as always for the positive and constructive feedback!
Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.
We have been focusing on player feedback, mainly around in combat AI and making more of a game of the cat and mouse side of Atlantic.
Gameplay:
• Submersibles start closer to the enemy, and their position is not initially known until spotted.
• Fleets begin combat at the angle they were moving in.
• Improved enemy submersible behaviour in combat.
• Added a penalty to spotting submerged submersibles at long sonar ranges.
• Increased the damage of all torpedoes.
• Increased anti-air weapon damage.
• Cruiser and battleship spotter loadout cannot be switched to bombers or ASW bombers.
• Reduced the accuracy of aircraft bombs in autoresolved battles.
• Non-combat ships are more vulnerable to torpedoes.
• AI-built convoys include more escort ships.
• Improved column formation behaviour.
• Reduced accuracy of guns at long to extreme ranges.
• Time does not reset on enemy detection after the first member of a squadron is detected.
• Player airfields start with 2 fighter flights.
• Reduced build and upgrade times for some structures.
• Retreat and autoresolve tooltips show explicit chances.
Bug fixes:
• Fixed a bug where flights could enter an unselectable state.
• Fixed a bug where planes could be in multiple flights at once
• Fixed a bug where aircraft could start flying sideways.
• Prevented fighters from firing fixed machine guns at odd angles.
• The player can order attacks on PA-class patrol boat fleets.
• Floating seaplane flights take off again after their battle completes.
• Stopped spotter flights ending up a great distance away post-combat.
• Torpedo damage stats are displayed correctly for all ships.
• Oil tanker explosions do not count as friendly fire, and do not affect submerged subs.
• The Hawker Typhoon UI sprites display correctly.
• Submerged subs will follow chained move orders in combat.
• Stopped some UI elements lingering on screen after returning to the menu.
Other:
• Improved oil tanker damage effects.
Navigation
[0] Message Index
[#] Next page
[*] Previous page